using System.Collections.Generic; namespace Palettizer { public class Palette { public Dictionary GrayscaleToColorMap { get; } public Color[] GrayscaleToColor { get; } public Dictionary ColorToGrayscaleMap { get; } public int GrayscaleCount { get; set; } public List AlternateColorRows { get; } public int Width { get => 256; } public int Height { get => AlternateColorRows.Count + 1; } public Palette() { GrayscaleToColorMap = new Dictionary(); ColorToGrayscaleMap = new Dictionary(); GrayscaleCount = 0; AlternateColorRows = new List(); } public void AddColor(Color color) { var average = (color.R + color.G + color.B) / 3; if (GrayscaleToColorMap.ContainsKey((byte)average)) { var increment = 1; for (var i = 0; i < 256; i += 1) { average = (average + increment) % 256; if (!GrayscaleToColorMap.ContainsKey((byte)average)) { break; } increment = ((increment > 0) ? (increment + 1) : (increment - 1)) * -1; // up by 1, down by 2, up by 3, etc } } GrayscaleToColorMap.Add((byte)average, color); ColorToGrayscaleMap.Add(color, (byte)average); GrayscaleCount += 1; } public void AddAlternateColorRow(Color[] colors) { var byteArray = new byte[256 * 4]; for (var i = 0; i < 256; i += 1) { byteArray[i * 4] = colors[i].R; byteArray[i * 4 + 1] = colors[i].G; byteArray[i * 4 + 2] = colors[i].B; byteArray[i * 4 + 3] = colors[i].A; } AlternateColorRows.Add(byteArray); } public void ClearAlternateColorRows() { AlternateColorRows.Clear(); } public byte[] CreateIndexedPaletteBitmap() { var paletteBitmap = new byte[256 * (AlternateColorRows.Count + 1) * 4]; for (var i = 0; i < 256; i += 1) { var color = new Color(); color.A = 255; if (GrayscaleToColorMap.ContainsKey((byte)i)) { color = GrayscaleToColorMap[(byte)i]; } paletteBitmap[i * 4] = color.R; paletteBitmap[i * 4 + 1] = color.G; paletteBitmap[i * 4 + 2] = color.B; paletteBitmap[i * 4 + 3] = color.A; } for (var i = 0; i < 256; i += 1) { for (var j = 0; j < AlternateColorRows.Count; j += 1) { var alpha = AlternateColorRows[j][i * 4 + 3]; if (alpha == 0) { // grab from top row paletteBitmap[(i + (256 * (j + 1))) * 4] = paletteBitmap[i * 4]; paletteBitmap[(i + (256 * (j + 1))) * 4 + 1] = paletteBitmap[i * 4 + 1]; paletteBitmap[(i + (256 * (j + 1))) * 4 + 2] = paletteBitmap[i * 4 + 2]; paletteBitmap[(i + (256 * (j + 1))) * 4 + 3] = paletteBitmap[i * 4 + 3]; } else { paletteBitmap[(i + (256 * (j + 1))) * 4] = AlternateColorRows[j][i * 4]; paletteBitmap[(i + (256 * (j + 1))) * 4 + 1] = AlternateColorRows[j][i * 4 + 1]; paletteBitmap[(i + (256 * (j + 1))) * 4 + 2] = AlternateColorRows[j][i * 4 + 2]; paletteBitmap[(i + (256 * (j + 1))) * 4 + 3] = alpha; } } } return paletteBitmap; } } }