比使用图像处理模拟透视扭曲更容易,您可以使用 OpenGL 或 DirectX (XNA) 来实际执行透视显示。
使用您的图像作为纹理贴图渲染一个简单的四边形。设置你的场景,渲染到一个缓冲区,你就有了你的图像。
更新 事实证明,XNA 是一个荒谬的库(专门用于制作游戏而没有别的,打哈欠)。托管 DirectX 需要脑叶切开术。 OpenGL 易于使用,但缺少图像加载代码。剩下的就是 WPF:
alt text http://praeclarum.org/so/persp.png
可以通过强制 WPF 进入抗锯齿模式来改善图像(为什么哦,为什么 Microsoft 如此短视?),并且不使用 Aero 玻璃,它会在所有屏幕截图上强制使用 1 像素黑色边框(或通过删除1 像素边框)。
(对不起,这段代码太长了,但 WPF 是一个健谈的 API。)
public partial class Window1 : Window {
const float ANGLE = 30;
const float WIDTH = 8;
public Window1() {
InitializeComponent();
var group = new Model3DGroup();
group.Children.Add(Create3DImage(@"C:\Users\fak\Pictures\so2.png"));
group.Children.Add(new AmbientLight(Colors.White));
ModelVisual3D visual = new ModelVisual3D();
visual.Content = group;
viewport.Children.Add(visual);
}
private GeometryModel3D Create3DImage(string imgFilename) {
var image = LoadImage(imgFilename);
var mesh = new MeshGeometry3D();
var height = (WIDTH * image.PixelHeight) / image.PixelWidth;
var w2 = WIDTH / 2.0;
var h2 = height / 2.0;
mesh.Positions.Add(new Point3D(-w2, -h2, 0));
mesh.Positions.Add(new Point3D(w2, -h2, 0));
mesh.Positions.Add(new Point3D(w2, h2, 0));
mesh.Positions.Add(new Point3D(-w2, h2, 0));
mesh.TriangleIndices.Add(0);
mesh.TriangleIndices.Add(1);
mesh.TriangleIndices.Add(2);
mesh.TriangleIndices.Add(0);
mesh.TriangleIndices.Add(2);
mesh.TriangleIndices.Add(3);
mesh.TextureCoordinates.Add(new Point(0, 1)); // 0, 0
mesh.TextureCoordinates.Add(new Point(1, 1));
mesh.TextureCoordinates.Add(new Point(1, 0));
mesh.TextureCoordinates.Add(new Point(0, 0));
var mat = new DiffuseMaterial(new ImageBrush(image));
mat.AmbientColor = Colors.White;
var geometry = new GeometryModel3D();
geometry.Geometry = mesh;
geometry.Material = mat;
geometry.BackMaterial = mat;
geometry.Transform = new RotateTransform3D(
new AxisAngleRotation3D(new Vector3D(0,1,0), ANGLE),
new Point3D(0, 0, 0));
return geometry;
}
public static BitmapSource LoadImage(string filename) {
return BitmapDecoder.Create(new Uri(filename, UriKind.RelativeOrAbsolute),
BitmapCreateOptions.None, BitmapCacheOption.Default).Frames[0];
}
}
以及所需的 XAML:
<Window x:Class="Persp.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Perspective Window" Height="480" Width="640">
<Grid>
<Viewport3D x:Name="viewport">
<Viewport3D.Resources>
</Viewport3D.Resources>
<Viewport3D.Camera>
<PerspectiveCamera x:Name="cam"
FarPlaneDistance="100"
LookDirection="0,0,-1"
UpDirection="0,1,0"
NearPlaneDistance="1"
Position="0,0,10"
FieldOfView="60" />
</Viewport3D.Camera>
</Viewport3D>
</Grid>
</Window>