ConvolutionFilterEffect.cs :  » GUI » Paint.net » PaintDotNet » Effects » C# / CSharp Open Source

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C# / CSharp Open Source » GUI » Paint.net 
Paint.net » PaintDotNet » Effects » ConvolutionFilterEffect.cs
/////////////////////////////////////////////////////////////////////////////////
// Paint.NET                                                                   //
// Copyright (C) dotPDN LLC, Rick Brewster, Tom Jackson, and contributors.     //
// Portions Copyright (C) Microsoft Corporation. All Rights Reserved.          //
// See src/Resources/Files/License.txt for full licensing and attribution      //
// details.                                                                    //
// .                                                                           //
/////////////////////////////////////////////////////////////////////////////////

using System;
using System.Collections;
using System.Drawing;
using System.Windows.Forms;

namespace PaintDotNet.Effects{
    public abstract class ConvolutionFilterEffect
        : Effect
    {
        private sealed class FExtentKey
        {
            private int srcLength;
            private int weightsLength;

            public override int GetHashCode()
            {
                return unchecked(srcLength + (weightsLength << 16));
            }

            public override bool Equals(object obj)
            {
                FExtentKey fek = (FExtentKey)obj;
                return srcLength == fek.srcLength && weightsLength == fek.weightsLength;
            }

            public FExtentKey(int srcLength, int weightsLength)
            {
                this.srcLength = srcLength;
                this.weightsLength = weightsLength;
            }
        }

        private class FExtent
        {
            public int[] fStarts;
            public int[] fEnds;
        }

        private static Hashtable fCache = new Hashtable();
        private static Queue fCacheQ = new Queue();

        private static FExtent GetFExtent(int srcLength, int weightsLength)
        {
            FExtentKey key = new FExtentKey(srcLength, weightsLength);

            FExtent extent;
            lock (fCache)
            {
                extent = (FExtent)fCache[key];
            }

            int fOffset = -weightsLength / 2;

            if (extent == null)
            {
                extent = new FExtent();
                extent.fStarts = new int[srcLength];
                extent.fEnds = new int[srcLength];

                for (int dst = 0; dst < srcLength; ++dst)
                {
                    int startSrc = dst + fOffset;

                    if (startSrc < 0)
                    {
                        extent.fStarts[dst] = -startSrc;
                    }
                    else
                    {
                        extent.fStarts[dst] = 0;
                    }

                    int end = startSrc + weightsLength;
                    int endDelta = srcLength - end;
                
                    if (endDelta < 0)
                    {
                        extent.fEnds[dst] = weightsLength + endDelta;
                    }
                    else
                    {
                        extent.fEnds[dst] = weightsLength;
                    }
                }
                
                lock (fCache)
                {
                    if (fCache.Count > 16)
                    {
                        object top = fCacheQ.Dequeue();
                        fCache.Remove(top);
                    }

                    fCache[key] = extent;
                    fCacheQ.Enqueue(key);
                }
            }

            return extent;
        }

        /// <summary>
        /// Normalizes the weight matrix so that it does not overflow an int when
        /// multiplied with a 1-byte channel intensity, and a 1-byte alpha. In
        /// order to do this, the sum and maximum must be less than 32768. The
        /// values of the matrix will be scaled by a power of two to be just below 32768
        /// </summary>
        /// <param name="weights">The weight matrix to be normalized.</param>
        protected void NormalizeWeightMatrix(int[][] weights) 
        {
            int max = 0;
            int sum = 0;
            int shift = 0;
            int width = weights[0].Length;
            int height = weights.Length;

            // Find the magnitude sum and maximum of the weights matrix
            for (int y = 0; y < weights.Length; y++) 
            {
                int[] row = weights[y];

                for (int x = 0; x < row.Length; x++) 
                {
                    int mag = Math.Abs(row[x]);
                    max = Math.Max(max, mag);
                    sum += mag;
                }
            }

            max = Math.Max(sum, max);
            while ((1 << shift) < max)
            {
                shift++;
            }

            shift = 15 - shift;

