/// <summary> /// 从图片中获取背景颜色 /// </summary> /// <param name="image">图片</param> /// <param name="callback">计算完成后调用的委托</param> public static void GetImageColorForBackgroundAsync(BitmapSource image, ComputeCompleteCallback callback) { FormatConvertedBitmap bitmap = null; const int bytesPerPixel = 3; byte[] pixels = null; int width = 0; int height = 0; bool isFrozen = image.IsFrozen; if (!isFrozen) { //由于image没有冻结,所以image不能跨线程使用,这时要在当前线程中将image转换为另一个位图 bitmap = new FormatConvertedBitmap(image, PixelFormats.Rgb24, BitmapPalettes.WebPalette, 0); if (bitmap.CanFreeze) bitmap.Freeze(); pixels = new byte[bitmap.PixelHeight * bitmap.PixelWidth * bytesPerPixel]; bitmap.CopyPixels(pixels, bitmap.PixelWidth * bytesPerPixel, 0); width = bitmap.PixelWidth; height = bitmap.PixelHeight; } ThreadPool.QueueUserWorkItem(new WaitCallback((state) => { if (isFrozen) { //由于image已经冻结,所以image可以跨线程使用,这时在新线程中将image转换为另一个位图 bitmap = new FormatConvertedBitmap(image, PixelFormats.Rgb24, BitmapPalettes.WebPalette, 0); if (bitmap.CanFreeze) bitmap.Freeze(); pixels = new byte[bitmap.PixelHeight * bitmap.PixelWidth * bytesPerPixel]; bitmap.CopyPixels(pixels, bitmap.PixelWidth * bytesPerPixel, 0); width = bitmap.PixelWidth; height = bitmap.PixelHeight; } //计算颜色的均值 int sum = width * height; int r = 0, g = 0, b = 0; int offset = 0; for (int i = 0; i < height; i++) { for (int j = 0; j < width; j++) { r += pixels[offset++]; g += pixels[offset++]; b += pixels[offset++]; } } r = r / sum; g = g / sum; b = b / sum; Color color1 = Color.FromRgb((byte)r, (byte)g, (byte)b); //计算图片右部的颜色均值 r = 0; g = 0; b = 0; int jstart = (int)(width * (1 - RightSideWidth)); sum = (width - jstart) * width; for (int i = 0; i < height; i++) { for (int j = jstart; j < width; j++) { r += pixels[(i * width + j) * bytesPerPixel + 0]; g += pixels[(i * width + j) * bytesPerPixel + 1]; b += pixels[(i * width + j) * bytesPerPixel + 2]; } } r = r / sum; g = g / sum; b = b / sum; Color color2 = Color.FromRgb((byte)r, (byte)g, (byte)b); //根据上面计算出来的两个颜色计算最终颜色 HSLColor hsl1 = new HSLColor(color1); HSLColor hsl2 = new HSLColor(color2); hsl1.Hue += 10; if (IsNotSaturateEnough(hsl1) && !IsAlmostZeroSaturation(hsl1)) hsl1.Saturation += 0.2; callback(Revise(hsl1, hsl2).ToRGB()); })); }
/// <summary> /// 将颜色调暗一些 /// </summary> /// <param name="hsvColor">待修正色</param> /// <returns>修正色</returns> public static HSLColor ReviseDarker(HSLColor color) { return ReviseDarker(color, ReviseParameter); }
/// <summary> /// 转换到RGB色彩空间 /// </summary> /// <param name="hsl">HSL颜色</param> /// <returns>转换后的RGB颜色</returns> private static Color ToRGB(HSLColor hsl) { byte a = (byte)Math.Round(hsl.Alpha * 255), r, g, b; if (hsl.Saturation == 0) { r = (byte)Math.Round(hsl.Lightness * 255); g = r; b = r; } else { double vH = hsl.Hue / 360; double v2 = hsl.Lightness < 0.5 ? hsl.Lightness * (1 + hsl.Saturation) : (hsl.Lightness + hsl.Saturation) - (hsl.Lightness * hsl.Saturation); double v1 = 2 * hsl.Lightness - v2; r = (byte)Math.Round(255 * HueToRGB(v1, v2, vH + 1.0 / 3)); g = (byte)Math.Round(255 * HueToRGB(v1, v2, vH)); b = (byte)Math.Round(255 * HueToRGB(v1, v2, vH - 1.0 / 3)); } return Color.FromArgb(a, r, g, b); }
/// <summary> /// 将颜色调亮特定亮度 /// </summary> /// <param name="hsvColor">待修正色</param> /// <param name="brigher">调整的亮度</param> /// <returns>修正色</returns> public static HSLColor ReviseBrighter(HSLColor color, double brigher) { return new HSLColor(color.Alpha, color.Hue, color.Saturation, color.Lightness + brigher); //return Color.FromRgb(ReviseByteBigger(hsvColor.R), ReviseByteBigger(hsvColor.G), ReviseByteBigger(hsvColor.B)); }
/// <summary> /// 将颜色调暗特定亮度 /// </summary> /// <param name="hsvColor">待修正色</param> /// <param name="darker">调整的亮度</param> /// <returns>修正色</returns> public static HSLColor ReviseDarker(HSLColor color, double darker) { return new HSLColor(color.Alpha, color.Hue, color.Saturation, color.Lightness - darker); }
/// <summary> /// 将颜色调整到能够接受的最高亮度 /// </summary> /// <param name="hsvColor">待修正色</param> /// <returns>修正色</returns> public static HSLColor ReviseVeryBright(HSLColor color) { return ReviseBrighter(color, TooBright - color.Lightness); }
