V0.1.3 Colored dithering
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@ -20,6 +20,7 @@ struct ContentView: View {
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.onChange(of: viewModel.brightness) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.contrast) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.pixelScale) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.colorDepth) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.selectedAlgorithm) { _, _ in viewModel.processImage() }
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.onChange(of: viewModel.isGrayscale) { _, _ in viewModel.processImage() }
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// File Importer at the very top level
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@ -143,6 +144,17 @@ struct SidebarView: View {
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}
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Slider(value: $viewModel.pixelScale, in: 1.0...20.0, step: 1.0)
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}
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VStack(alignment: .leading) {
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HStack {
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Text("Color Depth")
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Spacer()
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Text("\(Int(viewModel.colorDepth))")
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.monospacedDigit()
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.foregroundStyle(.secondary)
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}
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Slider(value: $viewModel.colorDepth, in: 1.0...32.0, step: 1.0)
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}
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}
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}
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.formStyle(.grouped)
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@ -6,6 +6,7 @@ struct RenderParameters {
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var brightness: Float
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var contrast: Float
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var pixelScale: Float
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var colorDepth: Float // New parameter
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var algorithm: Int32 // 0: None, 1: Bayer 8x8, 2: Bayer 4x4
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var isGrayscale: Int32 // 0: false, 1: true
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}
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@ -5,6 +5,7 @@ struct RenderParameters {
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float brightness;
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float contrast;
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float pixelScale;
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float colorDepth; // New parameter: 1.0 to 32.0 (Levels)
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int algorithm; // 0: None, 1: Bayer 2x2, 2: Bayer 4x4, 3: Bayer 8x8, 4: Cluster 4x4, 5: Cluster 8x8, 6: Blue Noise
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int isGrayscale;
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};
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@ -67,6 +68,16 @@ constant float blueNoise8x8[8][8] = {
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{35.0/64.0, 24.0/64.0, 0.0/64.0, 41.0/64.0, 15.0/64.0, 52.0/64.0, 20.0/64.0, 37.0/64.0}
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};
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float ditherChannel(float value, float threshold, float limit) {
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// Quantization Formula
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// value: 0.0 to 1.0
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// threshold: 0.0 to 1.0 (from matrix)
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// limit: colorDepth (e.g. 4.0)
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float ditheredValue = value + (threshold - 0.5) * (1.0 / (limit - 1.0));
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return floor(ditheredValue * (limit - 1.0) + 0.5) / (limit - 1.0);
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}
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kernel void ditherShader(texture2d<float, access::read> inputTexture [[texture(0)]],
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texture2d<float, access::write> outputTexture [[texture(1)]],
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constant RenderParameters ¶ms [[buffer(0)]],
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@ -104,6 +115,7 @@ kernel void ditherShader(texture2d<float, access::read> inputTexture [[texture(0
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if (shouldDither) {
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uint x, y;
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// Fetch threshold from matrix
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switch (params.algorithm) {
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case 1: // Bayer 2x2
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x = uint(sourceCoord.x / scale) % 2;
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@ -139,7 +151,18 @@ kernel void ditherShader(texture2d<float, access::read> inputTexture [[texture(0
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break;
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}
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rgb = (luma > threshold) ? float3(1.0) : float3(0.0);
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// Apply Quantized Dithering
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if (params.isGrayscale > 0) {
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// Apply only to luma (which is already in rgb)
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rgb.r = ditherChannel(rgb.r, threshold, params.colorDepth);
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rgb.g = rgb.r;
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rgb.b = rgb.r;
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} else {
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// Apply to each channel
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rgb.r = ditherChannel(rgb.r, threshold, params.colorDepth);
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rgb.g = ditherChannel(rgb.g, threshold, params.colorDepth);
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rgb.b = ditherChannel(rgb.b, threshold, params.colorDepth);
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}
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}
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outputTexture.write(float4(rgb, color.a), gid);
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@ -37,7 +37,8 @@ class DitherViewModel {
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var brightness: Double = 0.0
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var contrast: Double = 1.0
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var pixelScale: Double = 4.0
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var selectedAlgorithm: DitherAlgorithm = .bayer4x4 // Default to Balanced
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var colorDepth: Double = 4.0 // Default to 4 levels
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var selectedAlgorithm: DitherAlgorithm = .bayer4x4
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var isGrayscale: Bool = false
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private let renderer = MetalImageRenderer()
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@ -67,6 +68,7 @@ class DitherViewModel {
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brightness: Float(brightness),
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contrast: Float(contrast),
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pixelScale: Float(pixelScale),
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colorDepth: Float(colorDepth),
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algorithm: Int32(selectedAlgorithm.rawValue),
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isGrayscale: isGrayscale ? 1 : 0
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)
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