remove/re-add
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4032 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
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//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.media.image;
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/*
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* @(#)Quantize.java 0.90 9/19/00 Adam Doppelt
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*/
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/**
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* Calculates a reduced color
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*
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* Three Rings note: Code taken from
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* <a href="http://www.gurge.com/amd/java/quantize/">Adam Doppelt</a>, who
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* adapted it from other code. Feel the love.<p>
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*
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* RenderingHints is supposed to provide a way to block dithering, but I have
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* not been able to get that to work. It always dithers, so we use this
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* class instead.
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* <p>
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*
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* The following modifications were added to the original code:
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* - Made it work with image data with transparent pixels.
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* - Clarified documentation of the main method.
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* - Changed the 'QUICK' constant to false for better quantization.
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* - Fixed an integer overflow that caused a bug quantizing large images.
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*
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* <p><p>
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*
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* Original headers follow:
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* </pre>
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*
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*
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*
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* An efficient color quantization algorithm, adapted from the C++
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* implementation quantize.c in <a
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* href="http://www.imagemagick.org/">ImageMagick</a>. The pixels for
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* an image are placed into an oct tree. The oct tree is reduced in
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* size, and the pixels from the original image are reassigned to the
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* nodes in the reduced tree.<p>
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*
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* Here is the copyright notice from ImageMagick:
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*
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||||||
* <pre>
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||||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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||||||
% Permission is hereby granted, free of charge, to any person obtaining a %
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||||||
% copy of this software and associated documentation files ("ImageMagick"), %
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||||||
% to deal in ImageMagick without restriction, including without limitation %
|
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||||||
% the rights to use, copy, modify, merge, publish, distribute, sublicense, %
|
|
||||||
% and/or sell copies of ImageMagick, and to permit persons to whom the %
|
|
||||||
% ImageMagick is furnished to do so, subject to the following conditions: %
|
|
||||||
% %
|
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||||||
% The above copyright notice and this permission notice shall be included in %
|
|
||||||
% all copies or substantial portions of ImageMagick. %
|
|
||||||
% %
|
|
||||||
% The software is provided "as is", without warranty of any kind, express or %
|
|
||||||
% implied, including but not limited to the warranties of merchantability, %
|
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||||||
% fitness for a particular purpose and noninfringement. In no event shall %
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||||||
% E. I. du Pont de Nemours and Company be liable for any claim, damages or %
|
|
||||||
% other liability, whether in an action of contract, tort or otherwise, %
|
|
||||||
% arising from, out of or in connection with ImageMagick or the use or other %
|
|
||||||
% dealings in ImageMagick. %
|
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||||||
% %
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||||||
% Except as contained in this notice, the name of the E. I. du Pont de %
|
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||||||
% Nemours and Company shall not be used in advertising or otherwise to %
|
|
||||||
% promote the sale, use or other dealings in ImageMagick without prior %
|
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||||||
% written authorization from the E. I. du Pont de Nemours and Company. %
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% %
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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||||||
</pre>
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*
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*
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* @version 0.90 19 Sep 2000
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* @author <a href="http://www.gurge.com/amd/">Adam Doppelt</a>
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*/
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public class Quantize {
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/*
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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% %
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||||||
% %
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||||||
% %
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||||||
% QQQ U U AAA N N TTTTT IIIII ZZZZZ EEEEE %
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||||||
% Q Q U U A A NN N T I ZZ E %
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||||||
% Q Q U U AAAAA N N N T I ZZZ EEEEE %
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||||||
% Q QQ U U A A N NN T I ZZ E %
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||||||
% QQQQ UUU A A N N T IIIII ZZZZZ EEEEE %
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% %
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% %
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% Reduce the Number of Unique Colors in an Image %
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% %
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% %
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% Software Design %
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% John Cristy %
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% July 1992 %
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% %
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% %
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% Copyright 1998 E. I. du Pont de Nemours and Company %