/// <summary> /// 将颜色调整到能够接受的最低亮度 /// </summary> /// <param name="hsvColor">待修正色</param> /// <returns>修正色</returns> public static HSLColor ReviseVeryDark(HSLColor color) { return ReviseDarker(color, color.Lightness - TooDark); }
/// <summary> /// 颜色修正 /// </summary> /// <param name="color1">待修正色</param> /// <param name="color2">参照色</param> /// <returns>修正色</returns> public static HSLColor Revise(HSLColor color1, HSLColor color2) { HSLColor newcolor = new HSLColor(color1.ToRGB()); while (IsTooBright(newcolor) || !IsTooMuchDiff(newcolor, color2) && !IsTooDark(newcolor) && newcolor.Lightness > 0) newcolor = ReviseDarker(newcolor); if (!IsTooDark(newcolor)) return newcolor; newcolor = ReviseBrighter(color1); while (IsTooDark(newcolor) || !IsTooMuchDiff(newcolor, color2) && !IsTooBright(newcolor) && newcolor.Lightness < 1) newcolor = ReviseBrighter(newcolor); if (!IsTooBright(newcolor)) return newcolor; if (IsTooBright(color1)) return ReviseVeryBright(color1); if (IsTooDark(color1)) return ReviseVeryDark(color1); return color1; }
/// <summary> /// 无参照色时的颜色修正 /// </summary> /// <param name="hsvColor">待修正色</param> /// <returns>修正色</returns> public static HSLColor Revise(HSLColor color) { if (IsTooDark(color)) return ReviseBrighter(color); else { HSLColor newcolor = ReviseDarker(color); if (IsTooDark(newcolor)) return ReviseVeryDark(color); else return newcolor; } }
/// <summary> /// 颜色是否太亮 /// </summary> /// <param name="hsvColor">颜色</param> /// <returns>Boolean值</returns> public static bool IsTooBright(HSLColor color) { return color.Lightness > TooBright; }
/// <summary> /// 反色 /// </summary> /// <param name="hsvColor">原色</param> /// <returns>反色</returns> public static HSLColor Reverse(HSLColor color) { Color RGB = color.ToRGB(); return new HSLColor(Color.FromArgb(RGB.A, (byte)(255 - RGB.R), (byte)(255 - RGB.G), (byte)(255 - RGB.B))); //return new HSLColor(hsvColor.Alpha, hsvColor.Hue + 180, 1 - hsvColor.Saturation, 1 - hsvColor.Lightness); }
/// <summary> /// 颜色是否太暗 /// </summary> /// <param name="hsvColor">颜色</param> /// <returns>Boolean值</returns> public static bool IsTooDark(HSLColor color) { return color.Lightness < TooDark; }
/// <summary> /// 颜色饱和度是否接近0 /// </summary> /// <param name="hsvColor">颜色</param> /// <returns>Boolean值</returns> public static bool IsAlmostZeroSaturation(HSLColor color) { return color.Saturation < AlmostZeroSaturation; }
/// <summary> /// 颜色饱和度是否太低 /// </summary> /// <param name="hsvColor">颜色</param> /// <returns>Boolean值</returns> public static bool IsNotSaturateEnough(HSLColor color) { return color.Saturation < NotSaturateEnough; }
/// <summary> /// 计算两种颜色的差异。0为无差异,4.2为差异最大值 /// </summary> /// <param name="c1">颜色1</param> /// <param name="c2">颜色2</param> /// <returns>差异值</returns> public static double Difference(HSLColor c1, HSLColor c2) { double AlphaDiff = Math.Abs(c1.Alpha - c2.Alpha); double HueDiff = Math.Min(Math.Abs(c1.Hue - c2.Hue), Math.Min(Math.Abs(c1.Hue + 360 - c2.Hue), Math.Abs(c1.Hue - c2.Hue - 360))); double SaturationDiff = Math.Abs(c1.Saturation - c2.Saturation); double LightnessDiff = Math.Abs(c1.Lightness - c2.Lightness); if (AlphaDiff + SaturationDiff + LightnessDiff > CoverColorDiff) return SaturationDiff + LightnessDiff; else { return HueDiff / 150 * Math.Min(c1.Saturation, c2.Saturation) * (0.5 - Math.Max(Math.Abs(c1.Lightness - 0.5), Math.Abs(c2.Lightness - 0.5))) * 2; } //return (Math.Abs(c1.Alpha - c2.Alpha) + HueDiff / 150 + Math.Abs(c1.Saturation - c2.Saturation) + Math.Abs(c1.Lightness - c2.Lightness)); }
/// <summary> /// 两种颜色差异是否足够大 /// </summary> /// <param name="c1">颜色1</param> /// <param name="c2">颜色2</param> /// <returns>Boolean值</returns> public static bool IsTooMuchDiff(HSLColor c1, HSLColor c2) { return Difference(c1, c2) > CoverColorDiff; //return Math.Abs((c1.R - c2.R) * (c1.R - c2.R) + (c1.G - c2.G) * (c1.G - c2.G) + (c1.B - c2.B) * (c1.B - c2.B)) > CoverColorDiff; }