L_FunctionalLightBitmap

#include "l_bitmap.h"

L_LTIMGSFX_API L_INT L_FunctionalLightBitmap(pBitmap, pLightParams, uFlags)

pBITMAPHANDLE pBitmap;

/* pointer to the bitmap handle */

pLIGHTPARAMS pLightParams;

/* lighting parameters */

L_UINT32 uFlags;

/* flags */

Adds light to the bitmap according to a function-based distribution. This light will be generated by one of the following methods: linear, quadratic, sine, cosine, or using freehand points.

Parameter

Description

pBitmap

Pointer to the bitmap handle referencing the bitmap to be modified.

pLightParams

Pointer to the LIGHTPARAMS structure that contains information about the required light.

uFlags

Reserved for future use. Must be 0.

Returns

SUCCESS

The function was successful.

< 1

An error occurred. Refer to Return Codes.

Comments

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.

Controls the brightness of the bitmap according to the method selected for generating the light.

This function supports all bits/pixel supported by LEADTOOLS.

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 in the Document and Medical Imaging toolkits.

To update a status bar or detect a user interrupt during execution of this function, Refer to L_SetStatusCallback.

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:

L_AddBitmapNoise, L_EmbossBitmap, L_MosaicBitmap, L_MotionBlurBitmap, L_OilifyBitmap, L_PosterizeBitmap, L_RemoveRedeyeBitmap, L_SolarizeBitmap, L_UnderlayBitmap, L_BumpMapBitmap, L_CubismBitmap, L_DrawStarBitmap, L_DryBitmap, L_FreePlaneBendBitmap, L_FreeRadBendBitmap, L_GlassEffectBitmap, L_GlowFilterBitmap, L_LensFlareBitmap, L_LightBitmap, L_OceanBitmap, L_PlaneBendBitmap, L_PlaneBitmap, L_SampleTargetBitmap, L_TunnelBitmap, L_BendingBitmap, L_CylindricalBitmap, L_FreeHandShearBitmap, L_FreeHandWaveBitmap, L_ImpressionistBitmap, L_PixelateBitmap, L_PolarBitmap, L_PunchBitmap, L_RadialBlurBitmap, L_RadWaveBitmap, L_RippleBitmap, L_SpherizeBitmap, L_SwirlBitmap, L_WaveBitmap, L_WindBitmap, L_ZoomBlurBitmap, L_ZoomWaveBitmap, L_DiceEffectBitmap, L_RingEffectBitmap, L_BricksTextureBitmap, L_CanvasBitmap, L_CloudsBitmap, L_ColoredBallsBitmap, L_DiffuseGlowBitmap, L_DisplaceMapBitmap, L_FragmentBitmap, L_HalfTonePatternBitmap, L_MaskConvolutionBitmap, L_MosaicTilesBitmap, L_OffsetBitmap, L_PerspectiveBitmap, L_PlasmaFilterBitmap, L_PointillistBitmap, L_RomanMosaicBitmap, L_VignetteBitmap, L_ZigZagBitmap

Topics:

Raster Image Functions: Artistic Effects

 

Applying Artistic Effects

Example

This example loads a bitmap and generates a linear lighting effect with a center at (uXOrigin,uYOrigin).

#define MAKE_IMAGE_PATH(pFileName) TEXT("C:\\Users\\Public\\Documents\\LEADTOOLS Images\\")pFileName


#if defined (LEADTOOLS_V16_OR_LATER)
 L_INT FunctionalLightBitmapExample(L_VOID)
{
   L_INT nRet;
   BITMAPHANDLE  LeadBitmap;      /* Bitmap handle to hold the loaded image. */
   LIGHTPARAMS  LightParams; 
   /* Load the bitmap, keeping the bits per pixel of the file */
   nRet = L_LoadBitmap (MAKE_IMAGE_PATH(TEXT("IMAGE1.CMP")), &LeadBitmap, sizeof(BITMAPHANDLE), 0, ORDER_BGR, NULL, NULL); 
   if(nRet !=SUCCESS)
      return nRet;

   /* Initialize all needed members in the LIGHTPARAMS structure to achieve the linear lighting effect. */

   LightParams.uStructSize = sizeof(LIGHTPARAMS); 
   LightParams. uRAmp =  75; 
   LightParams. uFlags =  FL_LINEAR_QUADRATIC | FL_LINEAR_OUTER;
   LightParams. uXOrigin =   (L_UINT)(LeadBitmap.Width/2); 
   LightParams. uYOrigin =   (L_UINT)(LeadBitmap.Height/2); 

   /* Apply the linear lighting effect */
   nRet = L_FunctionalLightBitmap (&LeadBitmap, & LightParams, 0);
   if(nRet !=SUCCESS)
      return nRet;
   nRet = L_SaveBitmap(MAKE_IMAGE_PATH(TEXT("Result.BMP")), &LeadBitmap, FILE_BMP, 24, 0, NULL);
   if(nRet !=SUCCESS)
      return nRet;
   //free bitmap 
   if(LeadBitmap.Flags.Allocated)  
      L_FreeBitmap(&LeadBitmap);  
   return SUCCESS;
}
#else
 L_INT FunctionalLightBitmapExample(L_VOID)
{
   L_INT nRet;
   BITMAPHANDLE  LeadBitmap;      /* Bitmap handle to hold the loaded image. */
   LIGHTPARAMS  LightParams; 
   /* Load the bitmap, keeping the bits per pixel of the file */
   nRet = L_LoadBitmap (MAKE_IMAGE_PATH(TEXT("IMAGE1.CMP")), &LeadBitmap, sizeof(BITMAPHANDLE), 0, ORDER_BGR, NULL, NULL); 
   if(nRet !=SUCCESS)
      return nRet;

   /* Initialize all needed members in the LIGHTPARAMS structure to achieve the linear lighting effect. */

   LightParams.uStructSize = sizeof(LIGHTPARAMS); 
   LightParams. uRAmp =  75; 
   LightParams. uFlags =  FL_LINEAR_QUADRATIC | FL_LINEAR_OUTER;
   LightParams. uXOrigin =   (L_UINT)(LeadBitmap.Width/2); 
   LightParams. uYOrigin =   (L_UINT)(LeadBitmap.Height/2); 

   /* Apply the linear lighting effect */
   nRet = L_FunctionalLightBitmap (&LeadBitmap, & LightParams);
   if(nRet !=SUCCESS)
      return nRet;
   nRet = L_SaveBitmap(MAKE_IMAGE_PATH(TEXT("Result.BMP")), &LeadBitmap, FILE_BMP, 24, 0, NULL);
   if(nRet !=SUCCESS)
      return nRet;
   //free bitmap 
   if(LeadBitmap.Flags.Allocated)  
      L_FreeBitmap(&LeadBitmap);  
   return SUCCESS;
}
#endif // LEADTOOLS_V16_OR_LATER