IdenticonRenderer.cs :  » Bloggers » SubText » Docuverse » Identicon » C# / CSharp Open Source

Home
C# / CSharp Open Source
1.2.6.4 mono .net core
2.2.6.4 mono core
3.Aspect Oriented Frameworks
4.Bloggers
5.Build Systems
6.Business Application
7.Charting Reporting Tools
8.Chat Servers
9.Code Coverage Tools
10.Content Management Systems CMS
11.CRM ERP
12.Database
13.Development
14.Email
15.Forum
16.Game
17.GIS
18.GUI
19.IDEs
20.Installers Generators
21.Inversion of Control Dependency Injection
22.Issue Tracking
23.Logging Tools
24.Message
25.Mobile
26.Network Clients
27.Network Servers
28.Office
29.PDF
30.Persistence Frameworks
31.Portals
32.Profilers
33.Project Management
34.RSS RDF
35.Rule Engines
36.Script
37.Search Engines
38.Sound Audio
39.Source Control
40.SQL Clients
41.Template Engines
42.Testing
43.UML
44.Web Frameworks
45.Web Service
46.Web Testing
47.Wiki Engines
48.Windows Presentation Foundation
49.Workflows
50.XML Parsers
C# / C Sharp
C# / C Sharp by API
C# / CSharp Tutorial
C# / CSharp Open Source » Bloggers » SubText 
SubText » Docuverse » Identicon » IdenticonRenderer.cs
using System;
using System.Linq;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;

namespace Docuverse.Identicon{
    /// <summary>
    /// Code borrowed from http://identicon.codeplex.com/
    /// </summary>
    public class IdenticonRenderer
    {
        // Each "patch" in an Identicon is a polygon created from a list of vertices on a 5 by 5 grid.
        // Vertices are numbered from 0 to 24, starting from top-left corner of
        // the grid, moving left to right and top to bottom.
        private const int MaxSize = 128;
        private const int MinSize = 16;
        private const int PatchCells = 4;
        private const int PatchGrids = PatchCells + 1;
        private const byte PatchInverted = 2;
        private const byte PatchSymmetric = 1;
        private static readonly int[] CenterPatchTypes = new[] {0, 4, 8, 15};

        private static readonly byte[] Patch0 = new byte[] {0, 4, 24, 20, 0};
        private static readonly byte[] Patch1 = new byte[] {0, 4, 20, 0};
        private static readonly byte[] Patch10 = new byte[] {0, 2, 12, 10, 0};
        private static readonly byte[] Patch11 = new byte[] {10, 14, 22, 10};
        private static readonly byte[] Patch12 = new byte[] {20, 12, 24, 20};
        private static readonly byte[] Patch13 = new byte[] {10, 2, 12, 10};
        private static readonly byte[] Patch14 = new byte[] {0, 2, 10, 0};
        private static readonly byte[] Patch2 = new byte[] {2, 24, 20, 2};
        private static readonly byte[] Patch3 = new byte[] {2, 10, 14, 22, 2};
        private static readonly byte[] Patch4 = new byte[] {2, 14, 22, 10, 2};
        private static readonly byte[] Patch5 = new byte[] {0, 14, 24, 22, 0};
        private static readonly byte[] Patch6 = new byte[] {2, 24, 22, 13, 11, 22, 20, 2};
        private static readonly byte[] Patch7 = new byte[] {0, 14, 22, 0};
        private static readonly byte[] Patch8 = new byte[] {6, 8, 18, 16, 6};
        private static readonly byte[] Patch9 = new byte[] {4, 20, 10, 12, 2, 4};

        private static readonly byte[] PatchFlags =
            new byte[]
            {
                PatchSymmetric, 0, 0, 0, PatchSymmetric, 0, 0, 0, PatchSymmetric, 0, 0, 0, 0, 0, 0,
                (PatchSymmetric + PatchInverted)
            };

        private static readonly byte[][] PatchTypes =
            new[]
            {
                Patch0, Patch1, Patch2, Patch3, Patch4, Patch5, Patch6, Patch7, Patch8, Patch9, Patch10, Patch11, Patch12, Patch13,
                Patch14, Patch0
            };

        private int _patchOffset; // used to center patch shape at origin because shape rotation works correctly.

        private GraphicsPath[] _patchShapes;

