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mirror of https://github.com/Artemis-RGB/Artemis synced 2025-12-13 05:48:35 +00:00

Added ColorQuantizer optimizations

This commit is contained in:
Darth Affe 2022-08-20 18:03:01 +02:00
parent 3257f94548
commit c7202bb94c
11 changed files with 681 additions and 330 deletions

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@ -71,6 +71,7 @@
<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=rgb_002Enet/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=services_005Ccolorquantizer/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=services_005Ccolorquantizer_005Cinterfaces/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=services_005Ccolorquantizer_005Csorting/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=services_005Cinput/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=services_005Cinput_005Cenums/@EntryIndexedValue">True</s:Boolean>
<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=services_005Cinput_005Cevents/@EntryIndexedValue">True</s:Boolean>

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@ -1,67 +1,186 @@
using SkiaSharp;
using System.Collections.Generic;
using System;
using SkiaSharp;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
namespace Artemis.Core.Services
namespace Artemis.Core.Services;
internal class ColorCube
{
internal class ColorCube
#region Properties & Fields
private readonly int _from;
private readonly int _length;
private SortTarget _currentOrder = SortTarget.None;
#endregion
#region Constructors
public ColorCube(in Span<SKColor> fullColorList, int from, int length, SortTarget preOrdered)
{
private readonly List<SKColor> _colors;
this._from = from;
this._length = length;
internal ColorCube(IEnumerable<SKColor> colors)
OrderColors(fullColorList.Slice(from, length), preOrdered);
}
#endregion
#region Methods
private void OrderColors(in Span<SKColor> colors, SortTarget preOrdered)
{
if (colors.Length < 2) return;
ColorRanges colorRanges = GetColorRanges(colors);
if ((colorRanges.RedRange > colorRanges.GreenRange) && (colorRanges.RedRange > colorRanges.BlueRange))
{
if (colors.Count() < 2)
{
_colors = colors.ToList();
return;
}
if (preOrdered != SortTarget.Red)
RadixLikeSortRed.Sort(colors);
int redRange = colors.Max(c => c.Red) - colors.Min(c => c.Red);
int greenRange = colors.Max(c => c.Green) - colors.Min(c => c.Green);
int blueRange = colors.Max(c => c.Blue) - colors.Min(c => c.Blue);
if (redRange > greenRange && redRange > blueRange)
_colors = colors.OrderBy(a => a.Red).ToList();
else if (greenRange > blueRange)
_colors = colors.OrderBy(a => a.Green).ToList();
else
_colors = colors.OrderBy(a => a.Blue).ToList();
_currentOrder = SortTarget.Red;
}
internal bool TrySplit([NotNullWhen(returnValue: true)] out ColorCube? a, [NotNullWhen(returnValue: true)] out ColorCube? b)
else if (colorRanges.GreenRange > colorRanges.BlueRange)
{
if (_colors.Count < 2)
{
a = null;
b = null;
return false;
}
if (preOrdered != SortTarget.Green)
RadixLikeSortGreen.Sort(colors);
int median = _colors.Count / 2;
a = new ColorCube(_colors.GetRange(0, median));
b = new ColorCube(_colors.GetRange(median, _colors.Count - median));
return true;
_currentOrder = SortTarget.Green;
}
internal SKColor GetAverageColor()
else
{
int r = 0, g = 0, b = 0;
if (preOrdered != SortTarget.Blue)
RadixLikeSortBlue.Sort(colors);
for (int i = 0; i < _colors.Count; i++)
{
r += _colors[i].Red;
g += _colors[i].Green;
b += _colors[i].Blue;
}
return new SKColor(
(byte)(r / _colors.Count),
(byte)(g / _colors.Count),
(byte)(b / _colors.Count)
);
_currentOrder = SortTarget.Blue;
}
}
private ColorRanges GetColorRanges(in Span<SKColor> colors)
{
if (colors.Length < 70)
{
byte redMin = byte.MaxValue;
byte redMax = byte.MinValue;
byte greenMin = byte.MaxValue;
byte greenMax = byte.MinValue;
byte blueMin = byte.MaxValue;
byte blueMax = byte.MinValue;
foreach (SKColor color in colors)
{
if (color.Red < redMin) redMin = color.Red;
if (color.Red > redMax) redMax = color.Red;
if (color.Green < greenMin) greenMin = color.Green;
if (color.Green > greenMax) greenMax = color.Green;
if (color.Blue < blueMin) blueMin = color.Blue;
if (color.Blue > blueMax) blueMax = color.Blue;
}
return new ColorRanges((byte)(redMax - redMin), (byte)(greenMax - greenMin), (byte)(blueMax - blueMin));
}
else
{
int elementsPerVector = Vector<byte>.Count / 3;
int chunks = colors.Length / elementsPerVector;
int missingElements = colors.Length - (chunks * elementsPerVector);
Vector<byte> max = Vector<byte>.Zero;
Vector<byte> min = new(byte.MaxValue);
