// ----------------------------------------------------------------------- // // Copyright (c) James South. // Licensed under the Apache License, Version 2.0. // // ----------------------------------------------------------------------- namespace ImageProcessor.Imaging { #region Using using System; using System.Drawing; using System.Drawing.Imaging; using System.Runtime.InteropServices; #endregion /// /// Encapsulates methods to calculate the color palette of an image. /// internal abstract class Quantizer { #region Fields /// /// The flag used to indicate whether a single pass or two passes are needed for quantization. /// private readonly bool singlePass; /// /// The size in bytes of the 32 bpp Colour structure. /// private readonly int pixelSize; #endregion /// /// Initializes a new instance of the Quantizer class. /// /// /// If set to , then the quantizer will loop through the source pixels once; /// otherwise, . /// protected Quantizer(bool singlePass) { this.singlePass = singlePass; this.pixelSize = Marshal.SizeOf(typeof(Color32)); } /// /// Quantizes the given Image and returns the resulting output /// Bitmap. /// /// The image to quantize /// /// A quantized Bitmap version of the Image /// public Bitmap Quantize(Image source) { // Get the size of the source image int height = source.Height; int width = source.Width; // And construct a rectangle from these dimensions Rectangle bounds = new Rectangle(0, 0, width, height); // First off take a 32bpp copy of the image using (Bitmap copy = new Bitmap(width, height, PixelFormat.Format32bppArgb)) { Bitmap output = null; // Define a pointer to the bitmap data BitmapData sourceData = null; try { // And construct an 8bpp version output = new Bitmap(width, height, PixelFormat.Format8bppIndexed); // Now lock the bitmap into memory using (Graphics graphics = Graphics.FromImage(copy)) { graphics.PageUnit = GraphicsUnit.Pixel; // Draw the source image onto the copy bitmap, // which will effect a widening as appropriate. graphics.DrawImage(source, bounds); } // Get the source image bits and lock into memory sourceData = copy.LockBits(bounds, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); // Call the FirstPass function if not a single pass algorithm. // For something like an octree quantizer, this will run through // all image pixels, build a data structure, and create a palette. if (!this.singlePass) { this.FirstPass(sourceData, width, height); } // Then set the colour palette on the output bitmap. I'm passing in the current palette // as there's no way to construct a new, empty palette. output.Palette = this.GetPalette(output.Palette); // Then call the second pass which actually does the conversion this.SecondPass(sourceData, output, width, height, bounds); } catch { if (output != null) { output.Dispose(); } } finally { // Ensure that the bits are unlocked copy.UnlockBits(sourceData); } // Last but not least, return the output bitmap return output; } } /// /// Execute the first pass through the pixels in the image /// /// The source data /// The width in pixels of the image /// The height in pixels of the image protected virtual void FirstPass(BitmapData sourceData, int width, int height) { // Define the source data pointers. The source row is a byte to // keep addition of the stride value easier (as this is in bytes) IntPtr sourceRow = sourceData.Scan0; // Loop through each row for (int row = 0; row < height; row++) { // Set the source pixel to the first pixel in this row IntPtr sourcePixel = sourceRow; // And loop through each column for (int col = 0; col < width; col++) { this.InitialQuantizePixel(new Color32(sourcePixel)); sourcePixel = (IntPtr)((int)sourcePixel + this.pixelSize); } // Now I have the pixel, call the FirstPassQuantize function. // Add the stride to the source row sourceRow = (IntPtr)((long)sourceRow + sourceData.Stride); } } /// /// Execute a second pass through the bitmap /// /// The source bitmap, locked into memory /// The output bitmap /// The width in pixels of the image /// The height in pixels of the image /// The bounding rectangle protected virtual void SecondPass(BitmapData sourceData, Bitmap output, int width, int height, Rectangle bounds) { BitmapData outputData = null; try { // Lock the output bitmap into memory outputData = output.LockBits(bounds, ImageLockMode.WriteOnly, PixelFormat.Format8bppIndexed); // Define the source data pointers. The source row is a byte to // keep addition of the stride value easier (as this is in bytes) IntPtr sourceRow = sourceData.Scan0; IntPtr sourcePixel = sourceRow; IntPtr previousPixel = sourcePixel; // Now define the destination data pointers IntPtr destinationRow = outputData.Scan0; IntPtr destinationPixel = destinationRow; // And convert the first pixel, so that I have values going into the loop. byte pixelValue = this.QuantizePixel(new Color32(sourcePixel)); // Assign the value of the first pixel Marshal.WriteByte(destinationPixel, pixelValue); // Loop through each row for (int row = 0; row < height; row++) { // Set the source pixel to the first pixel in this row sourcePixel = sourceRow; // And set the destination pixel pointer to the first pixel in the row destinationPixel = destinationRow; // Loop through each pixel on this scan line for (int col = 0; col < width; col++) { // Check if this is the same as the last pixel. If so use that value // rather than calculating it again. This is an inexpensive optimisation. if (Marshal.ReadByte(previousPixel) != Marshal.ReadByte(sourcePixel)) { // Quantize the pixel pixelValue = this.QuantizePixel(new Color32(sourcePixel)); // And setup the previous pointer previousPixel = sourcePixel; } // And set the pixel in the output Marshal.WriteByte(destinationPixel, pixelValue); sourcePixel = (IntPtr)((long)sourcePixel + this.pixelSize); destinationPixel = (IntPtr)((long)destinationPixel + 1); } // Add the stride to the source row sourceRow = (IntPtr)((long)sourceRow + sourceData.Stride); // And to the destination row destinationRow = (IntPtr)((long)destinationRow + outputData.Stride); } } finally { // Ensure that I unlock the output bits output.UnlockBits(outputData); } } /// /// Override this to process the pixel in the first pass of the algorithm /// /// The pixel to quantize /// /// This function need only be overridden if your quantize algorithm needs two passes, /// such as an Octree quantizer. /// protected virtual void InitialQuantizePixel(Color32 pixel) { } /// /// Override this to process the pixel in the second pass of the algorithm. /// /// The pixel to quantize /// The quantized value. protected abstract byte QuantizePixel(Color32 pixel); /// /// Retrieve the palette for the quantized image /// /// Any old palette, this is overwritten /// The new color palette protected abstract ColorPalette GetPalette(ColorPalette original); /// /// Structure that defines a 32 bit color /// /// /// This structure is used to read data from a 32 bits per pixel image /// in memory, and is ordered in this manner as this is the way that /// the data is laid out in memory /// [StructLayout(LayoutKind.Explicit)] public struct Color32 { /// /// Holds the blue component of the color /// [FieldOffset(0)] public byte Blue; /// /// Holds the green component of the color /// [FieldOffset(1)] public byte Green; /// /// Holds the red component of the color /// [FieldOffset(2)] public byte Red; /// /// Holds the alpha component of the color /// [FieldOffset(3)] public byte Alpha; /// /// Permits the color32 to be treated as a 32 bit integer. /// [FieldOffset(0)] public int ARGB; /// /// Initializes a new instance of the Color32 structure. /// /// The pointer to the pixel. public Color32(IntPtr sourcePixel) { this = (Color32)Marshal.PtrToStructure(sourcePixel, typeof(Color32)); } /// /// Gets the color for this Color32 object /// public Color Color { get { return Color.FromArgb(this.Alpha, this.Red, this.Green, this.Blue); } } } } }