        /// <summary>
        /// The size in pixels at which each patch will be rendered interally before they
        /// are scaled down to the requested identicon size. Default size is 20 pixels
        /// which means, for 9-block identicon, a 60x60 image will be rendered and
        /// scaled down.
        /// </summary>
        public int PatchSize
        {
            get;
            set;
        }

        private IEnumerable<GraphicsPath> CalculatePatchShapes()
        {
            _patchOffset = PatchSize / 2; // used to center patch shape at origin.
            int scale = PatchSize / PatchCells;
            foreach(var patchVertices in PatchTypes)
            {
                var patch = new GraphicsPath();
                foreach(int vertex in patchVertices)
                {
                    int xVertex = (vertex % PatchGrids * scale) - _patchOffset;
                    int yVertex = (vertex / PatchGrids * scale) - _patchOffset;
                    AddPointToGraphicsPath(patch, xVertex, yVertex);
                }
                yield return patch;
            }
        }

        /// <summary>
        /// Adds the X and Y coordinates to the current graphics path.
        /// </summary>
        /// <param name="path"> The current Graphics path</param>
        /// <param name="x">The x coordinate to be added</param>
        /// <param name="y">The y coordinate to be added</param>
        private static void AddPointToGraphicsPath(GraphicsPath path, int x, int y)
        {
            // increment by one.
            var points = new PointF[path.PointCount + 1];
            var pointTypes = new byte[path.PointCount + 1];

            if(path.PointCount == 0)
            {
                points[0] = new PointF(x, y);
                var newPath = new GraphicsPath(points, new[] {(byte)PathPointType.Start});
                path.AddPath(newPath, false);
            }
            else
            {
                path.PathPoints.CopyTo(points, 0);
                points[path.PointCount] = new Point(x, y);

                path.PathTypes.CopyTo(pointTypes, 0);
                pointTypes[path.PointCount] = (byte)PathPointType.Line;

                var tempGraphics = new GraphicsPath(points, pointTypes);
                path.Reset();
                path.AddPath(tempGraphics, false);
            }
        }

        /// <summary>
        /// Returns rendered identicon bitmap for a given identicon code.
        /// </summary>
        /// <param name="code">Identicon code</param>
        /// <param name="size">desired image size</param>
        public Bitmap Render(int code, int size)
        {
            // enforce size limits
            size = Math.Min(size, MaxSize);
            size = Math.Max(size, MinSize);

            // set patch size appropriately to avoid scaling artifacts
            if(size <= 24)
            {
                PatchSize = 16;
            }
            else if(size <= 40)
            {
                PatchSize = 20;
            }
            else if(size <= 64)
            {
                PatchSize = 32;
            }
            else if(size <= 128)
            {
                PatchSize = 48;
            }
            _patchShapes = CalculatePatchShapes().ToArray();

            // decode the code into parts:            
            // bit 0-1: middle patch type
            int centerType = CenterPatchTypes[code & 0x3];
            // bit 2: middle invert
            bool centerInvert = ((code >> 2) & 0x1) != 0;
            // bit 3-6: corner patch type
            int cornerType = (code >> 3) & 0x0f;
            // bit 7: corner invert
            bool cornerInvert = ((code >> 7) & 0x1) != 0;
            // bit 8-9: corner turns
            int cornerTurn = (code >> 8) & 0x3;
            // bit 10-13: side patch type
            int sideType = (code >> 10) & 0x0f;
            // bit 14: side invert
            bool sideInvert = ((code >> 14) & 0x1) != 0;
            // bit 15: corner turns
            int sideTurn = (code >> 15) & 0x3;
            // bit 16-20: blue color component
            int blue = (code >> 16) & 0x01f;
            // bit 21-26: green color component
            int green = (code >> 21) & 0x01f;
            // bit 27-31: red color component
            int red = (code >> 27) & 0x01f;

            // color components are used at top of the range for color difference
            // use white background for now. TODO: support transparency.
            Color foreColor = Color.FromArgb(red << 3, green << 3, blue << 3);
            Color backColor = Color.White;

            // outline shapes with a noticeable color (complementary will do) if
            // shape color and background color are too similar (measured by color
            // distance).
            Color strokeColor = Color.Empty;
            if(ColorDistance(ref foreColor, ref backColor) < 32f)
            {
                strokeColor = ComplementaryColor(ref foreColor);
            }

