144 lines
3.5 KiB
Go
144 lines
3.5 KiB
Go
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package main
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import (
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"image"
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"image/color"
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"math"
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"math/rand"
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)
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// provided x, y, and color at location, return a color
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type quantizerFunction func(int, int, color.Color) color.Color
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// apply sequentially applies a quantizing function to an image and returns the result
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func apply(i image.Image, f quantizerFunction) image.Image {
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out := image.NewRGBA(image.Rect(0, 0, i.Bounds().Max.X, i.Bounds().Max.Y))
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b := out.Bounds()
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for y := b.Min.Y; y < b.Max.Y; y++ {
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for x := b.Min.X; x < b.Max.X; x++ {
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out.Set(x, y, f(x, y, i.At(x, y)))
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}
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}
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return out
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}
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// noOp just clones colors from one image to another, to validate file handling.
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func noOp(_, _ int, c color.Color) color.Color {
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return c
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}
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// naiveBW smashes each pixel to black or white based on lumosity.
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func naiveBW(_, _ int, c color.Color) color.Color {
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l := luminence(c)
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if l > 0.5 {
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return color.White
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}
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return color.Black
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}
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// randomNoise injects random noise into the quantization step
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func randomNoise(_, _ int, c color.Color) color.Color {
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l := luminence(c)
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if (l + rand.Float64() - 0.5) > 0.5 {
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return color.White
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}
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return color.Black
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}
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// bayer dithering applies a "value map" to our brightness range, instead of messing with the luminence itself.
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// the basic one is a matrix of
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// 0, 2
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// 1, 3
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// normalized by the number of cells in the matrix (i.e. divided by 4, in this case) and then compared to the luminosity.
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// it takes the current coordinates as input to find your location in the (tiled) matrix.
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type bayer struct {
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side int
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matrix map[coord]float64
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}
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type coord struct {
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x, y int
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}
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func (b *bayer) valueAt(x, y int) float64 {
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return b.matrix[coord{x: x % b.side, y: y % b.side}]
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}
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// I could do this recursively but don't feel like it
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func newBayer(level int) *bayer {
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if level == 1 {
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return &bayer{
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side: 4,
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matrix: map[coord]float64{
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{0, 0}: 0 / 16.0,
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{1, 0}: 8 / 16.0,
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{0, 1}: 12 / 16.0,
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{1, 1}: 4 / 16.0,
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{2, 0}: 2 / 16.0,
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{3, 0}: 10 / 16.0,
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{2, 1}: 14 / 16.0,
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{3, 1}: 6 / 16.0,
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{0, 2}: 3 / 16.0,
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{1, 2}: 11 / 16.0,
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{0, 3}: 15 / 16.0,
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{1, 3}: 7 / 16.0,
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{2, 2}: 1 / 16.0,
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{3, 2}: 9 / 16.0,
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{2, 3}: 13 / 16.0,
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{3, 3}: 5 / 16.0,
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},
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}
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}
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return &bayer{
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side: 2,
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matrix: map[coord]float64{
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{0, 0}: 0 / 4.0,
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{1, 0}: 2 / 4.0,
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{0, 1}: 3 / 4.0,
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{1, 1}: 1 / 4.0,
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},
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}
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}
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func bayerDithering(level int, invert bool) quantizerFunction {
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b := newBayer(level)
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return func(x int, y int, c color.Color) color.Color {
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l := luminence(c)
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v := b.valueAt(x, y)
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if invert {
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if l > 1-v {
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return color.White
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}
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return color.Black
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}
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if l > v {
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return color.White
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}
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return color.Black
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}
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}
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// That is, "relative luminance": https://en.wikipedia.org/wiki/Relative_luminance.
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// go's color library doesn't give any information on what "color space" this RGBA is derived from.
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// Although the results look decent without using the sRGB->LinearRGB/CIE XYZ transformation,
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// it's probably subtly wrong. Will play around with it.
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// In particular, images seem "brighter" than they're supposed to be.
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func luminence(c color.Color) float64 {
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r, g, b, _ := c.RGBA()
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// we divide by 65535 because each RGB value from RGBA() returns in the range [0,65535)
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return (0.2126*float64(r) + 0.7152*float64(g) + 0.0722*float64(b)) / 65535
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}
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// seems to result in super-dark images right now.
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func sRGBtoXYZ(u float64) float64 {
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if u <= 0.04045 {
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return (25 * u) / 323
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}
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return math.Pow(((200*u)+11)/211, 2.4)
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}
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