mirror of https://github.com/SixLabors/ImageSharp
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104 lines
3.6 KiB
104 lines
3.6 KiB
using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Drawing.Imaging;
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using System.Text.RegularExpressions;
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namespace ImageProcessor.Processors
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{
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public abstract class ResizeBase : IGraphicsProcessor
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{
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public abstract Regex RegexPattern { get; }
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public abstract dynamic DynamicParameter { get; set; }
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public abstract int SortOrder { get; protected set; }
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public abstract Dictionary<string, string> Settings { get; set; }
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public abstract int MatchRegexIndex(string queryString);
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public abstract Image ProcessImage(ImageFactory factory);
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protected Image ResizeImage(ImageFactory factory, int width, int height, int defaultMaxWidth, int defaultMaxHeight)
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{
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Bitmap newImage = null;
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Image image = factory.Image;
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try
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{
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int sourceWidth = image.Width;
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int sourceHeight = image.Height;
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int maxWidth = defaultMaxWidth > 0 ? defaultMaxWidth : int.MaxValue;
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int maxHeight = defaultMaxHeight > 0 ? defaultMaxHeight : int.MaxValue;
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// If height or width is not passed we assume that the standard ratio is to be kept.
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if (height == 0)
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{
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// Bit of simple fractional maths here.
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float percentWidth = Math.Abs(width/(float) sourceWidth);
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height = (int) Math.Floor(sourceHeight*percentWidth);
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}
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if (width == 0)
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{
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float percentHeight = Math.Abs(height/(float) sourceHeight);
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width = (int) Math.Floor(sourceWidth*percentHeight);
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}
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if (width > 0 && height > 0 && width <= maxWidth && height <= maxHeight)
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{
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// Dont use an object initializer here.
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newImage = new Bitmap(width, height, PixelFormat.Format32bppPArgb);
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newImage.Tag = image.Tag;
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using (Graphics graphics = Graphics.FromImage(newImage))
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{
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// We want to use two different blending algorithms for enlargement/shrinking.
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// Bicubic is better enlarging for whilst Bilinear is better for shrinking.
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// http://www.codinghorror.com/blog/2007/07/better-image-resizing.html
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if (image.Width < width && image.Height < height)
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{
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// We are making it larger.
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graphics.SmoothingMode = SmoothingMode.AntiAlias;
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graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
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graphics.PixelOffsetMode = PixelOffsetMode.HighQuality;
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graphics.CompositingQuality = CompositingQuality.HighQuality;
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}
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else
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{
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// We are making it smaller.
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graphics.SmoothingMode = SmoothingMode.None;
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// Contrary to everything I have read bicubic is producing the best results.
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graphics.InterpolationMode = InterpolationMode.HighQualityBicubic;
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graphics.PixelOffsetMode = PixelOffsetMode.None;
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graphics.CompositingQuality = CompositingQuality.HighSpeed;
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}
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// An unwanted border appears when using InterpolationMode.HighQualityBicubic to resize the image
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// as the algorithm appears to be pulling averaging detail from surFlooring pixels beyond the edge
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// of the image. Using the ImageAttributes class to specify that the pixels beyond are simply mirror
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// images of the pixels within solves this problem.
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using (ImageAttributes wrapMode = new ImageAttributes())
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{
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wrapMode.SetWrapMode(WrapMode.TileFlipXY);
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Rectangle destRect = new Rectangle(0, 0, width, height);
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graphics.DrawImage(image, destRect, 0, 0, sourceWidth, sourceHeight, GraphicsUnit.Pixel, wrapMode);
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}
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// Reassign the image.
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image.Dispose();
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image = newImage;
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}
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}
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}
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catch
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{
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if (newImage != null)
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{
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newImage.Dispose();
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}
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}
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return image;
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}
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}
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}
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