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- /*****************************************************************************
- quantize.c - quantize a high resolution image into lower one
- Based on: "Color Image Quantization for frame buffer Display", by
- Paul Heckbert SIGGRAPH 1982 page 297-307.
- This doesn't really belong in the core library, was undocumented,
- and was removed in 4.2. Then it turned out some client apps were
- actually using it, so it was restored in 5.0.
- ******************************************************************************/
- #include <stdlib.h>
- #include <stdio.h>
- #include "gif_lib.h"
- #include "gif_lib_private.h"
- #define ABS(x) ((x) > 0 ? (x) : (-(x)))
- #define COLOR_ARRAY_SIZE 32768
- #define BITS_PER_PRIM_COLOR 5
- #define MAX_PRIM_COLOR 0x1f
- static int SortRGBAxis;
- typedef struct QuantizedColorType {
- GifByteType RGB[3];
- GifByteType NewColorIndex;
- long Count;
- struct QuantizedColorType *Pnext;
- } QuantizedColorType;
- typedef struct NewColorMapType {
- GifByteType RGBMin[3], RGBWidth[3];
- unsigned int NumEntries; /* # of QuantizedColorType in linked list below */
- unsigned 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
- GifQuantizeBuffer(unsigned int Width,
- unsigned int Height,
- int *ColorMapSize,
- GifByteType * RedInput,
- GifByteType * GreenInput,
- GifByteType * BlueInput,
- GifByteType * OutputBuffer,
- GifColorType * OutputColorMap) {
- unsigned int Index, NumOfEntries;
- int i, j, MaxRGBError[3];
- unsigned int NewColorMapSize;
- long Red, Green, Blue;
- NewColorMapType NewColorSubdiv[256];
- QuantizedColorType *ColorArrayEntries, *QuantizedColor;
- ColorArrayEntries = (QuantizedColorType *)malloc(
- sizeof(QuantizedColorType) * COLOR_ARRAY_SIZE);
- if (ColorArrayEntries == NULL) {
- 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 */
- NewColorMapSize = 1;
- if (SubdivColorMap(NewColorSubdiv, *ColorMapSize, &NewColorMapSize) !=
- GIF_OK) {
- free((char *)ColorArrayEntries);
- return GIF_ERROR;
- }
- 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;
- }
- }
- /* 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. */
- SortArray = (QuantizedColorType **)malloc(
- sizeof(QuantizedColorType *) *
- NewColorSubdiv[Index].NumEntries);
- if (SortArray == NULL)
- return GIF_ERROR;
- for (j = 0, QuantizedColor = NewColorSubdiv[Index].QuantizedColors;
- j < NewColorSubdiv[Index].NumEntries && QuantizedColor != NULL;
- j++, QuantizedColor = QuantizedColor->Pnext)
- SortArray[j] = QuantizedColor;
- /*
- * Because qsort isn't stable, this can produce differing
- * results for the order of tuples depending on platform
- * details of how qsort() is implemented.
- *
- * We mitigate this problem by sorting on all three axes rather
- * than only the one specied by SortRGBAxis; that way the instability
- * can only become an issue if there are multiple color indices
- * referring to identical RGB tuples. Older versions of this
- * sorted on only the one axis.
- */
- 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 &&
- (Sum -= QuantizedColor->Pnext->Count) >= 0 &&
- QuantizedColor->Pnext->Pnext != NULL) {
- 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 */
- /* coverity[var_deref_op] */
- MinColor = QuantizedColor->Pnext->RGB[SortRGBAxis]; /* of second */
- 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 two entries.
- *****************************************************************************/
- static int
- SortCmpRtn(const void *Entry1,
- const void *Entry2) {
- QuantizedColorType *entry1 = (*((QuantizedColorType **) Entry1));
- QuantizedColorType *entry2 = (*((QuantizedColorType **) Entry2));
- /* sort on all axes of the color space! */
- int hash1 = entry1->RGB[SortRGBAxis] * 256 * 256
- + entry1->RGB[(SortRGBAxis+1) % 3] * 256
- + entry1->RGB[(SortRGBAxis+2) % 3];
- int hash2 = entry2->RGB[SortRGBAxis] * 256 * 256
- + entry2->RGB[(SortRGBAxis+1) % 3] * 256
- + entry2->RGB[(SortRGBAxis+2) % 3];
- return hash1 - hash2;
- }
- /* end */
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