Span<byte> chunkData = stackalloc byte[Vector<byte>.Count];
int dataIndex = 0;
for (int i = 0; i < chunks; i++)
{
int chunkDataIndex = 0;
for (int j = 0; j < elementsPerVector; j++)
{
SKColor color = colors[dataIndex];
chunkData[chunkDataIndex] = color.Red;
++chunkDataIndex;
chunkData[chunkDataIndex] = color.Green;
++chunkDataIndex;
chunkData[chunkDataIndex] = color.Blue;
++chunkDataIndex;
++dataIndex;
}
Vector<byte> chunkVector = new(chunkData);
max = Vector.Max(max, chunkVector);
min = Vector.Min(min, chunkVector);
}
byte redMin = byte.MaxValue;
byte redMax = byte.MinValue;
byte greenMin = byte.MaxValue;
byte greenMax = byte.MinValue;
byte blueMin = byte.MaxValue;
byte blueMax = byte.MinValue;
int vectorEntries = elementsPerVector * 3;
for (int i = 0; i < vectorEntries; i += 3)
{
if (min[i] < redMin) redMin = min[i];
if (max[i] > redMax) redMax = max[i];
if (min[i + 1] < greenMin) greenMin = min[i + 1];
if (max[i + 1] > greenMax) greenMax = max[i + 1];
if (min[i + 2] < blueMin) blueMin = min[i + 2];
if (max[i + 2] > blueMax) blueMax = max[i + 2];
}
for (int i = 0; i < missingElements; i++)
{
SKColor color = colors[dataIndex];
if (color.Red < redMin) redMin = color.Red;
if (color.Red > redMax) redMax = color.Red;
if (color.Green < greenMin) greenMin = color.Green;
if (color.Green > greenMax) greenMax = color.Green;
if (color.Blue < blueMin) blueMin = color.Blue;
if (color.Blue > blueMax) blueMax = color.Blue;
++dataIndex;
}
return new ColorRanges((byte)(redMax - redMin), (byte)(greenMax - greenMin), (byte)(blueMax - blueMin));
}
}
internal bool TrySplit(in Span<SKColor> fullColorList, [NotNullWhen(returnValue: true)] out ColorCube? a, [NotNullWhen(returnValue: true)] out ColorCube? b)
{
Span<SKColor> colors = fullColorList.Slice(_from, _length);
if (colors.Length < 2)
{
a = null;
b = null;
return false;
}
int median = colors.Length / 2;
a = new ColorCube(fullColorList, _from, median, _currentOrder);
b = new ColorCube(fullColorList, _from + median, colors.Length - median, _currentOrder);
return true;
}
internal SKColor GetAverageColor(in Span<SKColor> fullColorList)
{
Span<SKColor> colors = fullColorList.Slice(_from, _length);
int r = 0, g = 0, b = 0;
foreach (SKColor color in colors)
{
r += color.Red;
g += color.Green;
b += color.Blue;
}
return new SKColor((byte)(r / colors.Length),
(byte)(g / colors.Length),
(byte)(b / colors.Length));
}
#endregion
}

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@ -0,0 +1,314 @@
using System;
using System.Collections.Generic;
using SkiaSharp;
namespace Artemis.Core.Services;
/// <summary>
/// A service providing a pallette of colors in a bitmap based on vibrant.js
/// </summary>
public static class ColorQuantizer
{
#region Properties & Fields
/// <summary>
/// Target luma for dark color variants. (see <see cref="ColorType"/>)
/// </summary>
public static float TargetDarkLuma { get; set; } = 0.26f;
/// <summary>
/// Maximum luma for dark color variants. (see <see cref="ColorType"/>)
/// </summary>
public static float MaxDarkLuma { get; set; } = 0.45f;
/// <summary>
/// Minimum luma for light color variants. (see <see cref="ColorType"/>)
/// </summary>
public static float MinLightLuma { get; set; } = 0.55f;
/// <summary>
/// Target luma for light color variants. (see <see cref="ColorType"/>)
/// </summary>
public static float TargetLightLuma { get; set; } = 0.74f;
/// <summary>
/// Minimum luma for normal color variants. (see <see cref="ColorType"/>)
/// </summary>
public static float MinNormalLuma { get; set; } = 0.3f;
/// <summary>
/// Target luma for normal color variants. (see <see cref="ColorType"/>)
/// </summary>
public static float TargetNormalLuma { get; set; } = 0.5f;
/// <summary>
/// Maximum luma for normal color variants. (see <see cref="ColorType"/>)
/// </summary>
public static float MaxNormalLuma { get; set; } = 0.7f;
/// <summary>
/// Target saturation for muted color variants. (see <see cref="ColorType"/>)
/// </summary>
public static float TargetMutesSaturation { get; set; } = 0.3f;
/// <summary>
/// Maximum saturation for muted color variants. (see <see cref="ColorType"/>)
/// </summary>
public static float MaxMutesSaturation { get; set; } = 0.3f;
/// <summary>
/// Target saturation for vibrant color variants. (see <see cref="ColorType"/>)
/// </summary>
public static float TargetVibrantSaturation { get; set; } = 1.0f;
/// <summary>
/// Minimum saturation for vibrant color variants. (see <see cref="ColorType"/>)
/// </summary>
public static float MinVibrantSaturation { get; set; } = 0.35f;
/// <summary>
/// Weight of the saturation value.
/// </summary>
public static float WeightSaturation { get; set; } = 3f;
/// <summary>
/// Weight of the luma value.
/// </summary>
public static float WeightLuma { get; set; } = 5f;
#endregion
#region Methods
/// <summary>
/// Reduces an <see cref="SKImage"/> to a given amount of relevant colors. Based on the Median Cut algorithm.
/// </summary>
/// <param name="image">The image to quantize.</param>
/// <param name="amount">The number of colors that should be calculated. Must be a power of two.</param>
/// <returns>The quantized colors.</returns>
public static SKColor[] Quantize(in SKImage image, int amount = 32)
{
using SKBitmap bitmap = SKBitmap.FromImage(image);
return Quantize(bitmap.Pixels, amount);
}
/// <summary>
/// Reduces an <see cref="Span{SKColor}"/> to a given amount of relevant colors. Based on the Median Cut algorithm.
/// </summary>
/// <param name="colors">The colors to quantize.</param>
/// <param name="amount">The number of colors that should be calculated. Must be a power of two.</param>
/// <returns>The quantized colors.</returns>
public static SKColor[] Quantize(in Span<SKColor> colors, int amount = 32)
{
if ((amount & (amount - 1)) != 0)
throw new ArgumentException("Must be power of two", nameof(amount));
Queue<ColorCube> cubes = new(amount);
cubes.Enqueue(new ColorCube(colors, 0, colors.Length, SortTarget.None));
while (cubes.Count < amount)
{
ColorCube cube = cubes.Dequeue();
if (cube.TrySplit(colors, out ColorCube? a, out ColorCube? b))
{
cubes.Enqueue(a);
cubes.Enqueue(b);
}
}
SKColor[] result = new SKColor[cubes.Count];
int i = 0;
foreach (ColorCube colorCube in cubes)
result[i++] = colorCube.GetAverageColor(colors);
return result;
}
/// <summary>
/// Finds colors with certain characteristics in a given <see cref="IEnumerable{SKColor}"/>.<para />
/// Vibrant variants are more saturated, while Muted colors are less.<para />
/// Light and Dark colors have higher and lower lightness values, respectively.
/// </summary>
/// <param name="colors">The colors to find the variations in</param>
/// <param name="type">Which type of color to find</param>
/// <param name="ignoreLimits">Ignore hard limits on whether a color is considered for each category. Result may be <see cref="SKColor.Empty"/> if this is false</param>
/// <returns>The color found</returns>
public static SKColor FindColorVariation(IEnumerable<SKColor> colors, ColorType type, bool ignoreLimits = false)
{
SKColor bestColor = SKColor.Empty;
float bestColorScore = 0;
foreach (SKColor color in colors)
{
float score = GetScore(color, type, ignoreLimits);
if (score > bestColorScore)
{
bestColorScore = score;
bestColor = color;
}
}
return bestColor;
}
/// <summary>
/// Finds all the color variations available and returns a struct containing them all.
