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refactored processing the borders into separate methods

pull/673/head
popow 8 years ago
parent
commit
ad4c1da6a0
  1. 146
      src/ImageSharp/Processing/Processors/Normalization/AdaptiveHistEqualizationProcessor.cs

146
src/ImageSharp/Processing/Processors/Normalization/AdaptiveHistEqualizationProcessor.cs

@ -94,96 +94,94 @@ namespace SixLabors.ImageSharp.Processing.Processors.Normalization
} }
// fix left column // fix left column
cdfX = 0; this.ProcessBorderColumn(source, pixels, cdfData, 0, tileWidth, tileHeight, xStart: 0, xEnd: halfTileWidth);
cdfY = 0;
for (int y = halfTileWidth; y < source.Height - halfTileWidth; y += tileHeight)
{
int yLimit = Math.Min(y + tileHeight, source.Height - 1);
tileY = 0;
for (int dy = y; dy < yLimit; dy++)
{
tileX = 0;
for (int dx = 0; dx < halfTileWidth; dx++)
{
float luminanceEqualized = this.InterpolateBetweenTwoTiles(source[dx, dy], cdfData[cdfX, cdfY], cdfData[cdfX, cdfY + 1], tileY, tileHeight, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tileX++;
}
tileY++;
}
cdfY++;
}
// fix right column // fix right column
cdfX = this.Tiles - 1; this.ProcessBorderColumn(source, pixels, cdfData, this.Tiles - 1, tileWidth, tileHeight, xStart: source.Width - halfTileWidth, xEnd: source.Width);
cdfY = 0;
for (int y = halfTileWidth; y < source.Height - halfTileWidth; y += tileHeight)
{
int yLimit = Math.Min(y + tileHeight, source.Height - 1);
tileY = 0;
for (int dy = y; dy < yLimit; dy++)
{
tileX = halfTileWidth;
for (int dx = source.Width - halfTileWidth; dx < source.Width; dx++)
{
float luminanceEqualized = this.InterpolateBetweenTwoTiles(source[dx, dy], cdfData[cdfX, cdfY], cdfData[cdfX, cdfY + 1], tileY, tileHeight, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tileX++;
}
tileY++; // fix top row
} this.ProcessBorderRow(source, pixels, cdfData, 0, tileWidth, tileHeight, yStart: 0, yEnd: halfTileHeight);
cdfY++; // fix bottom row
} this.ProcessBorderRow(source, pixels, cdfData, this.Tiles - 1, tileWidth, tileHeight, yStart: source.Height - halfTileHeight, yEnd: source.Height);
}
}
// fix top row /// <summary>
cdfX = 0; /// Processes a border column of the image which is half the size of the tile width.
cdfY = 0; /// </summary>
for (int x = halfTileWidth; x < source.Width - halfTileWidth; x += tileWidth) /// <param name="source">The source image.</param>
/// <param name="pixels">The output pixels.</param>
/// <param name="cdfData">The pre-computed lookup tables to remap the grey values for each tiles.</param>
/// <param name="cdfX">The X index of the lookup table to use.</param>
/// <param name="tileWidth">The width of a tile.</param>
/// <param name="tileHeight">The height of a tile.</param>
/// <param name="xStart">X start position in the image.</param>
/// <param name="xEnd">X end position of the image.</param>
private void ProcessBorderColumn(ImageFrame<TPixel> source, Span<TPixel> pixels, CdfData[,] cdfData, int cdfX, int tileWidth, int tileHeight, int xStart, int xEnd)
{
int halfTileWidth = tileWidth / 2;
int halfTileHeight = tileHeight / 2;
int pixelsInTile = tileWidth * tileHeight;
int cdfY = 0;
for (int y = halfTileWidth; y < source.Height - halfTileWidth; y += tileHeight)
{
int yLimit = Math.Min(y + tileHeight, source.Height - 1);
int tileY = 0;
for (int dy = y; dy < yLimit; dy++)
{ {
tileY = 0; int tileX = halfTileWidth;
for (int dy = 0; dy < halfTileHeight; dy++) for (int dx = xStart; dx < xEnd; dx++)
{ {
tileX = 0; float luminanceEqualized = this.InterpolateBetweenTwoTiles(source[dx, dy], cdfData[cdfX, cdfY], cdfData[cdfX, cdfY + 1], tileY, tileHeight, pixelsInTile);
int xLimit = Math.Min(x + tileWidth, source.Width - 1); pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
for (int dx = x; dx < xLimit; dx++) tileX++;
{
float luminanceEqualized = this.InterpolateBetweenTwoTiles(source[dx, dy], cdfData[cdfX, cdfY], cdfData[cdfX + 1, cdfY], tileX, tileWidth, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tileX++;
}
tileY++;
} }
cdfX++; tileY++;
} }
// fix bottom row cdfY++;
cdfX = 0; }
cdfY = this.Tiles - 1; }
for (int x = halfTileWidth; x < source.Width - halfTileWidth; x += tileWidth)
/// <summary>
/// Processes a border row of the image which is half of the size of the tile height.
/// </summary>
/// <param name="source">The source image.</param>
/// <param name="pixels">The output pixels.</param>
/// <param name="cdfData">The pre-computed lookup tables to remap the grey values for each tiles.</param>
/// <param name="cdfY">The Y index of the lookup table to use.</param>
/// <param name="tileWidth">The width of a tile.</param>
/// <param name="tileHeight">The height of a tile.</param>
/// <param name="yStart">Y start position in the image.</param>
/// <param name="yEnd">Y end position of the image.</param>
private void ProcessBorderRow(ImageFrame<TPixel> source, Span<TPixel> pixels, CdfData[,] cdfData, int cdfY, int tileWidth, int tileHeight, int yStart, int yEnd)
{
int halfTileWidth = tileWidth / 2;
int halfTileHeight = tileHeight / 2;
int pixelsInTile = tileWidth * tileHeight;
int cdfX = 0;
for (int x = halfTileWidth; x < source.Width - halfTileWidth; x += tileWidth)
{
int tileY = 0;
for (int dy = yStart; dy < yEnd; dy++)
{ {
tileY = 0; int tileX = 0;
for (int dy = source.Height - halfTileHeight; dy < source.Height; dy++) int xLimit = Math.Min(x + tileWidth, source.Width - 1);
for (int dx = x; dx < xLimit; dx++)
{ {
tileX = 0; float luminanceEqualized = this.InterpolateBetweenTwoTiles(source[dx, dy], cdfData[cdfX, cdfY], cdfData[cdfX + 1, cdfY], tileX, tileWidth, pixelsInTile);
int xLimit = Math.Min(x + tileWidth, source.Width - 1); pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
for (int dx = x; dx < xLimit; dx++) tileX++;
{
float luminanceEqualized = this.InterpolateBetweenTwoTiles(source[dx, dy], cdfData[cdfX, cdfY], cdfData[cdfX + 1, cdfY], tileX, tileWidth, pixelsInTile);
pixels[(dy * source.Width) + dx].PackFromVector4(new Vector4(luminanceEqualized));
tileX++;
}
tileY++;
} }
cdfX++; tileY++;
} }
cdfX++;
} }
} }

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