用.net在画出镂空图片
最近的一个项目需要用到这个东西,冥思苦想了好几天。还是在同事的帮助下,完成此项难题,希望能够帮助以后的博友们 !
废话不多说,先看看效果图吧。
首先写一下讲一下思路,首先画一张图,当你的背景,然后在图上写字,写的字体最好是粗体,不好太多字,颜色最后用一般不常用的颜色,然后读取这些颜色所在的位置,
设置成透明的,即可。
#region 文字生成镂空图片 static string BuildTextImage(string text, string bgImage) { int ImgWidth = 0, ImgHeight = 0, StartSize = 30; #region 复制背景图特殊颜色填写文字--
var bucket = OpenUtility.GetBucket(bgImage); var result = FileHub.GetStream(bucket, bgImage); if (result.Status != UFile.Data.ActionStatus.SUCCESS) { return ""; } var stream = result.Data; Bitmap bitmap = new Bitmap(stream); ImgWidth = bitmap.Width; ImgHeight = bitmap.Height; Graphics g = Graphics.FromImage(bitmap); g.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit; g.FillRectangle(new SolidBrush(Color.White), 0, 0, bitmap.Width, bitmap.Height); using (Font font1 = new Font("Arial", 1200, FontStyle.Bold, GraphicsUnit.Pixel)) { Rectangle rect1 = new Rectangle(0, 100, ImgWidth, ImgHeight); StringFormat stringFormat = new StringFormat(); stringFormat.Alignment = StringAlignment.Center; stringFormat.LineAlignment = StringAlignment.Center; g.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit; Font goodFont = FindGoodFont(g, text, rect1.Size, font1, GraphicsUnit.Pixel); g.DrawString(text, goodFont, Brushes.Black, rect1, stringFormat); } g.Dispose(); //bitmap.Save(text + ".jpg", ImageFormat.Jpeg); #endregion #region 画格子 Bitmap reff = new Bitmap(ImgWidth, ImgHeight); Graphics gi = Graphics.FromImage(reff); Image img = Image.FromStream(stream); gi.DrawImage(img, new Rectangle(0, 0, ImgWidth, ImgHeight)); var rows = ImgHeight / StartSize; var cols = ImgWidth / StartSize; var coords = new List<string>(); for (int j = 0; j < rows; j++) { for (int i = 0; i < cols; i++) { var total = StartSize * StartSize; var cur = 0; for (int ii = 0; ii < StartSize; ii++) { for (int jj = 0; jj < StartSize; jj++) { var posx = i * StartSize + ii; var posy = j * StartSize + jj; byte color = bitmap.GetPixel(posx, posy).R; if (color == 0) { cur++; reff.SetPixel(posx, posy, Color.Transparent); } } } if (cur > total * 0.02) { coords.Add("[" + i + "," + j + "]"); } } } //StreamWriter sw = new StreamWriter(text + ".txt"); //sw.Write("[" + string.Join(",", coords.ToArray()) + "]"); //sw.Close(); gi.Dispose(); string path = string.Empty; //reff.Save("d:\\"+Guid.NewGuid.ToString() + "_cover.png", ImageFormat.Png); using (var ms = new System.IO.MemoryStream()) { reff.Save(ms, ImageFormat.Png); var mime = OpenUtility.GetMimeType(bgImage); path = "/Uploads/Files/" + string.Format("{0:yyyy/MM/dd}", DateTime.Now) + "/" + Guid.NewGuid().ToString() + ".png"; FileHub.Put(bucket, path, ms, mime); } #endregion return path; } private static Font FindGoodFont(Graphics Graf, string sStringToFit, Size TextRoomAvail, Font FontToUse, GraphicsUnit FontUnit) { // Find out what the current size of the string in this font is SizeF RealSize = Graf.MeasureString(sStringToFit, FontToUse); if ((RealSize.Width <= TextRoomAvail.Width) && (RealSize.Height <= TextRoomAvail.Height)) { // The current font is fine... return FontToUse; } // Either width or height is too big... // Usually either the height ratio or the width ratio // will be less than 1. Work them out... float HeightScaleRatio = TextRoomAvail.Height / RealSize.Height; float WidthScaleRatio = TextRoomAvail.Width / RealSize.Width; // We'll scale the font by the one which is furthest out of range... float ScaleRatio = (HeightScaleRatio < WidthScaleRatio) ? ScaleRatio = HeightScaleRatio : ScaleRatio = WidthScaleRatio; float ScaleFontSize = FontToUse.Size * ScaleRatio; // Retain whatever the style was in the old font... FontStyle OldFontStyle = FontToUse.Style; // Get rid of the old non working font... FontToUse.Dispose(); // Tell the caller to use this newer smaller font. FontToUse = new Font(FontToUse.FontFamily, ScaleFontSize, OldFontStyle, FontUnit); return FontToUse; } #endregion