#region License Information (GPL v3) /* ShareX - A program that allows you to take screenshots and share any file type Copyright (c) 2007-2024 ShareX Team This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Optionally you can also view the license at . */ #endregion License Information (GPL v3) using System; using System.Drawing; using System.Drawing.Imaging; using System.Runtime.InteropServices; namespace ShareX.HelpersLib { /// /// Summary description for Class1. /// public abstract class Quantizer { /// /// Construct the quantizer /// /// If true, the quantization only needs to loop through the source pixels once /// /// If you construct this class with a true value for singlePass, then the code will, when quantizing your image, /// only call the 'QuantizeImage' function. If two passes are required, the code will call 'InitialQuantizeImage' /// and then 'QuantizeImage'. /// protected Quantizer(bool singlePass) { _singlePass = singlePass; _pixelSize = Marshal.SizeOf(typeof(Color32)); } /// /// Quantize an image and return the resulting output bitmap /// /// The image to quantize /// A quantized 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 Bitmap copy = new Bitmap(width, height, PixelFormat.Format32bppArgb); // And construct an 8bpp version Bitmap output = new Bitmap(width, height, PixelFormat.Format8bppIndexed); // Now lock the bitmap into memory using (Graphics g = Graphics.FromImage(copy)) { g.PageUnit = GraphicsUnit.Pixel; // Draw the source image onto the copy bitmap, // which will effect a widening as appropriate. g.DrawImage(source, bounds); } // Define a pointer to the bitmap data BitmapData sourceData = null; try { // 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 (!_singlePass) FirstPass(sourceData, width, height); // Then set the color 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 = GetPalette(output.Palette); // Then call the second pass which actually does the conversion SecondPass(sourceData, output, width, height, bounds); } 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 pSourceRow = 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 pSourcePixel = pSourceRow; // And loop through each column for (int col = 0; col < width; col++) { InitialQuantizePixel(new Color32(pSourcePixel)); pSourcePixel = (IntPtr)((long)pSourcePixel + _pixelSize); } // Now I have the pixel, call the FirstPassQuantize function... // Add the stride to the source row pSourceRow = (IntPtr)((long)pSourceRow + 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 pSourceRow = sourceData.Scan0; IntPtr pSourcePixel = pSourceRow; IntPtr pPreviousPixel = pSourcePixel; // Now define the destination data pointers IntPtr pDestinationRow = outputData.Scan0; IntPtr pDestinationPixel = pDestinationRow; // And convert the first pixel, so that I have values going into the loop byte pixelValue = QuantizePixel(new Color32(pSourcePixel)); // Assign the value of the first pixel Marshal.WriteByte(pDestinationPixel, pixelValue); // Loop through each row for (int row = 0; row < height; row++) { // Set the source pixel to the first pixel in this row pSourcePixel = pSourceRow; // And set the destination pixel pointer to the first pixel in the row pDestinationPixel = pDestinationRow; // 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.ReadInt32(pPreviousPixel) != Marshal.ReadInt32(pSourcePixel)) { // Quantize the pixel pixelValue = QuantizePixel(new Color32(pSourcePixel)); // And setup the previous pointer pPreviousPixel = pSourcePixel; } // And set the pixel in the output Marshal.WriteByte(pDestinationPixel, pixelValue); pSourcePixel = (IntPtr)((long)pSourcePixel + _pixelSize); pDestinationPixel = (IntPtr)((long)pDestinationPixel + 1); } // Add the stride to the source row pSourceRow = (IntPtr)((long)pSourceRow + sourceData.Stride); // And to the destination row pDestinationRow = (IntPtr)((long)pDestinationRow + 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 overrwritten /// The new color palette protected abstract ColorPalette GetPalette(ColorPalette original); /// /// Flag used to indicate whether a single pass or two passes are needed for quantization. /// private bool _singlePass; private int _pixelSize; /// /// Struct that defines a 32 bpp colour /// /// /// This struct 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 layed out in memory /// [StructLayout(LayoutKind.Explicit)] public struct Color32 { public Color32(IntPtr pSourcePixel) { this = (Color32)Marshal.PtrToStructure(pSourcePixel, typeof(Color32)); } /// /// Holds the blue component of the colour /// [FieldOffset(0)] public byte Blue; /// /// Holds the green component of the colour /// [FieldOffset(1)] public byte Green; /// /// Holds the red component of the colour /// [FieldOffset(2)] public byte Red; /// /// Holds the alpha component of the colour /// [FieldOffset(3)] public byte Alpha; /// /// Permits the color32 to be treated as an int32 /// [FieldOffset(0)] public int ARGB; /// /// Return the color for this Color32 object /// public Color Color { get { return Color.FromArgb(Alpha, Red, Green, Blue); } } } } }