quantizer code - space to tabs, other cleanups
This commit is contained in:
parent
101a403420
commit
8885b38281
|
@ -14,7 +14,7 @@
|
|||
|
||||
// Based on: http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dnaspp/html/colorquant.asp
|
||||
|
||||
//Bizhawk says: adapted from https://github.com/inexorabletash/PcxFileType/blob/master/Quantize
|
||||
//BizHawk says: adapted from https://github.com/inexorabletash/PcxFileType/blob/master/Quantize
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
@ -23,87 +23,91 @@ using System.Drawing.Imaging;
|
|||
|
||||
namespace BizHawk.Client.EmuHawk
|
||||
{
|
||||
/// <summary>
|
||||
/// Quantize using an Octree
|
||||
/// </summary>
|
||||
unsafe class OctreeQuantizer : Quantizer
|
||||
{
|
||||
/// <summary>
|
||||
/// Stores the tree
|
||||
/// </summary>
|
||||
private Octree _octree;
|
||||
/// <summary>
|
||||
/// Quantize using an Octree
|
||||
/// </summary>
|
||||
internal class OctreeQuantizer : Quantizer
|
||||
{
|
||||
/// <summary>
|
||||
/// Stores the tree
|
||||
/// </summary>
|
||||
private readonly Octree _octree;
|
||||
|
||||
/// <summary>
|
||||
/// Maximum allowed color depth
|
||||
/// </summary>
|
||||
private int _maxColors;
|
||||
/// <summary>
|
||||
/// Maximum allowed color depth
|
||||
/// </summary>
|
||||
private readonly int _maxColors;
|
||||
|
||||
/// <param name="maxColors">The maximum number of colors to return</param>
|
||||
/// <param name="maxColorBits">The number of significant bits</param>
|
||||
/// <exception cref="ArgumentOutOfRangeException"><paramref name="maxColors"/> ≥ <c>256</c> or <paramref name="maxColorBits"/> outside range <c>1..8</c></exception>
|
||||
/// <remarks>The Octree quantizer is a two pass algorithm. The initial pass sets up the octree, the second pass quantizes a color based on the nodes in the tree.</remarks>
|
||||
public OctreeQuantizer(int maxColors, int maxColorBits) : base(false)
|
||||
{
|
||||
if (maxColors > 255)
|
||||
throw new ArgumentOutOfRangeException(nameof(maxColors), maxColors, "The number of colors should be less than 256");
|
||||
/// <param name="maxColors">The maximum number of colors to return</param>
|
||||
/// <param name="maxColorBits">The number of significant bits</param>
|
||||
/// <exception cref="ArgumentOutOfRangeException"><paramref name="maxColors"/> ≥ <c>256</c> or <paramref name="maxColorBits"/> outside range <c>1..8</c></exception>
|
||||
/// <remarks>The Octree quantizer is a two pass algorithm. The initial pass sets up the octree, the second pass quantizes a color based on the nodes in the tree.</remarks>
|
||||
public OctreeQuantizer(int maxColors, int maxColorBits) : base(false)
|
||||
{
|
||||
if (maxColors > 255)
|
||||
{
|
||||
throw new ArgumentOutOfRangeException(nameof(maxColors), maxColors, "The number of colors should be less than 256");
|
||||
}
|
||||
|
||||
if ((maxColorBits < 1) |(maxColorBits > 8))
|
||||
throw new ArgumentOutOfRangeException(nameof(maxColorBits), maxColorBits, "This should be between 1 and 8");
|
||||
if ((maxColorBits < 1) | (maxColorBits > 8))
|
||||
{
|
||||
throw new ArgumentOutOfRangeException(nameof(maxColorBits), maxColorBits, "This should be between 1 and 8");
|
||||
}
|
||||
|
||||
_octree = new Octree(maxColorBits);
|
||||
_maxColors = maxColors;
|
||||
}
|
||||
_octree = new Octree(maxColorBits);
|
||||
_maxColors = maxColors;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Process the pixel in the first pass of the algorithm
|
||||
/// </summary>
|
||||
/// <param name="pixel">The pixel to quantize</param>
|
||||
/// <remarks>
|
||||
/// This function need only be overridden if your quantize algorithm needs two passes,
|
||||
/// such as an Octree quantizer.
|
||||
/// </remarks>
|
||||
protected override void InitialQuantizePixel(int pixel)
|
||||
{
|
||||
_octree.AddColor(pixel);
|
||||
}
|
||||
/// <summary>
|
||||
/// Process the pixel in the first pass of the algorithm
|
||||
/// </summary>
|
||||
/// <param name="pixel">The pixel to quantize</param>
|
||||
/// <remarks>
|
||||
/// This function need only be overridden if your quantize algorithm needs two passes,
|
||||
/// such as an Octree quantizer.
