几年前就一直考虑过写这个控件了,在9年前用C#的时候,就看到过别人用C#写了个水波效果的控件,挺好玩的,当时看了下代码用的二维数组来存储变换的图像像素数据,自从学了Qt之后,有过几回想要用Qt写一个版本,当时功力尚浅,尝试过了没写成功,我记得还有个用汇编写的dll提供调用,那个效率贼高,用CPU绘制的话效率相对来讲低不少。前阵子一个好友-离心泵(QQ:33522)恰巧写了个,我在他的基础上改进了一些功能,增长了一些接口设置,好比提供参数能够控制水波的消失速度,扩散的速度,水波的面积大小以及水波的深度等。linux
#ifndef WAVEWATER_H #define WAVEWATER_H /** * 水波效果控件 做者:离心泵(QQ:33522) 整理:feiyangqingyun(QQ:517216493) 2019-10-03 * 1:可设置显示的图像 * 2:可设置衰减系数,控制消失速度,值越小水波消失越快 * 3:可设置折射系数,控制扩散速度,值越大水波扩散越快 * 4:可设置石头大小,控制水波面积,值越大水波面积越大 * 5:可设置石头重量,控制水波深度,值越大水波深度越浪 * 6:目前采用的是cpu运算和绘制,图片越小越流畅 */ #include <QWidget> #include <QMap> #ifdef quc #if (QT_VERSION < QT_VERSION_CHECK(5,7,0)) #include <QtDesigner/QDesignerExportWidget> #else #include <QtUiPlugin/QDesignerExportWidget> #endif class QDESIGNER_WIDGET_EXPORT WaveWater : public QWidget #else class WaveWater : public QWidget #endif { Q_OBJECT Q_PROPERTY(int damping READ getDamping WRITE setDamping) Q_PROPERTY(int refractive READ getRefractive WRITE setRefractive) Q_PROPERTY(int stoneSize READ getStoneSize WRITE setStoneSize) Q_PROPERTY(int stoneWeight READ getStoneWeight WRITE setStoneWeight) Q_PROPERTY(QPixmap image READ getImage WRITE setImage) public: explicit WaveWater(QWidget *parent = 0); ~WaveWater(); protected: void mousePressEvent(QMouseEvent *); void mouseMoveEvent(QMouseEvent *); void mouseReleaseEvent(QMouseEvent *); void paintEvent(QPaintEvent *); private: int damping; //波能衰减系数 int refractive; //波能折射系数 int stoneSize; //石头大小 int stoneWeight; //石头重量 QPixmap image; //渲染图片 QImage imageRender; //渲染像素图片 QImage imageOrigin; //渲染源 QPixmap pixmap; //渲染图片 int imageWidth; //图片宽度 int imageHeight; //图片高度 int **waveBuffer1; //波能缓冲区1 int **waveBuffer2; //波能缓冲区2 bool isStoped; //水波是否结束波动 bool isPressed; //鼠标是否按下 QPoint lastPoint; //鼠标按下出的坐标 QTimer *timer; //定时器绘制 private slots: //执行计算位图进行绘制 void drawImage(); //水波步进扩散 void waveSpread(); //渲染水波位图 void waveRender(); //扔石子 void dropStone(int x, int y, int stoneSize, int stoneWeight); public: int getDamping() const; int getRefractive() const; int getStoneSize() const; int getStoneWeight() const; QPixmap getImage() const; QSize sizeHint() const; QSize minimumSizeHint() const; public Q_SLOTS: //设置衰减率系数 void setDamping(int damping); //设置折射率系数 void setRefractive(int refractive); //设置石头大小 void setStoneSize(int stoneSize); //设置石头重量 void setStoneWeight(int stoneWeight); //设置背景图片 void setImage(const QPixmap &pixmap); }; #endif // WAVEWATER_H
void WaveWater::paintEvent(QPaintEvent *) { if(image.isNull()) { return; } QPainter painter(this); painter.setRenderHints(QPainter::SmoothPixmapTransform); //若是中止阶段则绘制原图,不然绘制渲染图 if (isStoped) { painter.drawPixmap(0, 0, image); } else { painter.drawPixmap(0, 0, pixmap); } } void WaveWater::drawImage() { if(isStoped) { timer->stop(); } else { this->waveRender(); this->update(); } } void WaveWater::waveSpread() { quint32 counter = 0; // 波能渐变 for(int h = 1; h < imageHeight - 1; h++) { for(int w = 1; w < imageWidth - 1; w++) { //波能扩散 waveBuffer2[w][h] = ((waveBuffer1[w - 1][h] + waveBuffer1[w + 1][h] + waveBuffer1[w][h - 1] + waveBuffer1[w][ h + 1]) >> 1) - waveBuffer2[w][h]; //波能衰减 waveBuffer2[w][h] -= (waveBuffer2[w][h] >> damping); //判断波动释放结束 if(waveBuffer1[w][h] - waveBuffer2[w][h]) { counter++; } } } //交换缓冲区 int **temp = waveBuffer1; waveBuffer1 = waveBuffer2; waveBuffer2 = temp; //设置释放完成 isStoped = counter ? false : true; } void WaveWater::waveRender() { //先改变波纹振幅 waveSpread(); if(isStoped) { return; } int offsetX = 0; int offsetY = 0; //扫描位图 for(int y = 1; y < imageHeight - 1; y++) { for(int x = 1; x < imageWidth - 1; x++) { //根据波幅计算位图数据偏移值,渲染点(x,y)对应原始图片(offsetX,offsetY) offsetX = x + ((waveBuffer1[x - 1][y] - waveBuffer1[x + 1][y]) >> refractive); offsetY = y + ((waveBuffer1[x][y - 1] - waveBuffer1[x][y + 1]) >> refractive); //复制象素 if(0 <= offsetX && offsetX < imageWidth - 1 && 0 <= offsetY && offsetY < imageHeight - 1) { QRgb color = imageOrigin.pixel(offsetX, offsetY); imageRender.setPixel(x, y, color); } } } pixmap.convertFromImage(imageRender); } void WaveWater::dropStone(int x, int y, int stoneSize, int stoneWeight) { isStoped = false; int posX = 0; int posY = 0; for(int h = -stoneSize; h < stoneSize; h++) { for(int w = -stoneSize; w < stoneSize; w++) { posX = x + w; posY = y + h; //控制范围,不能超出图片 if(posX < 0 || posX >= imageWidth || posY < 0 || posY >= imageHeight) { continue; } //点(w,h)在一个圆形区域内,初始化波能缓冲区1 if(h * h + w * w <= stoneSize * stoneSize) { waveBuffer1[posX][posY] = -stoneWeight; } } } }