Move logic of computing Blurhash components to ImageProcessor

Also rename last few instances of GetImageHash to GetImageBlurHash for clarity
This commit is contained in:
Vasily
2020-06-01 18:12:49 +03:00
parent 58f099c0e2
commit 26eef1bbf8
5 changed files with 24 additions and 20 deletions

View File

@@ -315,7 +315,24 @@ namespace Emby.Drawing
/// <inheritdoc />
public string GetImageBlurHash(string path)
=> _imageEncoder.GetImageHash(path);
{
var size = GetImageDimensions(path);
if (size.Width <= 0 || size.Height <= 0)
{
return string.Empty;
}
// We want tiles to be as close to square as possible, and to *mostly* keep under 16 tiles for performance.
// One tile is (width / xComp) x (height / yComp) pixels, which means that ideally yComp = xComp * height / width.
// See more at https://github.com/woltapp/blurhash/#how-do-i-pick-the-number-of-x-and-y-components
float xCompF = MathF.Sqrt(16.0f * size.Width / size.Height);
float yCompF = xCompF * size.Height / size.Width;
int xComp = Math.Min((int)xCompF + 1, 9);
int yComp = Math.Min((int)yCompF + 1, 9);
return _imageEncoder.GetImageBlurHash(xComp, yComp, path);
}
/// <inheritdoc />
public string GetImageCacheTag(BaseItem item, ItemImageInfo image)