.NET中生成動態驗證碼
驗證碼是圖片上寫上幾個字,然后對這幾個字做特殊處理,如扭曲、旋轉、修改文字位置,然后加入一些線條,或加入一些特殊效果,使這些在人類能正常識別的同時,機器卻很難識別出來,以達到防爬蟲、防機器人的效果。
驗證碼通常用於網站中,是防爬蟲、防機器人侵入的好方法。以往.NET中創建驗證碼,通常會使用System.Drawing
創建“正常”的驗證碼。
在前一往篇博客.NET中生成水印更好的方法中,提到了如何給圖片加水印。本文將基於上篇博客進一步探索,使用Direct2D
創建驗證碼。
傳統System.Drawing
的做法
前置條件:引用System.Drawing
,或者安裝NuGet包:System.Drawing.Common
:
<PackageReference Include="System.Drawing.Common" Version="4.5.1" />
首先創建一個有幾個文字的圖片(基本操作):
byte[] GetImage(int width, int height, string text)
{
using (var bitmap = new Bitmap(width, height))
using (var g = Graphics.FromImage(bitmap))
{
var r = new Random();
g.Clear(ColorFromHsl(r.NextDouble(), 1.0f, 0.8f, 0xff));
var brush = new SolidBrush(Color.Black);
var fontSize = width / text.Length;
var font = new Font(FontFamily.GenericSerif, fontSize, FontStyle.Bold, GraphicsUnit.Pixel);
for (var i = 0; i < text.Length; i++)
{
brush.Color = ColorFromHsl(r.NextDouble(), 1.0f, 0.3f, 0xff);
float x = i * fontSize;
float y = r.Next(0, height - fontSize);
g.DrawString(text[i].ToString(), font, brush, x, y);
}
// 在這里面加入一些其它效果
var ms = new MemoryStream();
bitmap.Save(ms, ImageFormat.Png);
return ms.ToArray();
}
}
效果(Gif是由LINQPad生成多次截圖而來,實際為靜態圖):
然后再加入一些線條:
using (var pen = new Pen(brush, 3))
{
for (var i = 0; i < 4; ++i)
{
pen.Color = ColorFromHsl(r.NextDouble(), 1.0f, 0.4f, 0xff);
var p1 = new Point(r.Next(width), r.Next(height));
var p2 = new Point(r.Next(width), r.Next(height));
g.DrawLine(pen, p1, p2);
}
}
效果(Gif是由LINQPad生成多次截圖而來,實際為靜態圖):
還能做什么?
很遺憾,還有很多可以做,即使是加入線條,機器依然能輕而易舉地識別出來。
不過Edi.Wang
在他的博客中也發布了一個生成驗證碼的NuGet
包:Edi.Captcha
,截止目前最新版是1.3.1:
<PackageReference Include="Edi.Captcha" Version="1.3.1" />
這個包基於System.Drawing
,加入了扭曲效果,加入了一些隨機的x坐標偏移,極大地增加了AI識別的難度。
使用方式:
CaptchaResult result = CaptchaImageGenerator.GetImage(200, 100, "HELLO");
其中CaptchaResult的定義如下:
public class CaptchaResult
{
public string CaptchaCode { get; set; }
public byte[] CaptchaByteData { get; set; }
public string CaptchBase64Data => Convert.ToBase64String(CaptchaByteData);
public DateTime Timestamp { get; set; }
}
生成的效果如下(Gif是由LINQPad生成多次截圖而來,實際為靜態圖):
Direct2D
在前一篇博客中,已經有了Direct2D
的相關簡介。這里將不再介紹。
首先從最簡單的圖片上寫文字開始:
byte[] SaveD2DBitmap(int width, int height, string text)
{
using var wic = new WIC.ImagingFactory2();
using var d2d = new D2D.Factory();
using var wicBitmap = new WIC.Bitmap(wic, width, height, WIC.PixelFormat.Format32bppPBGRA, WIC.BitmapCreateCacheOption.CacheOnDemand);
using var target = new D2D.WicRenderTarget(d2d, wicBitmap, new D2D.RenderTargetProperties());
using var dwriteFactory = new SharpDX.DirectWrite.Factory();
using var brush = new SolidColorBrush(target, Color.Yellow);
var r = new Random();
target.BeginDraw();
target.Clear(ColorFromHsl(r.NextFloat(0, 1), 1.0f, 0.3f));
var textFormat = new DWrite.TextFormat(dwriteFactory, "Times New Roman",
DWrite.FontWeight.Bold,
DWrite.FontStyle.Normal,
width / text.Length);
for (int charIndex = 0; charIndex < text.Length; ++charIndex)
{
using var layout = new DWrite.TextLayout(dwriteFactory, text[charIndex].ToString(), textFormat, float.MaxValue, float.MaxValue);
