diff --git a/src/ImageSharp/Quantizers/Wu/Box.cs b/src/ImageSharp/Quantizers/Wu/Box.cs index 42e4217b55..7f2a320873 100644 --- a/src/ImageSharp/Quantizers/Wu/Box.cs +++ b/src/ImageSharp/Quantizers/Wu/Box.cs @@ -7,8 +7,9 @@ namespace ImageSharp.Quantizers { /// /// Represents a box color cube. + /// TODO: This should be a struct for performance /// - internal struct Box + internal sealed class Box { /// /// Gets or sets the min red value, exclusive. diff --git a/src/ImageSharp/Quantizers/Wu/WuQuantizer.cs b/src/ImageSharp/Quantizers/Wu/WuQuantizer.cs index ba8047c066..998bd0c82c 100644 --- a/src/ImageSharp/Quantizers/Wu/WuQuantizer.cs +++ b/src/ImageSharp/Quantizers/Wu/WuQuantizer.cs @@ -7,8 +7,9 @@ namespace ImageSharp.Quantizers { using System; using System.Buffers; + using System.Collections.Generic; using System.Numerics; - using System.Threading.Tasks; + using System.Runtime.CompilerServices; /// /// An implementation of Wu's color quantizer with alpha channel. @@ -30,7 +31,7 @@ namespace ImageSharp.Quantizers /// /// /// The pixel format. - public sealed class WuQuantizer : IQuantizer + public class WuQuantizer : Quantizer where TColor : struct, IPixel { /// @@ -58,82 +59,232 @@ namespace ImageSharp.Quantizers /// private const int TableLength = IndexCount * IndexCount * IndexCount * IndexAlphaCount; + /// + /// A buffer for storing pixels + /// + private readonly byte[] rgbaBuffer = new byte[4]; + + /// + /// A lookup table for colors + /// + private readonly Dictionary colorMap = new Dictionary(); + /// /// Moment of P(c). /// - private readonly long[] vwt; + private long[] vwt; /// /// Moment of r*P(c). /// - private readonly long[] vmr; + private long[] vmr; /// /// Moment of g*P(c). /// - private readonly long[] vmg; + private long[] vmg; /// /// Moment of b*P(c). /// - private readonly long[] vmb; + private long[] vmb; /// /// Moment of a*P(c). /// - private readonly long[] vma; + private long[] vma; /// /// Moment of c^2*P(c). /// - private readonly float[] m2; + private float[] m2; /// /// Color space tag. /// - private readonly byte[] tag; + private byte[] tag; /// - /// A buffer for storing pixels + /// Maximum allowed color depth /// - private readonly byte[] rgbaBuffer = new byte[4]; + private int colors; + + /// + /// The reduced image palette + /// + private TColor[] palette; + + /// + /// The color cube representing the image palette + /// + private Box[] colorCube; /// /// Initializes a new instance of the class. /// + /// + /// The Wu quantizer is a two pass algorithm. The initial pass sets up the 3-D color histogram, + /// the second pass quantizes a color based on the position in the histogram. + /// public WuQuantizer() + : base(false) { - this.vwt = WuArrayPool.LongPool.Rent(TableLength); - this.vmr = WuArrayPool.LongPool.Rent(TableLength); - this.vmg = WuArrayPool.LongPool.Rent(TableLength); - this.vmb = WuArrayPool.LongPool.Rent(TableLength); - this.vma = WuArrayPool.LongPool.Rent(TableLength); - this.m2 = WuArrayPool.FloatPool.Rent(TableLength); - this.tag = WuArrayPool.BytePool.Rent(TableLength); } /// - public QuantizedImage Quantize(ImageBase image, int maxColors) + public override QuantizedImage Quantize(ImageBase image, int maxColors) { Guard.NotNull(image, nameof(image)); - int colorCount = maxColors.Clamp(1, 