|
||||
/// </remarks>
|
||||
protected override void InitialQuantizePixel(int pixel)
|
||||
{
|
||||
_octree.AddColor(pixel);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Override this to process the pixel in the second pass of the algorithm
|
||||
/// </summary>
|
||||
/// <param name="pixel">The pixel to quantize</param>
|
||||
/// <returns>The quantized value</returns>
|
||||
protected override byte QuantizePixel(int pixel)
|
||||
{
|
||||
byte paletteIndex = (byte)_maxColors; // The color at [_maxColors] is set to transparent
|
||||
/// <summary>
|
||||
/// Override this to process the pixel in the second pass of the algorithm
|
||||
/// </summary>
|
||||
/// <param name="pixel">The pixel to quantize</param>
|
||||
/// <returns>The quantized value</returns>
|
||||
protected override byte QuantizePixel(int pixel)
|
||||
{
|
||||
byte paletteIndex = (byte)_maxColors; // The color at [_maxColors] is set to transparent
|
||||
|
||||
// Get the palette index if this non-transparent
|
||||
int a = (pixel>>24)&0xFF;
|
||||
// Get the palette index if this non-transparent
|
||||
int a = (pixel >> 24) & 0xFF;
|
||||
|
||||
#if HANDLE_TRANSPARENCY
|
||||
if (a > 0)
|
||||
#endif
|
||||
{
|
||||
paletteIndex = (byte)_octree.GetPaletteIndex(pixel);
|
||||
}
|
||||
{
|
||||
paletteIndex = (byte)_octree.GetPaletteIndex(pixel);
|
||||
}
|
||||
|
||||
return paletteIndex;
|
||||
}
|
||||
return paletteIndex;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieve the palette for the quantized image
|
||||
/// </summary>
|
||||
/// <param name="original">Any old palette, this is overrwritten</param>
|
||||
/// <returns>The new color palette</returns>
|
||||
protected override ColorPalette GetPalette(ColorPalette original)
|
||||
{
|
||||
// First off convert the octree to _maxColors colors
|
||||
List<Color> palette = _octree.Palletize(_maxColors - 1);
|
||||
/// <summary>
|
||||
/// Retrieve the palette for the quantized image
|
||||
/// </summary>
|
||||
/// <param name="original">Any old palette, this is overwritten</param>
|
||||
/// <returns>The new color palette</returns>
|
||||
protected override ColorPalette GetPalette(ColorPalette original)
|
||||
{
|
||||
// First off convert the octree to _maxColors colors
|
||||
List<Color> palette = _octree.Palletize(_maxColors - 1);
|
||||
|
||||
// Then convert the palette based on those colors
|
||||
for (int index = 0; index < palette.Count; index++)
|
||||
{
|
||||
original.Entries[index] = palette[index];
|
||||
}
|
||||
// Then convert the palette based on those colors
|
||||
for (int index = 0; index < palette.Count; index++)
|
||||
{
|
||||
original.Entries[index] = palette[index];
|
||||
}
|
||||
|
||||
#if ORIGINAL_CODE
|
||||
for (int i = palette.Count; i < original.Entries.Length; ++i)
|
||||
|
@ -114,461 +118,417 @@ namespace BizHawk.Client.EmuHawk
|
|||
// Add the transparent color
|
||||
original.Entries[_maxColors] = Color.FromArgb(0, 0, 0, 0);
|
||||
#else // PCX Plugin
|
||||
// For PCX: Pad with transparency
|
||||
for (int i = palette.Count; i < original.Entries.Length; ++i)
|
||||
original.Entries[i] = Color.Transparent;
|
||||
// For PCX: Pad with transparency
|
||||
for (int i = palette.Count; i < original.Entries.Length; ++i)
|
||||
{
|
||||
original.Entries[i] = Color.Transparent;
|
||||
}
|
||||
#endif
|
||||
return original;
|
||||
}
|
||||
return original;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Class which does the actual quantization
|
||||
/// </summary>
|
||||
private class Octree
|
||||
{
|
||||
/// <summary>
|
||||
/// Construct the octree
|
||||
/// </summary>
|
||||
/// <param name="maxColorBits">The maximum number of significant bits in the image</param>
|
||||
public Octree(int maxColorBits)
|
||||
{
|
||||
_maxColorBits = maxColorBits;
|
||||
_leafCount = 0;
|
||||
_reducibleNodes = new OctreeNode[9];
|
||||
_root = new OctreeNode(0, _maxColorBits, this);
|
||||
_previousColor = 0;
|
||||
_previousNode = null;
|
||||
}
|
||||
/// <summary>
|
||||
/// Class which does the actual quantization
|
||||
/// </summary>
|
||||
private class Octree
|
||||
{
|
||||
/// <summary>
|
||||
/// Construct the octree
|
||||
/// </summary>
|
||||
/// <param name="maxColorBits">The maximum number of significant bits in the image</param>
|
||||
public Octree(int maxColorBits)
|
||||
{
|
||||
_maxColorBits = maxColorBits;
|
||||
_leafCount = 0;
|
||||
_reducibleNodes = new OctreeNode[9];
|
||||
_root = new OctreeNode(0, _maxColorBits, this);
|
||||
_previousColor = 0;
|
||||
_previousNode = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Add a given color value to the octree
|
||||
/// </summary>
|
||||
public void AddColor(int pixel)
|
||||
{
|
||||
// Check if this request is for the same color as the last
|
||||
if (_previousColor == pixel)
|
||||
{
|
||||
// If so, check if I have a previous node setup. This will only ocurr if the first color in the image
|
||||
// happens to be black, with an alpha component of zero.