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% %
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||||||
% Permission is hereby granted, free of charge, to any person obtaining a %
|
|
||||||
% copy of this software and associated documentation files ("ImageMagick"), %
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||||||
% to deal in ImageMagick without restriction, including without limitation %
|
|
||||||
% the rights to use, copy, modify, merge, publish, distribute, sublicense, %
|
|
||||||
% and/or sell copies of ImageMagick, and to permit persons to whom the %
|
|
||||||
% ImageMagick is furnished to do so, subject to the following conditions: %
|
|
||||||
% %
|
|
||||||
% The above copyright notice and this permission notice shall be included in %
|
|
||||||
% all copies or substantial portions of ImageMagick. %
|
|
||||||
% %
|
|
||||||
% The software is provided "as is", without warranty of any kind, express or %
|
|
||||||
% implied, including but not limited to the warranties of merchantability, %
|
|
||||||
% fitness for a particular purpose and noninfringement. In no event shall %
|
|
||||||
% E. I. du Pont de Nemours and Company be liable for any claim, damages or %
|
|
||||||
% other liability, whether in an action of contract, tort or otherwise, %
|
|
||||||
% arising from, out of or in connection with ImageMagick or the use or other %
|
|
||||||
% dealings in ImageMagick. %
|
|
||||||
% %
|
|
||||||
% Except as contained in this notice, the name of the E. I. du Pont de %
|
|
||||||
% Nemours and Company shall not be used in advertising or otherwise to %
|
|
||||||
% promote the sale, use or other dealings in ImageMagick without prior %
|
|
||||||
% written authorization from the E. I. du Pont de Nemours and Company. %
|
|
||||||
% %
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|
||||||
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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||||||
%
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||||||
% Realism in computer graphics typically requires using 24 bits/pixel to
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||||||
% generate an image. Yet many graphic display devices do not contain
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% the amount of memory necessary to match the spatial and color
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% resolution of the human eye. The QUANTIZE program takes a 24 bit
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% image and reduces the number of colors so it can be displayed on
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% raster device with less bits per pixel. In most instances, the
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% quantized image closely resembles the original reference image.
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%
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% A reduction of colors in an image is also desirable for image
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% transmission and real-time animation.
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%
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% Function Quantize takes a standard RGB or monochrome images and quantizes
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% them down to some fixed number of colors.
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%
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% For purposes of color allocation, an image is a set of n pixels, where
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% each pixel is a point in RGB space. RGB space is a 3-dimensional
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||||||
% vector space, and each pixel, pi, is defined by an ordered triple of
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||||||
% red, green, and blue coordinates, (ri, gi, bi).
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||||||
%
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% Each primary color component (red, green, or blue) represents an
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% intensity which varies linearly from 0 to a maximum value, cmax, which
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% corresponds to full saturation of that color. Color allocation is
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% defined over a domain consisting of the cube in RGB space with
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% opposite vertices at (0,0,0) and (cmax,cmax,cmax). QUANTIZE requires
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% cmax = 255.
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%
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% The algorithm maps this domain onto a tree in which each node
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||||||
% represents a cube within that domain. In the following discussion
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||||||
% these cubes are defined by the coordinate of two opposite vertices:
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||||||
% The vertex nearest the origin in RGB space and the vertex farthest
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||||||
% from the origin.
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||||||
%
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||||||
% The tree's root node represents the the entire domain, (0,0,0) through
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% (cmax,cmax,cmax). Each lower level in the tree is generated by
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% subdividing one node's cube into eight smaller cubes of equal size.
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% This corresponds to bisecting the parent cube with planes passing
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% through the midpoints of each edge.
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||||||
%
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||||||
% The basic algorithm operates in three phases: Classification,
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||||||
% Reduction, and Assignment. Classification builds a color
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||||||
% description tree for the image. Reduction collapses the tree until
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||||||
% the number it represents, at most, the number of colors desired in the
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||||||
% output image. Assignment defines the output image's color map and
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||||||
% sets each pixel's color by reclassification in the reduced tree.
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||||||
% Our goal is to minimize the numerical discrepancies between the original
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% colors and quantized colors (quantization error).
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%
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% Classification begins by initializing a color description tree of
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||||||
% sufficient depth to represent each possible input color in a leaf.
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||||||
% However, it is impractical to generate a fully-formed color
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||||||
% description tree in the classification phase for realistic values of
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||||||
% cmax. If colors components in the input image are quantized to k-bit
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% precision, so that cmax= 2k-1, the tree would need k levels below the
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||||||
% root node to allow representing each possible input color in a leaf.
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||||||
% This becomes prohibitive because the tree's total number of nodes is
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% 1 + sum(i=1,k,8k).
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||||||
%
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% A complete tree would require 19,173,961 nodes for k = 8, cmax = 255.
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% Therefore, to avoid building a fully populated tree, QUANTIZE: (1)
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||||||
% Initializes data structures for nodes only as they are needed; (2)
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% Chooses a maximum depth for the tree as a function of the desired
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% number of colors in the output image (currently log2(colormap size)).
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||||||
%
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% For each pixel in the input image, classification scans downward from
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% the root of the color description tree. At each level of the tree it
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||||||
% identifies the single node which represents a cube in RGB space
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% containing the pixel's color. It updates the following data for each
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||||||
% such node:
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||||||
%
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||||||
% n1: Number of pixels whose color is contained in the RGB cube
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% which this node represents;
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%
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% n2: Number of pixels whose color is not represented in a node at
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% lower depth in the tree; initially, n2 = 0 for all nodes except
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% leaves of the tree.
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%
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% Sr, Sg, Sb: Sums of the red, green, and blue component values for
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||||||
% all pixels not classified at a lower depth. The combination of
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% these sums and n2 will ultimately characterize the mean color of a
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% set of pixels represented by this node.
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%
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% E: The distance squared in RGB space between each pixel contained
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% within a node and the nodes' center. This represents the quantization
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% error for a node.
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%
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% Reduction repeatedly prunes the tree until the number of nodes with
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% n2 > 0 is less than or equal to the maximum number of colors allowed
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% in the output image. On any given iteration over the tree, it selects
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% those nodes whose E count is minimal for pruning and merges their
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% color statistics upward. It uses a pruning threshold, Ep, to govern
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% node selection as follows:
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%
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% Ep = 0
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% while number of nodes with (n2 > 0) > required maximum number of colors
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% prune all nodes such that E <= Ep
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% Set Ep to minimum E in remaining nodes
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%
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% This has the effect of minimizing any quantization error when merging
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% two nodes together.
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%
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% When a node to be pruned has offspring, the pruning procedure invokes
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||||||
% itself recursively in order to prune the tree from the leaves upward.
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% n2, Sr, Sg, and Sb in a node being pruned are always added to the
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||||||
% corresponding data in that node's parent. This retains the pruned
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||||||
% node's color characteristics for later averaging.
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||||||
%
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% For each node, n2 pixels exist for which that node represents the
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% smallest volume in RGB space containing those pixel's colors. When n2
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% > 0 the node will uniquely define a color in the output image. At the
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% beginning of reduction, n2 = 0 for all nodes except a the leaves of
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% the tree which represent colors present in the input image.
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||||||
%
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||||||
% The other pixel count, n1, indicates the total number of colors
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||||||
% within the cubic volume which the node represents. This includes n1 -
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||||||
% n2 pixels whose colors should be defined by nodes at a lower level in
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% the tree.
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||||||
%
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||||||
% Assignment generates the output image from the pruned tree. The
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||||||
% output image consists of two parts: (1) A color map, which is an
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|
||||||
% array of color descriptions (RGB triples) for each color present in
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||||||
% the output image; (2) A pixel array, which represents each pixel as
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||||||
% an index into the color map array.
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||||||
%
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||||||
% First, the assignment phase makes one pass over the pruned color
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||||||
% description tree to establish the image's color map. For each node
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|
||||||
% with n2 > 0, it divides Sr, Sg, and Sb by n2 . This produces the
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|
||||||
% mean color of all pixels that classify no lower than this node. Each
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|
||||||
% of these colors becomes an entry in the color map.
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|
||||||
%
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|
||||||
% Finally, the assignment phase reclassifies each pixel in the pruned
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|
||||||
% tree to identify the deepest node containing the pixel's color. The
|
|
||||||
% pixel's value in the pixel array becomes the index of this node's mean
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|
||||||
% color in the color map.
|
|
||||||
%
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|
||||||
% With the permission of USC Information Sciences Institute, 4676 Admiralty
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|
||||||
% Way, Marina del Rey, California 90292, this code was adapted from module
|
|
||||||
% ALCOLS written by Paul Raveling.
|
|
||||||
%
|
|
||||||
% The names of ISI and USC are not used in advertising or publicity
|
|
||||||
% pertaining to distribution of the software without prior specific
|
|
||||||
% written permission from ISI.
|
|
||||||
%
|
|
||||||
*/
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|
||||||
|
|
||||||
final static boolean QUICK = false;
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|
||||||
|
|
||||||
final static int MAX_RGB = 255;
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|
||||||
final static int MAX_NODES = 266817;
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|
||||||
final static int MAX_TREE_DEPTH = 8;
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|
||||||
|
|
||||||
// these are precomputed in advance
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|
||||||
static int SQUARES[];
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|
||||||
static int SHIFT[];
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|
||||||
|
|
||||||
static {
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|
||||||
SQUARES = new int[MAX_RGB + MAX_RGB + 1];
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|
||||||
for (int i= -MAX_RGB; i <= MAX_RGB; i++) {
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|
||||||
SQUARES[i + MAX_RGB] = i * i;
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|
||||||
}
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|
||||||
|
|
||||||
SHIFT = new int[MAX_TREE_DEPTH + 1];
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|
||||||
for (int i = 0; i < MAX_TREE_DEPTH + 1; ++i) {
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|
||||||
SHIFT[i] = 1 << (15 - i);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Reduce the image to the given number of colors.
|
|
||||||
*
|
|
||||||
* @param pixels an in/out parameter that should initially contain
|
|
||||||
* [A]RGB values but that will contain color palette indicies upon return.
|
|
||||||
*
|
|
||||||
* @return The new color palette.
|
|
||||||
*/
|
|
||||||
public static int[] quantizeImage(int pixels[][], int max_colors) {
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|
||||||
Cube cube = new Cube(pixels, max_colors);
|
|
||||||
cube.classification();
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|
||||||
cube.reduction();
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|
||||||
cube.assignment();
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|
||||||
return cube.colormap;
|
|
||||||
}
|
|
||||||
|
|
||||||
static class Cube {
|
|
||||||
int pixels[][];
|
|
||||||
int max_colors;
|
|
||||||
int colormap[];
|
|
||||||
|
|
||||||
// do we have transparent pixels?
|
|
||||||
boolean hasTrans = false;
|
|
||||||
|
|
||||||
Node root;
|
|
||||||
int depth;
|
|
||||||
|
|
||||||
// counter for the number of colors in the cube. this gets
|
|
||||||
// recalculated often.
|
|
||||||
int colors;
|
|
||||||
|
|
||||||
// counter for the number of nodes in the tree
|
|
||||||
int nodes;
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|
||||||
|
|
||||||
Cube(int pixels[][], int max_colors) {
|
|
||||||
this.pixels = pixels;
|
|
||||||
this.max_colors = max_colors;
|
|
||||||
|
|
||||||
int i = max_colors;
|
|
||||||
// tree_depth = log max_colors
|
|
||||||
// 4
|
|
||||||
for (depth = 1; i != 0; depth++) {
|
|
||||||
i /= 4;
|
|
||||||
}
|
|
||||||
if (depth > 1) {
|
|
||||||
--depth;
|
|
||||||
}
|
|
||||||
if (depth > MAX_TREE_DEPTH) {
|
|
||||||
depth = MAX_TREE_DEPTH;
|
|
||||||
} else if (depth < 2) {
|
|
||||||
depth = 2;
|
|
||||||
}
|
|
||||||
|
|
||||||
root = new Node(this);
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
* Procedure Classification begins by initializing a color
|
|
||||||
* description tree of sufficient depth to represent each
|
|
||||||
* possible input color in a leaf. However, it is impractical
|
|
||||||
* to generate a fully-formed color description tree in the
|
|
||||||
* classification phase for realistic values of cmax. If
|
|
||||||
* colors components in the input image are quantized to k-bit
|
|
||||||
* precision, so that cmax= 2k-1, the tree would need k levels
|
|
||||||
* below the root node to allow representing each possible
|
|
||||||
* input color in a leaf. This becomes prohibitive because the
|
|
||||||
* tree's total number of nodes is 1 + sum(i=1,k,8k).
