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C# 影象處理:影象模糊化

/// <summary>
         /// 影象模糊化
         /// </summary>
         /// <param name="bitmap">原始影象</param>
         /// <returns>模糊化後的影象</returns>
         public static Bitmap Blur(Bitmap bitmap)
         {

            if (bitmap == null)
             {
                 return null;
             }

            int width = bitmap.Width;
             int height = bitmap.Height;

            try
             {
                 Bitmap bmpReturn = new Bitmap(width, height, PixelFormat.Format24bppRgb);
                 BitmapData srcBits = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
                 BitmapData targetBits = bmpReturn.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);

                unsafe
                 {
                     byte* pSrcBits = (byte*)srcBits.Scan0.ToPointer();
                     byte* pTargetBits = (byte*)targetBits.Scan0.ToPointer();
                     int stride = srcBits.Stride;
                     byte* pTemp;

                    for (int y = 0; y < height; y++)
                     {
                         for (int x = 0; x < width; x++)
                         {
                             if (x == 0 || x == width - 1 || y == 0 || y == height - 1)
                             {
                                 //最邊上的畫素不處理
                                 pTargetBits[0] = pSrcBits[0];
                                 pTargetBits[1] = pSrcBits[1];
                                 pTargetBits[2] = pSrcBits[2];
                             }
                             else
                             {
                                 //取周圍9點的值
                                 int r1, r2, r3, r4, r5, r6, r7, r8, r9;
                                 int g1, g2, g3, g4, g5, g6, g7, g8, g9;
                                 int b1, b2, b3, b4, b5, b6, b7, b8, b9;

                                float fR, fG, fB;

                                //左上
                                 pTemp = pSrcBits - stride - 3;
                                 r1 = pTemp[2];
                                 g1 = pTemp[1];
                                 b1 = pTemp[0];

                                //正上
                                 pTemp = pSrcBits - stride;
                                 r2 = pTemp[2];
                                 g2 = pTemp[1];
                                 b2 = pTemp[0];

                                //右上
                                 pTemp = pSrcBits - stride + 3;
                                 r3 = pTemp[2];
                                 g3 = pTemp[1];
                                 b3 = pTemp[0];

                                //左側
                                 pTemp = pSrcBits - 3;
                                 r4 = pTemp[2];
                                 g4 = pTemp[1];
                                 b4 = pTemp[0];

                                //右側
                                 pTemp = pSrcBits + 3;
                                 r5 = pTemp[2];
                                 g5 = pTemp[1];
                                 b5 = pTemp[0];

                                //右下
                                 pTemp = pSrcBits + stride - 3;
                                 r6 = pTemp[2];
                                 g6 = pTemp[1];
                                 b6 = pTemp[0];

                                //正下
                                 pTemp = pSrcBits + stride;
                                 r7 = pTemp[2];
                                 g7 = pTemp[1];
                                 b7 = pTemp[0];

                                //右下
                                 pTemp = pSrcBits + stride + 3;
                                 r8 = pTemp[2];
                                 g8 = pTemp[1];
                                 b8 = pTemp[0];

                                //自己
                                 pTemp = pSrcBits;
                                 r9 = pTemp[2];
                                 g9 = pTemp[1];
                                 b9 = pTemp[0];

                                fR = (float)(r1 + r2 + r3 + r4 + r5 + r6 + r7 + r8 + r9);
                                 fG = (float)(g1 + g2 + g3 + g4 + g5 + g6 + g7 + g8 + g9);
                                 fB = (float)(b1 + b2 + b3 + b4 + b5 + b6 + b7 + b8 + b9);

                                fR /= 9;
                                 fG /= 9;
                                 fB /= 9;

                                pTargetBits[0] = (byte)fB;
                                 pTargetBits[1] = (byte)fG;
                                 pTargetBits[2] = (byte)fR;

                            }

                            pSrcBits += 3;
                             pTargetBits += 3;
                         }

                        pSrcBits += srcBits.Stride - width * 3;
                         pTargetBits += srcBits.Stride - width * 3;
                     }
                 }

                bitmap.UnlockBits(srcBits);
                 bmpReturn.UnlockBits(targetBits);

                return bmpReturn;
             }
             catch
             {
                 return null;
             }

        }