mirror of
https://github.com/Artemis-RGB/Artemis
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Added ColorQuantizer optimizations
This commit is contained in:
parent
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commit
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@ -71,6 +71,7 @@
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<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=rgb_002Enet/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=services_005Ccolorquantizer/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=services_005Ccolorquantizer_005Cinterfaces/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=services_005Ccolorquantizer_005Csorting/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=services_005Cinput/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=services_005Cinput_005Cenums/@EntryIndexedValue">True</s:Boolean>
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<s:Boolean x:Key="/Default/CodeInspection/NamespaceProvider/NamespaceFoldersToSkip/=services_005Cinput_005Cevents/@EntryIndexedValue">True</s:Boolean>
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@ -1,67 +1,186 @@
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using SkiaSharp;
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using System.Collections.Generic;
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using System;
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using SkiaSharp;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Numerics;
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namespace Artemis.Core.Services
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namespace Artemis.Core.Services;
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internal class ColorCube
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{
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internal class ColorCube
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#region Properties & Fields
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private readonly int _from;
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private readonly int _length;
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private SortTarget _currentOrder = SortTarget.None;
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#endregion
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#region Constructors
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public ColorCube(in Span<SKColor> fullColorList, int from, int length, SortTarget preOrdered)
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{
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private readonly List<SKColor> _colors;
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this._from = from;
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this._length = length;
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internal ColorCube(IEnumerable<SKColor> colors)
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OrderColors(fullColorList.Slice(from, length), preOrdered);
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}
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#endregion
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#region Methods
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private void OrderColors(in Span<SKColor> colors, SortTarget preOrdered)
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{
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if (colors.Length < 2) return;
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ColorRanges colorRanges = GetColorRanges(colors);
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if ((colorRanges.RedRange > colorRanges.GreenRange) && (colorRanges.RedRange > colorRanges.BlueRange))
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{
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if (colors.Count() < 2)
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{
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_colors = colors.ToList();
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return;
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}
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if (preOrdered != SortTarget.Red)
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RadixLikeSortRed.Sort(colors);
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int redRange = colors.Max(c => c.Red) - colors.Min(c => c.Red);
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int greenRange = colors.Max(c => c.Green) - colors.Min(c => c.Green);
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int blueRange = colors.Max(c => c.Blue) - colors.Min(c => c.Blue);
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if (redRange > greenRange && redRange > blueRange)
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_colors = colors.OrderBy(a => a.Red).ToList();
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else if (greenRange > blueRange)
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_colors = colors.OrderBy(a => a.Green).ToList();
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else
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_colors = colors.OrderBy(a => a.Blue).ToList();
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_currentOrder = SortTarget.Red;
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}
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internal bool TrySplit([NotNullWhen(returnValue: true)] out ColorCube? a, [NotNullWhen(returnValue: true)] out ColorCube? b)
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else if (colorRanges.GreenRange > colorRanges.BlueRange)
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{
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if (_colors.Count < 2)
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{
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a = null;
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b = null;
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return false;
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}
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if (preOrdered != SortTarget.Green)
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RadixLikeSortGreen.Sort(colors);
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int median = _colors.Count / 2;
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a = new ColorCube(_colors.GetRange(0, median));
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b = new ColorCube(_colors.GetRange(median, _colors.Count - median));
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return true;
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_currentOrder = SortTarget.Green;
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}
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internal SKColor GetAverageColor()
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else
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{
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int r = 0, g = 0, b = 0;
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if (preOrdered != SortTarget.Blue)
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RadixLikeSortBlue.Sort(colors);
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for (int i = 0; i < _colors.Count; i++)
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{
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r += _colors[i].Red;
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g += _colors[i].Green;
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b += _colors[i].Blue;
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}
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return new SKColor(
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(byte)(r / _colors.Count),
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(byte)(g / _colors.Count),
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(byte)(b / _colors.Count)
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);
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_currentOrder = SortTarget.Blue;
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}
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}
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private ColorRanges GetColorRanges(in Span<SKColor> colors)
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{
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if (colors.Length < 70)
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{
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byte redMin = byte.MaxValue;
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byte redMax = byte.MinValue;
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byte greenMin = byte.MaxValue;
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byte greenMax = byte.MinValue;
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byte blueMin = byte.MaxValue;
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byte blueMax = byte.MinValue;
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foreach (SKColor color in colors)
