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Merge commits from Greenshot up through bd71f47e95a46642fe6a83bdd76cc4d2a7eed7c2. Some bug fixes, but mostly structural cleanup.
770 lines
No EOL
32 KiB
C#
770 lines
No EOL
32 KiB
C#
/*
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* Greenshot - a free and open source screenshot tool
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* Copyright (C) 2007-2015 Thomas Braun, Jens Klingen, Robin Krom
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*
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* For more information see: http://getgreenshot.org/
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* The Greenshot project is hosted on Sourceforge: http://sourceforge.net/projects/greenshot/
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 1 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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namespace GreenshotPlugin.Core
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{
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internal class WuColorCube
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{
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/// <summary>
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/// Gets or sets the red minimum.
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/// </summary>
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/// <value>The red minimum.</value>
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public Int32 RedMinimum { get; set; }
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/// <summary>
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/// Gets or sets the red maximum.
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/// </summary>
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/// <value>The red maximum.</value>
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public Int32 RedMaximum { get; set; }
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/// <summary>
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/// Gets or sets the green minimum.
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/// </summary>
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/// <value>The green minimum.</value>
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public Int32 GreenMinimum { get; set; }
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/// <summary>
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/// Gets or sets the green maximum.
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/// </summary>
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/// <value>The green maximum.</value>
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public Int32 GreenMaximum { get; set; }
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/// <summary>
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/// Gets or sets the blue minimum.
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/// </summary>
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/// <value>The blue minimum.</value>
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public Int32 BlueMinimum { get; set; }
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/// <summary>
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/// Gets or sets the blue maximum.
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/// </summary>
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/// <value>The blue maximum.</value>
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public Int32 BlueMaximum { get; set; }
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/// <summary>
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/// Gets or sets the cube volume.
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/// </summary>
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/// <value>The volume.</value>
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public Int32 Volume { get; set; }
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}
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public class WuQuantizer : IDisposable
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{
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private const Int32 MAXCOLOR = 512;
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private const Int32 RED = 2;
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private const Int32 GREEN = 1;
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private const Int32 BLUE = 0;
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private const Int32 SIDESIZE = 33;
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private const Int32 MAXSIDEINDEX = 32;
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private const Int32 MAXVOLUME = SIDESIZE * SIDESIZE * SIDESIZE;
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// To count the colors
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private readonly int colorCount;
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private Int32[] reds;
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private Int32[] greens;
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private Int32[] blues;
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private Int32[] sums;
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private readonly Int64[,,] weights;
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private readonly Int64[,,] momentsRed;
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private readonly Int64[,,] momentsGreen;
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private readonly Int64[,,] momentsBlue;
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private readonly Single[,,] moments;
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private byte[] tag;
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private readonly WuColorCube[] cubes;
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private readonly Bitmap sourceBitmap;
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private Bitmap resultBitmap;
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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if (resultBitmap != null)
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{
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resultBitmap.Dispose();
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resultBitmap = null;
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}
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}
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}
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/// <summary>
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/// See <see cref="IColorQuantizer.Prepare"/> for more details.
