LBitmap::BricksTexture

#include "ltwrappr.h"

L_INT LBitmap::BricksTexture(uBricksWidth, uBricksHeight, uOffsetX, uOffsetY, uEdgeWidth, uMortarWidth, uShadeAngle, uRowDifference, uMortarRoughness, uMortarRoughnessEevenness, uBricksRoughness, uBricksRoughnessEevenness, crMortarColor, uFlags)

L_UINT uBricksWidth;

/* width of the flat area of the brick */

L_UINT uBricksHeight;

/* height of the flat area of the brick */

L_UINT uOffsetX;

/* first brick X offset */

L_UINT uOffsetY;

/* first brick Y offset */

L_UINT uEdgeWidth;

/* perceived brick edge width */

L_UINT uMortarWidth;

/* mortar width */

L_UINT uShadeAngle;

/* shading angle */

L_UINT uRowDifference;

/* horizontal distance between the first brick in the first row and the first brick in the second row */

L_UINT uMortarRoughness;

/* mortar roughness */

L_UINT uMortarRoughnessEevenness;

/* mortar weathering factor */

L_UINT uBricksRoughness;

/* brick roughness */

L_UINT uBricksRoughnessEevenness;

/* brick weathering factor */

COLORREF crMortarColor;

/* mortar color */

L_UINT uFlags;

/* flags */

Creates a brick texture that makes the image look like it has been drawn on a brick wall.

Parameter

Description

uBricksWidth

Flat area of the brick width, in pixels. Valid range is from 0 to the bitmap width.

uBricksHeight

Flat area of the brick height, in pixels. Valid range is from 0 to the bitmap height.

uOffsetX

The X distance between the bitmap origin and the first brick origin, in pixels.

uOffsetY

The Y distance between the bitmap origin and the first brick origin, in pixels.

uEdgeWidth

Perceived edge width, in pixels, which represents the brick edge width when the brick is viewed from the perpendicular to the front of the brick. Minimum value is 1. See the following figure:

 

image\Edge_Width.gif

uMortarWidth

Mortar width, or the space between two adjacent bricks.

uShadeAngle

Angle, in degrees, that identifies from which side the light will hit the brick edges, resulting in a brightening of the opposite angle edges, and the darkening of the other edges. Valid range is from 0 to 360.

uRowDifference

Horizontal distance between the first brick of the first row and the first brick on the next row, in pixels. Setting this value to zero will make a grid-like wall. Valid range is from 0 to bitmap width.

uMortarRoughness

Mortar roughness. Valid range is from 0 to 300. At 0, the mortar looks completely smooth. Use higher values to increase the roughness.

uMortarRoughnessEevenness

Weathering factor for the mortar. Valid range is from 0 to 10. The higher the value the more weathered the mortar looks.

uBricksRoughness

Brick roughness. Valid range is from 0 to 300. At 0, the brick looks completely smooth. Use higher values to increase the roughness of the brick surface.

uBricksRoughnessEevenness

Weathering factor for the bricks. Valid range is from 0 to 10. The higher the value the more weathered the bricks look.

crMortarColor

The COLORREF value that specifies the mortar color. You can specify a COLORREF value, such as the return value of the Windows RGB macro, or you can use the PALETTEINDEX macro to specify a palette color.

uFlags

Flags that determine which type of brick edge to use, and which mortar style to use. You can specify no flags, one flag, or combine one flag from each group of flags by using a bitwise OR ( | ).

The following flags indicate which type of shading to use on the brick edges:

 

Value

Meaning

 

BRICKS_SOLID

[0x0000] Use bricks with solid edges.

 

BRICKS_SMOOTHEDOUT

[0x0001] Use bricks with edges that fade from in to out.

 

BRICKS_SMOOTHEDIN

[0x0002] Use bricks with edges that fade from out to in.

 

The following flags indicate which type of mortar to use:

 

Value

Meaning

 

BRICKS_TRANSPARENTMORTAR

[0x0000] Use transparent mortar.

 

BRICKS_COLOREDMORTAR

[0x0010] Use crMortarColor mortar.

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

Comments

This function creates a brick-like texture. Edges that are in the angle of the light source are brightened and the others are darkened. You can obtain the best result by applying this function on a medium brightness image.

Using the shading option of BRICKS_SMOOTHEDOUT results in bricks that have a more chiseled look than the same settings with a shading option of BRICKS_SMOOTHEDIN.

For an example, click here

This function supports 12- and 16-bit grayscale and 48- and 64-bit color images. Support for 12- and 16-bit grayscale and 48- and 64-bit color images is available only in the Document/Medical toolkits.

To update a status bar or detect a user interrupt during execution of this function, refer to LBase::EnableStatusCallback.

This function does not support signed data images. It returns the error code ERROR_SIGNED_DATA_NOT_SUPPORTED if a signed data image is passed to this function.

This function does not support 32-bit grayscale images. It returns the error code ERROR_GRAY32_UNSUPPORTED if a 32-bit grayscale image is passed to this function.

Required DLLs and Libraries

LTIMGSFX

For a listing of the exact DLLs and Libraries needed, based on the toolkit version, refer to Files To Be Included With Your Application.

Platforms

Win32, x64.

See Also

Functions:

LBitmap::Emboss, LBitmap::AddShadow, LBitmap::ChangeHueSatInt, LBitmap::ColorReplace, LBitmap::ColorThreshold, LBitmap::SubtractBackground, LBitmap::UserFilter, LBitmap::BumpMap

Topics:

Applying Artistic Effects

 

Raster Image Functions: Filtering Images

 

Raster Image Functions: Artistic Effects

 

Raster Image Functions: Processing an Image

Example

#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileName
L_INT LBitmap__BricksTextureExample()
{
   L_INT nRet;
   LBitmap LeadBitmap;
   
   nRet =LeadBitmap.Load(MAKE_IMAGE_PATH(TEXT("IMAGE1.CMP")), 0,ORDER_BGR);
   if(nRet !=SUCCESS)
      return nRet;
   
   nRet =LeadBitmap.BricksTexture(60, 20, 0, 0, 3, 4, 315, 33,
                                  20, 0, 10, 0, 0, BRICKS_SMOOTHEDOUT);
   
   if(nRet !=SUCCESS)
      return nRet;
   return SUCCESS;
}