Example #1
0
        private static Rectangle FindAutoCropRectangle(BitmapBuffer buffer, Point colorPoint)
        {
            Rectangle cropRectangle  = Rectangle.Empty;
            Color     referenceColor = buffer.GetColorAtWithoutAlpha(colorPoint.X, colorPoint.Y);
            Point     min            = new Point(int.MaxValue, int.MaxValue);
            Point     max            = new Point(int.MinValue, int.MinValue);

            if (conf.AutoCropDifference > 0)
            {
                for (int y = 0; y < buffer.Height; y++)
                {
                    for (int x = 0; x < buffer.Width; x++)
                    {
                        Color currentColor = buffer.GetColorAt(x, y);
                        int   diffR        = Math.Abs(currentColor.R - referenceColor.R);
                        int   diffG        = Math.Abs(currentColor.G - referenceColor.G);
                        int   diffB        = Math.Abs(currentColor.B - referenceColor.B);
                        if (((diffR + diffG + diffB) / 3) > conf.AutoCropDifference)
                        {
                            if (x < min.X)
                            {
                                min.X = x;
                            }
                            if (y < min.Y)
                            {
                                min.Y = y;
                            }
                            if (x > max.X)
                            {
                                max.X = x;
                            }
                            if (y > max.Y)
                            {
                                max.Y = y;
                            }
                        }
                    }
                }
            }
            else
            {
                for (int y = 0; y < buffer.Height; y++)
                {
                    for (int x = 0; x < buffer.Width; x++)
                    {
                        Color currentColor = buffer.GetColorAtWithoutAlpha(x, y);
                        if (referenceColor.Equals(currentColor))
                        {
                            if (x < min.X)
                            {
                                min.X = x;
                            }
                            if (y < min.Y)
                            {
                                min.Y = y;
                            }
                            if (x > max.X)
                            {
                                max.X = x;
                            }
                            if (y > max.Y)
                            {
                                max.Y = y;
                            }
                        }
                    }
                }
            }

            if (!(Point.Empty.Equals(min) && max.Equals(new Point(buffer.Width - 1, buffer.Height - 1))))
            {
                if (!(min.X == int.MaxValue || min.Y == int.MaxValue || max.X == int.MinValue || min.X == int.MinValue))
                {
                    cropRectangle = new Rectangle(min.X, min.Y, max.X - min.X + 1, max.Y - min.Y + 1);
                }
            }
            return(cropRectangle);
        }
        /// <summary>
        /// Helper method for the FindAutoCropRectangle
        /// </summary>
        /// <param name="buffer"></param>
        /// <param name="colorPoint"></param>
        /// <returns></returns>
        private static Rectangle FindAutoCropRectangle(BitmapBuffer buffer, Point colorPoint, int cropDifference)
        {
            Rectangle cropRectangle = Rectangle.Empty;
            Color referenceColor = buffer.GetColorAtWithoutAlpha(colorPoint.X,colorPoint.Y);
            Point min = new Point(int.MaxValue, int.MaxValue);
            Point max = new Point(int.MinValue, int.MinValue);

            if (cropDifference > 0) {
                for(int y = 0; y < buffer.Height; y++) {
                    for(int x = 0; x < buffer.Width; x++) {
                        Color currentColor = buffer.GetColorAt(x, y);
                        int diffR = Math.Abs(currentColor.R - referenceColor.R);
                        int diffG = Math.Abs(currentColor.G - referenceColor.G);
                        int diffB = Math.Abs(currentColor.B - referenceColor.B);
                        if (((diffR + diffG + diffB) / 3) > cropDifference) {
                            if (x < min.X) min.X = x;
                            if (y < min.Y) min.Y = y;
                            if (x > max.X) max.X = x;
                            if (y > max.Y) max.Y = y;
                        }
                    }
                }
            } else {
                for(int y = 0; y < buffer.Height; y++) {
                    for(int x = 0; x < buffer.Width; x++) {
                        Color currentColor = buffer.GetColorAtWithoutAlpha(x, y);
                        if (referenceColor.Equals(currentColor)) {
                            if (x < min.X) min.X = x;
                            if (y < min.Y) min.Y = y;
                            if (x > max.X) max.X = x;
                            if (y > max.Y) max.Y = y;
                        }
                    }
                }
            }

            if (!(Point.Empty.Equals(min) && max.Equals(new Point(buffer.Width-1, buffer.Height-1)))) {
                if (!(min.X == int.MaxValue || min.Y == int.MaxValue || max.X == int.MinValue || min.X == int.MinValue)) {
                    cropRectangle = new Rectangle(min.X, min.Y, max.X - min.X + 1, max.Y - min.Y + 1);
                }
            }
            return cropRectangle;
        }
        /// <summary>
        /// See <see cref="IColorQuantizer.Prepare"/> for more details.
        /// </summary>
        public WuQuantizer(Bitmap sourceBitmap)
        {
            this.sourceBitmap = sourceBitmap;
            // Make sure the color count variables are reset
            BitArray bitArray = new BitArray((int)Math.Pow(2, 24));
            colorCount = 0;

