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330 lines
13 KiB
330 lines
13 KiB
/***************************************************************************** |
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quantize.c - quantize a high resolution image into lower one |
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Based on: "Color Image Quantization for frame buffer Display", by |
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Paul Heckbert SIGGRAPH 1982 page 297-307. |
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This doesn't really belong in the core library, was undocumented, |
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and was removed in 4.2. Then it turned out some client apps were |
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actually using it, so it was restored in 5.0. |
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******************************************************************************/ |
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#include <stdlib.h> |
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#include <stdio.h> |
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#include "gif_lib.h" |
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#include "gif_lib_private.h" |
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#define ABS(x) ((x) > 0 ? (x) : (-(x))) |
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#define COLOR_ARRAY_SIZE 32768 |
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#define BITS_PER_PRIM_COLOR 5 |
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#define MAX_PRIM_COLOR 0x1f |
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static int SortRGBAxis; |
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typedef struct QuantizedColorType { |
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GifByteType RGB[3]; |
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GifByteType NewColorIndex; |
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long Count; |
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struct QuantizedColorType *Pnext; |
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} QuantizedColorType; |
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typedef struct NewColorMapType { |
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GifByteType RGBMin[3], RGBWidth[3]; |
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unsigned int NumEntries; /* # of QuantizedColorType in linked list below */ |
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unsigned long Count; /* Total number of pixels in all the entries */ |
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QuantizedColorType *QuantizedColors; |
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} NewColorMapType; |
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static int SubdivColorMap(NewColorMapType * NewColorSubdiv, |
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unsigned int ColorMapSize, |
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unsigned int *NewColorMapSize); |
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static int SortCmpRtn(const void *Entry1, const void *Entry2); |
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/****************************************************************************** |
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Quantize high resolution image into lower one. Input image consists of a |
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2D array for each of the RGB colors with size Width by Height. There is no |
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Color map for the input. Output is a quantized image with 2D array of |
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indexes into the output color map. |
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Note input image can be 24 bits at the most (8 for red/green/blue) and |
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the output has 256 colors at the most (256 entries in the color map.). |
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ColorMapSize specifies size of color map up to 256 and will be updated to |
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real size before returning. |
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Also non of the parameter are allocated by this routine. |
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This function returns GIF_OK if successful, GIF_ERROR otherwise. |
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******************************************************************************/ |
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int |
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GifQuantizeBuffer(unsigned int Width, |
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unsigned int Height, |
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int *ColorMapSize, |
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GifByteType * RedInput, |
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GifByteType * GreenInput, |
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GifByteType * BlueInput, |
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GifByteType * OutputBuffer, |
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GifColorType * OutputColorMap) { |
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unsigned int Index, NumOfEntries; |
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int i, j, MaxRGBError[3]; |
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unsigned int NewColorMapSize; |
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long Red, Green, Blue; |
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NewColorMapType NewColorSubdiv[256]; |
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QuantizedColorType *ColorArrayEntries, *QuantizedColor; |
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ColorArrayEntries = (QuantizedColorType *)malloc( |
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sizeof(QuantizedColorType) * COLOR_ARRAY_SIZE); |
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if (ColorArrayEntries == NULL) { |
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return GIF_ERROR; |
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} |
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for (i = 0; i < COLOR_ARRAY_SIZE; i++) { |
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ColorArrayEntries[i].RGB[0] = i >> (2 * BITS_PER_PRIM_COLOR); |
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ColorArrayEntries[i].RGB[1] = (i >> BITS_PER_PRIM_COLOR) & |
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MAX_PRIM_COLOR; |
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ColorArrayEntries[i].RGB[2] = i & MAX_PRIM_COLOR; |