var layoutSize = new Vector2(layout.Metrics.Width, layout.Metrics.Height);
using var b2 = new LinearGradientBrush(target, new D2D.LinearGradientBrushProperties
{
StartPoint = Vector2.Zero,
EndPoint = layoutSize,
}, new GradientStopCollection(target, new[]
{
new GradientStop{ Position = 0.0f, Color = ColorFromHsl(r.NextFloat(0, 1), 1.0f, 0.8f) },
new GradientStop{ Position = 1.0f, Color = ColorFromHsl(r.NextFloat(0, 1), 1.0f, 0.8f) },
}));
var position = new Vector2(charIndex * width / text.Length, r.NextFloat(0, height - layout.Metrics.Height));
target.Transform =
Matrix3x2.Translation(-layoutSize / 2) *
// 文字旋轉和扭曲效果,取消注釋以下兩行代碼
// Matrix3x2.Skew(r.NextFloat(0, 0.5f), r.NextFloat(0, 0.5f)) *
// Matrix3x2.Rotation(r.NextFloat(0, MathF.PI * 2)) *
Matrix3x2.Translation(position + layoutSize / 2);
target.DrawTextLayout(Vector2.Zero, layout, b2);
}
// 其它效果在這里插入
target.EndDraw();
using (var encoder = new WIC.BitmapEncoder(wic, WIC.ContainerFormatGuids.Png))
using (var ms = new MemoryStream())
{
encoder.Initialize(ms);
using (var frame = new WIC.BitmapFrameEncode(encoder))
{
frame.Initialize();
frame.SetSize(wicBitmap.Size.Width, wicBitmap.Size.Height);
var pixelFormat = wicBitmap.PixelFormat;
frame.SetPixelFormat(ref pixelFormat);
frame.WriteSource(wicBitmap);
frame.Commit();
}
encoder.Commit();
return ms.ToArray();
}
}
使用方式:
byte[] captchaBytes = SaveD2DBitmap(200, 100, "Hello");
效果(Gif是由LINQPad生成多次截圖而來,實際為靜態圖):
可以注意到,Direct2D
生成的文字沒有System.Drawing
那樣的鋸齒。
如果取消里面的兩行注釋,可以得到更加扭曲和旋轉的效果(Gif是由LINQPad生成多次截圖而來,實際為靜態圖):
然后加入線條:
for (var i = 0; i < 4; ++i)
{
target.Transform = Matrix3x2.Identity;
brush.Color = ColorFromHsl(r.NextFloat(0,1), 1.0f, 0.3f);
target.DrawLine(
r.NextVector2(Vector2.Zero, new Vector2(width, height)),
r.NextVector2(Vector2.Zero, new Vector2(width, height)),
brush, 3.0f);
}
效果(Gif是由LINQPad生成多次截圖而來,實際為靜態圖):
Direct2D
的騷操作
Direct2D中內置了許多特效,如陰影(Shadow)等,這里我們需要用到的是位移特效(Displacement)和水流特效(Turbulence),為了實現特效,需要加入一個Bitmap層,整體代碼如下:
byte[] SaveD2DBitmap(int width, int height, string text)
{
using var wic = new WIC.ImagingFactory2();
using var d2d = new D2D.Factory();
using var wicBitmap = new WIC.Bitmap(wic, width, height, WIC.PixelFormat.Format32bppPBGRA, WIC.BitmapCreateCacheOption.CacheOnDemand);
using var target = new D2D.WicRenderTarget(d2d, wicBitmap, new D2D.RenderTargetProperties());
using var dwriteFactory = new SharpDX.DirectWrite.Factory();
using var brush = new D2D.SolidColorBrush(target, Color.Yellow);
using var encoder = new WIC.PngBitmapEncoder(wic); // PngBitmapEncoder
using var ms = new MemoryStream();
using var dc = target.QueryInterface<D2D.DeviceContext>();
using var bmpLayer = new D2D.Bitmap1(dc, target.PixelSize,
new D2D.BitmapProperties1(new D2D.PixelFormat(SharpDX.DXGI.Format.B8G8R8A8_UNorm, D2D.AlphaMode.Premultiplied),
d2d.DesktopDpi.Width, d2d.DesktopDpi.Height,
D2D.BitmapOptions.Target));
var r = new Random();
encoder.Initialize(ms);
D2D.Image oldTarget = dc.Target;
{
dc.Target = bmpLayer;