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/// </summary>
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public WuQuantizer(Bitmap sourceBitmap)
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{
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this.sourceBitmap = sourceBitmap;
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// Make sure the color count variables are reset
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BitArray bitArray = new BitArray((int)Math.Pow(2, 24));
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colorCount = 0;
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// creates all the cubes
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cubes = new WuColorCube[MAXCOLOR];
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// initializes all the cubes
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for (Int32 cubeIndex = 0; cubeIndex < MAXCOLOR; cubeIndex++)
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{
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cubes[cubeIndex] = new WuColorCube();
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}
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// resets the reference minimums
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cubes[0].RedMinimum = 0;
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cubes[0].GreenMinimum = 0;
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cubes[0].BlueMinimum = 0;
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// resets the reference maximums
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cubes[0].RedMaximum = MAXSIDEINDEX;
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cubes[0].GreenMaximum = MAXSIDEINDEX;
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cubes[0].BlueMaximum = MAXSIDEINDEX;
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weights = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
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momentsRed = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
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momentsGreen = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
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momentsBlue = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
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moments = new Single[SIDESIZE, SIDESIZE, SIDESIZE];
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Int32[] table = new Int32[256];
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for (Int32 tableIndex = 0; tableIndex < 256; ++tableIndex)
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{
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table[tableIndex] = tableIndex * tableIndex;
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}
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// Use a bitmap to store the initial match, which is just as good as an array and saves us 2x the storage
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using (IFastBitmap sourceFastBitmap = FastBitmap.Create(sourceBitmap))
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{
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IFastBitmapWithBlend sourceFastBitmapWithBlend = sourceFastBitmap as IFastBitmapWithBlend;
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sourceFastBitmap.Lock();
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using (FastChunkyBitmap destinationFastBitmap = FastBitmap.CreateEmpty(sourceBitmap.Size, PixelFormat.Format8bppIndexed, Color.White) as FastChunkyBitmap)
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{
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destinationFastBitmap.Lock();
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for (int y = 0; y < sourceFastBitmap.Height; y++)
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{
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for (int x = 0; x < sourceFastBitmap.Width; x++)
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{
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Color color;
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if (sourceFastBitmapWithBlend == null)
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{
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color = sourceFastBitmap.GetColorAt(x, y);
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}
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else
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{
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color = sourceFastBitmapWithBlend.GetBlendedColorAt(x, y);
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}
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// To count the colors
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int index = color.ToArgb() & 0x00ffffff;
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// Check if we already have this color
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if (!bitArray.Get(index))
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{
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// If not, add 1 to the single colors
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colorCount++;
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bitArray.Set(index, true);
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}
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Int32 indexRed = (color.R >> 3) + 1;
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Int32 indexGreen = (color.G >> 3) + 1;
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Int32 indexBlue = (color.B >> 3) + 1;
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weights[indexRed, indexGreen, indexBlue]++;
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momentsRed[indexRed, indexGreen, indexBlue] += color.R;
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momentsGreen[indexRed, indexGreen, indexBlue] += color.G;
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momentsBlue[indexRed, indexGreen, indexBlue] += color.B;
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moments[indexRed, indexGreen, indexBlue] += table[color.R] + table[color.G] + table[color.B];
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// Store the initial "match"
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Int32 paletteIndex = (indexRed << 10) + (indexRed << 6) + indexRed + (indexGreen << 5) + indexGreen + indexBlue;
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destinationFastBitmap.SetColorIndexAt(x, y, (byte)(paletteIndex & 0xff));
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}
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}
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resultBitmap = destinationFastBitmap.UnlockAndReturnBitmap();
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}
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}
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}
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/// <summary>
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/// See <see cref="IColorQuantizer.Prepare"/> for more details.
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/// </summary>
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public Int32 GetColorCount()
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{
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return colorCount;
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}
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/// <summary>
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/// Reindex the 24/32 BPP (A)RGB image to a 8BPP
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/// </summary>
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/// <returns>Bitmap</returns>
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public Bitmap SimpleReindex()
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{
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List<Color> colors = new List<Color>();
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Dictionary<Color, byte> lookup = new Dictionary<Color, byte>();
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using (FastChunkyBitmap bbbDest = FastBitmap.Create(resultBitmap) as FastChunkyBitmap)
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{
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bbbDest.Lock();
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using (IFastBitmap bbbSrc = FastBitmap.Create(sourceBitmap))
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{
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IFastBitmapWithBlend bbbSrcBlend = bbbSrc as IFastBitmapWithBlend;
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bbbSrc.Lock();
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byte index;
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for (int y = 0; y < bbbSrc.Height; y++)
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{
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for (int x = 0; x < bbbSrc.Width; x++)
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{
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Color color;
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if (bbbSrcBlend != null)
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{
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color = bbbSrcBlend.GetBlendedColorAt(x, y);
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}
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else
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{
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color = bbbSrc.GetColorAt(x, y);
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}
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if (lookup.ContainsKey(color))
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{
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index = lookup[color];
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}
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else
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{
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colors.Add(color);
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index = (byte)(colors.Count - 1);
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lookup.Add(color, index);
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}
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bbbDest.SetColorIndexAt(x, y, index);
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}
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}
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}
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}
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// generates palette
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ColorPalette imagePalette = resultBitmap.Palette;
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Color[] entries = imagePalette.Entries;
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for (Int32 paletteIndex = 0; paletteIndex < 256; paletteIndex++)
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{
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if (paletteIndex < colorCount)
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{
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entries[paletteIndex] = colors[paletteIndex];
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}
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else
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{
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entries[paletteIndex] = Color.Black;
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}
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}
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resultBitmap.Palette = imagePalette;
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// Make sure the bitmap is not disposed, as we return it.
