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682 lines
24 KiB
C#
682 lines
24 KiB
C#
/*
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* Greenshot - a free and open source screenshot tool
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* Copyright (C) 2007-2016 Thomas Braun, Jens Klingen, Robin Krom
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*
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* For more information see: http://getgreenshot.org/
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* The Greenshot project is hosted on GitHub https://github.com/greenshot/greenshot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 1 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using log4net;
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namespace GreenshotPlugin.Core {
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internal class WuColorCube {
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/// <summary>
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/// Gets or sets the red minimum.
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/// </summary>
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/// <value>The red minimum.</value>
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public int RedMinimum { get; set; }
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/// <summary>
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/// Gets or sets the red maximum.
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/// </summary>
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/// <value>The red maximum.</value>
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public int RedMaximum { get; set; }
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/// <summary>
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/// Gets or sets the green minimum.
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/// </summary>
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/// <value>The green minimum.</value>
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public int GreenMinimum { get; set; }
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/// <summary>
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/// Gets or sets the green maximum.
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/// </summary>
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/// <value>The green maximum.</value>
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public int GreenMaximum { get; set; }
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/// <summary>
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/// Gets or sets the blue minimum.
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/// </summary>
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/// <value>The blue minimum.</value>
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public int BlueMinimum { get; set; }
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/// <summary>
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/// Gets or sets the blue maximum.
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/// </summary>
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/// <value>The blue maximum.</value>
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public int BlueMaximum { get; set; }
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/// <summary>
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/// Gets or sets the cube volume.
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/// </summary>
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/// <value>The volume.</value>
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public int Volume { get; set; }
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}
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public class WuQuantizer : IDisposable {
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private static readonly ILog LOG = LogManager.GetLogger(typeof(WuQuantizer));
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private const int MAXCOLOR = 512;
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private const int RED = 2;
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private const int GREEN = 1;
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private const int BLUE = 0;
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private const int SIDESIZE = 33;
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private const int MAXSIDEINDEX = 32;
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private const int MAXVOLUME = SIDESIZE * SIDESIZE * SIDESIZE;
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// To count the colors
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private readonly int colorCount;
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private int[] reds;
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private int[] greens;
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private int[] blues;
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private int[] sums;
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private readonly long[,,] weights;
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private readonly long[,,] momentsRed;
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private readonly long[,,] momentsGreen;
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private readonly long[,,] momentsBlue;
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private readonly float[,,] moments;
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private byte[] tag;
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private readonly WuColorCube[] cubes;
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private readonly Bitmap sourceBitmap;
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private Bitmap resultBitmap;
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public void Dispose() {
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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protected virtual void Dispose(bool disposing) {
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if (disposing) {
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if (resultBitmap != null) {
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resultBitmap.Dispose();
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resultBitmap = null;
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}
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}
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}
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/// <summary>
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/// See <see cref="IColorQuantizer.Prepare"/> for more details.
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/// </summary>
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public WuQuantizer(Bitmap sourceBitmap) {
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this.sourceBitmap = sourceBitmap;
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// Make sure the color count variables are reset
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BitArray bitArray = new BitArray((int)Math.Pow(2, 24));
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colorCount = 0;
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// creates all the cubes
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cubes = new WuColorCube[MAXCOLOR];
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// initializes all the cubes
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for (int cubeIndex = 0; cubeIndex < MAXCOLOR; cubeIndex++) {
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cubes[cubeIndex] = new WuColorCube();
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}
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// resets the reference minimums
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cubes[0].RedMinimum = 0;
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cubes[0].GreenMinimum = 0;
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cubes[0].BlueMinimum = 0;
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// resets the reference maximums
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cubes[0].RedMaximum = MAXSIDEINDEX;
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cubes[0].GreenMaximum = MAXSIDEINDEX;
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cubes[0].BlueMaximum = MAXSIDEINDEX;
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weights = new long[SIDESIZE, SIDESIZE, SIDESIZE];
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momentsRed = new long[SIDESIZE, SIDESIZE, SIDESIZE];
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momentsGreen = new long[SIDESIZE, SIDESIZE, SIDESIZE];
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momentsBlue = new long[SIDESIZE, SIDESIZE, SIDESIZE];
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moments = new float[SIDESIZE, SIDESIZE, SIDESIZE];
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int[] table = new int[256];
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for (int tableIndex = 0; tableIndex < 256; ++tableIndex) {
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table[tableIndex] = tableIndex * tableIndex;
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}
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// Use a bitmap to store the initial match, which is just as good as an array and saves us 2x the storage
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using (IFastBitmap sourceFastBitmap = FastBitmap.Create(sourceBitmap)) {
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IFastBitmapWithBlend sourceFastBitmapWithBlend = sourceFastBitmap as IFastBitmapWithBlend;
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sourceFastBitmap.Lock();
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using (FastChunkyBitmap destinationFastBitmap = FastBitmap.CreateEmpty(sourceBitmap.Size, PixelFormat.Format8bppIndexed, Color.White) as FastChunkyBitmap) {
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destinationFastBitmap.Lock();
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for (int y = 0; y < sourceFastBitmap.Height; y++) {
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for (int x = 0; x < sourceFastBitmap.Width; x++) {
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Color color;
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if (sourceFastBitmapWithBlend == null) {
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color = sourceFastBitmap.GetColorAt(x, y);
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} else {
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color = sourceFastBitmapWithBlend.GetBlendedColorAt(x, y);
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}
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// To count the colors
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int index = color.ToArgb() & 0x00ffffff;
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// Check if we already have this color
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if (!bitArray.Get(index)) {
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// If not, add 1 to the single colors
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colorCount++;
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bitArray.Set(index, true);
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}
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int indexRed = (color.R >> 3) + 1;
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int indexGreen = (color.G >> 3) + 1;
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int indexBlue = (color.B >> 3) + 1;
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weights[indexRed, indexGreen, indexBlue]++;
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momentsRed[indexRed, indexGreen, indexBlue] += color.R;
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momentsGreen[indexRed, indexGreen, indexBlue] += color.G;
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momentsBlue[indexRed, indexGreen, indexBlue] += color.B;
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moments[indexRed, indexGreen, indexBlue] += table[color.R] + table[color.G] + table[color.B];
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// Store the initial "match"
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int paletteIndex = (indexRed << 10) + (indexRed << 6) + indexRed + (indexGreen << 5) + indexGreen + indexBlue;
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destinationFastBitmap.SetColorIndexAt(x, y, (byte)(paletteIndex & 0xff));
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}
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}
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resultBitmap = destinationFastBitmap.UnlockAndReturnBitmap();
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}
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}
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}
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/// <summary>
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/// See <see cref="IColorQuantizer.Prepare"/> for more details.
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/// </summary>
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public int GetColorCount() {
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return colorCount;
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}
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/// <summary>
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/// Reindex the 24/32 BPP (A)RGB image to a 8BPP
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/// </summary>
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/// <returns>Bitmap</returns>
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public Bitmap SimpleReindex() {
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List<Color> colors = new List<Color>();
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Dictionary<Color, byte> lookup = new Dictionary<Color, byte>();
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using (FastChunkyBitmap bbbDest = FastBitmap.Create(resultBitmap) as FastChunkyBitmap) {
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bbbDest.Lock();
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using (IFastBitmap bbbSrc = FastBitmap.Create(sourceBitmap)) {
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IFastBitmapWithBlend bbbSrcBlend = bbbSrc as IFastBitmapWithBlend;
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bbbSrc.Lock();
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byte index;
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for (int y = 0; y < bbbSrc.Height; y++) {
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for (int x = 0; x < bbbSrc.Width; x++) {
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Color color;
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if (bbbSrcBlend != null) {
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color = bbbSrcBlend.GetBlendedColorAt(x, y);
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} else {
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color = bbbSrc.GetColorAt(x, y);
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}
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if (lookup.ContainsKey(color)) {
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index = lookup[color];
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} else {
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colors.Add(color);
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index = (byte)(colors.Count - 1);
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lookup.Add(color, index);
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}
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bbbDest.SetColorIndexAt(x, y, index);
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}
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}
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}
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}
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// generates palette
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ColorPalette imagePalette = resultBitmap.Palette;
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Color[] entries = imagePalette.Entries;
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for (int paletteIndex = 0; paletteIndex < 256; paletteIndex++) {
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if (paletteIndex < colorCount) {
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entries[paletteIndex] = colors[paletteIndex];
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} else {
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entries[paletteIndex] = Color.Black;
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}
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}
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resultBitmap.Palette = imagePalette;
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// Make sure the bitmap is not disposed, as we return it.
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Bitmap tmpBitmap = resultBitmap;
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resultBitmap = null;
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return tmpBitmap;
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}
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/// <summary>
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/// Get the image
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/// </summary>
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public Bitmap GetQuantizedImage(int allowedColorCount) {
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if (allowedColorCount > 256) {
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throw new ArgumentOutOfRangeException(nameof(allowedColorCount), "Quantizing muss be done to get less than 256 colors");
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}
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if (colorCount < allowedColorCount) {
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// Simple logic to reduce to 8 bit
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LOG.Info("Colors in the image are already less as whished for, using simple copy to indexed image, no quantizing needed!");
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return SimpleReindex();
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}
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// preprocess the colors
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CalculateMoments();
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LOG.Info("Calculated the moments...");
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int next = 0;
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float[] volumeVariance = new float[MAXCOLOR];
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// processes the cubes
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for (int cubeIndex = 1; cubeIndex < allowedColorCount; ++cubeIndex) {
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// if cut is possible; make it
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if (Cut(cubes[next], cubes[cubeIndex])) {
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volumeVariance[next] = cubes[next].Volume > 1 ? CalculateVariance(cubes[next]) : 0.0f;
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volumeVariance[cubeIndex] = cubes[cubeIndex].Volume > 1 ? CalculateVariance(cubes[cubeIndex]) : 0.0f;
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} else {
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// the cut was not possible, revert the index
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volumeVariance[next] = 0.0f;
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cubeIndex--;
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}
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next = 0;
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float temp = volumeVariance[0];
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for (int index = 1; index <= cubeIndex; ++index) {
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if (volumeVariance[index] > temp) {
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temp = volumeVariance[index];
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next = index;
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}
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}
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if (temp <= 0.0) {
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allowedColorCount = cubeIndex + 1;
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break;
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}
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}
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int[] lookupRed = new int[MAXCOLOR];
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int[] lookupGreen = new int[MAXCOLOR];
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int[] lookupBlue = new int[MAXCOLOR];
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tag = new byte[MAXVOLUME];
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// precalculates lookup tables
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for (int k = 0; k < allowedColorCount; ++k) {
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Mark(cubes[k], k, tag);
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long weight = Volume(cubes[k], weights);
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if (weight > 0) {
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lookupRed[k] = (int)(Volume(cubes[k], momentsRed) / weight);
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lookupGreen[k] = (int)(Volume(cubes[k], momentsGreen) / weight);
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lookupBlue[k] = (int)(Volume(cubes[k], momentsBlue) / weight);
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} else {
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lookupRed[k] = 0;
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lookupGreen[k] = 0;
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lookupBlue[k] = 0;
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}
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}
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reds = new int[allowedColorCount + 1];
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greens = new int[allowedColorCount + 1];
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blues = new int[allowedColorCount + 1];
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sums = new int[allowedColorCount + 1];
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LOG.Info("Starting bitmap reconstruction...");
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using (FastChunkyBitmap dest = FastBitmap.Create(resultBitmap) as FastChunkyBitmap) {
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using (IFastBitmap src = FastBitmap.Create(sourceBitmap)) {
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IFastBitmapWithBlend srcBlend = src as IFastBitmapWithBlend;
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Dictionary<Color, byte> lookup = new Dictionary<Color, byte>();
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for (int y = 0; y < src.Height; y++) {
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for (int x = 0; x < src.Width; x++) {
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Color color;
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if (srcBlend != null) {
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// WithoutAlpha, this makes it possible to ignore the alpha
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color = srcBlend.GetBlendedColorAt(x, y);
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} else {
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color = src.GetColorAt(x, y);
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}
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// Check if we already matched the color
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byte bestMatch;
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if (!lookup.ContainsKey(color)) {
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// If not we need to find the best match
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// First get initial match
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bestMatch = dest.GetColorIndexAt(x, y);
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bestMatch = tag[bestMatch];
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int bestDistance = 100000000;
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for (int lookupIndex = 0; lookupIndex < allowedColorCount; lookupIndex++) {
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int foundRed = lookupRed[lookupIndex];
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int foundGreen = lookupGreen[lookupIndex];
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int foundBlue = lookupBlue[lookupIndex];
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int deltaRed = color.R - foundRed;
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int deltaGreen = color.G - foundGreen;
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int deltaBlue = color.B - foundBlue;
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int distance = deltaRed * deltaRed + deltaGreen * deltaGreen + deltaBlue * deltaBlue;
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if (distance < bestDistance) {
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bestDistance = distance;
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bestMatch = (byte)lookupIndex;
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}
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}
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lookup.Add(color, bestMatch);
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} else {
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// Already matched, so we just use the lookup
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bestMatch = lookup[color];
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}
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reds[bestMatch] += color.R;
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greens[bestMatch] += color.G;
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blues[bestMatch] += color.B;
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sums[bestMatch]++;
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dest.SetColorIndexAt(x, y, bestMatch);
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}
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}
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}
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}
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// generates palette
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ColorPalette imagePalette = resultBitmap.Palette;
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Color[] entries = imagePalette.Entries;
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for (int paletteIndex = 0; paletteIndex < allowedColorCount; paletteIndex++) {
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if (sums[paletteIndex] > 0) {
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reds[paletteIndex] /= sums[paletteIndex];
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greens[paletteIndex] /= sums[paletteIndex];
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blues[paletteIndex] /= sums[paletteIndex];
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}
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entries[paletteIndex] = Color.FromArgb(255, reds[paletteIndex], greens[paletteIndex], blues[paletteIndex]);
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}
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resultBitmap.Palette = imagePalette;
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// Make sure the bitmap is not disposed, as we return it.
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Bitmap tmpBitmap = resultBitmap;
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resultBitmap = null;
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return tmpBitmap;
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}
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/// <summary>
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/// Converts the histogram to a series of moments.
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/// </summary>
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private void CalculateMoments() {
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long[] area = new long[SIDESIZE];
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long[] areaRed = new long[SIDESIZE];
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long[] areaGreen = new long[SIDESIZE];
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long[] areaBlue = new long[SIDESIZE];
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float[] area2 = new float[SIDESIZE];
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for (int redIndex = 1; redIndex <= MAXSIDEINDEX; ++redIndex) {
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for (int index = 0; index <= MAXSIDEINDEX; ++index) {
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area[index] = 0;
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areaRed[index] = 0;
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areaGreen[index] = 0;
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areaBlue[index] = 0;
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area2[index] = 0;
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}
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for (int greenIndex = 1; greenIndex <= MAXSIDEINDEX; ++greenIndex) {
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long line = 0;
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long lineRed = 0;
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long lineGreen = 0;
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long lineBlue = 0;
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float line2 = 0.0f;
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for (int blueIndex = 1; blueIndex <= MAXSIDEINDEX; ++blueIndex) {
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line += weights[redIndex, greenIndex, blueIndex];
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lineRed += momentsRed[redIndex, greenIndex, blueIndex];
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lineGreen += momentsGreen[redIndex, greenIndex, blueIndex];
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lineBlue += momentsBlue[redIndex, greenIndex, blueIndex];
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line2 += moments[redIndex, greenIndex, blueIndex];
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area[blueIndex] += line;
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areaRed[blueIndex] += lineRed;
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areaGreen[blueIndex] += lineGreen;
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areaBlue[blueIndex] += lineBlue;
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area2[blueIndex] += line2;
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weights[redIndex, greenIndex, blueIndex] = weights[redIndex - 1, greenIndex, blueIndex] + area[blueIndex];
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momentsRed[redIndex, greenIndex, blueIndex] = momentsRed[redIndex - 1, greenIndex, blueIndex] + areaRed[blueIndex];
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momentsGreen[redIndex, greenIndex, blueIndex] = momentsGreen[redIndex - 1, greenIndex, blueIndex] + areaGreen[blueIndex];
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momentsBlue[redIndex, greenIndex, blueIndex] = momentsBlue[redIndex - 1, greenIndex, blueIndex] + areaBlue[blueIndex];
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moments[redIndex, greenIndex, blueIndex] = moments[redIndex - 1, greenIndex, blueIndex] + area2[blueIndex];
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}
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}
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}
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}
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/// <summary>
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/// Computes the volume of the cube in a specific moment.
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/// </summary>
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private static long Volume(WuColorCube cube, long[,,] moment) {
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return moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMaximum] -
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moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMinimum] -
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moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMaximum] +
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moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMinimum] -
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moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMaximum] +
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moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMinimum] +
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moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMaximum] -
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moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMinimum];
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}
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/// <summary>
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/// Computes the volume of the cube in a specific moment. For the floating-point values.
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/// </summary>
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private static float VolumeFloat(WuColorCube cube, float[,,] moment) {
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return moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMaximum] -
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moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMinimum] -
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moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMaximum] +
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moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMinimum] -
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moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMaximum] +
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moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMinimum] +
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moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMaximum] -
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moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMinimum];
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}
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/// <summary>
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/// Splits the cube in given position, and color direction.
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/// </summary>
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private static long Top(WuColorCube cube, int direction, int position, long[,,] moment) {
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switch (direction) {
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case RED:
|
|
return (moment[position, cube.GreenMaximum, cube.BlueMaximum] -
|
|
moment[position, cube.GreenMaximum, cube.BlueMinimum] -
|
|
moment[position, cube.GreenMinimum, cube.BlueMaximum] +
|
|
moment[position, cube.GreenMinimum, cube.BlueMinimum]);
|
|
|
|
case GREEN:
|
|
return (moment[cube.RedMaximum, position, cube.BlueMaximum] -
|
|
moment[cube.RedMaximum, position, cube.BlueMinimum] -
|
|
moment[cube.RedMinimum, position, cube.BlueMaximum] +
|
|
moment[cube.RedMinimum, position, cube.BlueMinimum]);
|
|
|
|
case BLUE:
|
|
return (moment[cube.RedMaximum, cube.GreenMaximum, position] -
|
|
moment[cube.RedMaximum, cube.GreenMinimum, position] -
|
|
moment[cube.RedMinimum, cube.GreenMaximum, position] +
|
|
moment[cube.RedMinimum, cube.GreenMinimum, position]);
|
|
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Splits the cube in a given color direction at its minimum.
|
|
/// </summary>
|
|
private static long Bottom(WuColorCube cube, int direction, long[,,] moment) {
|
|
switch (direction) {
|
|
case RED:
|
|
return (-moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMaximum] +
|
|
moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMinimum] +
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMaximum] -
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMinimum]);
|
|
|
|
case GREEN:
|
|
return (-moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMaximum] +
|
|
moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMinimum] +
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMaximum] -
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMinimum]);
|
|
|
|
case BLUE:
|
|
return (-moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMinimum] +
|
|
moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMinimum] +
|
|
moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMinimum] -
|
|
moment[cube.RedMinimum, cube.GreenMinimum, cube.BlueMinimum]);
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates statistical variance for a given cube.
|
|
/// </summary>
|
|
private float CalculateVariance(WuColorCube cube) {
|
|
float volumeRed = Volume(cube, momentsRed);
|
|
float volumeGreen = Volume(cube, momentsGreen);
|
|
float volumeBlue = Volume(cube, momentsBlue);
|
|
float volumeMoment = VolumeFloat(cube, moments);
|
|
float volumeWeight = Volume(cube, weights);
|
|
|
|
float distance = volumeRed * volumeRed + volumeGreen * volumeGreen + volumeBlue * volumeBlue;
|
|
|
|
return volumeMoment - (distance / volumeWeight);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Finds the optimal (maximal) position for the cut.
|
|
/// </summary>
|
|
private float Maximize(WuColorCube cube, int direction, int first, int last, int[] cut, long wholeRed, long wholeGreen, long wholeBlue, long wholeWeight) {
|
|
long bottomRed = Bottom(cube, direction, momentsRed);
|
|
long bottomGreen = Bottom(cube, direction, momentsGreen);
|
|
long bottomBlue = Bottom(cube, direction, momentsBlue);
|
|
long bottomWeight = Bottom(cube, direction, weights);
|
|
|
|
float result = 0.0f;
|
|
cut[0] = -1;
|
|
|
|
for (int position = first; position < last; ++position) {
|
|
// determines the cube cut at a certain position
|
|
long halfRed = bottomRed + Top(cube, direction, position, momentsRed);
|
|
long halfGreen = bottomGreen + Top(cube, direction, position, momentsGreen);
|
|
long halfBlue = bottomBlue + Top(cube, direction, position, momentsBlue);
|
|
long halfWeight = bottomWeight + Top(cube, direction, position, weights);
|
|
|
|
// the cube cannot be cut at bottom (this would lead to empty cube)
|
|
if (halfWeight != 0) {
|
|
float halfDistance = (float)halfRed * halfRed + (float)halfGreen * halfGreen + (float)halfBlue * halfBlue;
|
|
float temp = halfDistance / halfWeight;
|
|
|
|
halfRed = wholeRed - halfRed;
|
|
halfGreen = wholeGreen - halfGreen;
|
|
halfBlue = wholeBlue - halfBlue;
|
|
halfWeight = wholeWeight - halfWeight;
|
|
|
|
if (halfWeight != 0) {
|
|
halfDistance = (float)halfRed * halfRed + (float)halfGreen * halfGreen + (float)halfBlue * halfBlue;
|
|
temp += halfDistance / halfWeight;
|
|
|
|
if (temp > result) {
|
|
result = temp;
|
|
cut[0] = position;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cuts a cube with another one.