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{
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if (color.Red < redMin) redMin = color.Red;
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if (color.Red > redMax) redMax = color.Red;
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if (color.Green < greenMin) greenMin = color.Green;
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if (color.Green > greenMax) greenMax = color.Green;
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if (color.Blue < blueMin) blueMin = color.Blue;
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if (color.Blue > blueMax) blueMax = color.Blue;
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}
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return new ColorRanges((byte)(redMax - redMin), (byte)(greenMax - greenMin), (byte)(blueMax - blueMin));
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}
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else
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{
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int elementsPerVector = Vector<byte>.Count / 3;
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int chunks = colors.Length / elementsPerVector;
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int missingElements = colors.Length - (chunks * elementsPerVector);
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Vector<byte> max = Vector<byte>.Zero;
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Vector<byte> min = new(byte.MaxValue);
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Span<byte> chunkData = stackalloc byte[Vector<byte>.Count];
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int dataIndex = 0;
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for (int i = 0; i < chunks; i++)
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{
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int chunkDataIndex = 0;
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for (int j = 0; j < elementsPerVector; j++)
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{
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SKColor color = colors[dataIndex];
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chunkData[chunkDataIndex] = color.Red;
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++chunkDataIndex;
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chunkData[chunkDataIndex] = color.Green;
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++chunkDataIndex;
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chunkData[chunkDataIndex] = color.Blue;
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++chunkDataIndex;
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++dataIndex;
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}
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Vector<byte> chunkVector = new(chunkData);
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max = Vector.Max(max, chunkVector);
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min = Vector.Min(min, chunkVector);
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}
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byte redMin = byte.MaxValue;
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byte redMax = byte.MinValue;
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byte greenMin = byte.MaxValue;
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byte greenMax = byte.MinValue;
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byte blueMin = byte.MaxValue;
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byte blueMax = byte.MinValue;
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int vectorEntries = elementsPerVector * 3;
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for (int i = 0; i < vectorEntries; i += 3)
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{
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if (min[i] < redMin) redMin = min[i];
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if (max[i] > redMax) redMax = max[i];
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if (min[i + 1] < greenMin) greenMin = min[i + 1];
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if (max[i + 1] > greenMax) greenMax = max[i + 1];
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if (min[i + 2] < blueMin) blueMin = min[i + 2];
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if (max[i + 2] > blueMax) blueMax = max[i + 2];
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}
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for (int i = 0; i < missingElements; i++)
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{
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SKColor color = colors[dataIndex];
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if (color.Red < redMin) redMin = color.Red;
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if (color.Red > redMax) redMax = color.Red;
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if (color.Green < greenMin) greenMin = color.Green;
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if (color.Green > greenMax) greenMax = color.Green;
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if (color.Blue < blueMin) blueMin = color.Blue;
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if (color.Blue > blueMax) blueMax = color.Blue;
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++dataIndex;
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}
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return new ColorRanges((byte)(redMax - redMin), (byte)(greenMax - greenMin), (byte)(blueMax - blueMin));
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}
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}
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internal bool TrySplit(in Span<SKColor> fullColorList, [NotNullWhen(returnValue: true)] out ColorCube? a, [NotNullWhen(returnValue: true)] out ColorCube? b)
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{
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Span<SKColor> colors = fullColorList.Slice(_from, _length);
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if (colors.Length < 2)
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{
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a = null;
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b = null;
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return false;
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}
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int median = colors.Length / 2;
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a = new ColorCube(fullColorList, _from, median, _currentOrder);
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b = new ColorCube(fullColorList, _from + median, colors.Length - median, _currentOrder);
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return true;
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}
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internal SKColor GetAverageColor(in Span<SKColor> fullColorList)
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{
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Span<SKColor> colors = fullColorList.Slice(_from, _length);
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int r = 0, g = 0, b = 0;
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foreach (SKColor color in colors)
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{
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r += color.Red;
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g += color.Green;
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b += color.Blue;
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}
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return new SKColor((byte)(r / colors.Length),
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(byte)(g / colors.Length),
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(byte)(b / colors.Length));
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}
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#endregion
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}
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314
src/Artemis.Core/Services/ColorQuantizer/ColorQuantizer.cs
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314
src/Artemis.Core/Services/ColorQuantizer/ColorQuantizer.cs
Normal file
@ -0,0 +1,314 @@
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using System;
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using System.Collections.Generic;
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using SkiaSharp;
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namespace Artemis.Core.Services;
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/// <summary>
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/// A service providing a pallette of colors in a bitmap based on vibrant.js
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/// </summary>
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public static class ColorQuantizer
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{
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#region Properties & Fields
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/// <summary>
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/// Target luma for dark color variants. (see <see cref="ColorType"/>)
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/// </summary>
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public static float TargetDarkLuma { get; set; } = 0.26f;
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/// <summary>
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/// Maximum luma for dark color variants. (see <see cref="ColorType"/>)
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/// </summary>
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public static float MaxDarkLuma { get; set; } = 0.45f;
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/// <summary>
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/// Minimum luma for light color variants. (see <see cref="ColorType"/>)
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/// </summary>
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public static float MinLightLuma { get; set; } = 0.55f;
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/// <summary>
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/// Target luma for light color variants. (see <see cref="ColorType"/>)
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/// </summary>
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public static float TargetLightLuma { get; set; } = 0.74f;
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/// <summary>
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/// Minimum luma for normal color variants. (see <see cref="ColorType"/>)
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/// </summary>
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public static float MinNormalLuma { get; set; } = 0.3f;
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/// <summary>
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/// Target luma for normal color variants. (see <see cref="ColorType"/>)
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/// </summary>
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public static float TargetNormalLuma { get; set; } = 0.5f;
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/// <summary>
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/// Maximum luma for normal color variants. (see <see cref="ColorType"/>)
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/// </summary>
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public static float MaxNormalLuma { get; set; } = 0.7f;
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/// <summary>
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/// Target saturation for muted color variants. (see <see cref="ColorType"/>)
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/// </summary>
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public static float TargetMutesSaturation { get; set; } = 0.3f;
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/// <summary>
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/// Maximum saturation for muted color variants. (see <see cref="ColorType"/>)
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/// </summary>
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public static float MaxMutesSaturation { get; set; } = 0.3f;
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/// <summary>
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/// Target saturation for vibrant color variants. (see <see cref="ColorType"/>)
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/// </summary>
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public static float TargetVibrantSaturation { get; set; } = 1.0f;
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/// <summary>
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/// Minimum saturation for vibrant color variants. (see <see cref="ColorType"/>)
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/// </summary>
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public static float MinVibrantSaturation { get; set; } = 0.35f;
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/// <summary>
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/// Weight of the saturation value.
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/// </summary>
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public static float WeightSaturation { get; set; } = 3f;
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/// <summary>
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/// Weight of the luma value.
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/// </summary>
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public static float WeightLuma { get; set; } = 5f;
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#endregion
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#region Methods
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/// <summary>
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/// Reduces an <see cref="SKImage"/> to a given amount of relevant colors. Based on the Median Cut algorithm.
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/// </summary>
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/// <param name="image">The image to quantize.</param>
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/// <param name="amount">The number of colors that should be calculated. Must be a power of two.</param>
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/// <returns>The quantized colors.</returns>
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public static SKColor[] Quantize(in SKImage image, int amount = 32)
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{
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using SKBitmap bitmap = SKBitmap.FromImage(image);
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return Quantize(bitmap.Pixels, amount);
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}
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/// <summary>
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/// Reduces an <see cref="Span{SKColor}"/> to a given amount of relevant colors. Based on the Median Cut algorithm.
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/// </summary>
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/// <param name="colors">The colors to quantize.</param>
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/// <param name="amount">The number of colors that should be calculated. Must be a power of two.</param>
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/// <returns>The quantized colors.</returns>
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public static SKColor[] Quantize(in Span<SKColor> colors, int amount = 32)
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{
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if ((amount & (amount - 1)) != 0)
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throw new ArgumentException("Must be power of two", nameof(amount));
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Queue<ColorCube> cubes = new(amount);
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cubes.Enqueue(new ColorCube(colors, 0, colors.Length, SortTarget.None));
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while (cubes.Count < amount)
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{
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ColorCube cube = cubes.Dequeue();
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if (cube.TrySplit(colors, out ColorCube? a, out ColorCube? b))
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{
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cubes.Enqueue(a);
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cubes.Enqueue(b);
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}
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}
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SKColor[] result = new SKColor[cubes.Count];
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int i = 0;
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foreach (ColorCube colorCube in cubes)
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result[i++] = colorCube.GetAverageColor(colors);
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return result;
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}
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/// <summary>
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/// Finds colors with certain characteristics in a given <see cref="IEnumerable{SKColor}"/>.<para />
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/// Vibrant variants are more saturated, while Muted colors are less.<para />
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/// Light and Dark colors have higher and lower lightness values, respectively.
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/// </summary>
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/// <param name="colors">The colors to find the variations in</param>
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/// <param name="type">Which type of color to find</param>
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/// <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>
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/// <returns>The color found</returns>
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public static SKColor FindColorVariation(IEnumerable<SKColor> colors, ColorType type, bool ignoreLimits = false)
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{
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SKColor bestColor = SKColor.Empty;
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float bestColorScore = 0;
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foreach (SKColor color in colors)
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{
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float score = GetScore(color, type, ignoreLimits);
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if (score > bestColorScore)
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{
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bestColorScore = score;
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bestColor = color;
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}
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}
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return bestColor;
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}
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/// <summary>
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/// Finds all the color variations available and returns a struct containing them all.
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/// </summary>
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/// <param name="colors">The colors to find the variations in</param>
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/// <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>
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/// <returns>A swatch containing all color variations</returns>
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public static ColorSwatch FindAllColorVariations(IEnumerable<SKColor> colors, bool ignoreLimits = false)
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{
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SKColor bestVibrantColor = SKColor.Empty;
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SKColor bestLightVibrantColor = SKColor.Empty;
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SKColor bestDarkVibrantColor = SKColor.Empty;
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SKColor bestMutedColor = SKColor.Empty;
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SKColor bestLightMutedColor = SKColor.Empty;
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SKColor bestDarkMutedColor = SKColor.Empty;
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float bestVibrantScore = float.MinValue;
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float bestLightVibrantScore = float.MinValue;
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float bestDarkVibrantScore = float.MinValue;
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float bestMutedScore = float.MinValue;
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float bestLightMutedScore = float.MinValue;
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float bestDarkMutedScore = float.MinValue;
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//ugly but at least we only loop through the enumerable once ¯\_(ツ)_/¯
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foreach (SKColor color in colors)
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{
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static void SetIfBetterScore(ref float bestScore, ref SKColor bestColor, SKColor newColor, ColorType type, bool ignoreLimits)
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{
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float newScore = GetScore(newColor, type, ignoreLimits);
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if (newScore > bestScore)
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{
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bestScore = newScore;
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bestColor = newColor;
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}
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}
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SetIfBetterScore(ref bestVibrantScore, ref bestVibrantColor, color, ColorType.Vibrant, ignoreLimits);
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SetIfBetterScore(ref bestLightVibrantScore, ref bestLightVibrantColor, color, ColorType.LightVibrant, ignoreLimits);
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SetIfBetterScore(ref bestDarkVibrantScore, ref bestDarkVibrantColor, color, ColorType.DarkVibrant, ignoreLimits);
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SetIfBetterScore(ref bestMutedScore, ref bestMutedColor, color, ColorType.Muted, ignoreLimits);
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SetIfBetterScore(ref bestLightMutedScore, ref bestLightMutedColor, color, ColorType.LightMuted, ignoreLimits);
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SetIfBetterScore(ref bestDarkMutedScore, ref bestDarkMutedColor, color, ColorType.DarkMuted, ignoreLimits);
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}
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return new ColorSwatch
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{
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Vibrant = bestVibrantColor,
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LightVibrant = bestLightVibrantColor,
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DarkVibrant = bestDarkVibrantColor,
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Muted = bestMutedColor,
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LightMuted = bestLightMutedColor,
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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
|
||||
}
|
||||
@ -1,212 +0,0 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
23
src/Artemis.Core/Services/ColorQuantizer/ColorRanges.cs
Normal file
23
src/Artemis.Core/Services/ColorQuantizer/ColorRanges.cs
Normal file
@ -0,0 +1,23 @@
|
||||
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
|
||||
}
|
||||
@ -1,38 +1,37 @@
|
||||
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
|
||||
}
|
||||
@ -1,38 +0,0 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
7
src/Artemis.Core/Services/ColorQuantizer/SortTarget.cs
Normal file
7
src/Artemis.Core/Services/ColorQuantizer/SortTarget.cs
Normal file
@ -0,0 +1,7 @@
|
||||
namespace Artemis.Core.Services;
|
||||
|
||||
internal enum SortTarget
|
||||
{
|
||||
None, Red, Green, Blue
|
||||
}
|
||||
|
||||
@ -0,0 +1,46 @@
|
||||
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
|
||||
}
|
||||
@ -0,0 +1,46 @@
|
||||
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
|
||||
}
|
||||
@ -0,0 +1,46 @@
|
||||
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
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user