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ColorArrayEntries[i].Count = 0; |
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} |
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/* Sample the colors and their distribution: */ |
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for (i = 0; i < (int)(Width * Height); i++) { |
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Index = ((RedInput[i] >> (8 - BITS_PER_PRIM_COLOR)) << |
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(2 * BITS_PER_PRIM_COLOR)) + |
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((GreenInput[i] >> (8 - BITS_PER_PRIM_COLOR)) << |
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BITS_PER_PRIM_COLOR) + |
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(BlueInput[i] >> (8 - BITS_PER_PRIM_COLOR)); |
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ColorArrayEntries[Index].Count++; |
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} |
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/* Put all the colors in the first entry of the color map, and call the |
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* recursive subdivision process. */ |
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for (i = 0; i < 256; i++) { |
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NewColorSubdiv[i].QuantizedColors = NULL; |
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NewColorSubdiv[i].Count = NewColorSubdiv[i].NumEntries = 0; |
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for (j = 0; j < 3; j++) { |
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NewColorSubdiv[i].RGBMin[j] = 0; |
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NewColorSubdiv[i].RGBWidth[j] = 255; |
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} |
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} |
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/* Find the non empty entries in the color table and chain them: */ |
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for (i = 0; i < COLOR_ARRAY_SIZE; i++) |
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if (ColorArrayEntries[i].Count > 0) |
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break; |
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QuantizedColor = NewColorSubdiv[0].QuantizedColors = &ColorArrayEntries[i]; |
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NumOfEntries = 1; |
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while (++i < COLOR_ARRAY_SIZE) |
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if (ColorArrayEntries[i].Count > 0) { |
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QuantizedColor->Pnext = &ColorArrayEntries[i]; |
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QuantizedColor = &ColorArrayEntries[i]; |
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NumOfEntries++; |
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} |
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QuantizedColor->Pnext = NULL; |
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NewColorSubdiv[0].NumEntries = NumOfEntries; /* Different sampled colors */ |
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NewColorSubdiv[0].Count = ((long)Width) * Height; /* Pixels */ |
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NewColorMapSize = 1; |
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if (SubdivColorMap(NewColorSubdiv, *ColorMapSize, &NewColorMapSize) != |
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GIF_OK) { |
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free((char *)ColorArrayEntries); |
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return GIF_ERROR; |
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} |
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if (NewColorMapSize < *ColorMapSize) { |
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/* And clear rest of color map: */ |
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for (i = NewColorMapSize; i < *ColorMapSize; i++) |
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OutputColorMap[i].Red = OutputColorMap[i].Green = |
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OutputColorMap[i].Blue = 0; |
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} |
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/* Average the colors in each entry to be the color to be used in the |
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* output color map, and plug it into the output color map itself. */ |
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for (i = 0; i < NewColorMapSize; i++) { |
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if ((j = NewColorSubdiv[i].NumEntries) > 0) { |
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QuantizedColor = NewColorSubdiv[i].QuantizedColors; |
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Red = Green = Blue = 0; |
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while (QuantizedColor) { |
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QuantizedColor->NewColorIndex = i; |
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Red += QuantizedColor->RGB[0]; |
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Green += QuantizedColor->RGB[1]; |
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Blue += QuantizedColor->RGB[2]; |
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QuantizedColor = QuantizedColor->Pnext; |
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} |
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OutputColorMap[i].Red = (Red << (8 - BITS_PER_PRIM_COLOR)) / j; |
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OutputColorMap[i].Green = (Green << (8 - BITS_PER_PRIM_COLOR)) / j; |
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OutputColorMap[i].Blue = (Blue << (8 - BITS_PER_PRIM_COLOR)) / j; |
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} |
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} |
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/* Finally scan the input buffer again and put the mapped index in the |
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* output buffer. */ |
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MaxRGBError[0] = MaxRGBError[1] = MaxRGBError[2] = 0; |
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for (i = 0; i < (int)(Width * Height); i++) { |
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Index = ((RedInput[i] >> (8 - BITS_PER_PRIM_COLOR)) << |
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(2 * BITS_PER_PRIM_COLOR)) + |
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((GreenInput[i] >> (8 - BITS_PER_PRIM_COLOR)) << |
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BITS_PER_PRIM_COLOR) + |