|
|
/// </summary>
|
|
private bool Cut(WuColorCube first, WuColorCube second) {
|
|
int direction;
|
|
|
|
int[] cutRed = { 0 };
|
|
int[] cutGreen = { 0 };
|
|
int[] cutBlue = { 0 };
|
|
|
|
long wholeRed = Volume(first, momentsRed);
|
|
long wholeGreen = Volume(first, momentsGreen);
|
|
long wholeBlue = Volume(first, momentsBlue);
|
|
long wholeWeight = Volume(first, weights);
|
|
|
|
float maxRed = Maximize(first, RED, first.RedMinimum + 1, first.RedMaximum, cutRed, wholeRed, wholeGreen, wholeBlue, wholeWeight);
|
|
float maxGreen = Maximize(first, GREEN, first.GreenMinimum + 1, first.GreenMaximum, cutGreen, wholeRed, wholeGreen, wholeBlue, wholeWeight);
|
|
float maxBlue = Maximize(first, BLUE, first.BlueMinimum + 1, first.BlueMaximum, cutBlue, wholeRed, wholeGreen, wholeBlue, wholeWeight);
|
|
|
|
if ((maxRed >= maxGreen) && (maxRed >= maxBlue)) {
|
|
direction = RED;
|
|
|
|
// cannot split empty cube
|
|
if (cutRed[0] < 0) return false;
|
|
} else {
|
|
if ((maxGreen >= maxRed) && (maxGreen >= maxBlue)) {
|
|
direction = GREEN;
|
|
} else {
|
|
direction = BLUE;
|
|
}
|
|
}
|
|
|
|
second.RedMaximum = first.RedMaximum;
|
|
second.GreenMaximum = first.GreenMaximum;
|
|
second.BlueMaximum = first.BlueMaximum;
|
|
|
|
// cuts in a certain direction
|
|
switch (direction) {
|
|
case RED:
|
|
second.RedMinimum = first.RedMaximum = cutRed[0];
|
|
second.GreenMinimum = first.GreenMinimum;
|
|
second.BlueMinimum = first.BlueMinimum;
|
|
break;
|
|
|
|
case GREEN:
|
|
second.GreenMinimum = first.GreenMaximum = cutGreen[0];
|
|
second.RedMinimum = first.RedMinimum;
|
|
second.BlueMinimum = first.BlueMinimum;
|
|
break;
|
|
|
|
case BLUE:
|
|
second.BlueMinimum = first.BlueMaximum = cutBlue[0];
|
|
second.RedMinimum = first.RedMinimum;
|
|
second.GreenMinimum = first.GreenMinimum;
|
|
break;
|
|
}
|
|
|
|
// determines the volumes after cut
|
|
first.Volume = (first.RedMaximum - first.RedMinimum) * (first.GreenMaximum - first.GreenMinimum) * (first.BlueMaximum - first.BlueMinimum);
|
|
second.Volume = (second.RedMaximum - second.RedMinimum) * (second.GreenMaximum - second.GreenMinimum) * (second.BlueMaximum - second.BlueMinimum);
|
|
|
|
// the cut was successfull
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Marks all the tags with a given label.
|
|
/// </summary>
|
|
private void Mark(WuColorCube cube, int label, byte[] tag) {
|
|
for (int redIndex = cube.RedMinimum + 1; redIndex <= cube.RedMaximum; ++redIndex) {
|
|
for (int greenIndex = cube.GreenMinimum + 1; greenIndex <= cube.GreenMaximum; ++greenIndex) {
|
|
for (int blueIndex = cube.BlueMinimum + 1; blueIndex <= cube.BlueMaximum; ++blueIndex) {
|
|
tag[(redIndex << 10) + (redIndex << 6) + redIndex + (greenIndex << 5) + greenIndex + blueIndex] = (byte)label;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |