gzdoom-gles/src/colormatcher.cpp

306 lines
7.9 KiB
C++
Raw Normal View History

/*
** colormatcher.cpp
** My attempt at a fast color matching system
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** This tries to be a fast closest color finding system. It is, but the results
** are not as good as I would like, so I don't actually use it.
**
*/
#include <stdlib.h>
#include <string.h>
#include "doomtype.h"
#include "colormatcher.h"
#include "i_system.h"
// Uncomment this to use the fast color lookup stuff.
// Unfortunately, it's not totally accurate. :-(
//#define BEFAST
struct FColorMatcher::Seed
{
BYTE r, g, b;
BYTE bad;
BYTE color;
};
struct FColorMatcher::PalEntry
{
#ifndef WORDS_BIGENDIAN
BYTE b, g, r, a;
#else
BYTE a, r, g, b;
#endif
};
extern int BestColor (const uint32 *palette, int r, int g, int b, int first = 0, int num = 256);
FColorMatcher::FColorMatcher ()
{
Pal = NULL;
}
FColorMatcher::FColorMatcher (const DWORD *palette)
{
SetPalette (palette);
}
FColorMatcher::FColorMatcher (const FColorMatcher &other)
{
*this = other;
}
FColorMatcher &FColorMatcher::operator= (const FColorMatcher &other)
{
Pal = other.Pal;
memcpy (FirstColor, other.FirstColor, sizeof(FirstColor));
memcpy (NextColor, other.NextColor, sizeof(NextColor));
return *this;
}
void FColorMatcher::SetPalette (const DWORD *palette)
{
Pal = (const PalEntry *)palette;
// 0 is the transparent color, so it is never a valid color
memset (FirstColor, 0, sizeof(FirstColor));
memset (NextColor, 0, sizeof(NextColor));
#ifdef BEFAST
Seed seeds[255];
BYTE seedspread[CHISIZE+1][CHISIZE+1][CHISIZE+1];
int numseeds;
int i, radius;
memset (seedspread, 255, sizeof(seedspread));
numseeds = 0;
// Plant each color from the palette as seeds in the color cube
for (i = 1; i < 256; i++)
{
int r = (Pal[i].r + CLOSIZE/2) >> CLOBITS;
int g = (Pal[i].g + CLOSIZE/2) >> CLOBITS;
int b = (Pal[i].b + CLOSIZE/2) >> CLOBITS;
if (FirstColor[r][g][b] == 0)
{
seeds[numseeds].r = r;
seeds[numseeds].g = g;
seeds[numseeds].b = b;
seedspread[r][g][b] = numseeds;
numseeds++;
}
else
{
NextColor[i] = FirstColor[r][g][b];
}
FirstColor[r][g][b] = i;
}
for (i = numseeds-1; i >= 0; i--)
{
seeds[i].color = FirstColor[seeds[i].r][seeds[i].g][seeds[i].b];
}
// Grow each seed outward as a cube until no seed can
// grow any further.
for (radius = 1; radius < CHISIZE; radius++)
{
int seedsused = 0;
for (i = numseeds - 1; i >= 0; i--)
{
if (seeds[i].color == 0)
continue;
seedsused++;
/* _ */
int numhits = 0; /* _/| b (0,0,HISIZE) */
/* _/ */
int r1, r2, g1, g2, b1, b2; /* _/ */
/* / */
r1 = seeds[i].r - radius; /* +-------> r (HISIZE,0,0) */
r2 = seeds[i].r + radius; /* |(0,0,0) */
g1 = seeds[i].g - radius; /* | */
g2 = seeds[i].g + radius; /* | */
b1 = seeds[i].b - radius; /* | */
b2 = seeds[i].b + radius; /* v g (0,HISIZE,0) */
// Check to see which planes are acceptable
BYTE bad = 0;
if (r1 < 0) bad |= 1, r1 = 0;
if (r2 > CHISIZE) bad |= 2, r2 = CHISIZE;
if (g1 < 0) bad |= 4, g1 = 0;
if (g2 > CHISIZE) bad |= 8, g2 = CHISIZE;
if (b1 < 0) bad |= 16, b1 = 0;
if (b2 > CHISIZE) bad |= 32, b2 = CHISIZE;
bad |= seeds[i].bad;
if (!(bad & 1)) // Do left green-blue plane
{
if (!FillPlane (r1, r1, g1, g2, b1, b2, seedspread, seeds, i))
bad |= 1;
r1++;
}
if (!(bad & 2)) // Do right green-blue plane
{
if (!FillPlane (r2, r2, g1, g2, b1, b2, seedspread, seeds, i))
bad |= 2;
r2--;
}
if (!(bad & 4)) // Do top red-blue plane
{
if (!FillPlane (r1, r2, g1, g1, b1, b2, seedspread, seeds, i))
bad |= 4;
g1++;
}
if (!(bad & 8)) // Do bottom red-blue plane
{
if (!FillPlane (r1, r2, g2, g2, b1, b2, seedspread, seeds, i))
bad |= 8;
g2--;
}
if (!(bad & 16)) // Do front red-green plane
{
if (!FillPlane (r1, r2, g1, g2, b1, b1, seedspread, seeds, i))
bad |= 16;
}
if (!(bad & 32)) // Do back red-green plane
{
if (!FillPlane (r1, r2, g1, g2, b2, b2, seedspread, seeds, i))
bad |= 32;
}
if (bad == 63)
{ // This seed did not grow any further, so it can be deactivated
seeds[i].color = 0;
}
else
{ // Remember which directions were blocked, so we don't
// try growing in those directions again in later passes.
seeds[i].bad = bad;
}
}
if (seedsused == 0)
{ // No seeds grew during this pass, so we're done.
break;
}
}
#endif
}
int FColorMatcher::FillPlane (int r1, int r2, int g1, int g2, int b1, int b2,
BYTE seedspread[CHISIZE+1][CHISIZE+1][CHISIZE+1],
Seed *seeds, int thisseed)
{
const Seed *secnd = seeds + thisseed;
BYTE color = secnd->color;
int r, g, b;
int numhits = 0;
for (r = r1; r <= r2; r++)
{
for (g = g1; g <= g2; g++)
{
for (b = b1; b <= b2; b++)
{
if (seedspread[r][g][b] == 255)
{
seedspread[r][g][b] = thisseed;
FirstColor[r][g][b] = color;
numhits++;
}
else
{
const Seed *first = seeds + seedspread[r][g][b];
int fr = r-first->r;
int fg = g-first->g;
int fb = b-first->b;
int sr = r-secnd->r;
int sg = g-secnd->g;
int sb = b-secnd->b;
if (fr*fr+fg*fg+fb*fb > sr*sr+sg*sg+sb*sb)
{
FirstColor[r][g][b] = color;
seedspread[r][g][b] = thisseed;
numhits++;
}
}
}
}
}
return numhits;
}
BYTE FColorMatcher::Pick (int r, int g, int b)
{
if (Pal == NULL)
return 0;
#ifdef BEFAST
BYTE bestcolor;
int bestdist;
BYTE color = FirstColor[(r+CLOSIZE/2)>>CLOBITS][(g+CLOSIZE/2)>>CLOBITS][(b+CLOSIZE/2)>>CLOBITS];
if (NextColor[color] == 0)
return color;
bestcolor = 0;
bestdist = 257*257+257*257+257*257;
do
{
int dist = (r-Pal[color].r)*(r-Pal[color].r)+
(g-Pal[color].g)*(g-Pal[color].g)+
(b-Pal[color].b)*(b-Pal[color].b);
if (dist < bestdist)
{
if (dist == 0)
return color;
bestdist = dist;
bestcolor = color;
}
color = NextColor[color];
} while (color != 0);
return bestcolor;
#else
return BestColor ((uint32 *)Pal, r, g, b);
#endif
}