/// </summary>
/// <param name="colors">The colors to find the variations in</param>
/// <param name="ignoreLimits">Ignore hard limits on whether a color is considered for each category. Some colors may be <see cref="SKColor.Empty"/> if this is false</param>
/// <returns>A swatch containing all color variations</returns>
public static ColorSwatch FindAllColorVariations(IEnumerable<SKColor> colors, bool ignoreLimits = false)
{
SKColor bestVibrantColor = SKColor.Empty;
SKColor bestLightVibrantColor = SKColor.Empty;
SKColor bestDarkVibrantColor = SKColor.Empty;
SKColor bestMutedColor = SKColor.Empty;
SKColor bestLightMutedColor = SKColor.Empty;
SKColor bestDarkMutedColor = SKColor.Empty;
float bestVibrantScore = float.MinValue;
float bestLightVibrantScore = float.MinValue;
float bestDarkVibrantScore = float.MinValue;
float bestMutedScore = float.MinValue;
float bestLightMutedScore = float.MinValue;
float bestDarkMutedScore = float.MinValue;
//ugly but at least we only loop through the enumerable once ¯\_(ツ)_/¯
foreach (SKColor color in colors)
{
static void SetIfBetterScore(ref float bestScore, ref SKColor bestColor, SKColor newColor, ColorType type, bool ignoreLimits)
{
float newScore = GetScore(newColor, type, ignoreLimits);
if (newScore > bestScore)
{
bestScore = newScore;
bestColor = newColor;
}
}
SetIfBetterScore(ref bestVibrantScore, ref bestVibrantColor, color, ColorType.Vibrant, ignoreLimits);
SetIfBetterScore(ref bestLightVibrantScore, ref bestLightVibrantColor, color, ColorType.LightVibrant, ignoreLimits);
SetIfBetterScore(ref bestDarkVibrantScore, ref bestDarkVibrantColor, color, ColorType.DarkVibrant, ignoreLimits);
SetIfBetterScore(ref bestMutedScore, ref bestMutedColor, color, ColorType.Muted, ignoreLimits);
SetIfBetterScore(ref bestLightMutedScore, ref bestLightMutedColor, color, ColorType.LightMuted, ignoreLimits);
SetIfBetterScore(ref bestDarkMutedScore, ref bestDarkMutedColor, color, ColorType.DarkMuted, ignoreLimits);
}
return new ColorSwatch
{
Vibrant = bestVibrantColor,
LightVibrant = bestLightVibrantColor,
DarkVibrant = bestDarkVibrantColor,
Muted = bestMutedColor,
LightMuted = bestLightMutedColor,
DarkMuted = bestDarkMutedColor,
};
}
/// <summary>
/// Quantizes the image, finds all the color variations available and returns a struct containing them all.
/// </summary>
/// <param name="image">The image to quantize.</param>
/// <param name="amount">The number of colors that should be calculated. Must be a power of two.</param>
/// <param name="ignoreLimits">Ignore hard limits on whether a color is considered for each category. Some colors may be <see cref="SKColor.Empty"/> if this is false</param>
/// <returns></returns>
public static ColorSwatch GetColorVariations(in SKImage image, int amount = 32, bool ignoreLimits = false) => FindAllColorVariations(Quantize(image, amount), ignoreLimits);
/// <summary>
/// Quantizes the colors, finds all the color variations available and returns a struct containing them all.
/// </summary>
/// <param name="colors">The colors to quantize.</param>
/// <param name="amount">The number of colors that should be calculated. Must be a power of two.</param>
/// <param name="ignoreLimits">Ignore hard limits on whether a color is considered for each category. Some colors may be <see cref="SKColor.Empty"/> if this is false</param>
/// <returns></returns>
public static ColorSwatch GetColorVariations(in Span<SKColor> colors, int amount = 32, bool ignoreLimits = false) => FindAllColorVariations(Quantize(colors, amount), ignoreLimits);
private static float GetScore(SKColor color, ColorType type, bool ignoreLimits = false)
{
static float InvertDiff(float value, float target) => 1 - Math.Abs(value - target);
color.ToHsl(out float _, out float saturation, out float luma);
saturation /= 100f;
luma /= 100f;
if (!ignoreLimits && ((saturation <= GetMinSaturation(type)) || (saturation >= GetMaxSaturation(type)) || (luma <= GetMinLuma(type)) || (luma >= GetMaxLuma(type))))
{
//if either saturation or luma falls outside the min-max, return the
//lowest score possible unless we're ignoring these limits.