dc.BeginDraw();
var textFormat = new DWrite.TextFormat(dwriteFactory, "Times New Roman",
DWrite.FontWeight.Bold,
DWrite.FontStyle.Normal,
width / text.Length);
for (int charIndex = 0; charIndex < text.Length; ++charIndex)
{
using var layout = new DWrite.TextLayout(dwriteFactory, text[charIndex].ToString(), textFormat, float.MaxValue, float.MaxValue);
var layoutSize = new Vector2(layout.Metrics.Width, layout.Metrics.Height);
using var b2 = new D2D.LinearGradientBrush(dc, new D2D.LinearGradientBrushProperties
{
StartPoint = Vector2.Zero,
EndPoint = layoutSize,
}, new D2D.GradientStopCollection(dc, new[]
{
new D2D.GradientStop{ Position = 0.0f, Color = ColorFromHsl(r.NextFloat(0, 1), 1.0f, 0.8f) },
new D2D.GradientStop{ Position = 1.0f, Color = ColorFromHsl(r.NextFloat(0, 1), 1.0f, 0.8f) },
}));
var position = new Vector2(charIndex * width / text.Length, r.NextFloat(0, height - layout.Metrics.Height));
dc.Transform =
Matrix3x2.Translation(-layoutSize / 2) *
Matrix3x2.Skew(r.NextFloat(0, 0.5f), r.NextFloat(0, 0.5f)) *
//Matrix3x2.Rotation(r.NextFloat(0, MathF.PI * 2)) *
Matrix3x2.Translation(position + layoutSize / 2);
dc.DrawTextLayout(Vector2.Zero, layout, b2);
}
for (var i = 0; i < 4; ++i)
{
target.Transform = Matrix3x2.Identity;
brush.Color = ColorFromHsl(r.NextFloat(0, 1), 1.0f, 0.3f);
target.DrawLine(
r.NextVector2(Vector2.Zero, new Vector2(width, height)),
r.NextVector2(Vector2.Zero, new Vector2(width, height)),
brush, 3.0f);
}
target.EndDraw();
}
Color background = ColorFromHsl(r.NextFloat(0, 1), 1.0f, 0.3f);
// for (var frameId = -10; frameId < 10; ++frameId)
{
dc.Target = null;
using var displacement = new D2D.Effects.DisplacementMap(dc);
displacement.SetInput(0, bmpLayer, true);
displacement.Scale = 100.0f; // Math.Abs(frameId) * 10.0f;
var turbulence = new D2D.Effects.Turbulence(dc);
displacement.SetInputEffect(1, turbulence);
dc.Target = oldTarget;
dc.BeginDraw();
dc.Clear(background);
dc.DrawImage(displacement);
dc.EndDraw();
using (var frame = new WIC.BitmapFrameEncode(encoder))
{
frame.Initialize();
frame.SetSize(wicBitmap.Size.Width, wicBitmap.Size.Height);
var pixelFormat = wicBitmap.PixelFormat;
frame.SetPixelFormat(ref pixelFormat);
frame.WriteSource(wicBitmap);
frame.Commit();
}
}
encoder.Commit();
return ms.ToArray();
}
注意此代碼使用了using var
語句,是C# 8.0的using declaration
功能,可以用using (var )
語句代替。
效果如下(Gif是由LINQPad生成多次截圖而來,實際為靜態圖):
在此基礎上,(感謝Direct2D
/WIC)經過較小的改動,即可生成一個動態的Gif圖片。
只要略微修改以上代碼:
- 將
PngBitmapEncoder
改成GifBitmapEncoder
* - 然后將下面的
for
循環取消注釋 - 將
displacement.Scale = 100.0f;
改成displacement.Scale = Math.Abs(frameId) * 10.0f;
即可看到以下效果(直接生成,非截圖):
結語
最終的代碼,可以從這里下載。
本文使用的是SharpDX
,是C#
到DirectX
的轉換層。一個壞消息是,上圖中使用的SharpDX已經停止維護了,但目前還沒找到可以用於替換的庫(可能由於它太好用了)。
以前我經常將Direct2D
用於游戲,但最近越來越多的時候Direct2D
已經用於解決實際問題。由於Direct2D
的高顏值、高性能,實際上,Direct2D
已經無處不在,瀏覽器/Word/Excel等日常軟件都是深度集成Direct2D
的應用。相信Direct2D
可以用於更多的場景中。
提示,可以關注微信公眾號【DotNet騷操作】,收到我的第一時間推送。
作者:周傑
出處:https://www.cnblogs.com/sdflysha
本文采用 知識共享署名-非商業性使用-相同方式共享 2.5 中國大陸許可協議 進行許可,歡迎轉載,但未經作者同意必須保留此段聲明,且在文章頁面明顯位置給出原文連接。