|
||||
if (null == _previousNode)
|
||||
{
|
||||
_previousColor = pixel;
|
||||
_root.AddColor(pixel, _maxColorBits, 0, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Just update the previous node
|
||||
_previousNode.Increment(pixel);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_previousColor = pixel;
|
||||
_root.AddColor(pixel, _maxColorBits, 0, this);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Add a given color value to the octree
|
||||
/// </summary>
|
||||
public void AddColor(int pixel)
|
||||
{
|
||||
// Check if this request is for the same color as the last
|
||||
if (_previousColor == pixel)
|
||||
{
|
||||
// If so, check if I have a previous node setup. This will only occur if the first color in the image
|
||||
// happens to be black, with an alpha component of zero.
|
||||
if (null == _previousNode)
|
||||
{
|
||||
_previousColor = pixel;
|
||||
_root.AddColor(pixel, _maxColorBits, 0, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Just update the previous node
|
||||
_previousNode.Increment(pixel);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_previousColor = pixel;
|
||||
_root.AddColor(pixel, _maxColorBits, 0, this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reduce the depth of the tree
|
||||
/// </summary>
|
||||
public void Reduce()
|
||||
{
|
||||
int index;
|
||||
/// <summary>
|
||||
/// Reduce the depth of the tree
|
||||
/// </summary>
|
||||
private void Reduce()
|
||||
{
|
||||
int index;
|
||||
|
||||
// Find the deepest level containing at least one reducible node
|
||||
for (index = _maxColorBits - 1; (index > 0) && (null == _reducibleNodes[index]); index--)
|
||||
{
|
||||
// intentionally blank
|
||||
}
|
||||
// Find the deepest level containing at least one reducible node
|
||||
for (index = _maxColorBits - 1; index > 0 && _reducibleNodes[index] == null; index--)
|
||||
{
|
||||
// intentionally blank
|
||||
}
|
||||
|
||||
// Reduce the node most recently added to the list at level 'index'
|
||||
OctreeNode node = _reducibleNodes[index];
|
||||
_reducibleNodes[index] = node.NextReducible;
|
||||
// Reduce the node most recently added to the list at level 'index'
|
||||
OctreeNode node = _reducibleNodes[index];
|
||||
_reducibleNodes[index] = node.NextReducible;
|
||||
|
||||
// Decrement the leaf count after reducing the node
|
||||
_leafCount -= node.Reduce();
|
||||
// Decrement the leaf count after reducing the node
|
||||
_leafCount -= node.Reduce();
|
||||
|
||||
// And just in case I've reduced the last color to be added, and the next color to
|
||||
// be added is the same, invalidate the previousNode...
|
||||
_previousNode = null;
|
||||
}
|
||||
// And just in case I've reduced the last color to be added, and the next color to
|
||||
// be added is the same, invalidate the previousNode...
