Code quality changes [skip ci]

This commit is contained in:
Robin 2016-08-16 10:37:55 +02:00
parent 61cfe004c5
commit 798ca503a5
108 changed files with 1981 additions and 2258 deletions

View file

@ -31,69 +31,69 @@ namespace GreenshotPlugin.Core {
/// Gets or sets the red minimum.
/// </summary>
/// <value>The red minimum.</value>
public Int32 RedMinimum { get; set; }
public int RedMinimum { get; set; }
/// <summary>
/// Gets or sets the red maximum.
/// </summary>
/// <value>The red maximum.</value>
public Int32 RedMaximum { get; set; }
public int RedMaximum { get; set; }
/// <summary>
/// Gets or sets the green minimum.
/// </summary>
/// <value>The green minimum.</value>
public Int32 GreenMinimum { get; set; }
public int GreenMinimum { get; set; }
/// <summary>
/// Gets or sets the green maximum.
/// </summary>
/// <value>The green maximum.</value>
public Int32 GreenMaximum { get; set; }
public int GreenMaximum { get; set; }
/// <summary>
/// Gets or sets the blue minimum.
/// </summary>
/// <value>The blue minimum.</value>
public Int32 BlueMinimum { get; set; }
public int BlueMinimum { get; set; }
/// <summary>
/// Gets or sets the blue maximum.
/// </summary>
/// <value>The blue maximum.</value>
public Int32 BlueMaximum { get; set; }
public int BlueMaximum { get; set; }
/// <summary>
/// Gets or sets the cube volume.
/// </summary>
/// <value>The volume.</value>
public Int32 Volume { get; set; }
public int Volume { get; set; }
}
public class WuQuantizer : IDisposable {
private static readonly ILog LOG = LogManager.GetLogger(typeof(WuQuantizer));
private const Int32 MAXCOLOR = 512;
private const Int32 RED = 2;
private const Int32 GREEN = 1;
private const Int32 BLUE = 0;
private const Int32 SIDESIZE = 33;
private const Int32 MAXSIDEINDEX = 32;
private const Int32 MAXVOLUME = SIDESIZE * SIDESIZE * SIDESIZE;
private const int MAXCOLOR = 512;
private const int RED = 2;
private const int GREEN = 1;
private const int BLUE = 0;
private const int SIDESIZE = 33;
private const int MAXSIDEINDEX = 32;
private const int MAXVOLUME = SIDESIZE * SIDESIZE * SIDESIZE;
// To count the colors
private readonly int colorCount;
private Int32[] reds;
private Int32[] greens;
private Int32[] blues;
private Int32[] sums;
private int[] reds;
private int[] greens;
private int[] blues;
private int[] sums;
private readonly Int64[, ,] weights;
private readonly Int64[, ,] momentsRed;
private readonly Int64[, ,] momentsGreen;
private readonly Int64[, ,] momentsBlue;
private readonly Single[, ,] moments;
private readonly long[,,] weights;
private readonly long[,,] momentsRed;
private readonly long[,,] momentsGreen;
private readonly long[,,] momentsBlue;
private readonly float[,,] moments;
private byte[] tag;
@ -128,7 +128,7 @@ namespace GreenshotPlugin.Core {
cubes = new WuColorCube[MAXCOLOR];
// initializes all the cubes
for (Int32 cubeIndex = 0; cubeIndex < MAXCOLOR; cubeIndex++) {
for (int cubeIndex = 0; cubeIndex < MAXCOLOR; cubeIndex++) {
cubes[cubeIndex] = new WuColorCube();
}
@ -142,15 +142,15 @@ namespace GreenshotPlugin.Core {
cubes[0].GreenMaximum = MAXSIDEINDEX;
cubes[0].BlueMaximum = MAXSIDEINDEX;
weights = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
momentsRed = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
momentsGreen = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
momentsBlue = new Int64[SIDESIZE, SIDESIZE, SIDESIZE];
moments = new Single[SIDESIZE, SIDESIZE, SIDESIZE];
weights = new long[SIDESIZE, SIDESIZE, SIDESIZE];
momentsRed = new long[SIDESIZE, SIDESIZE, SIDESIZE];
momentsGreen = new long[SIDESIZE, SIDESIZE, SIDESIZE];
momentsBlue = new long[SIDESIZE, SIDESIZE, SIDESIZE];
moments = new float[SIDESIZE, SIDESIZE, SIDESIZE];
Int32[] table = new Int32[256];
int[] table = new int[256];
for (Int32 tableIndex = 0; tableIndex < 256; ++tableIndex) {
for (int tableIndex = 0; tableIndex < 256; ++tableIndex) {
table[tableIndex] = tableIndex * tableIndex;
}
@ -177,9 +177,9 @@ namespace GreenshotPlugin.Core {
bitArray.Set(index, true);
}
Int32 indexRed = (color.R >> 3) + 1;
Int32 indexGreen = (color.G >> 3) + 1;
Int32 indexBlue = (color.B >> 3) + 1;
int indexRed = (color.R >> 3) + 1;
int indexGreen = (color.G >> 3) + 1;
int indexBlue = (color.B >> 3) + 1;
weights[indexRed, indexGreen, indexBlue]++;
momentsRed[indexRed, indexGreen, indexBlue] += color.R;
@ -188,7 +188,7 @@ namespace GreenshotPlugin.Core {
moments[indexRed, indexGreen, indexBlue] += table[color.R] + table[color.G] + table[color.B];
// Store the initial "match"
Int32 paletteIndex = (indexRed << 10) + (indexRed << 6) + indexRed + (indexGreen << 5) + indexGreen + indexBlue;
int paletteIndex = (indexRed << 10) + (indexRed << 6) + indexRed + (indexGreen << 5) + indexGreen + indexBlue;
destinationFastBitmap.SetColorIndexAt(x, y, (byte)(paletteIndex & 0xff));
}
}
@ -200,7 +200,7 @@ namespace GreenshotPlugin.Core {
/// <summary>
/// See <see cref="IColorQuantizer.Prepare"/> for more details.
/// </summary>
public Int32 GetColorCount() {
public int GetColorCount() {
return colorCount;
}
@ -242,7 +242,7 @@ namespace GreenshotPlugin.Core {
// generates palette
ColorPalette imagePalette = resultBitmap.Palette;
Color[] entries = imagePalette.Entries;
for (Int32 paletteIndex = 0; paletteIndex < 256; paletteIndex++) {
for (int paletteIndex = 0; paletteIndex < 256; paletteIndex++) {
if (paletteIndex < colorCount) {
entries[paletteIndex] = colors[paletteIndex];
} else {
@ -262,7 +262,7 @@ namespace GreenshotPlugin.Core {
/// </summary>
public Bitmap GetQuantizedImage(int allowedColorCount) {
if (allowedColorCount > 256) {
throw new ArgumentOutOfRangeException("Quantizing muss be done to get less than 256 colors");
throw new ArgumentOutOfRangeException(nameof(allowedColorCount), "Quantizing muss be done to get less than 256 colors");
}
if (colorCount < allowedColorCount) {
// Simple logic to reduce to 8 bit
@ -272,11 +272,11 @@ namespace GreenshotPlugin.Core {
// preprocess the colors
CalculateMoments();
LOG.Info("Calculated the moments...");
Int32 next = 0;
Single[] volumeVariance = new Single[MAXCOLOR];
int next = 0;
float[] volumeVariance = new float[MAXCOLOR];
// processes the cubes
for (Int32 cubeIndex = 1; cubeIndex < allowedColorCount; ++cubeIndex) {
for (int cubeIndex = 1; cubeIndex < allowedColorCount; ++cubeIndex) {
// if cut is possible; make it
if (Cut(cubes[next], cubes[cubeIndex])) {
volumeVariance[next] = cubes[next].Volume > 1 ? CalculateVariance(cubes[next]) : 0.0f;
@ -288,9 +288,9 @@ namespace GreenshotPlugin.Core {
}
next = 0;
Single temp = volumeVariance[0];
float temp = volumeVariance[0];
for (Int32 index = 1; index <= cubeIndex; ++index) {
for (int index = 1; index <= cubeIndex; ++index) {
if (volumeVariance[index] > temp) {
temp = volumeVariance[index];
next = index;
@ -303,9 +303,9 @@ namespace GreenshotPlugin.Core {
}
}
Int32[] lookupRed = new Int32[MAXCOLOR];
Int32[] lookupGreen = new Int32[MAXCOLOR];
Int32[] lookupBlue = new Int32[MAXCOLOR];
int[] lookupRed = new int[MAXCOLOR];
int[] lookupGreen = new int[MAXCOLOR];
int[] lookupBlue = new int[MAXCOLOR];
tag = new byte[MAXVOLUME];
@ -326,10 +326,10 @@ namespace GreenshotPlugin.Core {
}
}
reds = new Int32[allowedColorCount + 1];
greens = new Int32[allowedColorCount + 1];
blues = new Int32[allowedColorCount + 1];
sums = new Int32[allowedColorCount + 1];
reds = new int[allowedColorCount + 1];
greens = new int[allowedColorCount + 1];
blues = new int[allowedColorCount + 1];
sums = new int[allowedColorCount + 1];
LOG.Info("Starting bitmap reconstruction...");
@ -356,16 +356,16 @@ namespace GreenshotPlugin.Core {
bestMatch = dest.GetColorIndexAt(x, y);
bestMatch = tag[bestMatch];
Int32 bestDistance = 100000000;
int bestDistance = 100000000;
for (int lookupIndex = 0; lookupIndex < allowedColorCount; lookupIndex++) {
Int32 foundRed = lookupRed[lookupIndex];
Int32 foundGreen = lookupGreen[lookupIndex];
Int32 foundBlue = lookupBlue[lookupIndex];
Int32 deltaRed = color.R - foundRed;
Int32 deltaGreen = color.G - foundGreen;
Int32 deltaBlue = color.B - foundBlue;
int foundRed = lookupRed[lookupIndex];
int foundGreen = lookupGreen[lookupIndex];
int foundBlue = lookupBlue[lookupIndex];
int deltaRed = color.R - foundRed;
int deltaGreen = color.G - foundGreen;
int deltaBlue = color.B - foundBlue;
Int32 distance = deltaRed * deltaRed + deltaGreen * deltaGreen + deltaBlue * deltaBlue;
int distance = deltaRed * deltaRed + deltaGreen * deltaGreen + deltaBlue * deltaBlue;
if (distance < bestDistance) {
bestDistance = distance;
@ -393,7 +393,7 @@ namespace GreenshotPlugin.Core {
// generates palette
ColorPalette imagePalette = resultBitmap.Palette;
Color[] entries = imagePalette.Entries;
for (Int32 paletteIndex = 0; paletteIndex < allowedColorCount; paletteIndex++) {
for (int paletteIndex = 0; paletteIndex < allowedColorCount; paletteIndex++) {
if (sums[paletteIndex] > 0) {
reds[paletteIndex] /= sums[paletteIndex];
greens[paletteIndex] /= sums[paletteIndex];
@ -414,14 +414,14 @@ namespace GreenshotPlugin.Core {
/// Converts the histogram to a series of moments.
/// </summary>
private void CalculateMoments() {
Int64[] area = new Int64[SIDESIZE];
Int64[] areaRed = new Int64[SIDESIZE];
Int64[] areaGreen = new Int64[SIDESIZE];
Int64[] areaBlue = new Int64[SIDESIZE];
Single[] area2 = new Single[SIDESIZE];
long[] area = new long[SIDESIZE];
long[] areaRed = new long[SIDESIZE];
long[] areaGreen = new long[SIDESIZE];
long[] areaBlue = new long[SIDESIZE];
float[] area2 = new float[SIDESIZE];
for (Int32 redIndex = 1; redIndex <= MAXSIDEINDEX; ++redIndex) {
for (Int32 index = 0; index <= MAXSIDEINDEX; ++index) {
for (int redIndex = 1; redIndex <= MAXSIDEINDEX; ++redIndex) {
for (int index = 0; index <= MAXSIDEINDEX; ++index) {
area[index] = 0;
areaRed[index] = 0;
areaGreen[index] = 0;
@ -429,14 +429,14 @@ namespace GreenshotPlugin.Core {
area2[index] = 0;
}
for (Int32 greenIndex = 1; greenIndex <= MAXSIDEINDEX; ++greenIndex) {
Int64 line = 0;
Int64 lineRed = 0;
Int64 lineGreen = 0;
Int64 lineBlue = 0;
Single line2 = 0.0f;
for (int greenIndex = 1; greenIndex <= MAXSIDEINDEX; ++greenIndex) {
long line = 0;
long lineRed = 0;
long lineGreen = 0;
long lineBlue = 0;
float line2 = 0.0f;
for (Int32 blueIndex = 1; blueIndex <= MAXSIDEINDEX; ++blueIndex) {
for (int blueIndex = 1; blueIndex <= MAXSIDEINDEX; ++blueIndex) {
line += weights[redIndex, greenIndex, blueIndex];
lineRed += momentsRed[redIndex, greenIndex, blueIndex];
lineGreen += momentsGreen[redIndex, greenIndex, blueIndex];
@ -462,7 +462,7 @@ namespace GreenshotPlugin.Core {
/// <summary>
/// Computes the volume of the cube in a specific moment.
/// </summary>
private static Int64 Volume(WuColorCube cube, Int64[, ,] moment) {
private static long Volume(WuColorCube cube, long[,,] moment) {
return moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMaximum] -
moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMinimum] -
moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMaximum] +
@ -476,7 +476,7 @@ namespace GreenshotPlugin.Core {
/// <summary>
/// Computes the volume of the cube in a specific moment. For the floating-point values.
/// </summary>
private static Single VolumeFloat(WuColorCube cube, Single[, ,] moment) {
private static float VolumeFloat(WuColorCube cube, float[,,] moment) {
return moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMaximum] -
moment[cube.RedMaximum, cube.GreenMaximum, cube.BlueMinimum] -
moment[cube.RedMaximum, cube.GreenMinimum, cube.BlueMaximum] +
@ -490,7 +490,7 @@ namespace GreenshotPlugin.Core {
/// <summary>
/// Splits the cube in given position, and color direction.
/// </summary>
private static Int64 Top(WuColorCube cube, Int32 direction, Int32 position, Int64[, ,] moment) {
private static long Top(WuColorCube cube, int direction, int position, long[,,] moment) {
switch (direction) {
case RED:
return (moment[position, cube.GreenMaximum, cube.BlueMaximum] -
@ -518,7 +518,7 @@ namespace GreenshotPlugin.Core {
/// <summary>
/// Splits the cube in a given color direction at its minimum.
/// </summary>
private static Int64 Bottom(WuColorCube cube, Int32 direction, Int64[, ,] moment) {
private static long Bottom(WuColorCube cube, int direction, long[,,] moment) {
switch (direction) {
case RED:
return (-moment[cube.RedMinimum, cube.GreenMaximum, cube.BlueMaximum] +
@ -545,14 +545,14 @@ namespace GreenshotPlugin.Core {
/// <summary>
/// Calculates statistical variance for a given cube.
/// </summary>
private Single CalculateVariance(WuColorCube cube) {
Single volumeRed = Volume(cube, momentsRed);
Single volumeGreen = Volume(cube, momentsGreen);
Single volumeBlue = Volume(cube, momentsBlue);
Single volumeMoment = VolumeFloat(cube, moments);
Single volumeWeight = Volume(cube, weights);
private float CalculateVariance(WuColorCube cube) {
float volumeRed = Volume(cube, momentsRed);
float volumeGreen = Volume(cube, momentsGreen);
float volumeBlue = Volume(cube, momentsBlue);
float volumeMoment = VolumeFloat(cube, moments);
float volumeWeight = Volume(cube, weights);
Single distance = volumeRed * volumeRed + volumeGreen * volumeGreen + volumeBlue * volumeBlue;
float distance = volumeRed * volumeRed + volumeGreen * volumeGreen + volumeBlue * volumeBlue;
return volumeMoment - (distance / volumeWeight);
}
@ -560,26 +560,26 @@ namespace GreenshotPlugin.Core {
/// <summary>
/// Finds the optimal (maximal) position for the cut.
/// </summary>
private Single Maximize(WuColorCube cube, Int32 direction, Int32 first, Int32 last, Int32[] cut, Int64 wholeRed, Int64 wholeGreen, Int64 wholeBlue, Int64 wholeWeight) {
Int64 bottomRed = Bottom(cube, direction, momentsRed);
Int64 bottomGreen = Bottom(cube, direction, momentsGreen);
Int64 bottomBlue = Bottom(cube, direction, momentsBlue);
Int64 bottomWeight = Bottom(cube, direction, weights);
private float Maximize(WuColorCube cube, int direction, int first, int last, int[] cut, long wholeRed, long wholeGreen, long wholeBlue, long wholeWeight) {
long bottomRed = Bottom(cube, direction, momentsRed);
long bottomGreen = Bottom(cube, direction, momentsGreen);
long bottomBlue = Bottom(cube, direction, momentsBlue);
long bottomWeight = Bottom(cube, direction, weights);
Single result = 0.0f;
float result = 0.0f;
cut[0] = -1;
for (Int32 position = first; position < last; ++position) {
for (int position = first; position < last; ++position) {
// determines the cube cut at a certain position
Int64 halfRed = bottomRed + Top(cube, direction, position, momentsRed);
Int64 halfGreen = bottomGreen + Top(cube, direction, position, momentsGreen);
Int64 halfBlue = bottomBlue + Top(cube, direction, position, momentsBlue);
Int64 halfWeight = bottomWeight + Top(cube, direction, position, weights);
long halfRed = bottomRed + Top(cube, direction, position, momentsRed);
long halfGreen = bottomGreen + Top(cube, direction, position, momentsGreen);
long halfBlue = bottomBlue + Top(cube, direction, position, momentsBlue);
long halfWeight = bottomWeight + Top(cube, direction, position, weights);
// the cube cannot be cut at bottom (this would lead to empty cube)
if (halfWeight != 0) {
Single halfDistance = (Single)halfRed * halfRed + (Single)halfGreen * halfGreen + (Single)halfBlue * halfBlue;
Single temp = halfDistance / halfWeight;
float halfDistance = (float)halfRed * halfRed + (float)halfGreen * halfGreen + (float)halfBlue * halfBlue;
float temp = halfDistance / halfWeight;
halfRed = wholeRed - halfRed;
halfGreen = wholeGreen - halfGreen;
@ -587,7 +587,7 @@ namespace GreenshotPlugin.Core {
halfWeight = wholeWeight - halfWeight;
if (halfWeight != 0) {
halfDistance = (Single)halfRed * halfRed + (Single)halfGreen * halfGreen + (Single)halfBlue * halfBlue;
halfDistance = (float)halfRed * halfRed + (float)halfGreen * halfGreen + (float)halfBlue * halfBlue;
temp += halfDistance / halfWeight;
if (temp > result) {
@ -604,21 +604,21 @@ namespace GreenshotPlugin.Core {
/// <summary>
/// Cuts a cube with another one.
/// </summary>
private Boolean Cut(WuColorCube first, WuColorCube second) {
Int32 direction;
private bool Cut(WuColorCube first, WuColorCube second) {
int direction;
Int32[] cutRed = { 0 };
Int32[] cutGreen = { 0 };
Int32[] cutBlue = { 0 };
int[] cutRed = { 0 };
int[] cutGreen = { 0 };
int[] cutBlue = { 0 };
Int64 wholeRed = Volume(first, momentsRed);
Int64 wholeGreen = Volume(first, momentsGreen);
Int64 wholeBlue = Volume(first, momentsBlue);
Int64 wholeWeight = Volume(first, weights);
long wholeRed = Volume(first, momentsRed);
long wholeGreen = Volume(first, momentsGreen);
long wholeBlue = Volume(first, momentsBlue);
long wholeWeight = Volume(first, weights);
Single maxRed = Maximize(first, RED, first.RedMinimum + 1, first.RedMaximum, cutRed, wholeRed, wholeGreen, wholeBlue, wholeWeight);
Single maxGreen = Maximize(first, GREEN, first.GreenMinimum + 1, first.GreenMaximum, cutGreen, wholeRed, wholeGreen, wholeBlue, wholeWeight);
Single maxBlue = Maximize(first, BLUE, first.BlueMinimum + 1, first.BlueMaximum, cutBlue, wholeRed, wholeGreen, wholeBlue, wholeWeight);
float maxRed = Maximize(first, RED, first.RedMinimum + 1, first.RedMaximum, cutRed, wholeRed, wholeGreen, wholeBlue, wholeWeight);
float maxGreen = Maximize(first, GREEN, first.GreenMinimum + 1, first.GreenMaximum, cutGreen, wholeRed, wholeGreen, wholeBlue, wholeWeight);
float maxBlue = Maximize(first, BLUE, first.BlueMinimum + 1, first.BlueMaximum, cutBlue, wholeRed, wholeGreen, wholeBlue, wholeWeight);
if ((maxRed >= maxGreen) && (maxRed >= maxBlue)) {
direction = RED;
@ -669,10 +669,10 @@ namespace GreenshotPlugin.Core {
/// <summary>
/// Marks all the tags with a given label.
/// </summary>
private void Mark(WuColorCube cube, Int32 label, byte[] tag) {
for (Int32 redIndex = cube.RedMinimum + 1; redIndex <= cube.RedMaximum; ++redIndex) {
for (Int32 greenIndex = cube.GreenMinimum + 1; greenIndex <= cube.GreenMaximum; ++greenIndex) {
for (Int32 blueIndex = cube.BlueMinimum + 1; blueIndex <= cube.BlueMaximum; ++blueIndex) {
private void Mark(WuColorCube cube, int label, byte[] tag) {
for (int redIndex = cube.RedMinimum + 1; redIndex <= cube.RedMaximum; ++redIndex) {
for (int greenIndex = cube.GreenMinimum + 1; greenIndex <= cube.GreenMaximum; ++greenIndex) {
for (int blueIndex = cube.BlueMinimum + 1; blueIndex <= cube.BlueMaximum; ++blueIndex) {
tag[(redIndex << 10) + (redIndex << 6) + redIndex + (greenIndex << 5) + greenIndex + blueIndex] = (byte)label;
}
}