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Diffstat (limited to 'src/Ryujinx.Ava/UI/Windows/IconColorPicker.cs')
-rw-r--r--src/Ryujinx.Ava/UI/Windows/IconColorPicker.cs192
1 files changed, 192 insertions, 0 deletions
diff --git a/src/Ryujinx.Ava/UI/Windows/IconColorPicker.cs b/src/Ryujinx.Ava/UI/Windows/IconColorPicker.cs
new file mode 100644
index 00000000..a4c6287f
--- /dev/null
+++ b/src/Ryujinx.Ava/UI/Windows/IconColorPicker.cs
@@ -0,0 +1,192 @@
+using SixLabors.ImageSharp;
+using SixLabors.ImageSharp.PixelFormats;
+using System;
+using System.Collections.Generic;
+
+namespace Ryujinx.Ava.UI.Windows
+{
+ static class IconColorPicker
+ {
+ private const int ColorsPerLine = 64;
+ private const int TotalColors = ColorsPerLine * ColorsPerLine;
+
+ private const int UvQuantBits = 3;
+ private const int UvQuantShift = BitsPerComponent - UvQuantBits;
+
+ private const int SatQuantBits = 5;
+ private const int SatQuantShift = BitsPerComponent - SatQuantBits;
+
+ private const int BitsPerComponent = 8;
+
+ private const int CutOffLuminosity = 64;
+
+ private readonly struct PaletteColor
+ {
+ public int Qck { get; }
+ public byte R { get; }
+ public byte G { get; }
+ public byte B { get; }
+
+ public PaletteColor(int qck, byte r, byte g, byte b)
+ {
+ Qck = qck;
+ R = r;
+ G = g;
+ B = b;
+ }
+ }
+
+ public static Color GetFilteredColor(Image<Bgra32> image)
+ {
+ var color = GetColor(image).ToPixel<Bgra32>();
+
+ // We don't want colors that are too dark.
+ // If the color is too dark, make it brighter by reducing the range
+ // and adding a constant color.
+ int luminosity = GetColorApproximateLuminosity(color.R, color.G, color.B);
+ if (luminosity < CutOffLuminosity)
+ {
+ color = Color.FromRgb(
+ (byte)Math.Min(CutOffLuminosity + color.R, byte.MaxValue),
+ (byte)Math.Min(CutOffLuminosity + color.G, byte.MaxValue),
+ (byte)Math.Min(CutOffLuminosity + color.B, byte.MaxValue));
+ }
+
+ return color;
+ }
+
+ public static Color GetColor(Image<Bgra32> image)
+ {
+ var colors = new PaletteColor[TotalColors];
+
+ var dominantColorBin = new Dictionary<int, int>();
+
+ var buffer = GetBuffer(image);
+
+ int w = image.Width;
+
+ int w8 = w << 8;
+ int h8 = image.Height << 8;
+
+ int xStep = w8 / ColorsPerLine;
+ int yStep = h8 / ColorsPerLine;
+
+ int i = 0;
+ int maxHitCount = 0;
+
+ for (int y = 0; y < image.Height; y++)
+ {
+ int yOffset = y * image.Width;
+
+ for (int x = 0; x < image.Width && i < TotalColors; x++)
+ {
+ int offset = x + yOffset;
+
+ byte cb = buffer[offset].B;
+ byte cg = buffer[offset].G;
+ byte cr = buffer[offset].R;
+
+ var qck = GetQuantizedColorKey(cr, cg, cb);
+
+ if (dominantColorBin.TryGetValue(qck, out int hitCount))
+ {
+ dominantColorBin[qck] = hitCount + 1;
+
+ if (maxHitCount < hitCount)
+ {
+ maxHitCount = hitCount;
+ }
+ }
+ else
+ {
+ dominantColorBin.Add(qck, 1);
+ }
+
+ colors[i++] = new PaletteColor(qck, cr, cg, cb);
+ }
+ }
+
+ int highScore = -1;
+ PaletteColor bestCandidate = default;
+
+ for (i = 0; i < TotalColors; i++)
+ {
+ var score = GetColorScore(dominantColorBin, maxHitCount, colors[i]);
+
+ if (highScore < score)
+ {
+ highScore = score;
+ bestCandidate = colors[i];
+ }
+ }
+
+ return Color.FromRgb(bestCandidate.R, bestCandidate.G, bestCandidate.B);
+ }
+
+ public static Bgra32[] GetBuffer(Image<Bgra32> image)
+ {
+ return image.TryGetSinglePixelSpan(out var data) ? data.ToArray() : Array.Empty<Bgra32>();
+ }
+
+ private static int GetColorScore(Dictionary<int, int> dominantColorBin, int maxHitCount, PaletteColor color)
+ {
+ var hitCount = dominantColorBin[color.Qck];
+ var balancedHitCount = BalanceHitCount(hitCount, maxHitCount);
+ var quantSat = (GetColorSaturation(color) >> SatQuantShift) << SatQuantShift;
+ var value = GetColorValue(color);
+
+ // If the color is rarely used on the image,
+ // then chances are that theres a better candidate, even if the saturation value
+ // is high. By multiplying the saturation value with a weight, we can lower
+ // it if the color is almost never used (hit count is low).
+ var satWeighted = quantSat;
+ var satWeight = balancedHitCount << 5;
+ if (satWeight < 0x100)
+ {
+ satWeighted = (satWeighted * satWeight) >> 8;
+ }
+
+ // Compute score from saturation and dominance of the color.
+ // We prefer more vivid colors over dominant ones, so give more weight to the saturation.
+ var score = ((satWeighted << 1) + balancedHitCount) * value;
+
+ return score;
+ }
+
+ private static int BalanceHitCount(int hitCount, int maxHitCount)
+ {
+ return (hitCount << 8) / maxHitCount;
+ }
+
+ private static int GetColorApproximateLuminosity(byte r, byte g, byte b)
+ {
+ return (r + g + b) / 3;
+ }
+
+ private static int GetColorSaturation(PaletteColor color)
+ {
+ int cMax = Math.Max(Math.Max(color.R, color.G), color.B);
+
+ if (cMax == 0)
+ {
+ return 0;
+ }
+
+ int cMin = Math.Min(Math.Min(color.R, color.G), color.B);
+ int delta = cMax - cMin;
+ return (delta << 8) / cMax;
+ }
+
+ private static int GetColorValue(PaletteColor color)
+ {
+ return Math.Max(Math.Max(color.R, color.G), color.B);
+ }
+
+ private static int GetQuantizedColorKey(byte r, byte g, byte b)
+ {
+ int u = ((-38 * r - 74 * g + 112 * b + 128) >> 8) + 128;
+ int v = ((112 * r - 94 * g - 18 * b + 128) >> 8) + 128;
+ return (v >> UvQuantShift) | ((u >> UvQuantShift) << UvQuantBits);
+ }
+ }
+}