|
||||
_previousNode = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get/Set the number of leaves in the tree
|
||||
/// </summary>
|
||||
public int Leaves
|
||||
{
|
||||
get
|
||||
{
|
||||
return _leafCount;
|
||||
}
|
||||
/// <summary>
|
||||
/// Return the array of reducible nodes
|
||||
/// </summary>
|
||||
protected OctreeNode[] ReducibleNodes => _reducibleNodes;
|
||||
|
||||
set
|
||||
{
|
||||
_leafCount = value;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Keep track of the previous node that was quantized
|
||||
/// </summary>
|
||||
/// <param name="node">The node last quantized</param>
|
||||
protected void TrackPrevious(OctreeNode node)
|
||||
{
|
||||
_previousNode = node;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return the array of reducible nodes
|
||||
/// </summary>
|
||||
protected OctreeNode[] ReducibleNodes
|
||||
{
|
||||
get
|
||||
{
|
||||
return _reducibleNodes;
|
||||
}
|
||||
}
|
||||
private Color[] _palette;
|
||||
private PaletteTable _paletteTable;
|
||||
|
||||
/// <summary>
|
||||
/// Keep track of the previous node that was quantized
|
||||
/// </summary>
|
||||
/// <param name="node">The node last quantized</param>
|
||||
protected void TrackPrevious(OctreeNode node)
|
||||
{
|
||||
_previousNode = node;
|
||||
}
|
||||
/// <summary>
|
||||
/// Convert the nodes in the octree to a palette with a maximum of colorCount colors
|
||||
/// </summary>
|
||||
/// <param name="colorCount">The maximum number of colors</param>
|
||||
/// <returns>A list with the palettized colors</returns>
|
||||
public List<Color> Palletize(int colorCount)
|
||||
{
|
||||
while (_leafCount > colorCount)
|
||||
{
|
||||
Reduce();
|
||||
}
|
||||
|
||||
private Color[] _palette;
|
||||
private PaletteTable paletteTable;
|
||||
// Now palletize the nodes
|
||||
var palette = new List<Color>(_leafCount);
|
||||
int paletteIndex = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Convert the nodes in the octree to a palette with a maximum of colorCount colors
|
||||
/// </summary>
|
||||
/// <param name="colorCount">The maximum number of colors</param>
|
||||
/// <returns>A list with the palettized colors</returns>
|
||||
public List<Color> Palletize(int colorCount)
|
||||
{
|
||||
while (Leaves > colorCount)
|
||||
{
|
||||
Reduce();
|
||||
}
|
||||
_root.ConstructPalette(palette, ref paletteIndex);
|
||||
|
||||
// Now palettize the nodes
|
||||
List<Color> palette = new List<Color>(Leaves);
|
||||
int paletteIndex = 0;
|
||||
// And return the palette
|
||||
_palette = palette.ToArray();
|
||||
_paletteTable = null;
|
||||
|
||||
_root.ConstructPalette(palette, ref paletteIndex);
|
||||
return palette;
|
||||
}
|
||||
|
||||
// And return the palette
|
||||
this._palette = palette.ToArray();
|
||||
this.paletteTable = null;
|
||||
|
||||
return palette;
|
||||
}
|
||||
/// <summary>
|
||||
/// Get the palette index for the passed color
|
||||
/// </summary>
|
||||
public int GetPaletteIndex(int pixel)
|
||||
{
|
||||
var ret = _root.GetPaletteIndex(pixel, 0);
|
||||
|
||||
/// <summary>
|
||||
/// Get the palette index for the passed color
|
||||
/// </summary>
|
||||
public int GetPaletteIndex(int pixel)
|
||||
{
|
||||
int ret = -1;
|
||||
|
||||
ret = _root.GetPaletteIndex(pixel, 0);
|
||||
if (ret < 0)
|
||||
{
|
||||
if (_paletteTable == null)
|
||||
{
|
||||
_paletteTable = new PaletteTable(_palette);
|
||||
}
|
||||
|
||||
if (ret < 0)
|
||||
{
|
||||
if (this.paletteTable == null)
|
||||
{
|
||||
this.paletteTable = new PaletteTable(this._palette);
|
||||
}
|
||||
ret = _paletteTable.FindClosestPaletteIndex(Color.FromArgb(pixel));
|
||||
}
|
||||
|
||||
ret = this.paletteTable.FindClosestPaletteIndex(Color.FromArgb(pixel));
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
/// <summary>
|
||||
/// Mask used when getting the appropriate pixels for a given node
|
||||
/// </summary>
|
||||
private static readonly int[] Mask = { 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01 };
|
||||
|
||||
/// <summary>
|
||||
/// Mask used when getting the appropriate pixels for a given node
|
||||
/// </summary>
|
||||
private static int[] mask = new int[8] { 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01 };
|
||||
/// <summary>
|
||||
/// The root of the octree
|
||||
/// </summary>
|
||||
private readonly OctreeNode _root;
|
||||
|
||||
/// <summary>
|
||||
/// The root of the octree
|
||||
/// </summary>
|
||||
private OctreeNode _root;
|
||||
/// <summary>
|
||||
/// Number of leaves in the tree
|
||||
/// </summary>
|
||||
private int _leafCount;
