public unsafe void PopulateCharColorData(CharInfo ci, IFontProvider font) { ColorF charRGB = ColorF.Init; for (int ty = 0; ty < LumaTiles.Height; ++ty) { for (int tx = 0; tx < LumaTiles.Width; ++tx) { Size tileSize; Point tilePos; GetTileInfo(font.CharSizeNoPadding, LumaTiles, tx, ty, out tilePos, out tileSize); // process this single tile of this char. // grab all pixels for this tile and calculate Y component for each ColorF tileRGB = font.GetRegionColor(ci.srcIndex, tilePos, tileSize, LumaTiles, tx, ty); charRGB = charRGB.Add(tileRGB); LCCColorDenorm tileLAB = Colorspace.RGBToLCC(tileRGB); ci.actualValues.DenormalizedValues[GetValueLIndex(tx, ty)] = (float)tileLAB.L; ci.actualValues.NormalizedValues[GetValueLIndex(tx, ty)] = (float)Colorspace.NormalizeL(ci.actualValues.DenormalizedValues[GetValueLIndex(tx, ty)]); } } if (UseChroma) { charRGB = charRGB.Div(Utils.Product(LumaTiles)); LCCColorDenorm charLAB = Colorspace.RGBToLCC(charRGB); ci.actualValues.DenormalizedValues[GetValueC1Index()] = (float)charLAB.C1; ci.actualValues.DenormalizedValues[GetValueC2Index()] = (float)charLAB.C2; ci.actualValues.NormalizedValues[GetValueC1Index()] = (float)Colorspace.NormalizeC1(ci.actualValues.DenormalizedValues[GetValueC1Index()]); ci.actualValues.NormalizedValues[GetValueC2Index()] = (float)Colorspace.NormalizeC2(ci.actualValues.DenormalizedValues[GetValueC2Index()]); } }
public ColorF GetRegionColor(int ichar, Point topLeft, Size size, Size cellsPerChar, int cellOffsetX, int cellOffsetY) { Point oc = GetCharPosInChars(ichar); Point o = GetCharOriginInPixels(ichar); o = Utils.Add(o, topLeft); int tilePixelCount = 0; ColorF tileC = ColorF.Init; for (int py = 0; py < size.Height; ++py) { for (int px = 0; px < size.Width; ++px) { var c = ColorF.From(this.Bitmap.GetPixel(o.X + px, o.Y + py)); if (this.DitherProvider != null) { int absoluteCellX = cellsPerChar.Width * oc.X + cellOffsetX; int absoluteCellY = cellsPerChar.Height * oc.Y + cellOffsetY; c = this.DitherProvider.TransformColor(absoluteCellX, absoluteCellY, c); } tileC = tileC.Add(c); tilePixelCount++; } } return(tileC.Div(tilePixelCount)); }
public ColorF TransformColor(int cellX, int cellY, ColorF c) { if (c.IsBlackOrWhite()) // == Color.Black || c == Color.White) { return(c); // don't dither these; they're useful to be pure! } cellX &= 7; cellY &= 7; double p = (matrix[cellX, cellY] - .5) * Strength; double i = (255 * (p / DiscreteTargetValues)); c = c.Add(i); c = c.Clamp(); return(c); }
public unsafe void PopulateCharColorData(CharInfo ci, IFontProvider font) { ColorF charRGB = ColorF.Init; ColorF[] lumaRGB = new ColorF[LumaComponentCount]; int[] pixelCounts = new int[LumaComponentCount]; for (int i = 0; i < LumaComponentCount; ++i) { lumaRGB[i] = ColorF.Init; pixelCounts[i] = 0; } for (int py = 0; py < font.CharSizeNoPadding.Height; ++py) { for (int px = 0; px < font.CharSizeNoPadding.Width; ++px) { ColorF pc = font.GetPixel(ci.srcIndex, px, py); charRGB = charRGB.Add(pc); int lumaIdx = Tessellator.GetLumaTileIndexOfPixelPosInCell(px, py, font.CharSizeNoPadding); lumaRGB[lumaIdx] = lumaRGB[lumaIdx].Add(pc); pixelCounts[lumaIdx]++; } } for (int i = 0; i < LumaComponentCount; ++i) { var pc = pixelCounts[i]; var lc = lumaRGB[i]; if (pixelCounts[i] < 1) { throw new Exception("!!!!!! Your fonts are just too small; i can't sample them properly."); } lc = lc.Div(pc); LCCColorDenorm lccc = Colorspace.RGBToLCC(lc); ci.actualValues.DenormalizedValues[i] = (float)lccc.L; ci.actualValues.NormalizedValues[i] = (float)Colorspace.NormalizeL(ci.actualValues.DenormalizedValues[i]); } if (UseChroma) { charRGB = charRGB.Div(Utils.Product(font.CharSizeNoPadding)); LCCColorDenorm charLAB = Colorspace.RGBToLCC(charRGB); ci.actualValues.DenormalizedValues[GetValueC1Index()] = (float)charLAB.C1; ci.actualValues.DenormalizedValues[GetValueC2Index()] = (float)charLAB.C2; ci.actualValues.NormalizedValues[GetValueC1Index()] = (float)Colorspace.NormalizeC1(ci.actualValues.DenormalizedValues[GetValueC1Index()]); ci.actualValues.NormalizedValues[GetValueC2Index()] = (float)Colorspace.NormalizeC2(ci.actualValues.DenormalizedValues[GetValueC2Index()]); } }
/* * for analyzing an image, we don't want to sample every single pixel. but we * also don't want to only sample once per tile. since conceptually each * outer tile is supposed to cover multiple important regions, sample those * regions and average. */ public int GetMapIndexOfRegion(Bitmap img, int x, int y, Size sz) { ColorF charRGB = ColorF.Init; ColorF[] lumaRGB = new ColorF[LumaComponentCount]; int[] pixelCounts = new int[LumaComponentCount]; for (int i = 0; i < LumaComponentCount; ++i) { lumaRGB[i] = ColorF.Init; pixelCounts[i] = 0; } float[] vals = new float[DimensionCount]; for (int py = 0; py < sz.Height; ++py) { for (int px = 0; px < sz.Width; ++px) { ColorF pc = ColorF.From(img.GetPixel(x + px, y + py)); charRGB = charRGB.Add(pc); int lumaIdx = Tessellator.GetLumaTileIndexOfPixelPosInCell(px, py, sz); lumaRGB[lumaIdx] = lumaRGB[lumaIdx].Add(pc); pixelCounts[lumaIdx]++; } } for (int i = 0; i < LumaComponentCount; ++i) { ColorF lc = lumaRGB[i].Div(pixelCounts[i]); LCCColorNorm lccc = RGBToNormalizedLCC(lc); vals[i] = (float)lccc.L; } if (UseChroma) { charRGB = charRGB.Div(Utils.Product(sz)); LCCColorNorm charLAB = RGBToNormalizedLCC(charRGB); vals[GetValueC1Index()] = (float)charLAB.C1; vals[GetValueC2Index()] = (float)charLAB.C2; } int ID = NormalizedValueSetToMapID(vals); return(ID); }
public ColorF GetRegionColor(int ichar, Point topLeft, Size size, Size cellsPerChar, int cellOffsetX, int cellOffsetY) { //Point oc = GetCharPosInChars(ichar); //Point o = GetCharOriginInPixels(ichar); //o = Utils.Add(o, topLeft); int tilePixelCount = 0; ColorF tileC = ColorF.Init; for (int py = 0; py < size.Height; ++py) { for (int px = 0; px < size.Width; ++px) { //var c = this.Bitmap.GetPixel(o.X + px, o.Y + py); var c = GetPixel(ichar, topLeft.X + px, topLeft.Y + py); tileC = tileC.Add(c); tilePixelCount++; } } return(tileC.Div(tilePixelCount)); }
public int GetMapIndexOfRegion(Bitmap img, int x, int y, Size sz) { ColorF rgb = ColorF.Init; LCCColorDenorm lab = LCCColorDenorm.Init; LCCColorNorm norm = LCCColorNorm.Init; float[] vals = new float[DimensionCount]; ColorF charRGB = ColorF.Init; for (int ty = LumaTiles.Height - 1; ty >= 0; --ty) { for (int tx = LumaTiles.Width - 1; tx >= 0; --tx) { Point tilePos = GetTileOrigin(sz, LumaTiles, tx, ty); // YES this just gets 1 pixel per char-sized area. rgb = ColorF.From(img.GetPixel(x + tilePos.X, y + tilePos.Y)); lab = Colorspace.RGBToLCC(rgb); norm = RGBToNormalizedLCC(rgb); vals[GetValueLIndex(tx, ty)] = (float)norm.L; charRGB = charRGB.Add(rgb); } } if (UseChroma) { int numTiles = Utils.Product(LumaTiles); charRGB = charRGB.Div(numTiles); norm = RGBToNormalizedLCC(charRGB); vals[GetValueC1Index()] = (float)norm.C1; vals[GetValueC2Index()] = (float)norm.C2; } int ID = NormalizedValueSetToMapID(vals); return(ID); }