Files
UVtools/UVtools.ScriptSample/ScriptLightBleedCompensationSample.cs
T
Tiago Conceição 22897ea389 v3.1.0
- **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
2022-03-17 23:50:47 +00:00

123 lines
4.2 KiB
C#

/*
* GNU AFFERO GENERAL PUBLIC LICENSE
* Version 3, 19 November 2007
* Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
* Everyone is permitted to copy and distribute verbatim copies
* of this license document, but changing it is not allowed.
*/
using System;
using System.Collections.Generic;
using System.Text;
using System.Threading.Tasks;
using UVtools.Core.Scripting;
using Emgu.CV;
using Emgu.CV.Structure;
using UVtools.Core;
using UVtools.Core.Extensions;
namespace UVtools.ScriptSample;
/// <summary>
/// Performs a black inset around objects
/// </summary>
public class ScriptLightBleedCompensationSample : ScriptGlobals
{
readonly ScriptTextBoxInput BrightnessesInput = new()
{
Label = "Brightnesses",
ToolTip = "Brightness to reduce each subsequent repeated pixels",
Unit = "1-255",
Value = "25,20,15,10,5"
};
public byte[] Levels
{
get
{
List<byte> levels = new();
var split = BrightnessesInput.Value!.Split(',', StringSplitOptions.TrimEntries);
foreach (var str in split)
{
if(!byte.TryParse(str, out var brightness)) continue;
if(brightness is byte.MinValue or byte.MaxValue) continue;
levels.Add(brightness);
}
return levels.ToArray();
}
}
/// <summary>
/// Set configurations here, this function trigger just after load a script
/// </summary>
public void ScriptInit()
{
Script.Name = "Light bleed compensation";
Script.Description = "Dim sequential pixels";
Script.Author = "Tiago Conceição";
Script.Version = new Version(0, 1);
Script.UserInputs.Add(BrightnessesInput);
}
/// <summary>
/// Validate user inputs here, this function trigger when user click on execute
/// </summary>
/// <returns>A error message, empty or null if validation passes.</returns>
public string? ScriptValidate()
{
StringBuilder sb = new();
if (Levels.Length == 0)
{
sb.AppendLine($"No brightness levels are set");
}
return sb.ToString();
}
/// <summary>
/// Execute the script, this function trigger when when user click on execute and validation passes
/// </summary>
/// <returns>True if executes successfully to the end, otherwise false.</returns>
public bool ScriptExecute()
{
Progress.Reset("Bleed compensation", Operation.LayerRangeCount); // Sets the progress name and number of items to process
var brightnesses = Levels;
// Loop user selected layers in parallel, this will put each core of CPU working here on parallel
Parallel.For(Operation.LayerIndexStart, Operation.LayerIndexEnd+1, CoreSettings.GetParallelOptions(Progress), layerIndex =>
{
var layer = SlicerFile[layerIndex]; // Unpack and expose layer variable for easier use
using var mat = layer.LayerMat; // Gets this layer mat/image
var original = mat.Clone(); // Keep a original mat copy
var target = Operation.GetRoiOrDefault(mat); // Get ROI from mat if user selected an region
for (byte i = 0; i < brightnesses.Length; i++)
{
uint layerIndexNext = (uint) (layerIndex + i + 1);
if (layerIndexNext > Operation.LayerIndexEnd) break;
using var subtractMat = EmguExtensions.InitMat(target.Size, new MCvScalar(brightnesses[i]));
using var nextMat = SlicerFile[layerIndexNext].LayerMat;
var nextMatRoi = Operation.GetRoiOrDefault(nextMat);
CvInvoke.Subtract(target, subtractMat, target, nextMatRoi);
}
// Apply the results only to the selected masked area, if user selected one
Operation.ApplyMask(original, target);
// Set current layer image with the modified mat we just manipulated
layer.LayerMat = mat;
// Increment progress bar by 1
Progress.LockAndIncrement();
});
// return true if not cancelled by user
return !Progress.Token.IsCancellationRequested;
}
}