|
||||
|
||||
/// <summary>
|
||||
/// Number of leaves in the tree
|
||||
/// </summary>
|
||||
private int _leafCount;
|
||||
/// <summary>
|
||||
/// Array of reducible nodes
|
||||
/// </summary>
|
||||
private readonly OctreeNode[] _reducibleNodes;
|
||||
|
||||
/// <summary>
|
||||
/// Array of reducible nodes
|
||||
/// </summary>
|
||||
private OctreeNode[] _reducibleNodes;
|
||||
/// <summary>
|
||||
/// Maximum number of significant bits in the image
|
||||
/// </summary>
|
||||
private readonly int _maxColorBits;
|
||||
|
||||
/// <summary>
|
||||
/// Maximum number of significant bits in the image
|
||||
/// </summary>
|
||||
private int _maxColorBits;
|
||||
/// <summary>
|
||||
/// Store the last node quantized
|
||||
/// </summary>
|
||||
private OctreeNode _previousNode;
|
||||
|
||||
/// <summary>
|
||||
/// Store the last node quantized
|
||||
/// </summary>
|
||||
private OctreeNode _previousNode;
|
||||
/// <summary>
|
||||
/// Cache the previous color quantized
|
||||
/// </summary>
|
||||
private int _previousColor;
|
||||
|
||||
/// <summary>
|
||||
/// Cache the previous color quantized
|
||||
/// </summary>
|
||||
private int _previousColor;
|
||||
/// <summary>
|
||||
/// Class which encapsulates each node in the tree
|
||||
/// </summary>
|
||||
protected class OctreeNode
|
||||
{
|
||||
/// <summary>
|
||||
/// Construct the node
|
||||
/// </summary>
|
||||
/// <param name="level">The level in the tree = 0 - 7</param>
|
||||
/// <param name="colorBits">The number of significant color bits in the image</param>
|
||||
/// <param name="octree">The tree to which this node belongs</param>
|
||||
public OctreeNode(int level, int colorBits, Octree octree)
|
||||
{
|
||||
// Construct the new node
|
||||
_leaf = (level == colorBits);
|
||||
|
||||
/// <summary>
|
||||
/// Class which encapsulates each node in the tree
|
||||
/// </summary>
|
||||
protected class OctreeNode
|
||||
{
|
||||
/// <summary>
|
||||
/// Construct the node
|
||||
/// </summary>
|
||||
/// <param name="level">The level in the tree = 0 - 7</param>
|
||||
/// <param name="colorBits">The number of significant color bits in the image</param>
|
||||
/// <param name="octree">The tree to which this node belongs</param>
|
||||
public OctreeNode(int level, int colorBits, Octree octree)
|
||||
{
|
||||
// Construct the new node
|
||||
_leaf = (level == colorBits);
|
||||
_red = 0;
|
||||
_green = 0;
|
||||
_blue = 0;
|
||||
_pixelCount = 0;
|
||||
|
||||
_red = 0;
|
||||
_green = 0;
|
||||
_blue = 0;
|
||||
_pixelCount = 0;
|
||||
// If a leaf, increment the leaf count
|
||||
if (_leaf)
|
||||
{
|
||||
octree._leafCount++;
|
||||
_nextReducible = null;
|
||||
_children = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise add this to the reducible nodes
|
||||
_nextReducible = octree.ReducibleNodes[level];
|
||||
octree.ReducibleNodes[level] = this;
|
||||
_children = new OctreeNode[8];
|
||||
}
|
||||
}
|
||||
|
||||
// If a leaf, increment the leaf count
|
||||
if (_leaf)
|
||||
{
|
||||
octree.Leaves++;
|
||||
_nextReducible = null;
|
||||
_children = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise add this to the reducible nodes
|
||||
_nextReducible = octree.ReducibleNodes[level];
|
||||
octree.ReducibleNodes[level] = this;
|
||||
_children = new OctreeNode[8];
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Add a color into the tree
|
||||
/// </summary>
|
||||
/// <param name="pixel">The color</param>
|
||||
/// <param name="colorBits">The number of significant color bits</param>
|
||||
/// <param name="level">The level in the tree</param>
|
||||
/// <param name="octree">The tree to which this node belongs</param>
|
||||
public void AddColor(int pixel, int colorBits, int level, Octree octree)
|
||||
{
|
||||
// Update the color information if this is a leaf
|
||||
if (_leaf)
|
||||
{
|
||||
Increment(pixel);
|
||||
|
||||
/// <summary>
|
||||
/// Add a color into the tree
|
||||
/// </summary>
|
||||
/// <param name="pixel">The color</param>
|
||||
/// <param name="colorBits">The number of significant color bits</param>
|
||||
/// <param name="level">The level in the tree</param>
|
||||
/// <param name="octree">The tree to which this node belongs</param>
|
||||
public void AddColor(int pixel, int colorBits, int level, Octree octree)
|
||||
{
|
||||
// Update the color information if this is a leaf
|
||||
if (_leaf)
|
||||
{
|
||||
Increment(pixel);
|
||||
// Setup the previous node
|
||||
octree.TrackPrevious(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Go to the next level down in the tree
