Files
UVtools/UVtools.Core/Operations/OperationLightBleedCompensation.cs
T
Tiago Conceição 774fe9d5d0 v2.20.5
- (Add) Setting - Max degree of parallelism: Sets the maximum number of concurrent tasks/threads/operations enabled to run by parallel method calls.
   If your computer lags and freeze during operations you can reduce this number to reduce the workload and keep some cores available to other tasks as well.
   <= 0: Will utilize however many threads the underlying scheduler provides, mostly this is the processor count.
   1: Single thread. (#279)
2021-08-31 17:06:46 +01:00

278 lines
9.5 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.ComponentModel;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Emgu.CV;
using Emgu.CV.Structure;
using UVtools.Core.Extensions;
using UVtools.Core.FileFormats;
namespace UVtools.Core.Operations
{
[Serializable]
public class OperationLightBleedCompensation : Operation
{
#region Enums
public enum LightBleedCompensationLookupMode : byte
{
[Description("Previous: Look for sequential pixels relative to the previous layers")]
Previous,
[Description("Next: Look for sequential pixels relative to the next layers")]
Next,
[Description("Both: Look for sequential pixels relative to the previous and next layers")]
Both
}
#endregion
#region Members
private LightBleedCompensationLookupMode _lookupMode = LightBleedCompensationLookupMode.Next;
private string _dimBy = "25,15,10,5";
#endregion
#region Overrides
public override Enumerations.LayerRangeSelection StartLayerRangeSelection => Enumerations.LayerRangeSelection.Normal;
public override string Title => "Light bleed compensation";
public override string Description =>
"Compensate the over-curing and light bleed from clear resins by dimming the sequential pixels.\n" +
"Note: You need to find the optimal minimum pixel brightness that such resin can print in order to optimize this process.\n" +
"With more translucent resins you can go with lower brightness but stick to a limit that can form the layer without loss." +
" Tiny details can be lost when using low brightness level.\n" +
"After apply a light bleed compensation, do not apply or re-run this tool over.";
public override string ConfirmationText =>
$"compensate layers {LayerIndexStart} through {LayerIndexEnd}?";
public override string ProgressTitle =>
$"Compensate layers {LayerIndexStart} through {LayerIndexEnd}";
public override string ProgressAction => "Compensated layers";
public override string ValidateInternally()
{
StringBuilder sb = new();
if (DimByArray.Length == 0)
{
sb.AppendLine($"The dim levels are invalid or not set.");
}
if (MaximumSubtraction >= byte.MaxValue)
{
sb.AppendLine($"The sum of dim levels are producing black pixels.");
}
return sb.ToString();
}
public override string ToString()
{
var result = $"[Lookup: {_lookupMode}]" +
$" [Dim by: {_dimBy}]" + LayerRangeString;
if (!string.IsNullOrEmpty(ProfileName)) result = $"{ProfileName}: {result}";
return result;
}
#endregion
#region Constructor
public OperationLightBleedCompensation() { }
public OperationLightBleedCompensation(FileFormat slicerFile) : base(slicerFile) { }
#endregion
#region Properties
public LightBleedCompensationLookupMode LookupMode
{
get => _lookupMode;
set => RaiseAndSetIfChanged(ref _lookupMode, value);
}
public string DimBy
{
get => _dimBy;
set
{
if(!RaiseAndSetIfChanged(ref _dimBy, value)) return;
RaisePropertyChanged(nameof(MinimumBrightness));
RaisePropertyChanged(nameof(MaximumSubtraction));
}
}
public int MinimumBrightness => 255 - MaximumSubtraction;
public int MaximumSubtraction => DimByArray.Aggregate(0, (current, dim) => current + dim);
public byte[] DimByArray
{
get
{
List<byte> levels = new();
var split = _dimBy.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();
}
}
public MCvScalar[] DimByMCvScalar
{
get
{
List<MCvScalar> levels = new();
var split = _dimBy.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(new MCvScalar(brightness));
}
return levels.ToArray();
}
}
#endregion
#region Equality
protected bool Equals(OperationLightBleedCompensation other)
{
return _lookupMode == other._lookupMode && _dimBy == other._dimBy;
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != this.GetType()) return false;
return Equals((OperationLightBleedCompensation) obj);
}
public override int GetHashCode()
{
return HashCode.Combine((int) _lookupMode, _dimBy);
}
#endregion
#region Methods
/// <summary>
/// Get the cached dim mat's
/// </summary>
/// <returns></returns>
public Mat[] GetDimMats()
{
var dimLevels = DimByMCvScalar;
if (dimLevels.Length == 0) return Array.Empty<Mat>();
var mats = new Mat[dimLevels.Length];
var matSize = GetRoiSizeOrDefault();
for (var i = 0; i < mats.Length; i++)
{
mats[i] = EmguExtensions.InitMat(matSize, dimLevels[i]);
}
return mats;
}
protected override bool ExecuteInternally(OperationProgress progress)
{
var dimMats = GetDimMats();
if (dimMats.Length == 0) return false;
Parallel.For(LayerIndexStart, LayerIndexEnd + 1, CoreSettings.ParallelOptions, layerIndex =>
{
if (progress.Token.IsCancellationRequested) return; // Abort operation, user requested cancellation
var layer = SlicerFile[layerIndex];
using var mat = layer.LayerMat;
using var original = mat.Clone();
var target = GetRoiOrDefault(mat);
for (byte i = 0; i < dimMats.Length; i++)
{
Mat mask = null;
Mat previousMat = null;
Mat previousMatRoi = null;
Mat nextMat = null;
Mat nextMatRoi = null;
if (_lookupMode is LightBleedCompensationLookupMode.Previous or LightBleedCompensationLookupMode.Both)
{
int layerPreviousIndex = (int)layerIndex - i - 1;
if (layerPreviousIndex >= LayerIndexStart)
{
previousMat = SlicerFile[layerPreviousIndex].LayerMat;
mask = previousMatRoi = GetRoiOrDefault(previousMat);
}
}
if (_lookupMode is LightBleedCompensationLookupMode.Next or LightBleedCompensationLookupMode.Both)
{
uint layerIndexNext = (uint) (layerIndex + i + 1);
if (layerIndexNext <= LayerIndexEnd)
{
nextMat = SlicerFile[layerIndexNext].LayerMat;
mask = nextMatRoi = GetRoiOrDefault(nextMat);
}
}
if (previousMat is null && nextMat is null) break; // Nothing more to do
if (previousMat is not null && nextMat is not null) // both, need to merge previous with next layer
{
CvInvoke.Add(previousMatRoi, nextMatRoi, previousMatRoi);
mask = previousMatRoi;
}
CvInvoke.Subtract(target, dimMats[i], target, mask);
previousMat?.Dispose();
nextMat?.Dispose();
}
// Apply the results only to the selected masked area, if user selected one
ApplyMask(original, target);
// Set current layer image with the modified mat we just manipulated
layer.LayerMat = mat;
// Increment progress bar by 1
progress.LockAndIncrement();
});
foreach (var dimMat in dimMats)
{
dimMat.Dispose();
}
// return true if not cancelled by user
return !progress.Token.IsCancellationRequested;
}
#endregion
}
}