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Bitmap tmpBitmap = resultBitmap;
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resultBitmap = null;
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return tmpBitmap;
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}
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/// <summary>
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/// Get the image
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/// </summary>
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public Bitmap GetQuantizedImage(int allowedColorCount)
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{
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if (allowedColorCount > 256)
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{
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throw new ArgumentOutOfRangeException("Quantizing muss be done to get less than 256 colors");
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}
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if (colorCount < allowedColorCount)
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{
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// Simple logic to reduce to 8 bit
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LOG.Info("Colors in the image are already less as whished for, using simple copy to indexed image, no quantizing needed!");
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return SimpleReindex();
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}
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// preprocess the colors
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CalculateMoments();
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LOG.Info("Calculated the moments...");
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Int32 next = 0;
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Single[] volumeVariance = new Single[MAXCOLOR];
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// processes the cubes
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for (Int32 cubeIndex = 1; cubeIndex < allowedColorCount; ++cubeIndex)
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{
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// if cut is possible; make it
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if (Cut(cubes[next], cubes[cubeIndex]))
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{
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volumeVariance[next] = cubes[next].Volume > 1 ? CalculateVariance(cubes[next]) : 0.0f;
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volumeVariance[cubeIndex] = cubes[cubeIndex].Volume > 1 ? CalculateVariance(cubes[cubeIndex]) : 0.0f;
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}
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else
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{
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// the cut was not possible, revert the index
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volumeVariance[next] = 0.0f;
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cubeIndex--;
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}
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next = 0;
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Single temp = volumeVariance[0];
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for (Int32 index = 1; index <= cubeIndex; ++index)
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{
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if (volumeVariance[index] > temp)
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{
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temp = volumeVariance[index];
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next = index;
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}
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}
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if (temp <= 0.0)
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{
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allowedColorCount = cubeIndex + 1;
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break;
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}
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}
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Int32[] lookupRed = new Int32[MAXCOLOR];
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Int32[] lookupGreen = new Int32[MAXCOLOR];
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Int32[] lookupBlue = new Int32[MAXCOLOR];
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tag = new byte[MAXVOLUME];
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// precalculates lookup tables
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for (int k = 0; k < allowedColorCount; ++k)
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{
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Mark(cubes[k], k, tag);
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long weight = Volume(cubes[k], weights);
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if (weight > 0)
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{
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lookupRed[k] = (int)(Volume(cubes[k], momentsRed) / weight);
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lookupGreen[k] = (int)(Volume(cubes[k], momentsGreen) / weight);
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lookupBlue[k] = (int)(Volume(cubes[k], momentsBlue) / weight);
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}
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else
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{
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lookupRed[k] = 0;
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lookupGreen[k] = 0;
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lookupBlue[k] = 0;
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}
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}
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reds = new Int32[allowedColorCount + 1];
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greens = new Int32[allowedColorCount + 1];
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blues = new Int32[allowedColorCount + 1];
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sums = new Int32[allowedColorCount + 1];
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LOG.Info("Starting bitmap reconstruction...");
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using (FastChunkyBitmap dest = FastBitmap.Create(resultBitmap) as FastChunkyBitmap)
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{
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using (IFastBitmap src = FastBitmap.Create(sourceBitmap))
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{
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IFastBitmapWithBlend srcBlend = src as IFastBitmapWithBlend;
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Dictionary<Color, byte> lookup = new Dictionary<Color, byte>();
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byte bestMatch;
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for (int y = 0; y < src.Height; y++)
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{
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for (int x = 0; x < src.Width; x++)
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{
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Color color;
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if (srcBlend != null)
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{
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// WithoutAlpha, this makes it possible to ignore the alpha
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color = srcBlend.GetBlendedColorAt(x, y);
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}
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else
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{
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color = src.GetColorAt(x, y);
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}
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// Check if we already matched the color
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if (!lookup.ContainsKey(color))
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{
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// If not we need to find the best match
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// First get initial match
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bestMatch = dest.GetColorIndexAt(x, y);
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bestMatch = tag[bestMatch];
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Int32 bestDistance = 100000000;
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for (int lookupIndex = 0; lookupIndex < allowedColorCount; lookupIndex++)
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{
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Int32 foundRed = lookupRed[lookupIndex];
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Int32 foundGreen = lookupGreen[lookupIndex];
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Int32 foundBlue = lookupBlue[lookupIndex];
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Int32 deltaRed = color.R - foundRed;
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Int32 deltaGreen = color.G - foundGreen;
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Int32 deltaBlue = color.B - foundBlue;
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Int32 distance = deltaRed * deltaRed + deltaGreen * deltaGreen + deltaBlue * deltaBlue;
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if (distance < bestDistance)
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{
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bestDistance = distance;
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bestMatch = (byte)lookupIndex;
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}
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}
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lookup.Add(color, bestMatch);
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}
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else
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{
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// Already matched, so we just use the lookup
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bestMatch = lookup[color];
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}
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reds[bestMatch] += color.R;
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greens[bestMatch] += color.G;
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blues[bestMatch] += color.B;
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sums[bestMatch]++;
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dest.SetColorIndexAt(x, y, bestMatch);
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}
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}
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}
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}
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// generates palette
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ColorPalette imagePalette = resultBitmap.Palette;
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Color[] entries = imagePalette.Entries;
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for (Int32 paletteIndex = 0; paletteIndex < allowedColorCount; paletteIndex++)
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{
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if (sums[paletteIndex] > 0)
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{
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reds[paletteIndex] /= sums[paletteIndex];
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greens[paletteIndex] /= sums[paletteIndex];
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blues[paletteIndex] /= sums[paletteIndex];
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}
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entries[paletteIndex] = Color.FromArgb(255, reds[paletteIndex], greens[paletteIndex], blues[paletteIndex]);
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}
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resultBitmap.Palette = imagePalette;
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// Make sure the bitmap is not disposed, as we return it.
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Bitmap tmpBitmap = resultBitmap;
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resultBitmap = null;
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return tmpBitmap;
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}
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/// <summary>
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/// Converts the histogram to a series of moments.
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/// </summary>
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private void CalculateMoments()
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{
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Int64[] area = new Int64[SIDESIZE];
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Int64[] areaRed = new Int64[SIDESIZE];
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Int64[] areaGreen = new Int64[SIDESIZE];
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Int64[] areaBlue = new Int64[SIDESIZE];
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Single[] area2 = new Single[SIDESIZE];
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for (Int32 redIndex = 1; redIndex <= MAXSIDEINDEX; ++redIndex)
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{
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for (Int32 index = 0; index <= MAXSIDEINDEX; ++index)
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{
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area[index] = 0;
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areaRed[index] = 0;
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areaGreen[index] = 0;
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areaBlue[index] = 0;
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area2[index] = 0;
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}
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for (Int32 greenIndex = 1; greenIndex <= MAXSIDEINDEX; ++greenIndex)
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{
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Int64 line = 0;
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Int64 lineRed = 0;
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Int64 lineGreen = 0;
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Int64 lineBlue = 0;
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Single line2 = 0.0f;
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for (Int32 blueIndex = 1; blueIndex <= MAXSIDEINDEX; ++blueIndex)
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{
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line += weights[redIndex, greenIndex, blueIndex];
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lineRed += momentsRed[redIndex, greenIndex, blueIndex];
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lineGreen += momentsGreen[redIndex, greenIndex, blueIndex];
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lineBlue += momentsBlue[redIndex, greenIndex, blueIndex];
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line2 += moments[redIndex, greenIndex, blueIndex];
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area[blueIndex] += line;
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areaRed[blueIndex] += lineRed;
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areaGreen[blueIndex] += lineGreen;
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areaBlue[blueIndex] += lineBlue;
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area2[blueIndex] += line2;
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weights[redIndex, greenIndex, blueIndex] = weights[redIndex - 1, greenIndex, blueIndex] + area[blueIndex];
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momentsRed[redIndex, greenIndex, blueIndex] = momentsRed[redIndex - 1, greenIndex, blueIndex] + areaRed[blueIndex];
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momentsGreen[redIndex, greenIndex, blueIndex] = momentsGreen[redIndex - 1, greenIndex, blueIndex] + areaGreen[blueIndex];
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momentsBlue[redIndex, greenIndex, blueIndex] = momentsBlue[redIndex - 1, greenIndex, blueIndex] + areaBlue[blueIndex];
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moments[redIndex, greenIndex, blueIndex] = moments[redIndex - 1, greenIndex, blueIndex] + area2[blueIndex];
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}
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}
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}
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}
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/// <summary>
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/// Computes the volume of the cube in a specific moment.
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/// </summary>
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private static Int64 Volume(WuColorCube cube, Int64[,,] moment)
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{
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return moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMaximum] -
|
|
moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMinimum] -
|
|
moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMaximum] +
|
|
moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMinimum] -
|
|
moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMaximum] +
|
|
moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMinimum] +
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMaximum] -
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMinimum];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Computes the volume of the cube in a specific moment. For the floating-point values.
|
|
/// </summary>
|
|
private static Single VolumeFloat(WuColorCube cube, Single[,,] moment)
|
|
{
|
|
return moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMaximum] -
|
|
moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMinimum] -
|
|
moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMaximum] +
|
|
moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMinimum] -
|
|
moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMaximum] +
|
|
moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMinimum] +
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMaximum] -
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMinimum];
|
|
}
|
|
|
|
/// <summary>
|
|
/// Splits the cube in given position, and color direction.
|
|
/// </summary>
|
|
private static Int64 Top(WuColorCube cube, Int32 direction, Int32 position, Int64[,,] moment)
|
|
{
|
|
switch (direction)
|
|
{
|
|
case RED:
|
|
return (moment[position, cube.GreenMaximum, cube.BlueMaximum] -
|
|
moment[position, cube.GreenMaximum, cube.BlueMinimum] -
|
|
moment[position, cube.GreenMinimum, cube.BlueMaximum] +
|
|
moment[position, cube.GreenMinimum, cube.BlueMinimum]);
|
|
|
|
case GREEN:
|
|
return (moment[cube.RedMaximum, position, cube.BlueMaximum] -
|
|
moment[cube.RedMaximum, position, cube.BlueMinimum] -
|
|
moment[cube.RedMinimum, position, cube.BlueMaximum] +
|
|
moment[cube.RedMinimum, position, cube.BlueMinimum]);
|
|
|
|
case BLUE:
|
|
return (moment[cube.RedMaximum, cube.GreenMaximum, position] -
|
|
moment[cube.RedMaximum, cube.GreenMinimum, position] -
|
|
moment[cube.RedMinimum, cube.GreenMaximum, position] +
|
|
moment[cube.RedMinimum, cube.GreenMinimum, position]);
|
|
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Splits the cube in a given color direction at its minimum.
|
|
/// </summary>
|
|
private static Int64 Bottom(WuColorCube cube, Int32 direction, Int64[,,] moment)
|
|
{
|
|
switch (direction)
|
|
{
|
|
case RED:
|
|
return (-moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMaximum] +
|
|
moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMinimum] +
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMaximum] -
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMinimum]);
|
|
|
|
case GREEN:
|
|
return (-moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMaximum] +
|
|
moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMinimum] +
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMaximum] -
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMinimum]);
|
|
|
|
case BLUE:
|
|
return (-moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMinimum] +
|
|
moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMinimum] +
|
|
moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMinimum] -
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMinimum]);
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates statistical variance for a given cube.
|
|
/// </summary>
|
|
private Single CalculateVariance(WuColorCube cube)
|
|
{
|
|
Single volumeRed = Volume(cube, momentsRed);
|
|
Single volumeGreen = Volume(cube, momentsGreen);
|
|
Single volumeBlue = Volume(cube, momentsBlue);
|
|
Single volumeMoment = VolumeFloat(cube, moments);
|
|
Single volumeWeight = Volume(cube, weights);
|
|
|
|
Single distance = volumeRed * volumeRed + volumeGreen * volumeGreen + volumeBlue * volumeBlue;
|
|
|
|
return volumeMoment - (distance / volumeWeight);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds the optimal (maximal) position for the cut.
|
|
/// </summary>
|
|
private Single Maximize(WuColorCube cube, Int32 direction, Int32 first, Int32 last, Int32[] cut, Int64 wholeRed, Int64 wholeGreen, Int64 wholeBlue, Int64 wholeWeight)
|
|
{
|
|
Int64 bottomRed = Bottom(cube, direction, momentsRed);
|
|
Int64 bottomGreen = Bottom(cube, direction, momentsGreen);
|
|
Int64 bottomBlue = Bottom(cube, direction, momentsBlue);
|
|
Int64 bottomWeight = Bottom(cube, direction, weights);
|
|
|
|
Single result = 0.0f;
|
|
cut[0] = -1;
|
|
|
|
for (Int32 position = first; position < last; ++position)
|
|
{
|
|
// determines the cube cut at a certain position
|
|
Int64 halfRed = bottomRed + Top(cube, direction, position, momentsRed);
|
|
Int64 halfGreen = bottomGreen + Top(cube, direction, position, momentsGreen);
|
|
Int64 halfBlue = bottomBlue + Top(cube, direction, position, momentsBlue);
|
|
Int64 halfWeight = bottomWeight + Top(cube, direction, position, weights);
|
|
|
|
// the cube cannot be cut at bottom (this would lead to empty cube)
|
|
if (halfWeight != 0)
|
|
{
|
|
Single halfDistance = (Single)halfRed * halfRed + (Single)halfGreen * halfGreen + (Single)halfBlue * halfBlue;
|
|
Single temp = halfDistance / halfWeight;
|
|
|
|
halfRed = wholeRed - halfRed;
|
|
halfGreen = wholeGreen - halfGreen;
|
|
halfBlue = wholeBlue - halfBlue;
|
|
halfWeight = wholeWeight - halfWeight;
|
|
|
|
if (halfWeight != 0)
|
|
{
|
|
halfDistance = (Single)halfRed * halfRed + (Single)halfGreen * halfGreen + (Single)halfBlue * halfBlue;
|
|
temp += halfDistance / halfWeight;
|
|
|
|
if (temp > result)
|
|
{
|
|
result = temp;
|
|
cut[0] = position;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cuts a cube with another one.
|
|
/// </summary>
|
|
private Boolean Cut(WuColorCube first, WuColorCube second)
|
|
{
|
|
Int32 direction;
|
|
|
|
Int32[] cutRed = { 0 };
|
|
Int32[] cutGreen = { 0 };
|
|
Int32[] cutBlue = { 0 };
|
|
|
|
Int64 wholeRed = Volume(first, momentsRed);
|
|
Int64 wholeGreen = Volume(first, momentsGreen);
|
|
Int64 wholeBlue = Volume(first, momentsBlue);
|
|
Int64 wholeWeight = Volume(first, weights);
|
|
|
|
Single maxRed = Maximize(first, RED, first.RedMinimum + 1, first.RedMaximum, cutRed, wholeRed, wholeGreen, wholeBlue, wholeWeight);
|
|
Single maxGreen = Maximize(first, GREEN, first.GreenMinimum + 1, first.GreenMaximum, cutGreen, wholeRed, wholeGreen, wholeBlue, wholeWeight);
|
|
Single maxBlue = Maximize(first, BLUE, first.BlueMinimum + 1, first.BlueMaximum, cutBlue, wholeRed, wholeGreen, wholeBlue, wholeWeight);
|
|
|
|
if ((maxRed >= maxGreen) && (maxRed >= maxBlue))
|
|
{
|
|
direction = RED;
|
|
|
|
// cannot split empty cube
|
|
if (cutRed[0] < 0) return false;
|
|
}
|
|
else
|
|
{
|
|
if ((maxGreen >= maxRed) && (maxGreen >= maxBlue))
|
|
{
|
|
direction = GREEN;
|
|
}
|
|
else
|
|
{
|
|
direction = BLUE;
|
|
}
|
|
}
|
|
|
|
second.RedMaximum = first.RedMaximum;
|
|
second.GreenMaximum = first.GreenMaximum;
|
|
second.BlueMaximum = first.BlueMaximum;
|
|
|
|
// cuts in a certain direction
|
|
switch (direction)
|
|
{
|
|
case RED:
|
|
second.RedMinimum = first.RedMaximum = cutRed[0];
|
|
second.GreenMinimum = first.GreenMinimum;
|
|
second.BlueMinimum = first.BlueMinimum;
|
|
break;
|
|
|
|
case GREEN:
|
|
second.GreenMinimum = first.GreenMaximum = cutGreen[0];
|
|
second.RedMinimum = first.RedMinimum;
|
|
second.BlueMinimum = first.BlueMinimum;
|
|
break;
|
|
|
|
case BLUE:
|
|
second.BlueMinimum = first.BlueMaximum = cutBlue[0];
|
|
second.RedMinimum = first.RedMinimum;
|
|
second.GreenMinimum = first.GreenMinimum;
|
|
break;
|
|
}
|
|
|
|
// determines the volumes after cut
|
|
first.Volume = (first.RedMaximum - first.RedMinimum) * (first.GreenMaximum - first.GreenMinimum) * (first.BlueMaximum - first.BlueMinimum);
|
|
second.Volume = (second.RedMaximum - second.RedMinimum) * (second.GreenMaximum - second.GreenMinimum) * (second.BlueMaximum - second.BlueMinimum);
|
|
|
|
// the cut was successfull
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Marks all the tags with a given label.
|
|
/// </summary>
|
|
private void Mark(WuColorCube cube, Int32 label, byte[] tag)
|
|
{
|
|
for (Int32 redIndex = cube.RedMinimum + 1; redIndex <= cube.RedMaximum; ++redIndex)
|
|
{
|
|
for (Int32 greenIndex = cube.GreenMinimum + 1; greenIndex <= cube.GreenMaximum; ++greenIndex)
|
|
{
|
|
for (Int32 blueIndex = cube.BlueMinimum + 1; blueIndex <= cube.BlueMaximum; ++blueIndex)
|
|
{
|
|
tag[(redIndex << 10) + (redIndex << 6) + redIndex + (greenIndex << 5) + greenIndex + blueIndex] = (byte)label;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |