mirror of
https://github.com/riegera2412/UVtools.git
synced 2026-07-08 17:42:31 +02:00
22897ea389
- **Benchmark:**
- (Add) PNG, GZip, Deflate and LZ4 compress tests
- (Change) Test against a known image instead of random noise
- (Change) Single-thread tests from 100 to 200 and multi-thread tests from 1000 to 5000
- (Improvement) Same image instance is shared between tests instead of create new per test
- (Fix) Encode typo
- **Core:**
- (Add) Layer compression method: Allow to choose the compression method for layer image
- **PNG:** Compression=High Speed=Slow (Use with low RAM)
- **GZip:** Compression=Medium Speed=Medium (Optimal)
- **Deflate:** Compression=Medium Speed=Medium (Optimal)
- **LZ4:** Compression=Low Speed=Fast (Use with high RAM)
- (Improvement) Better handling on cancel operations and more immediate response
- (Fix) Extract: Zip Slip Vulnerability (CWE-22)
- **File formats:**
- (Improvement) Better handling of encode/decoding layers from zip files
- (Fix) ZCode: Canceling the file load can trigger an error
- (Fix) VDA: Unable to open vda zip files
- **Tools:**
- (Improvement) Allow operations to be aware of ROI and Masks before execution (#436)
- (Improvement) Scripting: Allow save and load profiles (#436)
- (Fix) Adjust layer height: When using the Offset type the last layer in the range was not taken in account (#435)
- **UI:**
- (Improvement) Allow layer zoom levels of 0.1x and 64x but constrain minimum zoom to the level of image fit
- (Improvement) Update change log now shows with markdown style and more readable
- (Fix) Windows MSI upgrade to this version (#432)
- (Fix) Auto-updater for Mac ARM, was downloading x64 instead
135 lines
5.3 KiB
C#
135 lines
5.3 KiB
C#
/*
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* GNU AFFERO GENERAL PUBLIC LICENSE
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* Version 3, 19 November 2007
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* Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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* Everyone is permitted to copy and distribute verbatim copies
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* of this license document, but changing it is not allowed.
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*/
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using System;
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using System.Drawing;
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using System.Text;
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using System.Threading.Tasks;
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using UVtools.Core.Scripting;
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using Emgu.CV;
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using Emgu.CV.CvEnum;
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using UVtools.Core;
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namespace UVtools.ScriptSample;
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/// <summary>
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/// Performs a black inset around objects
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/// </summary>
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public class ScriptInsetSample : ScriptGlobals
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{
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readonly ScriptNumericalInput<ushort> InsetMarginFromEdge = new()
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{
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Label = "Inset from edge",
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ToolTip = "Margin in pixels to inset from object edge",
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Unit = "px",
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Minimum = 1,
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Maximum = ushort.MaxValue,
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Increment = 1,
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Value = 10
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};
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readonly ScriptNumericalInput<ushort> InsetThickness = new()
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{
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Label = "Inset line thickness",
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ToolTip = "Inset line thickness in pixels",
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Unit = "px",
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Minimum = 1,
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Maximum = ushort.MaxValue,
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Increment = 1,
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Value = 5
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};
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/// <summary>
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/// Set configurations here, this function trigger just after load a script
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/// </summary>
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public void ScriptInit()
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{
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Script.Name = "Inset";
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Script.Description = "Performs a black inset around objects";
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Script.Author = "Tiago Conceição";
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Script.Version = new Version(0, 1);
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Script.UserInputs.AddRange(new[]
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{
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InsetMarginFromEdge,
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InsetThickness
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});
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}
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/// <summary>
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/// Validate user inputs here, this function trigger when user click on execute
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/// </summary>
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/// <returns>A error message, empty or null if validation passes.</returns>
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public string? ScriptValidate()
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{
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StringBuilder sb = new();
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if (InsetMarginFromEdge.Value < InsetMarginFromEdge.Minimum)
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{
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sb.AppendLine($"Inset edge margin must be at least {InsetMarginFromEdge.Minimum}{InsetMarginFromEdge.Unit}");
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}
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if (InsetThickness.Value < InsetThickness.Minimum)
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{
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sb.AppendLine($"Inset thickness must be at least {InsetThickness.Minimum}{InsetThickness.Unit}");
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}
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return sb.ToString();
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}
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/// <summary>
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/// Execute the script, this function trigger when when user click on execute and validation passes
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/// </summary>
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/// <returns>True if executes successfully to the end, otherwise false.</returns>
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public bool ScriptExecute()
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{
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var anchor = new Point(-1, -1); // Kernel anchor, -1, -1 = center
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var kernel =
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CvInvoke.GetStructuringElement(ElementShape.Rectangle, new Size(3, 3), anchor); // Rectangle 3x3 kernel
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Progress.Reset("Inset layers", Operation.LayerRangeCount); // Sets the progress name and number of items to process
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// Loop user selected layers in parallel, this will put each core of CPU working here on parallel
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Parallel.For(Operation.LayerIndexStart, Operation.LayerIndexEnd+1, CoreSettings.GetParallelOptions(Progress), layerIndex =>
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{
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var layer = SlicerFile[layerIndex]; // Unpack and expose layer variable for easier use
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using var mat = layer.LayerMat; // Gets this layer mat/image
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var original = mat.Clone(); // Keep a original mat copy
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using var erodeMat = new Mat(); // Creates a temporary mat for the eroded image
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using var wallMat = new Mat(); // Creates a temporary mat for the wall image
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var target = Operation.GetRoiOrDefault(mat); // Get ROI from mat if user selected an region
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// Erode original image by InsetMarginFromEdge pixels, so we get the offset margin from image and put new image on erodeMat
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CvInvoke.Erode(target, erodeMat, kernel, anchor, InsetMarginFromEdge.Value, BorderType.Reflect101, default);
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// Now erode the eroded image with InsetThickness pixels, so we get the original-margin-thickness image and put the new image on wallMat
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CvInvoke.Erode(erodeMat, wallMat, kernel, anchor, InsetThickness.Value, BorderType.Reflect101, default);
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// Subtract walls image from eroded image, so we get only the inset line pixels in white and put back into wallMat
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CvInvoke.Subtract(erodeMat, wallMat, wallMat);
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// Invert pixels of wallMat so the whites will become black and blacks whites
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CvInvoke.BitwiseNot(wallMat, wallMat);
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// Bitwise And original image with the modified image and put back into mat
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// This will keep only the pixels that are positive in both mat's, so mat[n] & wallMat[n] must both have a positive pixel value (> 0)
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CvInvoke.BitwiseAnd(target, wallMat, target);
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// Apply the results only to the selected masked area, if user selected one
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Operation.ApplyMask(original, target);
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// Set current layer image with the modified mat we just manipulated
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layer.LayerMat = mat;
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// Increment progress bar by 1
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Progress.LockAndIncrement();
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});
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// return true if not cancelled by user
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return !Progress.Token.IsCancellationRequested;
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}
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} |