Singularity/Library/PackageCache/com.unity.2d.psdimporter@6.0.7/Editor/PSDPlugin/PsdFile/Layers/Channel.cs

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2024-05-06 14:45:45 -04:00
/////////////////////////////////////////////////////////////////////////////////
//
// Photoshop PSD FileType Plugin for Paint.NET
// http://psdplugin.codeplex.com/
//
// This software is provided under the MIT License:
// Copyright (c) 2006-2007 Frank Blumenberg
// Copyright (c) 2010-2016 Tao Yue
//
// Portions of this file are provided under the BSD 3-clause License:
// Copyright (c) 2006, Jonas Beckeman
//
// See LICENSE.txt for complete licensing and attribution information.
//
/////////////////////////////////////////////////////////////////////////////////
using System;
using System.Collections.Generic;
using System.Diagnostics;
using PDNWrapper;
using System.Linq;
using Unity.Collections;
using PhotoshopFile.Compression;
namespace PhotoshopFile
{
internal class ChannelList : List<Channel>
{
/// <summary>
/// Returns channels with nonnegative IDs as an array, so that accessing
/// a channel by Id can be optimized into pointer arithmetic rather than
/// being implemented as a List scan.
/// </summary>
/// <remarks>
/// This optimization is crucial for blitting lots of pixels back and
/// forth between Photoshop's per-channel representation, and Paint.NET's
/// per-pixel BGRA representation.
/// </remarks>
public Channel[] ToIdArray()
{
var maxId = this.Max(x => x.ID);
var idArray = new Channel[maxId + 1];
foreach (var channel in this)
{
if (channel.ID >= 0)
idArray[channel.ID] = channel;
}
return idArray;
}
public ChannelList()
: base()
{
}
public Channel GetId(int id)
{
return this.Single(x => x.ID == id);
}
public bool ContainsId(int id)
{
return this.Exists(x => x.ID == id);
}
}
///////////////////////////////////////////////////////////////////////////
[DebuggerDisplay("ID = {ID}")]
internal class Channel
{
/// <summary>
/// The layer to which this channel belongs
/// </summary>
public Layer Layer { get; private set; }
/// <summary>
/// Channel ID.
/// <list type="bullet">
/// <item>-1 = transparency mask</item>
/// <item>-2 = user-supplied layer mask, or vector mask</item>
/// <item>-3 = user-supplied layer mask, if channel -2 contains a vector mask</item>
/// <item>
/// Nonnegative channel IDs give the actual image channels, in the
/// order defined by the colormode. For example, 0, 1, 2 = R, G, B.
/// </item>
/// </list>
/// </summary>
public short ID { get; set; }
public Rectangle Rect
{
get
{
switch (ID)
{
case -2:
return Layer.Masks.LayerMask.Rect;
case -3:
return Layer.Masks.UserMask.Rect;
default:
return Layer.Rect;
}
}
}
/// <summary>
/// Total length of the channel data, including compression headers.
/// </summary>
public long Length { get; set; }
/// <summary>
/// Raw image data for this color channel, in compressed on-disk format.
/// </summary>
/// <remarks>
/// If null, the ImageData will be automatically compressed during save.
/// </remarks>
public byte[] ImageDataRaw { get; set; }
/// <summary>
/// Decompressed image data for this color channel.
/// </summary>
/// <remarks>
/// When making changes to the ImageData, set ImageDataRaw to null so that
/// the correct data will be compressed during save.
/// </remarks>
public NativeArray<byte> ImageData { get; set; }
/// <summary>
/// Image compression method used.
/// </summary>
public ImageCompression ImageCompression { get; set; }
/// <summary>
/// RLE-compressed length of each row.
/// </summary>
public RleRowLengths RleRowLengths { get; set; }
//////////////////////////////////////////////////////////////////
internal Channel(short id, Layer layer)
{
ID = id;
Layer = layer;
}
internal Channel(PsdBinaryReader reader, Layer layer)
{
Util.DebugMessage(reader.BaseStream, "Load, Begin, Channel");
ID = reader.ReadInt16();
Length = (layer.PsdFile.IsLargeDocument)
? reader.ReadInt64()
: reader.ReadInt32();
Layer = layer;
Util.DebugMessage(reader.BaseStream, "Load, End, Channel, {0}", ID);
}
internal void Cleanup()
{
if (ImageData.IsCreated)
ImageData.Dispose();
}
//////////////////////////////////////////////////////////////////
internal void LoadPixelData(PsdBinaryReader reader)
{
Util.DebugMessage(reader.BaseStream, "Load, Begin, Channel image");
if (Length == 0)
{
ImageCompression = ImageCompression.Raw;
ImageDataRaw = new byte[0];
return;
}
var endPosition = reader.BaseStream.Position + this.Length;
ImageCompression = (ImageCompression)reader.ReadInt16();
var longDataLength = this.Length - 2;
Util.CheckByteArrayLength(longDataLength);
var dataLength = (int)longDataLength;
switch (ImageCompression)
{
case ImageCompression.Raw:
ImageDataRaw = reader.ReadBytes(dataLength);
break;
case ImageCompression.Rle:
// RLE row lengths
RleRowLengths = new RleRowLengths(reader, Rect.Height, Layer.PsdFile.IsLargeDocument);
var rleDataLength = (int)(endPosition - reader.BaseStream.Position);
Debug.Assert(rleDataLength == RleRowLengths.Total,
"RLE row lengths do not sum to length of channel image data.");
// The PSD specification states that rows are padded to even sizes.
// However, Photoshop doesn't actually do this. RLE rows can have
// odd lengths in the header, and there is no padding between rows.
ImageDataRaw = reader.ReadBytes(rleDataLength);
break;
case ImageCompression.Zip:
case ImageCompression.ZipPrediction:
ImageDataRaw = reader.ReadBytes(dataLength);
break;
}
Util.DebugMessage(reader.BaseStream, "Load, End, Channel image, {0}", ID, Layer.Name);
Debug.Assert(reader.BaseStream.Position == endPosition, "Pixel data was not fully read in.");
}
/// <summary>
/// Decodes the raw image data from the compressed on-disk format into
/// an uncompressed bitmap, in native byte order.
/// </summary>
public void DecodeImageData()
{
if ((ImageCompression == ImageCompression.Raw) && (Layer.PsdFile.BitDepth <= 8))
{
ImageData = new NativeArray<byte>(ImageDataRaw, Allocator.TempJob);
return;
}
var image = ImageDataFactory.Create(this, ImageDataRaw);
var longLength = (long)image.BytesPerRow * Rect.Height;
Util.CheckByteArrayLength(longLength);
var LocalImageData = new byte[longLength];
image.Read(LocalImageData);
ImageData = new NativeArray<byte>(LocalImageData, Allocator.TempJob);
ImageDataRaw = null; // no longer needed.
}
}
}