BizHawk/ExternalProjects/PcxFileTypePlugin.HawkQuant.../Quantizer.cs

339 lines
11 KiB
C#

/////////////////////////////////////////////////////////////////////////////////
// Paint.NET
// Copyright (C) Rick Brewster, Chris Crosetto, Dennis Dietrich, Tom Jackson,
// Michael Kelsey, Brandon Ortiz, Craig Taylor, Chris Trevino,
// and Luke Walker
// Portions Copyright (C) Microsoft Corporation. All Rights Reserved.
// See src/setup/License.rtf for complete licensing and attribution information.
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
// Copied for Paint.NET PCX Plugin
// Copyright (C) Joshua Bell
/////////////////////////////////////////////////////////////////////////////////
// Based on: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dnaspp/html/colorquant.asp
using System.Drawing;
using System.Drawing.Imaging;
namespace PcxFileTypePlugin.Quantize
{
public abstract unsafe class Quantizer
{
/// <summary>
/// Flag used to indicate whether a single pass or two passes are needed for quantization.
/// </summary>
private readonly bool _singlePass;
/// <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 Bitmap Quantize(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 Rectangle(0, 0, width, height);
// First off take a 32bpp copy of the image
Bitmap copy;
if (source is Bitmap bitmap && bitmap.PixelFormat == PixelFormat.Format32bppArgb)
{
copy = bitmap;
}
else
{
copy = new Bitmap(width, height, PixelFormat.Format32bppArgb);
// Now lock the bitmap into memory
using Graphics g = Graphics.FromImage(copy);
g.PageUnit = GraphicsUnit.Pixel;
// Draw the source image onto the copy bitmap,
// which will effect a widening as appropriate.
g.DrawImage(source, 0, 0, bounds.Width, bounds.Height);
}
// And construct an 8bpp version
var output = new Bitmap(width, height, PixelFormat.Format8bppIndexed);
// Define a pointer to the bitmap data
BitmapData sourceData = null;
try
{
// Get the source image bits and lock into memory
sourceData = copy.LockBits(bounds, ImageLockMode.ReadOnly, 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);
}
if (copy != source)
{
copy.Dispose();
}
// 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(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)
byte* pSourceRow = (byte*)sourceData.Scan0.ToPointer();
// Loop through each row
for (int row = 0; row < height; row++)
{
// Set the source pixel to the first pixel in this row
var pSourcePixel = (int*)pSourceRow;
// And loop through each column
for (int col = 0; col < width; col++, pSourcePixel++)
{
InitialQuantizePixel(*pSourcePixel);
}
// Add the stride to the source row
pSourceRow += sourceData.Stride;
}
}
private int ClampToByte(int val)
{
if (val < 0)
{
return 0;
}
if (val > 255)
{
return 255;
}
return val;
}
/// <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(BitmapData sourceData, Bitmap output, int width, int height, Rectangle bounds)
{
BitmapData outputData = null;
Color[] palettes = output.Palette.Entries;
try
{
// Lock the output bitmap into memory
outputData = output.LockBits(bounds, ImageLockMode.ReadWrite, 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)
byte* pSourceRow = (byte*)sourceData.Scan0.ToPointer();
int* pSourcePixel = (int*)pSourceRow;
// Now define the destination data pointers
byte* pDestinationRow = (byte*)outputData.Scan0.ToPointer();
byte* pDestinationPixel = pDestinationRow;
int[] errorThisRowR = new int[width + 1];
int[] errorThisRowG = new int[width + 1];
int[] errorThisRowB = new int[width + 1];
for (int row = 0; row < height; row++)
{
int[] errorNextRowR = new int[width + 1];
int[] errorNextRowG = new int[width + 1];
int[] errorNextRowB = new int[width + 1];
int ptrInc;
if ((row & 1) == 0)
{
pSourcePixel = (int*)pSourceRow;
pDestinationPixel = pDestinationRow;
ptrInc = +1;
}
else
{
pSourcePixel = (int*)pSourceRow + width - 1;
pDestinationPixel = pDestinationRow + width - 1;
ptrInc = -1;
}
// Loop through each pixel on this scan line
for (int col = 0; col < width; ++col)
{
// Quantize the pixel
int srcPixel = *pSourcePixel;
int srcR = srcPixel & 0xFF; //not
int srcG = (srcPixel >> 8) & 0xFF; //a
int srcB = (srcPixel >> 16) & 0xFF; //mistake
int srcA = (srcPixel >> 24) & 0xFF;
int targetB = ClampToByte(srcB);
int targetG = ClampToByte(srcG);
int targetR = ClampToByte(srcR);
int targetA = srcA;
int target = (targetA << 24) | (targetB << 16) | (targetG << 8) | targetR;
byte pixelValue = QuantizePixel(target);
*pDestinationPixel = pixelValue;
int actual = palettes[pixelValue].ToArgb();
int actualR = actual & 0xFF;
int actualG = (actual >> 8) & 0xFF;
int actualB = (actual >> 16) & 0xFF;
int errorR = actualR - targetR;
int errorG = actualG - targetG;
int errorB = actualB - targetB;
// Floyd-Steinberg Error Diffusion:
// a) 7/16 error goes to x+1
// b) 5/16 error goes to y+1
// c) 3/16 error goes to x-1,y+1
// d) 1/16 error goes to x+1,y+1
const int a = 7;
const int b = 5;
const int c = 3;
int errorRa = (errorR * a) / 16;
int errorRb = (errorR * b) / 16;
int errorRc = (errorR * c) / 16;
int errorRd = errorR - errorRa - errorRb - errorRc;
int errorGa = (errorG * a) / 16;
int errorGb = (errorG * b) / 16;
int errorGc = (errorG * c) / 16;
int errorGd = errorG - errorGa - errorGb - errorGc;
int errorBa = (errorB * a) / 16;
int errorBb = (errorB * b) / 16;
int errorBc = (errorB * c) / 16;
int errorBd = errorB - errorBa - errorBb - errorBc;
errorThisRowR[col + 1] += errorRa;
errorThisRowG[col + 1] += errorGa;
errorThisRowB[col + 1] += errorBa;
errorNextRowR[width - col] += errorRb;
errorNextRowG[width - col] += errorGb;
errorNextRowB[width - col] += errorBb;
if (col != 0)
{
errorNextRowR[width - (col - 1)] += errorRc;
errorNextRowG[width - (col - 1)] += errorGc;
errorNextRowB[width - (col - 1)] += errorBc;
}
errorNextRowR[width - (col + 1)] += errorRd;
errorNextRowG[width - (col + 1)] += errorGd;
errorNextRowB[width - (col + 1)] += errorBd;
pSourcePixel += ptrInc;
pDestinationPixel += ptrInc;
}
// Add the stride to the source row
pSourceRow += sourceData.Stride;
// And to the destination row
pDestinationRow += outputData.Stride;
errorThisRowB = errorNextRowB;
errorThisRowG = errorNextRowG;
errorThisRowR = errorNextRowR;
}
}
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(int 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(int pixel);
/// <summary>
/// Retrieve the palette for the quantized image
/// </summary>
/// <param name="original">Any old palette, this is overwritten</param>
/// <returns>The new color palette</returns>
protected abstract ColorPalette GetPalette(ColorPalette original);
}
}