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Quantizer.cs
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Quantizer.cs
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/*
THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
PARTICULAR PURPOSE.
This is sample code and is freely distributable.
*/
namespace ImageManipulation
{
/// <summary>
/// Summary description for Class1.
/// </summary>
public unsafe abstract class Quantizer
{
/// <summary>
/// Construct the quantizer
/// </summary>
/// <param name="singlePass">If true, the quantization only needs to loop through the source pixels once</param>
/// <remarks>
/// 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'.
/// </remarks>
protected Quantizer(bool singlePass)
{
_singlePass = singlePass;
}
/// <summary>
/// Quantize an image and return the resulting output bitmap
/// </summary>
/// <param name="source">The image to quantize</param>
/// <returns>A quantized version of the image</returns>
public sd.Bitmap Quantize(sd.Image source)
{
// Get the size of the source image
int height = source.Height;
int width = source.Width;
// And construct a rectangle from these dimensions
var bounds = new sd.Rectangle(0, 0, width, height);
// First off take a 32bpp copy of the image
var copy = new sd.Bitmap(width, height, sdi.PixelFormat.Format32bppArgb);
// And construct an 8bpp version
var output = new sd.Bitmap(width, height, sdi.PixelFormat.Format8bppIndexed);
// Now lock the bitmap into memory
using (var g = sd.Graphics.FromImage(copy))
{
g.PageUnit = sd.GraphicsUnit.Pixel;
// Draw the source image onto the copy bitmap,
// which will effect a widening as appropriate.
g.DrawImageUnscaled(source, bounds);
}
// Define a pointer to the bitmap data
sdi.BitmapData sourceData = null;
try
{
// Get the source image bits and lock into memory
sourceData = copy.LockBits(bounds, sdi.ImageLockMode.ReadOnly, sdi.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;
}
/// <summary>
/// Execute the first pass through the pixels in the image
/// </summary>
/// <param name="sourceData">The source data</param>
/// <param name="width">The width in pixels of the image</param>
/// <param name="height">The height in pixels of the image</param>
protected virtual void FirstPass(sdi.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)
var pSourceRow = (byte*)sourceData.Scan0.ToPointer();
Int32* pSourcePixel;
// Loop through each row
for (int row = 0; row < height; row++)
{
// Set the source pixel to the first pixel in this row
pSourcePixel = (Int32*)pSourceRow;
// And loop through each column
for (int col = 0; col < width; col++ , pSourcePixel++)
// Now I have the pixel, call the FirstPassQuantize function...
InitialQuantizePixel((Color32*)pSourcePixel);
// Add the stride to the source row
pSourceRow += sourceData.Stride;
}
}
/// <summary>
/// Execute a second pass through the bitmap
/// </summary>
/// <param name="sourceData">The source bitmap, locked into memory</param>
/// <param name="output">The output bitmap</param>
/// <param name="width">The width in pixels of the image</param>
/// <param name="height">The height in pixels of the image</param>
/// <param name="bounds">The bounding rectangle</param>
protected virtual void SecondPass(sdi.BitmapData sourceData, sd.Bitmap output, int width, int height, sd.Rectangle bounds)
{
sdi.BitmapData outputData = null;
try
{
// Lock the output bitmap into memory
outputData = output.LockBits(bounds, sdi.ImageLockMode.WriteOnly, sdi.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)
var pSourceRow = (byte*)sourceData.Scan0.ToPointer();
var pSourcePixel = (Int32*)pSourceRow;
Int32* pPreviousPixel = pSourcePixel;
// Now define the destination data pointers
var pDestinationRow = (byte*)outputData.Scan0.ToPointer();
byte* pDestinationPixel = pDestinationRow;
// And convert the first pixel, so that I have values going into the loop
byte pixelValue = QuantizePixel((Color32*)pSourcePixel);
// Assign the value of the first pixel
*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 = (Int32*)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++ , pSourcePixel++ , pDestinationPixel++)
{
// 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 (*pPreviousPixel != *pSourcePixel)
{
// Quantize the pixel
pixelValue = QuantizePixel((Color32*)pSourcePixel);
// And setup the previous pointer
pPreviousPixel = pSourcePixel;
}
// And set the pixel in the output
*pDestinationPixel = pixelValue;
}
// Add the stride to the source row
pSourceRow += sourceData.Stride;
// And to the destination row
pDestinationRow += outputData.Stride;
}
}
finally
{
// Ensure that I unlock the output bits
output.UnlockBits(outputData);
}
}
/// <summary>
/// Override this to process the pixel in the first pass of the algorithm
/// </summary>
/// <param name="pixel">The pixel to quantize</param>
/// <remarks>
/// This function need only be overridden if your quantize algorithm needs two passes,
/// such as an Octree quantizer.
/// </remarks>
protected virtual void InitialQuantizePixel(Color32* pixel)
{
}
/// <summary>
/// Override this to process the pixel in the second pass of the algorithm
/// </summary>
/// <param name="pixel">The pixel to quantize</param>
/// <returns>The quantized value</returns>
protected abstract byte QuantizePixel(Color32* pixel) ;
/// <summary>
/// Retrieve the palette for the quantized image
/// </summary>
/// <param name="original">Any old palette, this is overrwritten</param>
/// <returns>The new color palette</returns>
protected abstract sdi.ColorPalette GetPalette(sdi.ColorPalette original) ;
/// <summary>
/// Flag used to indicate whether a single pass or two passes are needed for quantization.
/// </summary>
readonly bool _singlePass;
/// <summary>
/// Struct that defines a 32 bpp colour
/// </summary>
/// <remarks>
/// 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
/// </remarks>
[StructLayout(LayoutKind.Explicit)]
public struct Color32
{
/// <summary>
/// Holds the blue component of the colour
/// </summary>
[FieldOffset(0)]
public byte Blue;
/// <summary>
/// Holds the green component of the colour
/// </summary>
[FieldOffset(1)]
public byte Green;
/// <summary>
/// Holds the red component of the colour
/// </summary>
[FieldOffset(2)]
public byte Red;
/// <summary>
/// Holds the alpha component of the colour
/// </summary>
[FieldOffset(3)]
public byte Alpha;
/// <summary>
/// Permits the color32 to be treated as an int32
/// </summary>
[FieldOffset(0)]
public int ARGB;
/// <summary>
/// Return the color for this Color32 object
/// </summary>
public sd.Color Color
{
get { return sd.Color.FromArgb(Alpha, Red, Green, Blue); }
}
}
}
}