return float.MinValue;
}
float totalValue = (InvertDiff(saturation, GetTargetSaturation(type)) * WeightSaturation) + (InvertDiff(luma, GetTargetLuma(type)) * WeightLuma);
float totalWeight = WeightSaturation + WeightLuma;
return totalValue / totalWeight;
}
private static float GetTargetLuma(ColorType colorType) => colorType switch
{
ColorType.Vibrant => TargetNormalLuma,
ColorType.LightVibrant => TargetLightLuma,
ColorType.DarkVibrant => TargetDarkLuma,
ColorType.Muted => TargetNormalLuma,
ColorType.LightMuted => TargetLightLuma,
ColorType.DarkMuted => TargetDarkLuma,
_ => throw new ArgumentException(nameof(colorType))
};
private static float GetMinLuma(ColorType colorType) => colorType switch
{
ColorType.Vibrant => MinNormalLuma,
ColorType.LightVibrant => MinLightLuma,
ColorType.DarkVibrant => 0f,
ColorType.Muted => MinNormalLuma,
ColorType.LightMuted => MinLightLuma,
ColorType.DarkMuted => 0,
_ => throw new ArgumentException(nameof(colorType))
};
private static float GetMaxLuma(ColorType colorType) => colorType switch
{
ColorType.Vibrant => MaxNormalLuma,
ColorType.LightVibrant => 1f,
ColorType.DarkVibrant => MaxDarkLuma,
ColorType.Muted => MaxNormalLuma,
ColorType.LightMuted => 1f,
ColorType.DarkMuted => MaxDarkLuma,
_ => throw new ArgumentException(nameof(colorType))
};
private static float GetTargetSaturation(ColorType colorType) => colorType switch
{
ColorType.Vibrant => TargetVibrantSaturation,
ColorType.LightVibrant => TargetVibrantSaturation,
ColorType.DarkVibrant => TargetVibrantSaturation,
ColorType.Muted => TargetMutesSaturation,
ColorType.LightMuted => TargetMutesSaturation,
ColorType.DarkMuted => TargetMutesSaturation,
_ => throw new ArgumentException(nameof(colorType))
};
private static float GetMinSaturation(ColorType colorType) => colorType switch
{
ColorType.Vibrant => MinVibrantSaturation,
ColorType.LightVibrant => MinVibrantSaturation,
ColorType.DarkVibrant => MinVibrantSaturation,
ColorType.Muted => 0,
ColorType.LightMuted => 0,
ColorType.DarkMuted => 0,
_ => throw new ArgumentException(nameof(colorType))
};
private static float GetMaxSaturation(ColorType colorType) => colorType switch
{
ColorType.Vibrant => 1f,
ColorType.LightVibrant => 1f,
ColorType.DarkVibrant => 1f,
ColorType.Muted => MaxMutesSaturation,
ColorType.LightMuted => MaxMutesSaturation,
ColorType.DarkMuted => MaxMutesSaturation,
_ => throw new ArgumentException(nameof(colorType))
};
#endregion
}

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using System;
using System.Collections.Generic;
using System.Linq;
using SkiaSharp;
namespace Artemis.Core.Services
{
/// <inheritdoc />
internal class ColorQuantizerService : IColorQuantizerService
{
/// <inheritdoc />
public SKColor[] Quantize(IEnumerable<SKColor> colors, int amount)
{
if ((amount & (amount - 1)) != 0)
throw new ArgumentException("Must be power of two", nameof(amount));
Queue<ColorCube> cubes = new(amount);
cubes.Enqueue(new ColorCube(colors));
while (cubes.Count < amount)
{
ColorCube cube = cubes.Dequeue();
if (cube.TrySplit(out ColorCube? a, out ColorCube? b))
{
cubes.Enqueue(a);
cubes.Enqueue(b);
}
}
return cubes.Select(c => c.GetAverageColor()).ToArray();
}
/// <inheritdoc />
public SKColor FindColorVariation(IEnumerable<SKColor> colors, ColorType type, bool ignoreLimits = false)
{
float bestColorScore = 0;
SKColor bestColor = SKColor.Empty;
foreach (SKColor clr in colors)
{
float score = GetScore(clr, type, ignoreLimits);
if (score > bestColorScore)
{
bestColorScore = score;
bestColor = clr;
}
}
return bestColor;
}
/// <inheritdoc />
public ColorSwatch FindAllColorVariations(IEnumerable<SKColor> colors, bool ignoreLimits = false)
{
SKColor bestVibrantColor = SKColor.Empty;
SKColor bestLightVibrantColor = SKColor.Empty;
SKColor bestDarkVibrantColor = SKColor.Empty;
SKColor bestMutedColor = SKColor.Empty;
SKColor bestLightMutedColor = SKColor.Empty;
SKColor bestDarkMutedColor = SKColor.Empty;
float bestVibrantScore = 0;
float bestLightVibrantScore = 0;
float bestDarkVibrantScore = 0;
float bestMutedScore = 0;
float bestLightMutedScore = 0;