            // creates all the cubes
            cubes = new WuColorCube[MAXCOLOR];

            // initializes all the cubes
            for (Int32 cubeIndex = 0; cubeIndex < MAXCOLOR; cubeIndex++) {
                cubes[cubeIndex] = new WuColorCube();
            }

            // resets the reference minimums
            cubes[0].RedMinimum = 0;
            cubes[0].GreenMinimum = 0;
            cubes[0].BlueMinimum = 0;

            // resets the reference maximums
            cubes[0].RedMaximum = MAXSIDEINDEX;
            cubes[0].GreenMaximum = MAXSIDEINDEX;
            cubes[0].BlueMaximum = MAXSIDEINDEX;

            weights = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
            momentsRed = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
            momentsGreen = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
            momentsBlue = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
            moments = new Single[SIDESIZE, SIDESIZE, SIDESIZE];

            Int32[] table = new Int32[256];

            for (Int32 tableIndex = 0; tableIndex < 256; ++tableIndex) {
                table[tableIndex] = tableIndex * tableIndex;
            }

            // Use a bitmap to store the initial match, which is just as good as an array and saves us 2x the storage
            resultBitmap = new Bitmap(sourceBitmap.Width, sourceBitmap.Height, PixelFormat.Format8bppIndexed);
            using (BitmapBuffer bbbSrc = new BitmapBuffer(sourceBitmap, false)) {
                bbbSrc.Lock();
                using (BitmapBuffer bbbDest = new BitmapBuffer(resultBitmap, false)) {
                    bbbDest.Lock();
                    for (int y = 0; y < bbbSrc.Height; y++) {
                        for (int x = 0; x < bbbSrc.Width; x++) {
                            Color color = bbbSrc.GetColorAtWithoutAlpha(x, y);
                            // To count the colors
                            int index = color.ToArgb() & 0x00ffffff;
                            // Check if we already have this color
                            if (!bitArray.Get(index)) {
                                // If not, add 1 to the single colors
                                colorCount++;
                                bitArray.Set(index, true);
                            }

                            Int32 indexRed = (color.R >> 3) + 1;
                            Int32 indexGreen = (color.G >> 3) + 1;
                            Int32 indexBlue = (color.B >> 3) + 1;

                            weights[indexRed, indexGreen, indexBlue]++;
                            momentsRed[indexRed, indexGreen, indexBlue] += color.R;
                            momentsGreen[indexRed, indexGreen, indexBlue] += color.G;
                            momentsBlue[indexRed, indexGreen, indexBlue] += color.B;
                            moments[indexRed, indexGreen, indexBlue] += table[color.R] + table[color.G] + table[color.B];

                            // Store the initial "match"
                            Int32 paletteIndex = (indexRed << 10) + (indexRed << 6) + indexRed + (indexGreen << 5) + indexGreen + indexBlue;
                            bbbDest.SetColorIndexAt(x, y, (byte)(paletteIndex & 0xff));
                        }
                    }
                }
            }
        }
        /// <summary>
        /// Get the image
        /// </summary>
        public Bitmap GetQuantizedImage(int allowedColorCount)
        {
            // preprocess the colors
            CalculateMoments();
            LOG.Info("Calculated the moments...");
            Int32 next = 0;
            Single[] volumeVariance = new Single[MAXCOLOR];

            // processes the cubes
            for (Int32 cubeIndex = 1; cubeIndex < allowedColorCount; ++cubeIndex) {
                // if cut is possible; make it
                if (Cut(cubes[next], cubes[cubeIndex])) {
                    volumeVariance[next] = cubes[next].Volume > 1 ? CalculateVariance(cubes[next]) : 0.0f;
                    volumeVariance[cubeIndex] = cubes[cubeIndex].Volume > 1 ? CalculateVariance(cubes[cubeIndex]) : 0.0f;
                } else {
                    // the cut was not possible, revert the index
                    volumeVariance[next] = 0.0f;
                    cubeIndex--;
                }

                next = 0;
                Single temp = volumeVariance[0];

                for (Int32 index = 1; index <= cubeIndex; ++index) {
                    if (volumeVariance[index] > temp) {
                        temp = volumeVariance[index];
                        next = index;
                    }
                }

                if (temp <= 0.0) {
                    allowedColorCount = cubeIndex + 1;
                    break;
                }
            }

            Int32[] lookupRed = new Int32[MAXCOLOR];
            Int32[] lookupGreen = new Int32[MAXCOLOR];
            Int32[] lookupBlue = new Int32[MAXCOLOR];

            tag = new byte[MAXVOLUME];

            // precalculates lookup tables
            for (byte k = 0; k < allowedColorCount; ++k) {
                Mark(cubes[k], k, tag);

                long weight = Volume(cubes[k], weights);

                if (weight > 0) {
                    lookupRed[k] = (int)(Volume(cubes[k], momentsRed) / weight);
                    lookupGreen[k] = (int)(Volume(cubes[k], momentsGreen) / weight);
                    lookupBlue[k] = (int)(Volume(cubes[k], momentsBlue) / weight);
                } else {
                    lookupRed[k] = 0;
                    lookupGreen[k] = 0;
                    lookupBlue[k] = 0;
                }
            }

            reds = new Int32[allowedColorCount + 1];
            greens = new Int32[allowedColorCount + 1];
            blues = new Int32[allowedColorCount + 1];
            sums = new Int32[allowedColorCount + 1];

            LOG.Info("Starting bitmap reconstruction...");

            using (BitmapBuffer bbbDest = new BitmapBuffer(resultBitmap, false)) {
                bbbDest.Lock();
                using (BitmapBuffer bbbSrc = new BitmapBuffer(sourceBitmap, false)) {
                    bbbSrc.Lock();
                    Dictionary<Color, byte> lookup = new Dictionary<Color, byte>();
                    byte bestMatch;
                    for (int y = 0; y < bbbSrc.Height; y++) {
                        for (int x = 0; x < bbbSrc.Width; x++) {
                            Color color = bbbSrc.GetColorAtWithoutAlpha(x, y);
                            // Check if we already matched the color
                            if (!lookup.ContainsKey(color)) {
                                // If not we need to find the best match

                                // First get initial match
                                bestMatch = bbbDest.GetColorIndexAt(x, y);
                                bestMatch = tag[bestMatch];

                                Int32 bestDistance = 100000000;
                                for (byte lookupIndex = 0; lookupIndex < allowedColorCount; lookupIndex++) {
                                    Int32 foundRed = lookupRed[lookupIndex];
                                    Int32 foundGreen = lookupGreen[lookupIndex];
                                    Int32 foundBlue = lookupBlue[lookupIndex];
                                    Int32 deltaRed = color.R - foundRed;
                                    Int32 deltaGreen = color.G - foundGreen;
                                    Int32 deltaBlue = color.B - foundBlue;

                                    Int32 distance = deltaRed * deltaRed + deltaGreen * deltaGreen + deltaBlue * deltaBlue;

                                    if (distance < bestDistance) {
                                        bestDistance = distance;
                                        bestMatch = lookupIndex;
                                    }
                                }
                                lookup.Add(color, bestMatch);
                            } else {
                                // Already matched, so we just use the lookup
                                bestMatch = lookup[color];
                            }

                            reds[bestMatch] += color.R;
                            greens[bestMatch] += color.G;
                            blues[bestMatch] += color.B;
                            sums[bestMatch]++;

                            bbbDest.SetColorIndexAt(x, y, bestMatch);
                        }
                    }
                }
            }

            ColorPalette imagePalette = resultBitmap.Palette;

            // generates palette
            for (Int32 paletteIndex = 0; paletteIndex < allowedColorCount; paletteIndex++) {
                if (sums[paletteIndex] > 0) {
                    reds[paletteIndex] /= sums[paletteIndex];
                    greens[paletteIndex] /= sums[paletteIndex];
                    blues[paletteIndex] /= sums[paletteIndex];
                }

                imagePalette.Entries[paletteIndex] = Color.FromArgb(255, reds[paletteIndex], greens[paletteIndex], blues[paletteIndex]);
            }
            resultBitmap.Palette = imagePalette;
            return resultBitmap;
        }
        /// <summary>
        /// Get the image
        /// </summary>
        public Bitmap GetQuantizedImage(int allowedColorCount)
        {
            // preprocess the colors
            CalculateMoments();
            LOG.Info("Calculated the moments...");
            Int32 next = 0;

            Single[] volumeVariance = new Single[MAXCOLOR];

            // processes the cubes
            for (Int32 cubeIndex = 1; cubeIndex < allowedColorCount; ++cubeIndex)
            {
                // if cut is possible; make it
                if (Cut(cubes[next], cubes[cubeIndex]))
                {
                    volumeVariance[next]      = cubes[next].Volume > 1 ? CalculateVariance(cubes[next]) : 0.0f;
                    volumeVariance[cubeIndex] = cubes[cubeIndex].Volume > 1 ? CalculateVariance(cubes[cubeIndex]) : 0.0f;
                }
                else
                {
                    // the cut was not possible, revert the index
                    volumeVariance[next] = 0.0f;
                    cubeIndex--;
                }

                next = 0;
                Single temp = volumeVariance[0];

                for (Int32 index = 1; index <= cubeIndex; ++index)
                {
                    if (volumeVariance[index] > temp)
                    {
                        temp = volumeVariance[index];
                        next = index;
                    }
                }

                if (temp <= 0.0)
                {
                    allowedColorCount = cubeIndex + 1;
                    break;
                }
            }

            Int32[] lookupRed   = new Int32[MAXCOLOR];
            Int32[] lookupGreen = new Int32[MAXCOLOR];
            Int32[] lookupBlue  = new Int32[MAXCOLOR];

            tag = new byte[MAXVOLUME];

            // precalculates lookup tables
            for (byte k = 0; k < allowedColorCount; ++k)
            {
                Mark(cubes[k], k, tag);

                long weight = Volume(cubes[k], weights);

                if (weight > 0)
                {
                    lookupRed[k]   = (int)(Volume(cubes[k], momentsRed) / weight);
                    lookupGreen[k] = (int)(Volume(cubes[k], momentsGreen) / weight);
                    lookupBlue[k]  = (int)(Volume(cubes[k], momentsBlue) / weight);
                }
                else
                {
                    lookupRed[k]   = 0;
                    lookupGreen[k] = 0;
                    lookupBlue[k]  = 0;
                }
            }

            reds   = new Int32[allowedColorCount + 1];
            greens = new Int32[allowedColorCount + 1];
            blues  = new Int32[allowedColorCount + 1];
            sums   = new Int32[allowedColorCount + 1];

            LOG.Info("Starting bitmap reconstruction...");

            using (BitmapBuffer bbbDest = new BitmapBuffer(resultBitmap, false)) {
                bbbDest.Lock();
                using (BitmapBuffer bbbSrc = new BitmapBuffer(sourceBitmap, false)) {
                    bbbSrc.Lock();
                    Dictionary <Color, byte> lookup = new Dictionary <Color, byte>();
                    byte bestMatch;
                    for (int y = 0; y < bbbSrc.Height; y++)
                    {
                        for (int x = 0; x < bbbSrc.Width; x++)
                        {
                            Color color = bbbSrc.GetColorAtWithoutAlpha(x, y);
                            // Check if we already matched the color
                            if (!lookup.ContainsKey(color))
                            {
                                // If not we need to find the best match

                                // First get initial match
                                bestMatch = bbbDest.GetColorIndexAt(x, y);
                                bestMatch = tag[bestMatch];

                                Int32 bestDistance = 100000000;
                                for (byte lookupIndex = 0; lookupIndex < allowedColorCount; lookupIndex++)
                                {
                                    Int32 foundRed   = lookupRed[lookupIndex];
                                    Int32 foundGreen = lookupGreen[lookupIndex];
                                    Int32 foundBlue  = lookupBlue[lookupIndex];
                                    Int32 deltaRed   = color.R - foundRed;
                                    Int32 deltaGreen = color.G - foundGreen;
                                    Int32 deltaBlue  = color.B - foundBlue;

                                    Int32 distance = deltaRed * deltaRed + deltaGreen * deltaGreen + deltaBlue * deltaBlue;

                                    if (distance < bestDistance)
                                    {
                                        bestDistance = distance;
                                        bestMatch    = lookupIndex;
                                    }
                                }
                                lookup.Add(color, bestMatch);
                            }
                            else
                            {
                                // Already matched, so we just use the lookup
                                bestMatch = lookup[color];
                            }

