// -----------------------------------------------------------------------
//
// 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); }
}
}
}
}