|
|
||||||
*
|
|
||||||
* A complete tree would require 19,173,961 nodes for k = 8,
|
|
||||||
* cmax = 255. Therefore, to avoid building a fully populated
|
|
||||||
* tree, QUANTIZE: (1) Initializes data structures for nodes
|
|
||||||
* only as they are needed; (2) Chooses a maximum depth for
|
|
||||||
* the tree as a function of the desired number of colors in
|
|
||||||
* the output image (currently log2(colormap size)).
|
|
||||||
*
|
|
||||||
* For each pixel in the input image, classification scans
|
|
||||||
* downward from the root of the color description tree. At
|
|
||||||
* each level of the tree it identifies the single node which
|
|
||||||
* represents a cube in RGB space containing It updates the
|
|
||||||
* following data for each such node:
|
|
||||||
*
|
|
||||||
* number_pixels : Number of pixels whose color is contained
|
|
||||||
* in the RGB cube which this node represents;
|
|
||||||
*
|
|
||||||
* unique : Number of pixels whose color is not represented
|
|
||||||
* in a node at lower depth in the tree; initially, n2 = 0
|
|
||||||
* for all nodes except leaves of the tree.
|
|
||||||
*
|
|
||||||
* total_red/green/blue : Sums of the red, green, and blue
|
|
||||||
* component values for all pixels not classified at a lower
|
|
||||||
* depth. The combination of these sums and n2 will
|
|
||||||
* ultimately characterize the mean color of a set of pixels
|
|
||||||
* represented by this node.
|
|
||||||
*/
|
|
||||||
void classification() {
|
|
||||||
int pixels[][] = this.pixels;
|
|
||||||
|
|
||||||
int width = pixels.length;
|
|
||||||
int height = pixels[0].length;
|
|
||||||
|
|
||||||
// convert to indexed color
|
|
||||||
for (int x = width; x-- > 0; ) {
|
|
||||||
for (int y = height; y-- > 0; ) {
|
|
||||||
int pixel = pixels[x][y];
|
|
||||||
int alpha = (pixel >> 24) & 0xFF;
|
|
||||||
if (alpha != 255) {
|
|
||||||
hasTrans = true;
|
|
||||||
continue; // don't add transparent pixels to the cube
|
|
||||||
}
|
|
||||||
int red = (pixel >> 16) & 0xFF;
|
|
||||||
int green = (pixel >> 8) & 0xFF;
|
|
||||||
int blue = (pixel >> 0) & 0xFF;
|
|
||||||
|
|
||||||
// a hard limit on the number of nodes in the tree
|
|
||||||
if (nodes > MAX_NODES) {
|
|
||||||
System.out.println("pruning");
|
|
||||||
root.pruneLevel();
|
|
||||||
--depth;
|
|
||||||
}
|
|
||||||
|
|
||||||
// walk the tree to depth, increasing the
|
|
||||||
// number_pixels count for each node
|
|
||||||
Node node = root;
|
|
||||||
for (int level = 1; level <= depth; ++level) {
|
|
||||||
int id = (((red > node.mid_red ? 1 : 0) << 0) |
|
|
||||||
((green > node.mid_green ? 1 : 0) << 1) |
|
|
||||||
((blue > node.mid_blue ? 1 : 0) << 2));
|
|
||||||
if (node.child[id] == null) {
|
|
||||||
new Node(node, id, level);
|
|
||||||
}
|
|
||||||
node = node.child[id];
|
|
||||||
node.number_pixels += SHIFT[level];
|
|
||||||
}
|
|
||||||
|
|
||||||
++node.unique;
|
|
||||||
node.total_red += red;
|
|
||||||
node.total_green += green;
|
|
||||||
node.total_blue += blue;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// if we have transparent pixels, that cuts into the number
|
|
||||||
// of other colors we can use.
|
|
||||||
if (hasTrans) {
|
|
||||||
this.max_colors--;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
* reduction repeatedly prunes the tree until the number of
|
|
||||||
* nodes with unique > 0 is less than or equal to the maximum
|
|
||||||
* number of colors allowed in the output image.
|
|
||||||
*
|
|
||||||
* When a node to be pruned has offspring, the pruning
|
|
||||||
* procedure invokes itself recursively in order to prune the
|
|
||||||
* tree from the leaves upward. The statistics of the node
|
|
||||||
* being pruned are always added to the corresponding data in
|
|
||||||
* that node's parent. This retains the pruned node's color
|
|
||||||
* characteristics for later averaging.
|
|
||||||
*/
|
|
||||||
void reduction() {
|
|
||||||
long threshold = 1;
|
|
||||||
while (colors > max_colors) {
|
|
||||||
colors = 0;
|
|
||||||
threshold = root.reduce(threshold, Long.MAX_VALUE);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The result of a closest color search.
|
|
||||||
*/
|
|
||||||
static class Search {
|
|
||||||
int distance;
|
|
||||||
int color_number;
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
* Procedure assignment generates the output image from the
|
|
||||||
* pruned tree. The output image consists of two parts: (1) A
|
|
||||||
* color map, which is an array of color descriptions (RGB
|
|
||||||
* triples) for each color present in the output image; (2) A
|
|
||||||
* pixel array, which represents each pixel as an index into
|
|
||||||
* the color map array.
|
|
||||||
*
|
|
||||||
* First, the assignment phase makes one pass over the pruned
|
|
||||||
* color description tree to establish the image's color map.
|
|
||||||
* For each node with n2 > 0, it divides Sr, Sg, and Sb by n2.
|
|
||||||
* This produces the mean color of all pixels that classify no
|
|
||||||
* lower than this node. Each of these colors becomes an entry
|
|
||||||
* in the color map.
|
|
||||||
*
|
|
||||||
* Finally, the assignment phase reclassifies each pixel in
|
|
||||||
* the pruned tree to identify the deepest node containing the
|
|
||||||
* pixel's color. The pixel's value in the pixel array becomes
|
|
||||||
* the index of this node's mean color in the color map.
|
|
||||||
*/
|
|
||||||
void assignment() {
|
|
||||||
colormap = new int[colors];
|
|
||||||
colors = 0;
|
|
||||||
root.colormap();
|
|
||||||
|
|
||||||
int pixels[][] = this.pixels;
|
|
||||||
|
|
||||||
int width = pixels.length;
|
|
||||||
int height = pixels[0].length;
|
|
||||||
|
|
||||||
Search search = new Search();
|
|
||||||
|
|
||||||
int transPad = hasTrans ? 1 : 0;
|
|
||||||
|
|
||||||
// convert to indexed color
|
|
||||||
for (int x = width; x-- > 0; ) {
|
|
||||||
for (int y = height; y-- > 0; ) {
|
|
||||||
int pixel = pixels[x][y];
|
|
||||||
int alpha = (pixel >> 24) & 0xFF;
|
|
||||||
if (alpha != 255) {
|
|
||||||
pixels[x][y] = 0; // transparent
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
int red = (pixel >> 16) & 0xFF;
|
|
||||||
int green = (pixel >> 8) & 0xFF;
|
|
||||||
int blue = (pixel >> 0) & 0xFF;
|
|
||||||
|
|
||||||
// walk the tree to find the cube containing that color
|
|
||||||
Node node = root;
|
|
||||||
for ( ; ; ) {
|
|
||||||
int id = (((red > node.mid_red ? 1 : 0) << 0) |
|
|
||||||
((green > node.mid_green ? 1 : 0) << 1) |
|
|
||||||
((blue > node.mid_blue ? 1 : 0) << 2) );
|
|
||||||
if (node.child[id] == null) {
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
node = node.child[id];
|
|
||||||
}
|
|
||||||
|
|
||||||
if (QUICK) {
|
|
||||||
// if QUICK is set, just use that
|
|
||||||
// node. Strictly speaking, this isn't
|
|
||||||
// necessarily best match.
|
|
||||||
pixels[x][y] = node.color_number + transPad;
|
|
||||||
} else {
|
|
||||||
// Find the closest color.
|
|
||||||
search.distance = Integer.MAX_VALUE;
|
|
||||||
node.parent.closestColor(red, green, blue, search);
|
|
||||||
pixels[x][y] = search.color_number + transPad;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// expand the colormap by one to account for the transparent
|
|
||||||
if (hasTrans) {
|
|
||||||
int[] newcmap = new int[colormap.length + 1];
|
|
||||||
System.arraycopy(colormap, 0, newcmap, 1, colormap.length);
|
|
||||||
colormap = newcmap;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* A single Node in the tree.
|
|
||||||
*/
|
|
||||||
static class Node {
|
|
||||||
Cube cube;
|
|
||||||
|
|
||||||
// parent node
|
|
||||||
Node parent;
|
|
||||||
|
|
||||||
// child nodes
|
|
||||||
Node child[];
|
|
||||||
int nchild;
|
|
||||||
|
|
||||||
// our index within our parent
|
|
||||||
int id;
|
|
||||||
// our level within the tree
|
|
||||||
int level;
|
|
||||||
// our color midpoint
|
|
||||||
int mid_red;
|
|
||||||
int mid_green;
|
|
||||||
int mid_blue;
|
|
||||||
|
|
||||||
// the pixel count for this node and all children
|
|
||||||
long number_pixels;
|
|
||||||
|
|
||||||
// the pixel count for this node
|
|
||||||
int unique;
|
|
||||||
// the sum of all pixels contained in this node
|
|
||||||
int total_red;
|
|
||||||
int total_green;
|
|
||||||
int total_blue;
|
|
||||||
|
|
||||||
// used to build the colormap
|
|
||||||
int color_number;
|
|
||||||
|
|
||||||
Node(Cube cube) {
|
|
||||||
this.cube = cube;
|
|
||||||
this.parent = this;
|
|
||||||
this.child = new Node[8];
|
|
||||||
this.id = 0;
|
|
||||||
this.level = 0;
|
|
||||||
|
|
||||||
this.number_pixels = Long.MAX_VALUE;
|
|
||||||
|
|
||||||
this.mid_red = (MAX_RGB + 1) >> 1;
|
|
||||||
this.mid_green = (MAX_RGB + 1) >> 1;
|
|
||||||
this.mid_blue = (MAX_RGB + 1) >> 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
Node(Node parent, int id, int level) {
|
|
||||||
this.cube = parent.cube;
|
|
||||||
this.parent = parent;
|
|
||||||
this.child = new Node[8];
|
|
||||||
this.id = id;
|
|
||||||
this.level = level;
|
|
||||||
|
|
||||||
// add to the cube
|
|
||||||
++cube.nodes;
|
|
||||||
if (level == cube.depth) {
|
|
||||||
++cube.colors;
|
|
||||||
}
|
|
||||||
|
|
||||||
// add to the parent
|
|
||||||
++parent.nchild;
|
|
||||||
parent.child[id] = this;
|
|
||||||
|
|
||||||
// figure out our midpoint
|
|
||||||
int bi = (1 << (MAX_TREE_DEPTH - level)) >> 1;
|
|
||||||
mid_red = parent.mid_red + ((id & 1) > 0 ? bi : -bi);
|
|
||||||
mid_green = parent.mid_green + ((id & 2) > 0 ? bi : -bi);
|
|
||||||
mid_blue = parent.mid_blue + ((id & 4) > 0 ? bi : -bi);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Remove this child node, and make sure our parent
|
|
||||||
* absorbs our pixel statistics.
|
|
||||||
*/
|
|
||||||
void pruneChild() {
|
|
||||||
--parent.nchild;
|
|
||||||
parent.unique += unique;
|
|
||||||
parent.total_red += total_red;
|
|
||||||
parent.total_green += total_green;
|
|
||||||
parent.total_blue += total_blue;
|
|
||||||
parent.child[id] = null;
|
|
||||||
--cube.nodes;
|
|
||||||
cube = null;
|
|
||||||
parent = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Prune the lowest layer of the tree.
|
|
||||||
*/
|
|
||||||
void pruneLevel() {
|
|
||||||
if (nchild != 0) {
|
|
||||||
for (int id = 0; id < 8; id++) {
|
|
||||||
if (child[id] != null) {
|
|
||||||
child[id].pruneLevel();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (level == cube.depth) {
|
|
||||||
pruneChild();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Remove any nodes that have fewer than threshold
|
|
||||||
* pixels. Also, as long as we're walking the tree:
|
|
||||||
*
|
|
||||||
* - figure out the color with the fewest pixels
|
|
||||||
* - recalculate the total number of colors in the tree
|
|
||||||
*/
|
|
||||||
long reduce(long threshold, long next_threshold) {
|
|
||||||
if (nchild != 0) {
|
|
||||||
for (int id = 0; id < 8; id++) {
|
|
||||||
if (child[id] != null) {
|
|
||||||
next_threshold = child[id].reduce(threshold, next_threshold);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (number_pixels <= threshold) {
|
|
||||||
pruneChild();
|
|
||||||
} else {
|
|
||||||
if (unique != 0) {
|
|
||||||
cube.colors++;
|
|
||||||
}
|
|
||||||
if (number_pixels < next_threshold) {
|
|
||||||
next_threshold = number_pixels;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return next_threshold;
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
* colormap traverses the color cube tree and notes each
|
|
||||||
* colormap entry. A colormap entry is any node in the
|
|
||||||
* color cube tree where the number of unique colors is
|
|
||||||
* not zero.
|
|
||||||
*/
|
|
||||||
void colormap() {
|
|
||||||
if (nchild != 0) {
|
|
||||||
for (int id = 0; id < 8; id++) {
|
|
||||||
if (child[id] != null) {
|
|
||||||
child[id].colormap();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (unique != 0) {
|
|
||||||
int r = ((total_red + (unique >> 1)) / unique);
|
|
||||||
int g = ((total_green + (unique >> 1)) / unique);
|
|
||||||
int b = ((total_blue + (unique >> 1)) / unique);
|
|
||||||
cube.colormap[cube.colors] = ((( 0xFF) << 24) |
|
|
||||||
((r & 0xFF) << 16) |
|
|
||||||
((g & 0xFF) << 8) |
|
|
||||||
((b & 0xFF) << 0));
|
|
||||||
color_number = cube.colors++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* ClosestColor traverses the color cube tree at a
|
|
||||||
* particular node and determines which colormap entry
|
|
||||||
* best represents the input color.
|
|
||||||
*/
|
|
||||||
void closestColor(int red, int green, int blue, Search search) {
|
|
||||||
if (nchild != 0) {
|
|
||||||
for (int id = 0; id < 8; id++) {
|
|
||||||
if (child[id] != null) {
|
|
||||||
child[id].closestColor(red, green, blue, search);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (unique != 0) {
|
|
||||||
int color = cube.colormap[color_number];
|
|
||||||
int distance = distance(color, red, green, blue);
|
|
||||||
if (distance < search.distance) {
|
|
||||||
search.distance = distance;
|
|
||||||
search.color_number = color_number;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Figure out the distance between this node and som color.
|
|
||||||
*/
|
|
||||||
final static int distance(int color, int r, int g, int b) {
|
|
||||||
return (SQUARES[((color >> 16) & 0xFF) - r + MAX_RGB] +
|
|
||||||
SQUARES[((color >> 8) & 0xFF) - g + MAX_RGB] +
|
|
||||||
SQUARES[((color >> 0) & 0xFF) - b + MAX_RGB]);
|
|
||||||
}
|
|
||||||
|
|
||||||
public String toString() {
|
|
||||||
StringBuffer buf = new StringBuffer();
|
|
||||||
if (parent == this) {
|
|
||||||
buf.append("root");
|
|
||||||
} else {
|
|
||||||
buf.append("node");
|
|
||||||
}
|
|
||||||
buf.append(' ');
|
|
||||||
buf.append(level);
|
|
||||||
buf.append(" [");
|
|
||||||
buf.append(mid_red);
|
|
||||||
buf.append(',');
|
|
||||||
buf.append(mid_green);
|
|
||||||
buf.append(',');
|
|
||||||
buf.append(mid_blue);
|
|
||||||
buf.append(']');
|
|
||||||
return new String(buf);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Reference in New Issue
Block a user