📷 A modern, cross-platform, 2D Graphics library for .NET
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// <copyright file="OilPaintingProcessor.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>
/// An <see cref="IImageProcessor{TColor}"/> to apply an oil painting effect to an <see cref="Image{TColor}"/>.
/// </summary>
/// <remarks>Adapted from <see href="https://softwarebydefault.com/2013/06/29/oil-painting-cartoon-filter/"/> by Dewald Esterhuizen.</remarks>
/// <typeparam name="TColor">The pixel format.</typeparam>
public class OilPaintingProcessor<TColor> : ImageProcessor<TColor>
where TColor : struct, IPackedPixel, IEquatable<TColor>
{
/// <summary>
/// Initializes a new instance of the <see cref="OilPaintingProcessor{TColor}"/> class.
/// </summary>
/// <param name="levels">
/// The number of intensity levels. Higher values result in a broader range of color intensities forming part of the result image.
/// </param>
/// <param name="brushSize">
/// The number of neighboring pixels used in calculating each individual pixel value.
/// </param>
public OilPaintingProcessor(int levels, int brushSize)
{
Guard.MustBeGreaterThan(levels, 0, nameof(levels));
Guard.MustBeGreaterThan(brushSize, 0, nameof(brushSize));
this.Levels = levels;
this.BrushSize = brushSize;
}
/// <summary>
/// Gets the intensity levels
/// </summary>
public int Levels { get; }
/// <summary>
/// Gets the brush size
/// </summary>
public int BrushSize { get; }
/// <inheritdoc/>
protected override void OnApply(ImageBase<TColor> source, Rectangle sourceRectangle)
{
int startY = sourceRectangle.Y;
int endY = sourceRectangle.Bottom;
int startX = sourceRectangle.X;
int endX = sourceRectangle.Right;
int radius = this.BrushSize >> 1;
int levels = this.Levels;
// Align start/end positions.
int minX = Math.Max(0, startX);
int maxX = Math.Min(source.Width, endX);
int minY = Math.Max(0, startY);
int maxY = Math.Min(source.Height, endY);
// Reset offset if necessary.
if (minX > 0)
{
startX = 0;
}
using (PixelAccessor<TColor> targetPixels = new PixelAccessor<TColor>(source.Width, source.Height))
{
using (PixelAccessor<TColor> sourcePixels = source.Lock())
{
Parallel.For(
minY,
maxY,
this.ParallelOptions,
y =>
{
for (int x = startX; x < endX; x++)
{
int maxIntensity = 0;
int maxIndex = 0;
int[] intensityBin = new int[levels];
float[] redBin = new float[levels];
float[] blueBin = new float[levels];
float[] greenBin = new float[levels];
for (int fy = 0; fy <= radius; fy++)
{
int fyr = fy - radius;
int offsetY = y + fyr;
// Skip the current row
if (offsetY < minY)
{
continue;
}
// Outwith the current bounds so break.
if (offsetY >= maxY)
{
break;
}
for (int fx = 0; fx <= radius; fx++)
{
int fxr = fx - radius;
int offsetX = x + fxr;
// Skip the column
if (offsetX < 0)
{
continue;
}
if (offsetX < maxX)
{
// ReSharper disable once AccessToDisposedClosure
Vector4 color = sourcePixels[offsetX, offsetY].ToVector4();
float sourceRed = color.X;
float sourceBlue = color.Z;
float sourceGreen = color.Y;
int currentIntensity = (int)Math.Round((sourceBlue + sourceGreen + sourceRed) / 3.0 * (levels - 1));
intensityBin[currentIntensity] += 1;
blueBin[currentIntensity] += sourceBlue;
greenBin[currentIntensity] += sourceGreen;
redBin[currentIntensity] += sourceRed;
if (intensityBin[currentIntensity] > maxIntensity)
{
maxIntensity = intensityBin[currentIntensity];
maxIndex = currentIntensity;
}
}
}
float red = Math.Abs(redBin[maxIndex] / maxIntensity);
float green = Math.Abs(greenBin[maxIndex] / maxIntensity);
float blue = Math.Abs(blueBin[maxIndex] / maxIntensity);
TColor packed = default(TColor);
packed.PackFromVector4(new Vector4(red, green, blue, sourcePixels[x, y].ToVector4().W));
targetPixels[x, y] = packed;
}
}
});
}
source.SwapPixelsBuffers(targetPixels);
}
}
}
}