            //shift it so that it's less than 32768
            for (int y = 0; y < weights.Length; y++) 
            {
                int[] row = weights[y];

                for (int x = 0; x < row.Length; x++) 
                {
                    if (shift < 0) 
                    {
                        row[x] >>= -shift;
                    } 
                    else if (shift > 0)
                    {
                        row[x] <<= shift;
                    }
                }
            }
        }

        public unsafe void RenderConvolutionFilter(int[][] weights, int offset, RenderArgs dstArgs, RenderArgs srcArgs, 
            Rectangle[] rois, int startIndex, int length)
        {
            int weightsWidth = weights[0].Length;
            int weightsHeight = weights.Length;

            int fYOffset = -(weightsHeight / 2);
            int fXOffset = -(weightsWidth / 2);

            // we cache the beginning and ending horizontal indices into the weights matrix
            // for every source pixel X location
            // i.e. for src[x,y], where we're concerned with x, what weight[x,y] horizontal
            // extent should we worry about?
            // this way we end up with less branches and faster code (hopefully?!)
            FExtent fxExtent = GetFExtent(srcArgs.Surface.Width, weightsWidth);
            FExtent fyExtent = GetFExtent(srcArgs.Surface.Height, weightsHeight);

            for (int ri = startIndex; ri < startIndex + length; ++ri)
            {
                Rectangle roi = rois[ri];

                for (int y = roi.Top; y < roi.Bottom; ++y)
                {
                    ColorBgra* dstPixel = dstArgs.Surface.GetPointAddressUnchecked(roi.Left, y);
                    int fyStart = fyExtent.fStarts[y];
                    int fyEnd = fyExtent.fEnds[y];

                    for (int x = roi.Left; x < roi.Right; ++x)
                    {
                        int redSum = 0;
                        int greenSum = 0;
                        int blueSum = 0;
                        int alphaSum = 0;
                        int colorFactor = 0;
                        int alphaFactor = 0;
                        int fxStart = fxExtent.fStarts[x];
                        int fxEnd = fxExtent.fEnds[x];

                        for (int fy = fyStart; fy < fyEnd; ++fy)
                        {
                            int srcY = y + fy + fYOffset;
                            int srcX1 = x + fXOffset + fxStart;

                            ColorBgra* srcPixel = srcArgs.Surface.GetPointAddressUnchecked(srcX1, srcY);
                            int[] wRow = weights[fy];

                            for (int fx = fxStart; fx < fxEnd; ++fx)
                            {
                                int srcX = fx + srcX1;
                                int weight = wRow[fx];

                                ColorBgra c = *srcPixel;

                                alphaFactor += weight;
                                weight = weight * (c.A + (c.A >> 7));
                                colorFactor += weight;
                                weight >>= 8;

                                redSum += c.R * weight;
                                blueSum += c.B * weight;
                                greenSum += c.G * weight;
                                alphaSum += c.A * weight;

                                ++srcPixel;
                            }
                        }

                        colorFactor /= 256;

                        if (colorFactor != 0)
                        {
                            redSum /= colorFactor;
                            greenSum /= colorFactor;
                            blueSum /= colorFactor;
                        }
                        else
                        {
                            redSum = 0;
                            greenSum = 0;
                            blueSum = 0;
                        }

                        if (alphaFactor != 0)
                        {
                            alphaSum /= alphaFactor;
                        }
                        else
                        {
                            alphaSum = 0;
                        }

                        redSum += offset;
                        greenSum += offset;
                        blueSum += offset;
                        alphaSum += offset;

                        #region clamp values to [0,255]
                        if (redSum < 0)
                        {
                            redSum = 0;
                        }
                        else if (redSum > 255)
                        {
                            redSum = 255;
                        }

                        if (greenSum < 0)
                        {
                            greenSum = 0;
                        }
                        else if (greenSum > 255)
                        {
                            greenSum = 255;
                        }

                        if (blueSum < 0)
                        {
                            blueSum = 0;
                        }
                        else if (blueSum > 255)
                        {
                            blueSum = 255;
                        }

                        if (alphaSum < 0)
                        {
                            alphaSum = 0;
                        }
                        else if (alphaSum > 255)
                        {
                            alphaSum = 255;
                        }
                        #endregion

                        *dstPixel = ColorBgra.FromBgra((byte)blueSum, (byte)greenSum, (byte)redSum, (byte)alphaSum);
                        ++dstPixel;
                    }
                }
            }
        }

        internal ConvolutionFilterEffect(string name, Image image, EffectFlags flags)
            : base(name, image, flags)
        {
        }
    }
}
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