|
||||
int shift = 7 - level;
|
||||
int b = pixel & 0xFF;
|
||||
int g = (pixel >> 8) & 0xFF;
|
||||
int r = (pixel >> 16) & 0xFF;
|
||||
int index = ((r & Mask[level]) >> (shift - 2)) |
|
||||
((g & Mask[level]) >> (shift - 1)) |
|
||||
((b & Mask[level]) >> (shift));
|
||||
|
||||
// Setup the previous node
|
||||
octree.TrackPrevious(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Go to the next level down in the tree
|
||||
int shift = 7 - level;
|
||||
int b = pixel & 0xFF;
|
||||
int g = (pixel >> 8) & 0xFF;
|
||||
int r = (pixel >> 16) & 0xFF;
|
||||
int index = ((r & mask[level]) >> (shift - 2)) |
|
||||
((g & mask[level]) >> (shift - 1)) |
|
||||
((b & mask[level]) >> (shift));
|
||||
OctreeNode child = _children[index];
|
||||
|
||||
OctreeNode child = _children[index];
|
||||
if (null == child)
|
||||
{
|
||||
// Create a new child node & store in the array
|
||||
child = new OctreeNode(level + 1, colorBits, octree);
|
||||
_children[index] = child;
|
||||
}
|
||||
|
||||
if (null == child)
|
||||
{
|
||||
// Create a new child node & store in the array
|
||||
child = new OctreeNode(level + 1, colorBits, octree);
|
||||
_children[index] = child;
|
||||
}
|
||||
// Add the color to the child node
|
||||
child.AddColor(pixel, colorBits, level + 1, octree);
|
||||
}
|
||||
|
||||
// Add the color to the child node
|
||||
child.AddColor(pixel, colorBits, level + 1, octree);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/// <summary>
|
||||
/// Get/Set the next reducible node
|
||||
/// </summary>
|
||||
public OctreeNode NextReducible => _nextReducible;
|
||||
|
||||
/// <summary>
|
||||
/// Get/Set the next reducible node
|
||||
/// </summary>
|
||||
public OctreeNode NextReducible
|
||||
{
|
||||
get
|
||||
{
|
||||
return _nextReducible;
|
||||
}
|
||||
/// <summary>
|
||||
/// Reduce this node by removing all of its children
|
||||
/// </summary>
|
||||
/// <returns>The number of leaves removed</returns>
|
||||
public int Reduce()
|
||||
{
|
||||
int children = 0;
|
||||
_red = 0;
|
||||
_green = 0;
|
||||
_blue = 0;
|
||||
|
||||
set
|
||||
{
|
||||
_nextReducible = value;
|
||||
}
|
||||
}
|
||||
// Loop through all children and add their information to this node
|
||||
for (int index = 0; index < 8; index++)
|
||||
{
|
||||
if (null != _children[index])
|
||||
{
|
||||
_red += _children[index]._red;
|
||||
_green += _children[index]._green;
|
||||
_blue += _children[index]._blue;
|
||||
_pixelCount += _children[index]._pixelCount;
|
||||
++children;
|
||||
_children[index] = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return the child nodes
|
||||
/// </summary>
|
||||
public OctreeNode[] Children
|
||||
{
|
||||
get
|
||||
{
|
||||
return _children;
|
||||
}
|
||||
}
|
||||
// Now change this to a leaf node
|
||||
_leaf = true;
|
||||
|
||||
/// <summary>
|
||||
/// Reduce this node by removing all of its children
|
||||
/// </summary>
|
||||
/// <returns>The number of leaves removed</returns>
|
||||
public int Reduce()
|
||||
{
|
||||
int children = 0;
|
||||
_red = 0;
|
||||
_green = 0;
|
||||
_blue = 0;
|
||||
// Return the number of nodes to decrement the leaf count by
|
||||
return (children - 1);
|
||||
}
|
||||
|
||||
// Loop through all children and add their information to this node
|
||||
for (int index = 0; index < 8; index++)
|
||||
{
|
||||
if (null != _children[index])
|
||||
{
|
||||
_red += _children[index]._red;
|
||||
_green += _children[index]._green;
|
||||
_blue += _children[index]._blue;
|
||||
_pixelCount += _children[index]._pixelCount;
|
||||
++children;
|
||||
_children[index] = null;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Traverse the tree, building up the color palette
|
||||
/// </summary>
|
||||
/// <param name="palette">The palette</param>
|
||||
/// <param name="paletteIndex">The current palette index</param>
|
||||
public void ConstructPalette(List<Color> palette, ref int paletteIndex)
|
||||
{
|
||||
if (_leaf)
|
||||
{
|
||||
// Consume the next palette index
|
||||
_paletteIndex = paletteIndex++;
|
||||
|
||||
// Now change this to a leaf node
|
||||
_leaf = true;
|
||||
// And set the color of the palette entry
|
||||
int r = _red / _pixelCount;
|
||||
int g = _green / _pixelCount;
|
||||
int b = _blue / _pixelCount;
|
||||
|
||||
// Return the number of nodes to decrement the leaf count by
|
||||
return(children - 1);
|
||||
}
|
||||
palette.Add(Color.FromArgb(r, g, b));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Loop through children looking for leaves
|
||||
for (int index = 0; index < 8; index++)
|
||||
{
|
||||
if (null != _children[index])
|
||||
{
|
||||
_children[index].ConstructPalette(palette, ref paletteIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Traverse the tree, building up the color palette
|
||||
/// </summary>
|
||||
/// <param name="palette">The palette</param>
|
||||
/// <param name="paletteIndex">The current palette index</param>
|
||||
public void ConstructPalette(List<Color> palette, ref int paletteIndex)
|
||||
{
|
||||
if (_leaf)
|
||||
{
|
||||
// Consume the next palette index
|
||||
_paletteIndex = paletteIndex++;
|
||||
/// <summary>
|
||||
/// Return the palette index for the passed color
|
||||
/// </summary>
|
||||
public int GetPaletteIndex(int pixel, int level)
|
||||
{
|
||||
int paletteIndex = _paletteIndex;
|
||||
|
||||
// And set the color of the palette entry
|
||||
int r = _red / _pixelCount;
|
||||
int g = _green / _pixelCount;
|
||||
int b = _blue / _pixelCount;
|
||||
if (!_leaf)
|
||||
{
|
||||
int shift = 7 - level;
|
||||
int b = pixel & 0xFF;
|
||||
int g = (pixel >> 8) & 0xFF;
|
||||
int r = (pixel >> 16) & 0xFF;
|
||||
int index = ((r & Mask[level]) >> (shift - 2)) |
|
||||
((g & Mask[level]) >> (shift - 1)) |
|
||||
((b & Mask[level]) >> (shift));
|
||||
|
||||
palette.Add(Color.FromArgb(r, g, b));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Loop through children looking for leaves
|
||||
for (int index = 0; index < 8; index++)
|
||||
{
|
||||
if (null != _children[index])
|
||||
{
|
||||
_children[index].ConstructPalette(palette, ref paletteIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (null != _children[index])
|
||||
{
|
||||
paletteIndex = _children[index].GetPaletteIndex(pixel, level + 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
paletteIndex = -1;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Return the palette index for the passed color
|
||||
/// </summary>
|
||||
public int GetPaletteIndex(int pixel, int level)
|
||||
{
|
||||
int paletteIndex = _paletteIndex;
|
||||
return paletteIndex;
|
||||
}
|
||||
|
||||
if (!_leaf)
|
||||
{
|
||||
int shift = 7 - level;
|
||||
int b = pixel & 0xFF;
|
||||
int g = (pixel >> 8) & 0xFF;
|
||||
int r = (pixel >> 16) & 0xFF;
|
||||
int index = ((r & mask[level]) >> (shift - 2)) |
|
||||
((g & mask[level]) >> (shift - 1)) |
|
||||
((b & mask[level]) >> (shift));
|
||||
/// <summary>
|
||||
/// Increment the pixel count and add to the color information
|
||||
/// </summary>
|
||||
public void Increment(int pixel)
|
||||
{
|
||||
++_pixelCount;
|
||||
int b = pixel & 0xFF;
|
||||
int g = (pixel >> 8) & 0xFF;
|
||||
int r = (pixel >> 16) & 0xFF;
|
||||
_red += r;
|
||||
_green += g;
|
||||
_blue += b;
|
||||
}
|
||||
|
||||
if (null != _children[index])
|
||||
{
|
||||
paletteIndex = _children[index].GetPaletteIndex(pixel, level + 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
paletteIndex = -1;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Flag indicating that this is a leaf node
|
||||
/// </summary>
|
||||
private bool _leaf;
|
||||
|
||||
return paletteIndex;
|
||||
}
|
||||
/// <summary>
|
||||
/// Number of pixels in this node
|
||||
/// </summary>
|
||||
private int _pixelCount;
|
||||
|
||||
/// <summary>
|
||||
/// Increment the pixel count and add to the color information
|
||||
/// </summary>
|
||||
public void Increment(int pixel)
|
||||
{
|
||||
++_pixelCount;
|
||||
int b = pixel&0xFF;
|
||||
int g = (pixel>>8) & 0xFF;
|
||||
int r = (pixel >> 16) & 0xFF;
|
||||
_red += r;
|
||||
_green += g;
|
||||
_blue += b;
|
||||
}
|
||||
/// <summary>
|
||||
/// Red component
|
||||
/// </summary>
|
||||
private int _red;
|
||||
|
||||
/// <summary>
|
||||
/// Flag indicating that this is a leaf node
|
||||
/// </summary>
|
||||
private bool _leaf;
|
||||
/// <summary>
|
||||
/// Green Component
|
||||
/// </summary>
|
||||
private int _green;
|
||||
|
||||
/// <summary>
|
||||
/// Number of pixels in this node
|
||||
/// </summary>
|
||||
private int _pixelCount;
|
||||
/// <summary>
|
||||
/// Blue component
|
||||
/// </summary>
|
||||
private int _blue;
|
||||
|
||||
/// <summary>
|
||||
/// Red component
|
||||
/// </summary>
|
||||
private int _red;
|
||||
/// <summary>
|
||||
/// Pointers to any child nodes
|
||||
/// </summary>
|
||||
private readonly OctreeNode[] _children;
|
||||
|
||||
/// <summary>
|
||||
/// Green Component
|
||||
/// </summary>
|
||||
private int _green;
|
||||
/// <summary>
|
||||
/// Pointer to next reducible node
|
||||
/// </summary>
|
||||
private readonly OctreeNode _nextReducible;
|
||||
|
||||
