📄 quantize.c
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/***************************************************************************** * "Gif-Lib" - Yet another gif library. * * Written by: Gershon Elber IBM PC Ver 0.1, Jun. 1989 ****************************************************************************** * Module to quatize 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. ****************************************************************************** * History: * 5 Jan 90 - Version 1.0 by Gershon Elber. *****************************************************************************/#ifdef HAVE_CONFIG_H#include <config.h>#endif#ifdef __MSDOS__#include <dos.h>#include <alloc.h>#include <graphics.h>#endif /* __MSDOS__ */#include <stdlib.h>#include <stdio.h>#include "gif_lib.h"#include "gif_lib_private.h"#define ABS(x) ((x) > 0 ? (x) : (-(x)))/* The colors are stripped to 5 bits per primary color if non MSDOS system * or to 4 (not enough memory...) if MSDOS as first step. */#ifdef __MSDOS__#define COLOR_ARRAY_SIZE 4096#define BITS_PER_PRIM_COLOR 4#define MAX_PRIM_COLOR 0x0f#else#define COLOR_ARRAY_SIZE 32768#define BITS_PER_PRIM_COLOR 5#define MAX_PRIM_COLOR 0x1f#endif /* __MSDOS__ */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 VoidPtr Entry1, const VoidPtr 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 succesfull, GIF_ERROR otherwise. ******************************************************************************/intQuantizeBuffer(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) { _GifError = E_GIF_ERR_NOT_ENOUGH_MEM; 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; } else fprintf(stderr, "\n%s: Null entry in quantized color map - that's weird.\n", PROGRAM_NAME); } /* 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 intSubdivColorMap(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; 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 ((Sum -= QuantizedColor->Pnext->Count) >= 0 && QuantizedColor->Pnext != NULL && 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 */ 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 to entries. ****************************************************************************/static intSortCmpRtn(const VoidPtr Entry1, const VoidPtr Entry2) { return (*((QuantizedColorType **) Entry1))->RGB[SortRGBAxis] - (*((QuantizedColorType **) Entry2))->RGB[SortRGBAxis];}
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