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(BlueInput[i] >> (8 - BITS_PER_PRIM_COLOR)); |
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Index = ColorArrayEntries[Index].NewColorIndex; |
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OutputBuffer[i] = Index; |
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if (MaxRGBError[0] < ABS(OutputColorMap[Index].Red - RedInput[i])) |
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MaxRGBError[0] = ABS(OutputColorMap[Index].Red - RedInput[i]); |
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if (MaxRGBError[1] < ABS(OutputColorMap[Index].Green - GreenInput[i])) |
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MaxRGBError[1] = ABS(OutputColorMap[Index].Green - GreenInput[i]); |
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if (MaxRGBError[2] < ABS(OutputColorMap[Index].Blue - BlueInput[i])) |
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MaxRGBError[2] = ABS(OutputColorMap[Index].Blue - BlueInput[i]); |
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} |
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#ifdef DEBUG |
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fprintf(stderr, |
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"Quantization L(0) errors: Red = %d, Green = %d, Blue = %d.\n", |
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MaxRGBError[0], MaxRGBError[1], MaxRGBError[2]); |
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#endif /* DEBUG */ |
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free((char *)ColorArrayEntries); |
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*ColorMapSize = NewColorMapSize; |
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return GIF_OK; |
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} |
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/****************************************************************************** |
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Routine to subdivide the RGB space recursively using median cut in each |
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axes alternatingly until ColorMapSize different cubes exists. |
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The biggest cube in one dimension is subdivide unless it has only one entry. |
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Returns GIF_ERROR if failed, otherwise GIF_OK. |
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*******************************************************************************/ |
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static int |
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SubdivColorMap(NewColorMapType * NewColorSubdiv, |
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unsigned int ColorMapSize, |
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unsigned int *NewColorMapSize) { |
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int MaxSize; |
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unsigned int i, j, Index = 0, NumEntries, MinColor, MaxColor; |
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long Sum, Count; |
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QuantizedColorType *QuantizedColor, **SortArray; |
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while (ColorMapSize > *NewColorMapSize) { |
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/* Find candidate for subdivision: */ |
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MaxSize = -1; |
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for (i = 0; i < *NewColorMapSize; i++) { |
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for (j = 0; j < 3; j++) { |
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if ((((int)NewColorSubdiv[i].RGBWidth[j]) > MaxSize) && |
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(NewColorSubdiv[i].NumEntries > 1)) { |
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MaxSize = NewColorSubdiv[i].RGBWidth[j]; |
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Index = i; |
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SortRGBAxis = j; |
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} |
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} |
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} |
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if (MaxSize == -1) |
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return GIF_OK; |
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/* Split the entry Index into two along the axis SortRGBAxis: */ |
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/* Sort all elements in that entry along the given axis and split at |
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* the median. */ |
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SortArray = (QuantizedColorType **)malloc( |
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sizeof(QuantizedColorType *) * |
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NewColorSubdiv[Index].NumEntries); |
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if (SortArray == NULL) |
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return GIF_ERROR; |
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for (j = 0, QuantizedColor = NewColorSubdiv[Index].QuantizedColors; |
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j < NewColorSubdiv[Index].NumEntries && QuantizedColor != NULL; |
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j++, QuantizedColor = QuantizedColor->Pnext) |
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SortArray[j] = QuantizedColor; |
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/* |
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* Because qsort isn't stable, this can produce differing |
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* results for the order of tuples depending on platform |
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* details of how qsort() is implemented. |
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* |
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* We mitigate this problem by sorting on all three axes rather |
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* than only the one specied by SortRGBAxis; that way the instability |
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* can only become an issue if there are multiple color indices |
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* referring to identical RGB tuples. Older versions of this |
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* sorted on only the one axis. |
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*/ |
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qsort(SortArray, NewColorSubdiv[Index].NumEntries, |
