/* @(#)root/x11:$Id$ */ /* Author: Fons Rademakers 04/11/98*/ /***************************************************************************** * Module to quantize high resolution image into lower one. You may want to * * peek into the following article this code is based on: * * "Color Image Quantization for frame buffer Display", by Paul Heckbert * * SIGGRAPH 1982 page 297-307. * *****************************************************************************/ #include #include typedef unsigned char byte; typedef struct GifColorType { byte Red, Green, Blue; } GifColorType; #define ABS(x) ((x) > 0 ? (x) : (-(x))) #define GIF_ERROR 0 #define GIF_OK 1 /* The colors are stripped to 5 bits per primary color */ #define COLOR_ARRAY_SIZE 32768 #define BITS_PER_PRIM_COLOR 5 #define MAX_PRIM_COLOR 0x1f static int SortRGBAxis; typedef struct QuantizedColorType { byte RGB[3]; byte NewColorIndex; long Count; struct QuantizedColorType *Pnext; } QuantizedColorType; typedef struct NewColorMapType { byte RGBMin[3], RGBWidth[3]; unsigned int NumEntries; /* # of QuantizedColorType in linked list below. */ long Count; /* Total number of pixels in all the entries. */ QuantizedColorType *QuantizedColors; } NewColorMapType; static int SubdivColorMap(NewColorMapType *NewColorSubdiv, unsigned int ColorMapSize, unsigned int *NewColorMapSize); static int SortCmpRtn(const void *Entry1, const void *Entry2); /****************************************************************************** * Quantize high resolution image into lower one. Input image consists of a * * 2D array for each of the RGB colors with size Width by Height. There is no * * Color map for the input. Output is a quantized image with 2D array of * * indexes into the output color map. * * Note input image can be 24 bits at the most (8 for red/green/blue) and * * the output has 256 colors at the most (256 entries in the color map.). * * ColorMapSize specifies size of color map up to 256 and will be updated to * * real size before returning. * * Also non of the parameter are allocated by this routine. * * This function returns GIF_OK if successful, GIF_ERROR otherwise. * ******************************************************************************/ int GIFquantize(unsigned int Width, unsigned int Height, int *ColorMapSize, byte *RedInput, byte *GreenInput, byte *BlueInput, byte *OutputBuffer, GifColorType *OutputColorMap) { unsigned int Index, NumOfEntries, newsize; int i, j, MaxRGBError[3]; int NewColorMapSize; long Red, Green, Blue; NewColorMapType NewColorSubdiv[256]; QuantizedColorType *ColorArrayEntries, *QuantizedColor; if ((ColorArrayEntries = (QuantizedColorType *) malloc(sizeof(QuantizedColorType) * COLOR_ARRAY_SIZE)) == NULL) { fprintf(stderr, "QuantizeBuffer: not enough memory\n"); return GIF_ERROR; } for (i = 0; i < COLOR_ARRAY_SIZE; i++) { ColorArrayEntries[i].RGB[0]= i >> (2 * BITS_PER_PRIM_COLOR); ColorArrayEntries[i].RGB[1] = (i >> BITS_PER_PRIM_COLOR) & MAX_PRIM_COLOR; ColorArrayEntries[i].RGB[2] = i & MAX_PRIM_COLOR; ColorArrayEntries[i].Count = 0; } /* Sample the colors and their distribution: */ for (i = 0; i < (int)(Width * Height); i++) { Index = ((RedInput[i] >> (8 - BITS_PER_PRIM_COLOR)) << (2 * BITS_PER_PRIM_COLOR)) + ((GreenInput[i] >> (8 - BITS_PER_PRIM_COLOR)) << BITS_PER_PRIM_COLOR) + (BlueInput[i] >> (8 - BITS_PER_PRIM_COLOR)); ColorArrayEntries[Index].Count++; } /* Put all the colors in the first entry of the color map, and call the */ /* recursive subdivision process. */ for (i = 0; i < 256; i++) { NewColorSubdiv[i].QuantizedColors = NULL; NewColorSubdiv[i].Count = NewColorSubdiv[i].NumEntries = 0; for (j = 0; j < 3; j++) { NewColorSubdiv[i].RGBMin[j] = 0; NewColorSubdiv[i].RGBWidth[j] = 255; } } /* Find the non empty entries in the color table and chain them: */ for (i = 0; i < COLOR_ARRAY_SIZE; i++) if (ColorArrayEntries[i].Count > 0) break; QuantizedColor = NewColorSubdiv[0].QuantizedColors = &ColorArrayEntries[i]; NumOfEntries = 1; while (++i < COLOR_ARRAY_SIZE) if (ColorArrayEntries[i].Count > 0) { QuantizedColor -> Pnext = &ColorArrayEntries[i]; QuantizedColor = &ColorArrayEntries[i]; NumOfEntries++; } QuantizedColor -> Pnext = NULL; NewColorSubdiv[0].NumEntries = NumOfEntries;/* Different sampled colors. */ NewColorSubdiv[0].Count = ((long) Width) * Height; /* Pixels. */ newsize = 1; if (SubdivColorMap(NewColorSubdiv, *ColorMapSize, &newsize) != GIF_OK) { free((char *) ColorArrayEntries); return GIF_ERROR; } NewColorMapSize = (int)newsize; if (NewColorMapSize < *ColorMapSize) { /* And clear rest of color map: */ for (i = NewColorMapSize; i < *ColorMapSize; i++) OutputColorMap[i].Red = OutputColorMap[i].Green = OutputColorMap[i].Blue = 0; } /* Average the colors in each entry to be the color to be used in the */ /* output color map, and plug it into the output color map itself. */ for (i = 0; i < NewColorMapSize; i++) { if ((j = NewColorSubdiv[i].NumEntries) > 0) { QuantizedColor = NewColorSubdiv[i].QuantizedColors; Red = Green = Blue = 0; while (QuantizedColor) { QuantizedColor -> NewColorIndex = i; Red += QuantizedColor -> RGB[0]; Green += QuantizedColor -> RGB[1]; Blue += QuantizedColor -> RGB[2]; QuantizedColor = QuantizedColor -> Pnext; } OutputColorMap[i].Red = (Red << (8 - BITS_PER_PRIM_COLOR)) / j; OutputColorMap[i].Green = (Green << (8 - BITS_PER_PRIM_COLOR)) / j; OutputColorMap[i].Blue= (Blue << (8 - BITS_PER_PRIM_COLOR)) / j; } else fprintf(stderr, "Null entry in quantized color map - thats weird."); } /* Finally scan the input buffer again and put the mapped index in the */ /* output buffer. */ MaxRGBError[0] = MaxRGBError[1] = MaxRGBError[2] = 0; for (i = 0; i < (int)(Width * Height); i++) { Index = ((RedInput[i] >> (8 - BITS_PER_PRIM_COLOR)) << (2 * BITS_PER_PRIM_COLOR)) + ((GreenInput[i] >> (8 - BITS_PER_PRIM_COLOR)) << BITS_PER_PRIM_COLOR) + (BlueInput[i] >> (8 - BITS_PER_PRIM_COLOR)); Index = ColorArrayEntries[Index].NewColorIndex; OutputBuffer[i] = Index; if (MaxRGBError[0] < ABS(OutputColorMap[Index].Red - RedInput[i])) MaxRGBError[0] = ABS(OutputColorMap[Index].Red - RedInput[i]); if (MaxRGBError[1] < ABS(OutputColorMap[Index].Green - GreenInput[i])) MaxRGBError[1] = ABS(OutputColorMap[Index].Green - GreenInput[i]); if (MaxRGBError[2] < ABS(OutputColorMap[Index].Blue - BlueInput[i])) MaxRGBError[2] = ABS(OutputColorMap[Index].Blue - BlueInput[i]); } #ifdef DEBUG fprintf(stderr, "Quantization L(0) errors: Red = %d, Green = %d, Blue = %d.\n", MaxRGBError[0], MaxRGBError[1], MaxRGBError[2]); #endif /* DEBUG */ free((char *) ColorArrayEntries); *ColorMapSize = NewColorMapSize; return GIF_OK; } /****************************************************************************** * Routine to subdivide the RGB space recursively using median cut in each * * axes alternatingly until ColorMapSize different cubes exists. * * The biggest cube in one dimension is subdivide unless it has only one entry.* * Returns GIF_ERROR if failed, otherwise GIF_OK. * ******************************************************************************/ static int SubdivColorMap(NewColorMapType *NewColorSubdiv, unsigned int ColorMapSize, unsigned int *NewColorMapSize) { int MaxSize; unsigned int i, j, Index = 0, NumEntries, MinColor, MaxColor; long Sum, Count; QuantizedColorType *QuantizedColor, **SortArray; while (ColorMapSize > *NewColorMapSize) { /* Find candidate for subdivision: */ MaxSize = -1; for (i = 0; i < *NewColorMapSize; i++) { for (j = 0; j < 3; j++) { if (((int) NewColorSubdiv[i].RGBWidth[j]) > MaxSize && NewColorSubdiv[i].NumEntries > 1) { MaxSize = NewColorSubdiv[i].RGBWidth[j]; Index = i; SortRGBAxis = j; } } } if (MaxSize == -1) return GIF_OK; /* Split the entry Index into two along the axis SortRGBAxis: */ /* Sort all elements in that entry along the given axis and split at */ /* the median. */ if ((SortArray = (QuantizedColorType **) malloc(sizeof(QuantizedColorType *) * NewColorSubdiv[Index].NumEntries)) == NULL) return GIF_ERROR; for (j = 0, QuantizedColor = NewColorSubdiv[Index].QuantizedColors; j < NewColorSubdiv[Index].NumEntries && QuantizedColor != NULL; j++, QuantizedColor = QuantizedColor -> Pnext) SortArray[j] = QuantizedColor; qsort(SortArray, NewColorSubdiv[Index].NumEntries, sizeof(QuantizedColorType *), SortCmpRtn); /* Relink the sorted list into one: */ for (j = 0; j < NewColorSubdiv[Index].NumEntries - 1; j++) SortArray[j] -> Pnext = SortArray[j + 1]; SortArray[NewColorSubdiv[Index].NumEntries - 1] -> Pnext = NULL; NewColorSubdiv[Index].QuantizedColors = QuantizedColor = SortArray[0]; free((char *) SortArray); /* Now simply add the Counts until we have half of the Count: */ Sum = NewColorSubdiv[Index].Count / 2 - QuantizedColor -> Count; NumEntries = 1; Count = QuantizedColor -> Count; while (QuantizedColor -> Pnext != NULL && QuantizedColor -> Pnext -> Pnext != NULL && (Sum -= QuantizedColor -> Pnext -> Count) >= 0) { QuantizedColor = QuantizedColor -> Pnext; NumEntries++; Count += QuantizedColor -> Count; } /* Save the values of the last color of the first half, and first */ /* of the second half so we can update the Bounding Boxes later. */ /* Also as the colors are quantized and the BBoxes are full 0..255, */ /* they need to be rescaled. */ MaxColor = QuantizedColor -> RGB[SortRGBAxis];/* Max. of first half. */ if (QuantizedColor -> Pnext) MinColor = QuantizedColor -> Pnext -> RGB[SortRGBAxis];/* of second. */ else MinColor = 0; MaxColor <<= (8 - BITS_PER_PRIM_COLOR); MinColor <<= (8 - BITS_PER_PRIM_COLOR); /* Partition right here: */ NewColorSubdiv[*NewColorMapSize].QuantizedColors = QuantizedColor -> Pnext; QuantizedColor -> Pnext = NULL; NewColorSubdiv[*NewColorMapSize].Count = Count; NewColorSubdiv[Index].Count -= Count; NewColorSubdiv[*NewColorMapSize].NumEntries = NewColorSubdiv[Index].NumEntries - NumEntries; NewColorSubdiv[Index].NumEntries = NumEntries; for (j = 0; j < 3; j++) { NewColorSubdiv[*NewColorMapSize].RGBMin[j] = NewColorSubdiv[Index].RGBMin[j]; NewColorSubdiv[*NewColorMapSize].RGBWidth[j] = NewColorSubdiv[Index].RGBWidth[j]; } NewColorSubdiv[*NewColorMapSize].RGBWidth[SortRGBAxis] = NewColorSubdiv[*NewColorMapSize].RGBMin[SortRGBAxis] + NewColorSubdiv[*NewColorMapSize].RGBWidth[SortRGBAxis] - MinColor; NewColorSubdiv[*NewColorMapSize].RGBMin[SortRGBAxis] = MinColor; NewColorSubdiv[Index].RGBWidth[SortRGBAxis] = MaxColor - NewColorSubdiv[Index].RGBMin[SortRGBAxis]; (*NewColorMapSize)++; } return GIF_OK; } /****************************************************************************** * Routine called by qsort to compare to entries. * ******************************************************************************/ static int SortCmpRtn(const void *Entry1, const void *Entry2) { return (* ((QuantizedColorType **) Entry1)) -> RGB[SortRGBAxis] - (* ((QuantizedColorType **) Entry2)) -> RGB[SortRGBAxis]; }