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/*
* 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.Extensions;
namespace UVtools.ScriptSample
{
/// <summary>
/// Performs a black inset around objects
/// </summary>
public class ScriptLightBleedCompensationSample : ScriptGlobals
{
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, layerIndex =>
{
if (Progress.Token.IsCancellationRequested) return; // Abort operation, user requested cancellation
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;
}
}
}
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