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sizeof(QuantizedColorType *), SortCmpRtn); |
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/* Relink the sorted list into one: */ |
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for (j = 0; j < NewColorSubdiv[Index].NumEntries - 1; j++) |
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SortArray[j]->Pnext = SortArray[j + 1]; |
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SortArray[NewColorSubdiv[Index].NumEntries - 1]->Pnext = NULL; |
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NewColorSubdiv[Index].QuantizedColors = QuantizedColor = SortArray[0]; |
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free((char *)SortArray); |
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/* Now simply add the Counts until we have half of the Count: */ |
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Sum = NewColorSubdiv[Index].Count / 2 - QuantizedColor->Count; |
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NumEntries = 1; |
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Count = QuantizedColor->Count; |
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while (QuantizedColor->Pnext != NULL && |
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(Sum -= QuantizedColor->Pnext->Count) >= 0 && |
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QuantizedColor->Pnext->Pnext != NULL) { |
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QuantizedColor = QuantizedColor->Pnext; |
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NumEntries++; |
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Count += QuantizedColor->Count; |
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} |
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/* Save the values of the last color of the first half, and first |
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* of the second half so we can update the Bounding Boxes later. |
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* Also as the colors are quantized and the BBoxes are full 0..255, |
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* they need to be rescaled. |
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*/ |
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MaxColor = QuantizedColor->RGB[SortRGBAxis]; /* Max. of first half */ |
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/* coverity[var_deref_op] */ |
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MinColor = QuantizedColor->Pnext->RGB[SortRGBAxis]; /* of second */ |
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MaxColor <<= (8 - BITS_PER_PRIM_COLOR); |
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MinColor <<= (8 - BITS_PER_PRIM_COLOR); |
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/* Partition right here: */ |
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NewColorSubdiv[*NewColorMapSize].QuantizedColors = |
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QuantizedColor->Pnext; |
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QuantizedColor->Pnext = NULL; |
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NewColorSubdiv[*NewColorMapSize].Count = Count; |
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NewColorSubdiv[Index].Count -= Count; |
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NewColorSubdiv[*NewColorMapSize].NumEntries = |
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NewColorSubdiv[Index].NumEntries - NumEntries; |
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NewColorSubdiv[Index].NumEntries = NumEntries; |
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for (j = 0; j < 3; j++) { |
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NewColorSubdiv[*NewColorMapSize].RGBMin[j] = |
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NewColorSubdiv[Index].RGBMin[j]; |
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NewColorSubdiv[*NewColorMapSize].RGBWidth[j] = |
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NewColorSubdiv[Index].RGBWidth[j]; |
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} |
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NewColorSubdiv[*NewColorMapSize].RGBWidth[SortRGBAxis] = |
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NewColorSubdiv[*NewColorMapSize].RGBMin[SortRGBAxis] + |
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NewColorSubdiv[*NewColorMapSize].RGBWidth[SortRGBAxis] - MinColor; |
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NewColorSubdiv[*NewColorMapSize].RGBMin[SortRGBAxis] = MinColor; |
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NewColorSubdiv[Index].RGBWidth[SortRGBAxis] = |
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MaxColor - NewColorSubdiv[Index].RGBMin[SortRGBAxis]; |
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(*NewColorMapSize)++; |
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} |
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return GIF_OK; |
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} |
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/**************************************************************************** |
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Routine called by qsort to compare two entries. |
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*****************************************************************************/ |
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static int |
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SortCmpRtn(const void *Entry1, |
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const void *Entry2) { |
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QuantizedColorType *entry1 = (*((QuantizedColorType **) Entry1)); |
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QuantizedColorType *entry2 = (*((QuantizedColorType **) Entry2)); |
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/* sort on all axes of the color space! */ |
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int hash1 = entry1->RGB[SortRGBAxis] * 256 * 256 |
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+ entry1->RGB[(SortRGBAxis+1) % 3] * 256 |
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+ entry1->RGB[(SortRGBAxis+2) % 3]; |
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int hash2 = entry2->RGB[SortRGBAxis] * 256 * 256 |
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+ entry2->RGB[(SortRGBAxis+1) % 3] * 256 |
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+ entry2->RGB[(SortRGBAxis+2) % 3]; |
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return hash1 - hash2; |
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} |
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/* end */
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