                            reds[bestMatch]   += color.R;
                            greens[bestMatch] += color.G;
                            blues[bestMatch]  += color.B;
                            sums[bestMatch]++;

                            bbbDest.SetColorIndexAt(x, y, bestMatch);
                        }
                    }
                }
            }

            ColorPalette imagePalette = resultBitmap.Palette;

            // generates palette
            for (Int32 paletteIndex = 0; paletteIndex < allowedColorCount; paletteIndex++)
            {
                if (sums[paletteIndex] > 0)
                {
                    reds[paletteIndex]   /= sums[paletteIndex];
                    greens[paletteIndex] /= sums[paletteIndex];
                    blues[paletteIndex]  /= sums[paletteIndex];
                }

                imagePalette.Entries[paletteIndex] = Color.FromArgb(255, reds[paletteIndex], greens[paletteIndex], blues[paletteIndex]);
            }
            resultBitmap.Palette = imagePalette;
            return(resultBitmap);
        }
        /// <summary>
        /// See <see cref="IColorQuantizer.Prepare"/> for more details.
        /// </summary>
        public WuQuantizer(Bitmap sourceBitmap)
        {
            this.sourceBitmap = sourceBitmap;
            // Make sure the color count variables are reset
            BitArray bitArray = new BitArray((int)Math.Pow(2, 24));

            colorCount = 0;

            // creates all the cubes
            cubes = new WuColorCube[MAXCOLOR];

            // initializes all the cubes
            for (Int32 cubeIndex = 0; cubeIndex < MAXCOLOR; cubeIndex++)
            {
                cubes[cubeIndex] = new WuColorCube();
            }

            // resets the reference minimums
            cubes[0].RedMinimum   = 0;
            cubes[0].GreenMinimum = 0;
            cubes[0].BlueMinimum  = 0;

            // resets the reference maximums
            cubes[0].RedMaximum   = MAXSIDEINDEX;
            cubes[0].GreenMaximum = MAXSIDEINDEX;
            cubes[0].BlueMaximum  = MAXSIDEINDEX;

            weights      = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
            momentsRed   = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
            momentsGreen = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
            momentsBlue  = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
            moments      = new Single[SIDESIZE, SIDESIZE, SIDESIZE];

            Int32[] table = new Int32[256];

            for (Int32 tableIndex = 0; tableIndex < 256; ++tableIndex)
            {
                table[tableIndex] = tableIndex * tableIndex;
            }

            // Use a bitmap to store the initial match, which is just as good as an array and saves us 2x the storage
            resultBitmap = new Bitmap(sourceBitmap.Width, sourceBitmap.Height, PixelFormat.Format8bppIndexed);
            using (BitmapBuffer bbbSrc = new BitmapBuffer(sourceBitmap, false)) {
                bbbSrc.Lock();
                using (BitmapBuffer bbbDest = new BitmapBuffer(resultBitmap, false)) {
                    bbbDest.Lock();
                    for (int y = 0; y < bbbSrc.Height; y++)
                    {
                        for (int x = 0; x < bbbSrc.Width; x++)
                        {
                            Color color = bbbSrc.GetColorAtWithoutAlpha(x, y);
                            // To count the colors
                            int index = color.ToArgb() & 0x00ffffff;
                            // Check if we already have this color
                            if (!bitArray.Get(index))
                            {
                                // If not, add 1 to the single colors
                                colorCount++;
                                bitArray.Set(index, true);
                            }

                            Int32 indexRed   = (color.R >> 3) + 1;
                            Int32 indexGreen = (color.G >> 3) + 1;
                            Int32 indexBlue  = (color.B >> 3) + 1;

                            weights[indexRed, indexGreen, indexBlue]++;
                            momentsRed[indexRed, indexGreen, indexBlue]   += color.R;
                            momentsGreen[indexRed, indexGreen, indexBlue] += color.G;
                            momentsBlue[indexRed, indexGreen, indexBlue]  += color.B;
                            moments[indexRed, indexGreen, indexBlue]      += table[color.R] + table[color.G] + table[color.B];

                            // Store the initial "match"
                            Int32 paletteIndex = (indexRed << 10) + (indexRed << 6) + indexRed + (indexGreen << 5) + indexGreen + indexBlue;
                            bbbDest.SetColorIndexAt(x, y, (byte)(paletteIndex & 0xff));
                        }
                    }
                }
            }
        }