            // render at larger source size (to be scaled down later)
            int sourceSize = PatchSize * 3;
            using(var sourceImage = new Bitmap(sourceSize, sourceSize, PixelFormat.Format32bppRgb))
            {
                using(Graphics graphics = Graphics.FromImage(sourceImage))
                {
                    // center patch
                    DrawPatch(graphics, PatchSize, PatchSize, centerType, 0, centerInvert, ref foreColor, ref backColor,
                              ref strokeColor);

                    // side patch (top)
                    DrawPatch(graphics, PatchSize, 0, sideType, sideTurn++, sideInvert, ref foreColor, ref backColor,
                              ref strokeColor);
                    // side patch (right)
                    DrawPatch(graphics, PatchSize * 2, PatchSize, sideType, sideTurn++, sideInvert, ref foreColor, ref backColor,
                              ref strokeColor);
                    // side patch (bottom)
                    DrawPatch(graphics, PatchSize, PatchSize * 2, sideType, sideTurn++, sideInvert, ref foreColor, ref backColor,
                              ref strokeColor);
                    // side patch (left)
                    DrawPatch(graphics, 0, PatchSize, sideType, sideTurn, sideInvert, ref foreColor, ref backColor, ref strokeColor);

                    // corner patch (top left)
                    DrawPatch(graphics, 0, 0, cornerType, cornerTurn++, cornerInvert, ref foreColor, ref backColor, ref strokeColor);
                    // corner patch (top right)
                    DrawPatch(graphics, PatchSize * 2, 0, cornerType, cornerTurn++, cornerInvert, ref foreColor, ref backColor,
                              ref strokeColor);
                    // corner patch (bottom right)
                    DrawPatch(graphics, PatchSize * 2, PatchSize * 2, cornerType, cornerTurn++, cornerInvert, ref foreColor,
                              ref backColor, ref strokeColor);
                    // corner patch (bottom left)
                    DrawPatch(graphics, 0, PatchSize * 2, cornerType, cornerTurn, cornerInvert, ref foreColor, ref backColor,
                              ref strokeColor);
                }
                // scale source image to target size with bicubic smoothing
                return ScaleImage(size, sourceImage);
            }
        }

        private static Bitmap ScaleImage(int size, Image sourceImage)
        {
            var bitmap = new Bitmap(size, size, PixelFormat.Format32bppRgb);
            using(Graphics g = Graphics.FromImage(bitmap))
            {
                var fudge = (int)(size * 0.016); // this is necessary to prevent scaling artifacts at larger sizes
                g.DrawImage(sourceImage, 0, 0, size + fudge, size + fudge);
            }
            return bitmap;
        }

        private void DrawPatch(Graphics g, int x, int y, int patch, int turn, bool invert, ref Color fore, ref Color back, ref Color stroke)
        {
            patch %= PatchTypes.Length;
            turn %= 4;
            if((PatchFlags[patch] & PatchInverted) != 0)
            {
                invert = !invert;
            }

            // paint the background
            g.FillRegion(new SolidBrush(invert ? fore : back), new Region(new Rectangle(x, y, PatchSize, PatchSize)));

            // offset and rotate coordinate space by patch position (x, y) and
            // 'turn' before rendering patch shape
            Matrix m = g.Transform;
            g.TranslateTransform((x + _patchOffset), (y + _patchOffset));
            g.RotateTransform(turn * 90);

            // if stroke color was specified, apply stroke
            // stroke color should be specified if fore color is too close to the back color.
            if(!stroke.IsEmpty)
            {
                g.DrawPath(new Pen(stroke), _patchShapes[patch]);
            }

            // render rotated patch using fore color (back color if inverted)
            g.FillPath(new SolidBrush(invert ? back : fore), _patchShapes[patch]);

            // restore previous rotation
            g.Transform = m;
        }

        /// <summary>Returns distance between two colors</summary>    
        private static float ColorDistance(ref Color c1, ref Color c2)
        {
            float dx = c1.R - c2.R;
            float dy = c1.G - c2.G;
            float dz = c1.B - c2.B;
            return (float)Math.Sqrt(dx * dx + dy * dy + dz * dz);
        }

        /// <summary>Returns complementary color</summary>
        private static Color ComplementaryColor(ref Color c)
        {
            return Color.FromArgb(c.ToArgb() ^ 0x00FFFFFF);
        }
    }
}
www.java2v.com | Contact Us
Copyright 2009 - 12 Demo Source and Support. All rights reserved.
All other trademarks are property of their respective owners.