{******************************************************************************} { CnPack For Delphi/C++Builder } { 中国人自己的开放源码第三方开发包 } { (C)Copyright 2001-2018 CnPack 开发组 } { ------------------------------------ } { } { 本开发包是开源的自由软件,您可以遵照 CnPack 的发布协议来修 } { 改和重新发布这一程序。 } { } { 发布这一开发包的目的是希望它有用,但没有任何担保。甚至没有 } { 适合特定目的而隐含的担保。更详细的情况请参阅 CnPack 发布协议。 } { } { 您应该已经和开发包一起收到一份 CnPack 发布协议的副本。如果 } { 还没有,可访问我们的网站: } { } { 网站地址:http://www.cnpack.org } { 电子邮件:master@cnpack.org } { } {******************************************************************************} {******************************************************************************} { Unit Note: } { The formulas used in this class I found on a website } { http://freespace.virgin.net/hugo.elias/graphics/x_water.htm } { Reference: } { TortoiseSVN Source } { http://tortoisesvn.tigris.org/ } {******************************************************************************} unit CnWaterEffect; {* |
================================================================================
* 软件名称:界面控件包
* 单元名称:水波效果处理单元
* 单元作者:周劲羽 (zjy@cnpack.org)
* 备 注:
* 开发平台:PWinXP SP2 + Delphi 5.0
* 兼容测试:PWin9X/2000/XP + Delphi 5/6
* 本 地 化:该单元中的字符串均符合本地化处理方式
* 单元标识:$Id$
* 修改记录:2005.06.28
创建单元
================================================================================
|}
interface
{$I CnPack.inc}
uses
Windows, SysUtils, Graphics, Math;
const
csDefDamping = 20;
type
PIntArray = ^TIntArray;
TIntArray = array[0..65535] of Integer;
PPIntArray = ^TPIntArray;
TPIntArray = array[0..65535] of PIntArray;
PRGBArray = ^TRGBArray;
TRGBArray = array[0..65535] of TRGBTriple;
PPRGBArray = ^TPRGBArray;
TPRGBArray = array[0..65535] of PRGBArray;
TWaterDamping = 1..99;
TCnWaterEffect = class(TObject)
private
FLightModifier: Integer;
FWidth: Integer;
FHeight: Integer;
FBuff1: Pointer;
FBuff2: Pointer;
FScanLine1: PPIntArray;
FScanLine2: PPIntArray;
FScanLineSrc: PPRGBArray;
FXLeft: PIntArray;
FXRight: PIntArray;
FYUp: PIntArray;
FYDown: PIntArray;
FDamping: TWaterDamping;
procedure SetDamping(Value: TWaterDamping);
protected
procedure CalcWater;
procedure DrawWater(ALightModifier: Integer; Src, Dst: TBitmap);
public
constructor Create;
destructor Destroy; override;
procedure ClearWater;
procedure SetSize(AWidth, AHeight: Integer);
procedure Render(Src, Dst: TBitmap);
procedure Blob(x, y: Integer; ARadius, AHeight: Integer);
property Damping: TWaterDamping read FDamping write SetDamping;
end;
implementation
{ TCnWaterEffect }
const
RAND_MAX = $7FFF;
procedure TCnWaterEffect.Blob(x, y: Integer; ARadius, AHeight: Integer);
var
Rquad: Integer;
cx, cy, cyq: Integer;
Left, Top, Right, Bottom: Integer;
begin
if (x < 0) or (x > FWidth - 1) then
x := 1 + ARadius + Random(RAND_MAX) mod (FWidth - 2 * ARadius - 1);
if (y < 0) or (y > FHeight - 1) then
y := 1 + ARadius + Random(RAND_MAX) mod (FHeight - 2 * ARadius - 1);
Left := -Min(x, ARadius);
Right := Min(FWidth - 1 - x, ARadius);
Top := -Min(y, ARadius);
Bottom := Min(FHeight - 1 - y, ARadius);
Rquad := ARadius * ARadius;
for cy := Top to Bottom do
begin
cyq := cy * cy;
for cx := Left to Right do
begin
if (cx * cx + cyq <= Rquad) then
begin
Inc(FScanLine1[cy + y][cx + x], AHeight);
end;
end;
end;
end;
procedure TCnWaterEffect.CalcWater;
var
x, y, xl, xr: Integer;
NewH: Integer;
P, P1, P2, P3: PIntArray;
PT: Pointer;
Rate: Integer;
begin
Rate := (100 - FDamping) * 256 div 100;
for y := 0 to FHeight - 1 do
begin
P := FScanLine2[y];
P1 := FScanLine1[FYUp[y]];
P2 := FScanLine1[y];
P3 := FScanLine1[FYDown[y]];
for x := 0 to FWidth - 1 do
begin
xl := FXLeft[x];
xr := FXRight[x];
NewH := (P1[xl] + P1[x] + P1[xr] + P2[xl] + P2[xr] + P3[xl] + P3[x] +
P3[xr]) div 4 - P[x];
P[x] := NewH * Rate div 256;
end;
end;
PT := FBuff1;
FBuff1 := FBuff2;
FBuff2 := PT;
PT := FScanLine1;
FScanLine1 := FScanLine2;