/// <summary>
|
||||
/// Blue component
|
||||
/// </summary>
|
||||
private int _blue;
|
||||
|
||||
/// <summary>
|
||||
/// Pointers to any child nodes
|
||||
/// </summary>
|
||||
private OctreeNode[] _children;
|
||||
|
||||
/// <summary>
|
||||
/// Pointer to next reducible node
|
||||
/// </summary>
|
||||
private OctreeNode _nextReducible;
|
||||
|
||||
/// <summary>
|
||||
/// The index of this node in the palette
|
||||
/// </summary>
|
||||
private int _paletteIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// The index of this node in the palette
|
||||
/// </summary>
|
||||
private int _paletteIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -12,66 +12,58 @@
|
|||
// Copyright (C) Joshua Bell
|
||||
/////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//Bizhawk says: adapted from https://github.com/inexorabletash/PcxFileType/blob/master/Quantize
|
||||
//BizHawk says: adapted from https://github.com/inexorabletash/PcxFileType/blob/master/Quantize
|
||||
|
||||
using System.Drawing;
|
||||
|
||||
namespace BizHawk.Client.EmuHawk
|
||||
{
|
||||
public sealed class PaletteTable
|
||||
{
|
||||
private Color[] palette;
|
||||
public sealed class PaletteTable
|
||||
{
|
||||
private readonly Color[] _palette;
|
||||
|
||||
public Color this[int index]
|
||||
{
|
||||
get
|
||||
{
|
||||
return this.palette[index];
|
||||
}
|
||||
public Color this[int index]
|
||||
{
|
||||
get => _palette[index];
|
||||
set => _palette[index] = value;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
this.palette[index] = value;
|
||||
}
|
||||
}
|
||||
private int GetDistanceSquared(Color a, Color b)
|
||||
{
|
||||
int dsq = 0; // delta squared
|
||||
|
||||
private int GetDistanceSquared(Color a, Color b)
|
||||
{
|
||||
int dsq = 0; // delta squared
|
||||
int v;
|
||||
var v = a.B - b.B;
|
||||
dsq += v * v;
|
||||
v = a.G - b.G;
|
||||
dsq += v * v;
|
||||
v = a.R - b.R;
|
||||
dsq += v * v;
|
||||
|
||||
v = a.B - b.B;
|
||||
dsq += v * v;
|
||||
v = a.G - b.G;
|
||||
dsq += v * v;
|
||||
v = a.R - b.R;
|
||||
dsq += v * v;
|
||||
return dsq;
|
||||
}
|
||||
|
||||
return dsq;
|
||||
}
|
||||
public int FindClosestPaletteIndex(Color pixel)
|
||||
{
|
||||
int dsqBest = int.MaxValue;
|
||||
int ret = 0;
|
||||
|
||||
public int FindClosestPaletteIndex(Color pixel)
|
||||
{
|
||||
int dsqBest = int.MaxValue;
|
||||
int ret = 0;
|
||||
for (int i = 0; i < _palette.Length; ++i)
|
||||
{
|
||||
int dsq = GetDistanceSquared(_palette[i], pixel);
|
||||
|
||||
for (int i = 0; i < this.palette.Length; ++i)
|
||||
{
|
||||
int dsq = GetDistanceSquared(this.palette[i], pixel);
|
||||
if (dsq < dsqBest)
|
||||
{
|
||||
dsqBest = dsq;
|
||||
ret = i;
|
||||
}
|
||||
}
|
||||
|
||||
if (dsq < dsqBest)
|
||||
{
|
||||
dsqBest = dsq;
|
||||
ret = i;
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public PaletteTable(Color[] palette)
|
||||
{
|
||||
this.palette = (Color[])palette.Clone();
|
||||
}
|
||||
}
|
||||
public PaletteTable(Color[] palette)
|
||||
{
|
||||
_palette = (Color[])palette.Clone();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -318,11 +318,14 @@
|
|||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Numerics/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=nvidia/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Objs/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Octree/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Oeka/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=opcode/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=opengl/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Overdump/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Overscan/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=palettized/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Palletize/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=PCFX/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=PCSX/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=performant/@EntryIndexedValue">True</s:Boolean>
|
||||
|
@ -336,6 +339,7 @@
|
|||
<s:Boolean x:Key="/Default/UserDictionary/Words/=prescale/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Presize/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Quantizer/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=quantizes/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=quantizing/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=quickload/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=quicknes/@EntryIndexedValue">True</s:Boolean>
|
||||
|
|
Loading…
Reference in New Issue