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241 lines
10 KiB
241 lines
10 KiB
// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="Quantizer.cs" company="James South">
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// Copyright (c) James South.
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// Licensed under the Apache License, Version 2.0.
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// </copyright>
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// <summary>
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// Encapsulates methods to calculate the color palette of an image.
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// <see href="http://msdn.microsoft.com/en-us/library/aa479306.aspx" />
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// </summary>
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// --------------------------------------------------------------------------------------------------------------------
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namespace ImageProcessor.Imaging.Quantizers
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{
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using System.Drawing;
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using System.Drawing.Imaging;
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using ImageProcessor.Imaging.Colors;
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/// <summary>
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/// Encapsulates methods to calculate the color palette of an image.
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/// <see href="http://msdn.microsoft.com/en-us/library/aa479306.aspx"/>
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/// </summary>
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public unsafe abstract class Quantizer
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{
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/// <summary>
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/// Flag used to indicate whether a single pass or two passes are needed for quantization.
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/// </summary>
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private readonly bool singlePass;
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/// <summary>
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/// Initializes a new instance of the <see cref="Quantizer"/> class.
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/// </summary>
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/// <param name="singlePass">
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/// If true, the quantization only needs to loop through the source pixels once
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/// </param>
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/// <remarks>
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/// If you construct this class with a true value for singlePass, then the code will, when quantizing your image,
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/// only call the 'QuantizeImage' function. If two passes are required, the code will call 'InitialQuantizeImage'
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/// and then 'QuantizeImage'.
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/// </remarks>
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protected Quantizer(bool singlePass)
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{
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this.singlePass = singlePass;
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}
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/// <summary>
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/// Quantize an image and return the resulting output bitmap
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/// </summary>
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/// <param name="source">The image to quantize</param>
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/// <returns>A quantized version of the image</returns>
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public Bitmap Quantize(Image source)
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{
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// Get the size of the source image
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int height = source.Height;
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int width = source.Width;
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// And construct a rectangle from these dimensions
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Rectangle bounds = new Rectangle(0, 0, width, height);
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// First off take a 32bpp copy of the image
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Bitmap copy = new Bitmap(width, height, PixelFormat.Format32bppArgb);
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copy.SetResolution(source.HorizontalResolution, source.VerticalResolution);
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// And construct an 8bpp version
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Bitmap output = new Bitmap(width, height, PixelFormat.Format8bppIndexed);
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output.SetResolution(source.HorizontalResolution, source.VerticalResolution);
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// Now lock the bitmap into memory
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using (Graphics g = Graphics.FromImage(copy))
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{
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g.PageUnit = GraphicsUnit.Pixel;
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// Draw the source image onto the copy bitmap,
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// which will effect a widening as appropriate.
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g.DrawImageUnscaled(source, bounds);
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}
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// Define a pointer to the bitmap data
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BitmapData sourceData = null;
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try
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{
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// Get the source image bits and lock into memory
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sourceData = copy.LockBits(bounds, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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// Call the FirstPass function if not a single pass algorithm.
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// For something like an Octree quantizer, this will run through
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// all image pixels, build a data structure, and create a palette.
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if (!this.singlePass)
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{
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this.FirstPass(sourceData, width, height);
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}
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// Then set the color palette on the output bitmap. I'm passing in the current palette
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// as there's no way to construct a new, empty palette.
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output.Palette = this.GetPalette(output.Palette);
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// Then call the second pass which actually does the conversion
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this.SecondPass(sourceData, output, width, height, bounds);
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}
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finally
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{
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// Ensure that the bits are unlocked
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copy.UnlockBits(sourceData);
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}
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// Last but not least, return the output bitmap
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return output;
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}
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/// <summary>
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/// Execute the first pass through the pixels in the image
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/// </summary>
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/// <param name="sourceData">The source data</param>
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/// <param name="width">The width in pixels of the image</param>
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/// <param name="height">The height in pixels of the image</param>
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protected virtual void FirstPass(BitmapData sourceData, int width, int height)
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{
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// Define the source data pointers. The source row is a byte to
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// keep addition of the stride value easier (as this is in bytes)
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byte* sourceRow = (byte*)sourceData.Scan0.ToPointer();
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// Loop through each row
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for (int row = 0; row < height; row++)
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{
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// Set the source pixel to the first pixel in this row
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int* sourcePixel = (int*)sourceRow;
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// And loop through each column
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for (int col = 0; col < width; col++, sourcePixel++)
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{
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// Now I have the pixel, call the FirstPassQuantize function...
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this.InitialQuantizePixel((Color32*)sourcePixel);
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}
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// Add the stride to the source row
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sourceRow += sourceData.Stride;
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}
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}
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/// <summary>
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/// Execute a second pass through the bitmap
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/// </summary>
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/// <param name="sourceData">The source bitmap, locked into memory</param>
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/// <param name="output">The output bitmap</param>
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/// <param name="width">The width in pixels of the image</param>
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/// <param name="height">The height in pixels of the image</param>
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/// <param name="bounds">The bounding rectangle</param>
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protected virtual void SecondPass(BitmapData sourceData, Bitmap output, int width, int height, Rectangle bounds)
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{
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BitmapData outputData = null;
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try
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{
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// Lock the output bitmap into memory
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outputData = output.LockBits(bounds, ImageLockMode.WriteOnly, PixelFormat.Format8bppIndexed);
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// Define the source data pointers. The source row is a byte to
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// keep addition of the stride value easier (as this is in bytes)
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byte* sourceRow = (byte*)sourceData.Scan0.ToPointer();
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int* sourcePixel = (int*)sourceRow;
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int* previousPixel = sourcePixel;
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// Now define the destination data pointers
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byte* destinationRow = (byte*)outputData.Scan0.ToPointer();
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byte* destinationPixel = destinationRow;
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// And convert the first pixel, so that I have values going into the loop
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byte pixelValue = this.QuantizePixel((Color32*)sourcePixel);
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// Assign the value of the first pixel
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*destinationPixel = pixelValue;
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// Loop through each row
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for (int row = 0; row < height; row++)
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{
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// Set the source pixel to the first pixel in this row
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sourcePixel = (int*)sourceRow;
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// And set the destination pixel pointer to the first pixel in the row
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destinationPixel = destinationRow;
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// Loop through each pixel on this scan line
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for (int col = 0; col < width; col++, sourcePixel++, destinationPixel++)
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{
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// Check if this is the same as the last pixel. If so use that value
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// rather than calculating it again. This is an inexpensive optimisation.
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if (*previousPixel != *sourcePixel)
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{
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// Quantize the pixel
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pixelValue = this.QuantizePixel((Color32*)sourcePixel);
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// And setup the previous pointer
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previousPixel = sourcePixel;
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}
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// And set the pixel in the output
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*destinationPixel = pixelValue;
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}
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// Add the stride to the source row
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sourceRow += sourceData.Stride;
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// And to the destination row
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destinationRow += outputData.Stride;
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}
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}
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finally
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{
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// Ensure that I unlock the output bits
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output.UnlockBits(outputData);
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}
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}
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/// <summary>
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/// Override this to process the pixel in the first pass of the algorithm
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/// </summary>
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/// <param name="pixel">The pixel to quantize</param>
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/// <remarks>
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/// This function need only be overridden if your quantize algorithm needs two passes,
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/// such as an Octree quantizer.
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/// </remarks>
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protected virtual void InitialQuantizePixel(Color32* pixel)
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{
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}
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/// <summary>
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/// Override this to process the pixel in the second pass of the algorithm
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/// </summary>
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/// <param name="pixel">The pixel to quantize</param>
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/// <returns>The quantized value</returns>
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protected abstract byte QuantizePixel(Color32* pixel);
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/// <summary>
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/// Retrieve the palette for the quantized image
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/// </summary>
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/// <param name="original">Any old palette, this is overwritten</param>
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/// <returns>The new color palette</returns>
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protected abstract ColorPalette GetPalette(ColorPalette original);
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}
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}
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