256); + this.colors = maxColors.Clamp(1, 256); + + try + { + this.vwt = WuArrayPool.LongPool.Rent(TableLength); + this.vmr = WuArrayPool.LongPool.Rent(TableLength); + this.vmg = WuArrayPool.LongPool.Rent(TableLength); + this.vmb = WuArrayPool.LongPool.Rent(TableLength); + this.vma = WuArrayPool.LongPool.Rent(TableLength); + this.m2 = WuArrayPool.FloatPool.Rent(TableLength); + this.tag = WuArrayPool.BytePool.Rent(TableLength); + + return base.Quantize(image, this.colors); + } + finally + { + WuArrayPool.LongPool.Return(this.vwt, true); + WuArrayPool.LongPool.Return(this.vmr, true); + WuArrayPool.LongPool.Return(this.vmg, true); + WuArrayPool.LongPool.Return(this.vmb, true); + WuArrayPool.LongPool.Return(this.vma, true); + WuArrayPool.FloatPool.Return(this.m2, true); + WuArrayPool.BytePool.Return(this.tag, true); + } + } + + /// + protected override TColor[] GetPalette() + { + if (this.palette == null) + { + this.palette = new TColor[this.colors]; + for (int k = 0; k < this.colors; k++) + { + this.Mark(this.colorCube[k], (byte)k); + + float weight = Volume(this.colorCube[k], this.vwt); + + if (MathF.Abs(weight) > Constants.Epsilon) + { + float r = Volume(this.colorCube[k], this.vmr) / weight; + float g = Volume(this.colorCube[k], this.vmg) / weight; + float b = Volume(this.colorCube[k], this.vmb) / weight; + float a = Volume(this.colorCube[k], this.vma) / weight; + + TColor color = default(TColor); + color.PackFromVector4(new Vector4(r, g, b, a) / 255F); + this.palette[k] = color; + } + } + } + + return this.palette; + } + + /// + protected override void InitialQuantizePixel(TColor pixel) + { + // Add the color to a 3-D color histogram. + // Colors are expected in r->g->b->a format + pixel.ToXyzwBytes(this.rgbaBuffer, 0); + + byte r = this.rgbaBuffer[0]; + byte g = this.rgbaBuffer[1]; + byte b = this.rgbaBuffer[2]; + byte a = this.rgbaBuffer[3]; + + int inr = r >> (8 - IndexBits); + int ing = g >> (8 - IndexBits); + int inb = b >> (8 - IndexBits); + int ina = a >> (8 - IndexAlphaBits); + + int ind = GetPaletteIndex(inr + 1, ing + 1, inb + 1, ina + 1); + + this.vwt[ind]++; + this.vmr[ind] += r; + this.vmg[ind] += g; + this.vmb[ind] += b; + this.vma[ind] += a; + this.m2[ind] += (r * r) + (g * g) + (b * b) + (a * a); + } + + /// + protected override void FirstPass(PixelAccessor source, int width, int height) + { + // Build up the 3-D color histogram + // Loop through each row + for (int y = 0; y < height; y++) + { + // And loop through each column + for (int x = 0; x < width; x++) + { + // Now I have the pixel, call the FirstPassQuantize function... + this.InitialQuantizePixel(source[x, y]); + } + } - this.Clear(); + this.Get3DMoments(); + this.BuildCube(); + } - using (PixelAccessor imagePixels = image.Lock()) + /// + protected override void SecondPass(PixelAccessor source, byte[] output, int width, int height) + { + // Load up the values for the first pixel. We can use these to speed up the second + // pass of the algorithm by avoiding transforming rows of identical color. + TColor sourcePixel = source[0, 0]; + TColor previousPixel = sourcePixel; + byte pixelValue = this.QuantizePixel(sourcePixel); + TColor[] colorPalette = this.GetPalette(); + TColor transformedPixel = colorPalette[pixelValue]; + + for (int y = 0; y < height; y++) { - this.Build3DHistogram(imagePixels); - this.Get3DMoments(); + // And loop through each column + for (int x = 0; x < width; x++) + { + // Get the pixel. + sourcePixel = source[x, y]; + + // Check if this is the same as the last pixel. If so use that value + // rather than calculating it again. This is an inexpensive optimization. + if (!previousPixel.Equals(sourcePixel)) + { + // Quantize the pixel + pixelValue = this.QuantizePixel(sourcePixel); - this.BuildCube(out Box[] cube, ref colorCount); + // And setup the previous pointer + previousPixel = sourcePixel; - return this.GenerateResult(imagePixels, colorCount, cube); + if (this.Dither) + { + transformedPixel = colorPalette[pixelValue]; + } + } + + if (this.Dither) + { + // Apply the dithering matrix. We have to reapply the value now as the original has changed. + this.DitherType.Dither(source, sourcePixel, transformedPixel, x, y, width, height); + } + + output[(y * source.Width) + x] = pixelValue; + } } } /// - /// Gets an index. + /// Gets the index index of the given color in the palette. /// /// The red value. /// The green value. @@ -294,55 +445,6 @@ namespace ImageSharp.Quantizers } } - /// - /// Clears the tables. - /// - private void Clear() - { - Array.Clear(this.vwt, 0, TableLength); - Array.Clear(this.vmr, 0, TableLength); - Array.Clear(this.vmg, 0, TableLength); - Array.Clear(this.vmb, 0, TableLength); - Array.Clear(this.vma, 0, TableLength); - Array.Clear(this.m2, 0, TableLength); - Array.Clear(this.tag, 0, TableLength); - } - - /// - /// Builds a 3-D color histogram of counts, r/g/b, c^2. - /// - /// The pixel accessor. - private void Build3DHistogram(PixelAccessor pixels) - { - for (int y = 0; y < pixels.Height; y++) - { - for (int x = 0; x < pixels.Width; x++) - { - // Colors are expected in r->g->b->a format - pixels[x, y].ToXyzwBytes(this.rgbaBuffer, 0); - - byte r = this.rgbaBuffer[0]; - byte g = this.rgbaBuffer[1]; - byte b = this.rgbaBuffer[2]; - byte a = this.rgbaBuffer[3]; - - int inr = r >> (8 - IndexBits); - int ing = g >> (8 - IndexBits); - int inb = b >> (8 - IndexBits); - int ina = a >> (8 - IndexAlphaBits); - - int ind = GetPaletteIndex(inr + 1, ing + 1, inb + 1, ina + 1); - - this.vwt[ind]++; - this.vmr[ind] += r; - this.vmg[ind] += g; - this.vmb[ind] += b; - this.vma[ind] += a; - this.m2[ind] += (r * r) + (g * g) + (b * b) + (a * a); - } - } - } - /// /// Converts the histogram into moments so that we can rapidly calculate the sums of the above quantities over any desired box. /// @@ -665,30 +767,28 @@ namespace ImageSharp.Quantizers /// /// Builds the cube. /// - /// The cube. - /// The color count. - private void BuildCube(out Box[] cube, ref int colorCount) + private void BuildCube() { - cube = new Box[colorCount]; - float[] vv = new float[colorCount]; + this.colorCube = new Box[this.colors]; + float[] vv = new float[this.colors]; - for (int i = 0; i < colorCount; i++) + for (int i = 0; i < this.colors; i++) { - cube[i] = default(Box); + this.colorCube[i] = new Box(); } - cube[0].R0 = cube[0].G0 = cube[0].B0 = cube[0].A0 = 0; - cube[0].R1 = cube[0].G1 = cube[0].B1 = IndexCount - 1; - cube[0].A1 = IndexAlphaCount - 1; + this.colorCube[0].R0 = this.colorCube[0].G0 = this.colorCube[0].B0 = this.colorCube[0].A0 = 0; + this.colorCube[0].R1 = this.colorCube[0].G1 = this.colorCube[0].B1 = IndexCount - 1; + this.colorCube[0].A1 = IndexAlphaCount - 1; int next = 0; - for (int i = 1; i < colorCount; i++) + for (int i = 1; i < this.colors; i++) { - if (this.Cut(cube[next], cube[i])) + if (this.Cut(this.colorCube[next], this.colorCube[i])) { - vv[next] = cube[next].Volume > 1 ? this.Variance(cube[next]) : 0F; - vv[i] = cube[i].Volume > 1 ? this.Variance(cube[i]) : 0F; + vv[next] = this.colorCube[next].Volume > 1 ? this.Variance(this.colorCube[next]) : 0F; + vv[i] = this.colorCube[i].Volume > 1 ? this.Variance(this.colorCube[i]) : 0F; } else { @@ -710,79 +810,38 @@ namespace ImageSharp.Quantizers if (temp <= 0.0) { - colorCount = i + 1; + this.colors = i + 1; break; } } } /// - /// Generates the quantized result. + /// Process the pixel in the second pass of the algorithm /// - /// The image pixels. - /// The color count. - /// The cube. - /// The result. - private QuantizedImage GenerateResult(PixelAccessor imagePixels, int colorCount, Box[] cube) + /// The pixel to quantize + /// + /// The quantized value + /// + [MethodImpl(MethodImplOptions.AggressiveInlining)] + private byte QuantizePixel(TColor pixel) { - TColor[] pallette = new TColor[colorCount]; - byte[] pixels = new byte[imagePixels.Width * imagePixels.Height]; - int width = imagePixels.Width; - int height = imagePixels.Height; - - for (int k = 0; k < colorCount; k++) + if (this.Dither) { - this.Mark(cube[k], (byte)k); - - float weight = Volume(cube[k], this.vwt); - - if (MathF.Abs(weight) > Constants.Epsilon) - { - float r = Volume(cube[k], this.vmr) / weight; - float g = Volume(cube[k], this.vmg) / weight; - float b = Volume(cube[k], this.vmb) / weight; - float a = Volume(cube[k], this.vma) / weight; - - TColor color = default(TColor); - color.PackFromVector4(new Vector4(r, g, b, a) / 255F); - pallette[k] = color; - } + // The colors have changed so we need to use Euclidean distance caclulation to find the closest value. + // This palette can never be null here. + return this.GetClosestColor(pixel, this.palette, this.colorMap); } - Parallel.For( - 0, - height, - imagePixels.ParallelOptions, - y => - { - byte[] rgba = ArrayPool.Shared.Rent(4); - for (int x = 0; x < width; x++) - { - // Expected order r->g->b->a - imagePixels[x, y].ToXyzwBytes(rgba, 0); - - int r = rgba[0] >> (8 - IndexBits); - int g = rgba[1] >> (8 - IndexBits); - int b = rgba[2] >> (8 - IndexBits); - int a = rgba[3] >> (8 - IndexAlphaBits); - - int ind = GetPaletteIndex(r + 1, g + 1, b + 1, a + 1); - pixels[(y * width) + x] = this.tag[ind]; - } - - ArrayPool.Shared.Return(rgba); - }); + // Expected order r->g->b->a + pixel.ToXyzwBytes(this.rgbaBuffer, 0); - // Cleanup - WuArrayPool.LongPool.Return(this.vwt); - WuArrayPool.LongPool.Return(this.vmr); - WuArrayPool.LongPool.Return(this.vmg); - WuArrayPool.LongPool.Return(this.vmb); - WuArrayPool.LongPool.Return(this.vma); - WuArrayPool.FloatPool.Return(this.m2); - WuArrayPool.BytePool.Return(this.tag); + int r = this.rgbaBuffer[0] >> (8 - IndexBits); + int g = this.rgbaBuffer[1] >> (8 - IndexBits); + int b = this.rgbaBuffer[2] >> (8 - IndexBits); + int a = this.rgbaBuffer[3] >> (8 - IndexAlphaBits); - return new QuantizedImage(width, height, pallette, pixels); + return (byte)GetPaletteIndex(r + 1, g + 1, b + 1, a + 1); } } -} \ No newline at end of file +}