/// <summary> /// 马赛克处理 /// </summary> /// <param name="bitmap"></param> /// <param name="effectWidth"> 影响范围 每一个格子数 </param> /// <returns></returns> public System.Drawing.Bitmap AdjustTobMosaic(System.Drawing.Bitmap bitmap, int effectWidth) { // 差异最多的就是以照一定范围取样 玩之后直接去下一个范围 for (int heightOfffset = 0; heightOfffset < bitmap.Height; heightOfffset += effectWidth) { for (int widthOffset =0; widthOffset < bitmap.Width; widthOffset += effectWidth) { int avgR = 0, avgG = 0, avgB = 0; int blurPixelCount = 0; for (int x = widthOffset; (x < widthOffset + effectWidth && x < bitmap.Width); x++) { for (int y = heightOfffset; (y < heightOfffset + effectWidth && y < bitmap.Height); y++) { System.Drawing.Color pixel = bitmap.GetPixel(x, y); avgR += pixel.R; avgG += pixel.G; avgB += pixel.B; blurPixelCount++; } } // 计算范围平均 avgR = avgR / blurPixelCount; avgG = avgG / blurPixelCount; avgB = avgB / blurPixelCount; // 所有范围内都设定此值 for (int x = widthOffset; (x < widthOffset + effectWidth && x < bitmap.Width); x++) { for (int y = heightOfffset; (y < heightOfffset + effectWidth && y < bitmap.Height); y++) { System.Drawing.Color newColor = System.Drawing.Color.FromArgb(avgR, avgG, avgB); bitmap.SetPixel(x, y, newColor); } } } } return bitmap; }