float bestDarkMutedScore = 0;
//ugly but at least we only loop through the enumerable once ¯\_(ツ)_/¯
foreach (SKColor color in colors)
{
static void SetIfBetterScore(ref float bestScore, ref SKColor bestColor, SKColor newColor, ColorType type, bool ignoreLimits)
{
float newScore = GetScore(newColor, type, ignoreLimits);
if (newScore > bestScore)
{
bestScore = newScore;
bestColor = newColor;
}
}
SetIfBetterScore(ref bestVibrantScore, ref bestVibrantColor, color, ColorType.Vibrant, ignoreLimits);
SetIfBetterScore(ref bestLightVibrantScore, ref bestLightVibrantColor, color, ColorType.LightVibrant, ignoreLimits);
SetIfBetterScore(ref bestDarkVibrantScore, ref bestDarkVibrantColor, color, ColorType.DarkVibrant, ignoreLimits);
SetIfBetterScore(ref bestMutedScore, ref bestMutedColor, color, ColorType.Muted, ignoreLimits);
SetIfBetterScore(ref bestLightMutedScore, ref bestLightMutedColor, color, ColorType.LightMuted, ignoreLimits);
SetIfBetterScore(ref bestDarkMutedScore, ref bestDarkMutedColor, color, ColorType.DarkMuted, ignoreLimits);
}
return new ColorSwatch
{
Vibrant = bestVibrantColor,
LightVibrant = bestLightVibrantColor,
DarkVibrant = bestDarkVibrantColor,
Muted = bestMutedColor,
LightMuted = bestLightMutedColor,
DarkMuted = bestDarkMutedColor,
};
}
private static float GetScore(SKColor color, ColorType type, bool ignoreLimits = false)
{
static float InvertDiff(float value, float target)
{
return 1 - Math.Abs(value - target);
}
color.ToHsl(out float _, out float saturation, out float luma);
saturation /= 100f;
luma /= 100f;
if (!ignoreLimits &&
(saturation <= GetMinSaturation(type) || saturation >= GetMaxSaturation(type)
|| luma <= GetMinLuma(type) || luma >= GetMaxLuma(type)))
{
//if either saturation or luma falls outside the min-max, return the
//lowest score possible unless we're ignoring these limits.
return float.MinValue;
}
float totalValue = (InvertDiff(saturation, GetTargetSaturation(type)) * weightSaturation) +
(InvertDiff(luma, GetTargetLuma(type)) * weightLuma);
const float totalWeight = weightSaturation + weightLuma;
return totalValue / totalWeight;
}
#region Constants
private const float targetDarkLuma = 0.26f;
private const float maxDarkLuma = 0.45f;
private const float minLightLuma = 0.55f;
private const float targetLightLuma = 0.74f;
private const float minNormalLuma = 0.3f;
private const float targetNormalLuma = 0.5f;
private const float maxNormalLuma = 0.7f;
private const float targetMutesSaturation = 0.3f;
private const float maxMutesSaturation = 0.3f;
private const float targetVibrantSaturation = 1.0f;
private const float minVibrantSaturation = 0.35f;
private const float weightSaturation = 3f;
private const float weightLuma = 5f;
private static float GetTargetLuma(ColorType colorType) => colorType switch
{
ColorType.Vibrant => targetNormalLuma,
ColorType.LightVibrant => targetLightLuma,
ColorType.DarkVibrant => targetDarkLuma,
ColorType.Muted => targetNormalLuma,
ColorType.LightMuted => targetLightLuma,
ColorType.DarkMuted => targetDarkLuma,
_ => throw new ArgumentException(nameof(colorType))
};
private static float GetMinLuma(ColorType colorType) => colorType switch
{
ColorType.Vibrant => minNormalLuma,
ColorType.LightVibrant => minLightLuma,
ColorType.DarkVibrant => 0f,
ColorType.Muted => minNormalLuma,
ColorType.LightMuted => minLightLuma,
ColorType.DarkMuted => 0,
_ => throw new ArgumentException(nameof(colorType))
};
private static float GetMaxLuma(ColorType colorType) => colorType switch
{
ColorType.Vibrant => maxNormalLuma,
ColorType.LightVibrant => 1f,
ColorType.DarkVibrant => maxDarkLuma,
ColorType.Muted => maxNormalLuma,
ColorType.LightMuted => 1f,
ColorType.DarkMuted => maxDarkLuma,
_ => throw new ArgumentException(nameof(colorType))
};
private static float GetTargetSaturation(ColorType colorType) => colorType switch
{
ColorType.Vibrant => targetVibrantSaturation,
ColorType.LightVibrant => targetVibrantSaturation,
ColorType.DarkVibrant => targetVibrantSaturation,
ColorType.Muted => targetMutesSaturation,
ColorType.LightMuted => targetMutesSaturation,
ColorType.DarkMuted => targetMutesSaturation,
_ => throw new ArgumentException(nameof(colorType))
};
private static float GetMinSaturation(ColorType colorType) => colorType switch
{
ColorType.Vibrant => minVibrantSaturation,
ColorType.LightVibrant => minVibrantSaturation,
ColorType.DarkVibrant => minVibrantSaturation,
ColorType.Muted => 0,
ColorType.LightMuted => 0,
ColorType.DarkMuted => 0,
_ => throw new ArgumentException(nameof(colorType))
};
private static float GetMaxSaturation(ColorType colorType) => colorType switch
{
ColorType.Vibrant => 1f,
ColorType.LightVibrant => 1f,
ColorType.DarkVibrant => 1f,
ColorType.Muted => maxMutesSaturation,
ColorType.LightMuted => maxMutesSaturation,
ColorType.DarkMuted => maxMutesSaturation,
_ => throw new ArgumentException(nameof(colorType))
};
#endregion
}
}

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namespace Artemis.Core.Services;
internal readonly struct ColorRanges
{
#region Properties & Fields
public readonly byte RedRange;
public readonly byte GreenRange;
public readonly byte BlueRange;
#endregion
#region Constructors
public ColorRanges(byte redRange, byte greenRange, byte blueRange)
{
this.RedRange = redRange;
this.GreenRange = greenRange;
this.BlueRange = blueRange;
}
#endregion
}

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namespace Artemis.Core.Services
namespace Artemis.Core.Services;
/// <summary>
/// The types of relevant colors in an image.
/// </summary>
public enum ColorType
{
/// <summary>
/// The types of relevant colors in an image.
/// Represents a saturated color.
/// </summary>
public enum ColorType
{
/// <summary>
/// Represents a saturated color.
/// </summary>
Vibrant,
Vibrant,
/// <summary>
/// Represents a saturated and light color.
/// </summary>
LightVibrant,
/// <summary>
/// Represents a saturated and light color.
/// </summary>
LightVibrant,
/// <summary>
/// Represents a saturated and dark color.
/// </summary>
DarkVibrant,
/// <summary>
/// Represents a saturated and dark color.
/// </summary>
DarkVibrant,
/// <summary>
/// Represents a desaturated color.
/// </summary>
Muted,
/// <summary>
/// Represents a desaturated color.
/// </summary>
Muted,
/// <summary>
/// Represents a desaturated and light color.
/// </summary>
LightMuted,
/// <summary>
/// Represents a desaturated and light color.
/// </summary>
LightMuted,
/// <summary>
/// Represents a desaturated and dark color.
/// </summary>
DarkMuted
}
/// <summary>
/// Represents a desaturated and dark color.
/// </summary>
DarkMuted
}

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using SkiaSharp;
using System.Collections.Generic;
namespace Artemis.Core.Services
{
/// <summary>
/// A service providing a pallette of colors in a bitmap based on vibrant.js
/// </summary>
public interface IColorQuantizerService : IArtemisService
{
/// <summary>
/// Reduces an <see cref="IEnumerable{SKColor}"/> to a given amount of relevant colors. Based on the Median Cut algorithm
/// </summary>
/// <param name="colors">The colors to quantize.</param>
/// <param name="amount">The number of colors that should be calculated. Must be a power of two.</param>
/// <returns>The quantized colors.</returns>
public SKColor[] Quantize(IEnumerable<SKColor> colors, int amount);
/// <summary>
/// Finds colors with certain characteristics in a given <see cref="IEnumerable{SKColor}"/>.<para />
/// Vibrant variants are more saturated, while Muted colors are less.<para />
/// Light and Dark colors have higher and lower lightness values, respectively.
/// </summary>
/// <param name="colors">The colors to find the variations in</param>
/// <param name="type">Which type of color to find</param>
/// <param name="ignoreLimits">Ignore hard limits on whether a color is considered for each category. Result may be <see cref="SKColor.Empty"/> if this is false</param>
/// <returns>The color found</returns>
public SKColor FindColorVariation(IEnumerable<SKColor> colors, ColorType type, bool ignoreLimits = false);
/// <summary>
/// Finds all the color variations available and returns a struct containing them all.
/// </summary>
/// <param name="colors">The colors to find the variations in</param>
/// <param name="ignoreLimits">Ignore hard limits on whether a color is considered for each category. Some colors may be <see cref="SKColor.Empty"/> if this is false</param>
/// <returns>A swatch containing all color variations</returns>
public ColorSwatch FindAllColorVariations(IEnumerable<SKColor> colors, bool ignoreLimits = false);
}
}

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namespace Artemis.Core.Services;
internal enum SortTarget
{
None, Red, Green, Blue
}

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using System;
using System.Buffers;
using SkiaSharp;
namespace Artemis.Core.Services;
internal class RadixLikeSortBlue
{
#region Methods
public static void Sort(in Span<SKColor> span)
{
Span<int> counts = stackalloc int[256];
foreach (SKColor t in span)
counts[t.Blue]++;
SKColor[][] bucketsArray = ArrayPool<SKColor[]>.Shared.Rent(256);
Span<SKColor[]> buckets = bucketsArray.AsSpan(0, 256);
for (int i = 0; i < counts.Length; i++)
buckets[i] = ArrayPool<SKColor>.Shared.Rent(counts[i]);
Span<int> currentBucketIndex = stackalloc int[256];
foreach (SKColor color in span)
{
int index = color.Blue;
SKColor[] bucket = buckets[index];
int bucketIndex = currentBucketIndex[index];
currentBucketIndex[index]++;
bucket[bucketIndex] = color;
}
int newIndex = 0;
for (int i = 0; i < buckets.Length; i++)
{
Span<SKColor> bucket = buckets[i].AsSpan(0, counts[i]);
bucket.CopyTo(span.Slice(newIndex));
newIndex += bucket.Length;
ArrayPool<SKColor>.Shared.Return(buckets[i]);
}
ArrayPool<SKColor[]>.Shared.Return(bucketsArray);
}
#endregion
}

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using System;
using System.Buffers;
using SkiaSharp;
namespace Artemis.Core.Services;
internal class RadixLikeSortGreen
{
#region Methods
public static void Sort(in Span<SKColor> span)
{
Span<int> counts = stackalloc int[256];
foreach (SKColor t in span)
counts[t.Green]++;
SKColor[][] bucketsArray = ArrayPool<SKColor[]>.Shared.Rent(256);
Span<SKColor[]> buckets = bucketsArray.AsSpan(0, 256);
for (int i = 0; i < counts.Length; i++)
buckets[i] = ArrayPool<SKColor>.Shared.Rent(counts[i]);
Span<int> currentBucketIndex = stackalloc int[256];
foreach (SKColor color in span)
{
int index = color.Green;
SKColor[] bucket = buckets[index];
int bucketIndex = currentBucketIndex[index];
currentBucketIndex[index]++;
bucket[bucketIndex] = color;
}
int newIndex = 0;
for (int i = 0; i < buckets.Length; i++)
{
Span<SKColor> bucket = buckets[i].AsSpan(0, counts[i]);
bucket.CopyTo(span.Slice(newIndex));
newIndex += bucket.Length;
ArrayPool<SKColor>.Shared.Return(buckets[i]);
}
ArrayPool<SKColor[]>.Shared.Return(bucketsArray);
}
#endregion
}

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using System;
using System.Buffers;
using SkiaSharp;
namespace Artemis.Core.Services;
internal class RadixLikeSortRed
{
#region Methods
public static void Sort(in Span<SKColor> span)
{
Span<int> counts = stackalloc int[256];
foreach (SKColor t in span)
counts[t.Red]++;
SKColor[][] bucketsArray = ArrayPool<SKColor[]>.Shared.Rent(256);
Span<SKColor[]> buckets = bucketsArray.AsSpan(0, 256);
for (int i = 0; i < counts.Length; i++)
buckets[i] = ArrayPool<SKColor>.Shared.Rent(counts[i]);
Span<int> currentBucketIndex = stackalloc int[256];
foreach (SKColor color in span)
{
int index = color.Red;
SKColor[] bucket = buckets[index];
int bucketIndex = currentBucketIndex[index];
currentBucketIndex[index]++;
bucket[bucketIndex] = color;
}
int newIndex = 0;
for (int i = 0; i < buckets.Length; i++)
{
Span<SKColor> bucket = buckets[i].AsSpan(0, counts[i]);
bucket.CopyTo(span.Slice(newIndex));
newIndex += bucket.Length;
ArrayPool<SKColor>.Shared.Return(buckets[i]);
}
ArrayPool<SKColor[]>.Shared.Return(bucketsArray);
}
#endregion
}