//Decompress byte array into aBitmap with help of width, length and bitdepth
        public static AccessibleBitmapBitwise Decompress(BitStreamFIFO inBits, AccessibleBitmapBitwise inBitmap, out BitStreamFIFO restBits, int bitLayer)
        {
            //Read necessary info from BitStream
            bool        currentVal = inBits.ReadBool();
            Queue <int> runs       = new Queue <int>(VaryingIntArrayCompressor.Decompress(ref inBits));

            int pixelsToGo = runs.Dequeue() + 1;

            //Iterate trough all pixels
            for (int y = 0; y < inBitmap.height; y++)
            {
                for (int x = 0; x < inBitmap.width; x++)
                {
                    //Set the bit of the current pixel to the value of the current run
                    inBitmap.SetPixelBit(x, y, bitLayer, currentVal);

                    //Decrease the length of the current run & check if the end has bin reached
                    pixelsToGo--;
                    if (pixelsToGo == 0 && (x * y != (inBitmap.height - 1) * (inBitmap.width - 1)))
                    {
                        //Read the new run length from the BitStream & reverse the run bit
                        pixelsToGo = runs.Dequeue() + 1;

                        //Toggle bit value
                        currentVal = !currentVal;
                    }
                }
            }

            //Return rest of bits & return bitmap
            restBits = inBits;
            return(inBitmap);
        }
Beispiel #2
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        //Decompress byte array into aBitmap with help of width, length and bitdepth
        public static AccessibleBitmapBitwise Decompress(BitStreamFIFO inBits, AccessibleBitmapBitwise inBitmap, out BitStreamFIFO restBits, int bitLayer)
        {
            //Decompress the incoming data to an array of integers
            int[] ints = VaryingIntArrayCompressor.Decompress(ref inBits);

            //Initialize
            int intIndex = 0;               //The index in the array of intergers, from where the next integer should be taken

            bool[] tmpBools  = new bool[8]; //The array of bits from which bits will be read to be applied to pixels
            int    boolIndex = 8;           //The index in the array of bits, from where the next bit should be taken


            //Add the data from the array of integers to the incoming bitmap

            //Loop trough all lines of pixels
            for (int y = 0; y < inBitmap.height; y++)
            {
                //Loop trough all pixels in this line
                for (int x = 0; x < inBitmap.width; x++)
                {
                    //If index is 8, all bits are used, so tmpBools should be renewed by using the next integer in the array of integers
                    if (boolIndex == 8)
                    {
                        //Reset the index to 0, so the next bit will be read from the start
                        boolIndex = 0;

                        //Convert the next integer in the array to a bool array, and write it to tmpBools
                        tmpBools = new BitStreamFIFO().IntToBoolArray(ints[intIndex], 8);

                        //Increase the index of the integer array, so the next integer will be read correctly
                        intIndex++;
                    }

                    //Write the bit of this channel from the correct position in the array of bits to the current pixel
                    inBitmap.SetPixelBit(x, y, bitLayer, tmpBools[boolIndex]);

                    //Increase index for next bit
                    boolIndex++;
                }
            }

            //Set the output BitStream to the remaining bits of the input BitStream
            restBits = inBits;

            //Return the modified AccessibleBitmapBitwise so the rest of the channels can be added to complete it
            return(inBitmap);
        }
        //Decompress byte array into aBitmap with help of width, length and bitdepth
        public static AccessibleBitmapBitwise Decompress(BitStreamFIFO inBits, AccessibleBitmapBitwise inBitmap, out BitStreamFIFO restBits, int bitLayer)
        {
            //Read necessary info from BitStream
            bool currentVal = inBits.ReadBool();    //The bit value of the first run

            //Decompress the BitStream to a queue of integers
            Queue <int> runs = new Queue <int>(VaryingIntArrayCompressor.Decompress(ref inBits));

            //Initialize
            int pixelsToGo = runs.Dequeue() + 1;    //The amount of pixels that should be written before the next run starts

            //Loop trough all lines of pixels
            for (int y = 0; y < inBitmap.height; y++)
            {
                //Loop trough all pixels in this line
                for (int x = 0; x < inBitmap.width; x++)
                {
                    //Set the bit of the current pixel to the value of the current run
                    inBitmap.SetPixelBit(x, y, bitLayer, currentVal);

                    //Decrease the length of the current run
                    pixelsToGo--;

                    //If the end of the run has been reached
                    if (pixelsToGo == 0 && (x * y != (inBitmap.height - 1) * (inBitmap.width - 1)))
                    {
                        //Read the new run length from the BitStream
                        pixelsToGo = runs.Dequeue() + 1;

                        //Toggle bit value, because a bit can just have 2 values, and this run cannot have the same value as the previous run
                        currentVal = !currentVal;
                    }
                }
            }

            //Set the output BitStream to the remaining bits of the input BitStream
            restBits = inBits;

            //Return the modified AccessibleBitmapBitwise so the rest of the channels can be added to complete it
            return(inBitmap);
        }
Beispiel #4
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        //Decompress byte array into aBitmap with help of width, length and bitdepth
        public static AccessibleBitmapBitwise Decompress(BitStreamFIFO inBits, AccessibleBitmapBitwise inBitmap, out BitStreamFIFO restBits, int bitLayer)
        {
            //Add the data from this stream to the incoming bitmap

            //Loop trough all lines of pixels
            for (int y = 0; y < inBitmap.height; y++)
            {
                //Loop trough all pixels in this line
                for (int x = 0; x < inBitmap.width; x++)
                {
                    //Write the bit of this channel from the input BitStream to the current pixel
                    inBitmap.SetPixelBit(x, y, bitLayer, inBits.ReadBool());
                }
            }

            //Set the output BitStream to the remainder of the input BitStream
            restBits = inBits;

            //Return the modified bitmap so the rest of the channels can be added to complete it
            return(inBitmap);
        }