📷 A modern, cross-platform, 2D Graphics library for .NET
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// <copyright file="ConvolutionProcessor.cs" company="James Jackson-South">
// Copyright (c) James Jackson-South and contributors.
// Licensed under the Apache License, Version 2.0.
// </copyright>
namespace ImageSharp.Processing.Processors
{
using System;
using System.Numerics;
using System.Threading.Tasks;
/// <summary>
/// Defines a sampler that uses a 2 dimensional matrix to perform convolution against an image.
/// </summary>
/// <typeparam name="TColor">The pixel format.</typeparam>
public class ConvolutionProcessor<TColor> : ImageProcessor<TColor>
where TColor : struct, IPackedPixel, IEquatable<TColor>
{
/// <summary>
/// Initializes a new instance of the <see cref="ConvolutionProcessor{TColor}"/> class.
/// </summary>
/// <param name="kernelXY">The 2d gradient operator.</param>
public ConvolutionProcessor(float[][] kernelXY)
{
this.KernelXY = kernelXY;
}
/// <summary>
/// Gets the 2d gradient operator.
/// </summary>
public virtual float[][] KernelXY { get; }
/// <inheritdoc/>
protected override void OnApply(ImageBase<TColor> source, Rectangle sourceRectangle)
{
float[][] kernelX = this.KernelXY;
int kernelLength = kernelX.GetLength(0);
int radius = kernelLength >> 1;
int startY = sourceRectangle.Y;
int endY = sourceRectangle.Bottom;
int startX = sourceRectangle.X;
int endX = sourceRectangle.Right;
int maxY = endY - 1;
int maxX = endX - 1;
TColor[] target = new TColor[source.Width * source.Height];
using (PixelAccessor<TColor> sourcePixels = source.Lock())
using (PixelAccessor<TColor> targetPixels = target.Lock<TColor>(source.Width, source.Height))
{
Parallel.For(
startY,
endY,
this.ParallelOptions,
y =>
{
for (int x = startX; x < endX; x++)
{
float rX = 0;
float gX = 0;
float bX = 0;
// Apply each matrix multiplier to the color components for each pixel.
for (int fy = 0; fy < kernelLength; fy++)
{
int fyr = fy - radius;
int offsetY = y + fyr;
offsetY = offsetY.Clamp(0, maxY);
for (int fx = 0; fx < kernelLength; fx++)
{
int fxr = fx - radius;
int offsetX = x + fxr;
offsetX = offsetX.Clamp(0, maxX);
Vector4 currentColor = sourcePixels[offsetX, offsetY].ToVector4();
float r = currentColor.X;
float g = currentColor.Y;
float b = currentColor.Z;
rX += kernelX[fy][fx] * r;
gX += kernelX[fy][fx] * g;
bX += kernelX[fy][fx] * b;
}
}
float red = rX;
float green = gX;
float blue = bX;
TColor packed = default(TColor);
packed.PackFromVector4(new Vector4(red, green, blue, sourcePixels[x, y].ToVector4().W));
targetPixels[x, y] = packed;
}
});
}
source.SetPixels(source.Width, source.Height, target);
}
}
}