FScanLine2 := PT;
end;
procedure TCnWaterEffect.ClearWater;
begin
if FBuff1 <> nil then
ZeroMemory(FBuff1, (FWidth * FHeight) * SizeOf(Integer));
if FBuff2 <> nil then
ZeroMemory(FBuff2, (FWidth * FHeight) * SizeOf(Integer));
end;
constructor TCnWaterEffect.Create;
begin
inherited;
FLightModifier := 10;
FDamping := csDefDamping;
end;
destructor TCnWaterEffect.Destroy;
begin
if FBuff1 <> nil then
FreeMem(FBuff1);
if FBuff2 <> nil then
FreeMem(FBuff2);
if FScanLine1 <> nil then
FreeMem(FScanLine1);
if FScanLine2 <> nil then
FreeMem(FScanLine2);
if FScanLineSrc <> nil then
FreeMem(FScanLineSrc);
if FXLeft <> nil then
FreeMem(FXLeft);
if FXRight <> nil then
FreeMem(FXRight);
if FYUp <> nil then
FreeMem(FYUp);
if FYDown <> nil then
FreeMem(FYDown);
inherited;
end;
procedure TCnWaterEffect.DrawWater(ALightModifier: Integer; Src, Dst:
TBitmap);
var
dx, dy: Integer;
i, c, x, y: Integer;
P1, P2, P3: PIntArray;
PDst: PRGBArray;
PSrcDot, PDstDot: PRGBTriple;
BytesPerLine1, BytesPerLine2: Integer;
begin
// 先将源图复制到目标图,如果有变化的再在后面按点处理
Src.PixelFormat := pf24bit;
Dst.PixelFormat := pf24bit;
BitBlt(Dst.Canvas.Handle, 0, 0, Src.Width, Src.Height, Src.Canvas.Handle, 0, 0, SRCCOPY);
FScanLineSrc[0] := Src.ScanLine[0];
BytesPerLine1 := Integer(Src.ScanLine[1]) - Integer(FScanLineSrc[0]);
for i := 1 to FHeight - 1 do
FScanLineSrc[i] := PRGBArray(Integer(FScanLineSrc[i - 1]) + BytesPerLine1);
PDst := Dst.ScanLine[0];
BytesPerLine2 := Integer(Dst.ScanLine[1]) - Integer(PDst);
for y := 0 to FHeight - 1 do
begin
P1 := FScanLine1[FYUp[y]];
P2 := FScanLine1[y];
P3 := FScanLine1[FYDown[y]];
for x := 0 to FWidth - 1 do
begin
dx := P2[FXLeft[x]] - P2[FXRight[x]];
dy := P1[x] - P3[x];
if (dx = 0) and (dy = 0) then
begin
Continue;
end;
if (x + dx >= 0) and (x + dx < FWidth) and (y + dy >= 0) and
(y + dy < FHeight) then
begin
PSrcDot := @FScanLineSrc[y + dy][x + dx];
PDstDot := @PDst[x];
c := PSrcDot.rgbtBlue - dx;
if c < 0 then
PDstDot.rgbtBlue := 0
else if c > 255 then
PDstDot.rgbtBlue := 255
else
PDstDot.rgbtBlue := c;
c := PSrcDot.rgbtGreen - dx;
if c < 0 then
PDstDot.rgbtGreen := 0
else if c > 255 then
PDstDot.rgbtGreen := 255
else
PDstDot.rgbtGreen := c;
c := PSrcDot.rgbtRed - dx;
if c < 0 then
PDstDot.rgbtRed := 0
else if c > 255 then
PDstDot.rgbtRed := 255
else
PDstDot.rgbtRed := c;
end;
end;
PDst := PRGBArray(Integer(PDst) + BytesPerLine2);
end;
end;
procedure TCnWaterEffect.Render(Src, Dst: TBitmap);
begin
if (FWidth > 0) and (FHeight > 0) then
begin
CalcWater;
DrawWater(FLightModifier, Src, Dst);
end;
end;
procedure TCnWaterEffect.SetDamping(Value: TWaterDamping);
begin
if (Value >= Low(TWaterDamping)) and (Value <= High(TWaterDamping)) then
FDamping := Value;
end;
procedure TCnWaterEffect.SetSize(AWidth, AHeight: Integer);
var
i: Integer;
begin
if (AWidth <= 0) or (AHeight <= 0) then
begin
AWidth := 0;
AHeight := 0;
end;
FWidth := AWidth;
FHeight := AHeight;
ReallocMem(FBuff1, FWidth * FHeight * SizeOf(Integer));
ReallocMem(FBuff2, FWidth * FHeight * SizeOf(Integer));
ReallocMem(FScanLine1, FHeight * SizeOf(PIntArray));
ReallocMem(FScanLine2, FHeight * SizeOf(PIntArray));
ReallocMem(FScanLineSrc, FHeight * SizeOf(PRGBArray));
ReallocMem(FXLeft, FWidth * SizeOf(Integer));
ReallocMem(FXRight, FWidth * SizeOf(Integer));
ReallocMem(FYUp, FHeight * SizeOf(Integer));
ReallocMem(FYDown, FHeight * SizeOf(Integer));
ClearWater;
if FHeight > 0 then
begin
FScanLine1[0] := FBuff1;
FScanLine2[0] := FBuff2;
for i := 1 to FHeight - 1 do
begin
FScanLine1[i] := @FScanLine1[i - 1][FWidth];
FScanLine2[i] := @FScanLine2[i - 1][FWidth];
end;
for i := 0 to FHeight - 1 do
begin
FYUp[i] := Max(i - 1, 0);
FYDown[i] := Min(i + 1, FHeight - 1);
end;
end;
if FWidth > 0 then
begin
for i := 0 to FWidth - 1 do
begin
FXLeft[i] := Max(i - 1, 0);
FXRight[i] := Min(i + 1, FWidth - 1);
end;
end;
end;
end.