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https://github.com/ZDoom/gzdoom-gles.git
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- Removed all the "fast" and unused code from FColorMatcher. Today's
computers are fast enough that the difference isn't even noticeable unless you're doing hundreds of thousands of matches, and I never had any plans to improve the algorithm the "fast" code used. - Fixed: BestColor() should not by default return 1 as a possible match, since it's normally the transparent color. SVN r400 (trunk)
This commit is contained in:
parent
2dcc70dd31
commit
ca8765ed79
4 changed files with 14 additions and 261 deletions
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@ -1,4 +1,10 @@
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November 30, 2006
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- Removed all the "fast" and unused code from FColorMatcher. Today's
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computers are fast enough that the difference isn't even noticeable
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unless you're doing hundreds of thousands of matches, and I never had
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any plans to improve the algorithm the "fast" code used.
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- Fixed: BestColor() should not by default return 1 as a possible match,
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since it's normally the transparent color.
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- The DSimpleCanvas constructor now fills MemBuffer with zeros.
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- Fixed: If the FBTexture wasn't exactly the same size as the screen,
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D3DFB::PaintToWindow() would still lock it with D3DLOCK_DISCARD. Alas,
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@ -30,8 +30,11 @@
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This tries to be a fast closest color finding system. It is, but the results
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** are not as good as I would like, so I don't actually use it.
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** Once upon a time, this tried to be a fast closest color finding system.
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** It was, but the results were not as good as I would like, so I didn't
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** actually use it. But I did keep the code around in case I ever felt like
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** revisiting the problem. I never did, so now it's relegated to the mists
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** of SVN history, and this is just a thin wrapper around BestColor().
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**
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*/
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@ -40,29 +43,7 @@
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#include "doomtype.h"
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#include "colormatcher.h"
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#include "i_system.h"
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// Uncomment this to use the fast color lookup stuff.
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// Unfortunately, it's not totally accurate. :-(
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//#define BEFAST
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struct FColorMatcher::Seed
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{
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BYTE r, g, b;
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BYTE bad;
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BYTE color;
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};
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struct FColorMatcher::PalEntry
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{
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#ifndef WORDS_BIGENDIAN
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BYTE b, g, r, a;
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#else
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BYTE a, r, g, b;
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#endif
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};
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extern int BestColor (const uint32 *palette, int r, int g, int b, int first = 0, int num = 256);
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#include "v_palette.h"
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FColorMatcher::FColorMatcher ()
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{
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@ -82,224 +63,18 @@ FColorMatcher::FColorMatcher (const FColorMatcher &other)
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FColorMatcher &FColorMatcher::operator= (const FColorMatcher &other)
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{
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Pal = other.Pal;
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memcpy (FirstColor, other.FirstColor, sizeof(FirstColor));
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memcpy (NextColor, other.NextColor, sizeof(NextColor));
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return *this;
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}
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void FColorMatcher::SetPalette (const DWORD *palette)
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{
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Pal = (const PalEntry *)palette;
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// 0 is the transparent color, so it is never a valid color
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memset (FirstColor, 0, sizeof(FirstColor));
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memset (NextColor, 0, sizeof(NextColor));
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#ifdef BEFAST
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Seed seeds[255];
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BYTE seedspread[CHISIZE+1][CHISIZE+1][CHISIZE+1];
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int numseeds;
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int i, radius;
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memset (seedspread, 255, sizeof(seedspread));
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numseeds = 0;
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// Plant each color from the palette as seeds in the color cube
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for (i = 1; i < 256; i++)
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{
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int r = (Pal[i].r + CLOSIZE/2) >> CLOBITS;
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int g = (Pal[i].g + CLOSIZE/2) >> CLOBITS;
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int b = (Pal[i].b + CLOSIZE/2) >> CLOBITS;
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if (FirstColor[r][g][b] == 0)
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{
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seeds[numseeds].r = r;
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seeds[numseeds].g = g;
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seeds[numseeds].b = b;
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seedspread[r][g][b] = numseeds;
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numseeds++;
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}
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else
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{
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NextColor[i] = FirstColor[r][g][b];
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}
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FirstColor[r][g][b] = i;
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}
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for (i = numseeds-1; i >= 0; i--)
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{
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seeds[i].color = FirstColor[seeds[i].r][seeds[i].g][seeds[i].b];
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}
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// Grow each seed outward as a cube until no seed can
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// grow any further.
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for (radius = 1; radius < CHISIZE; radius++)
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{
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int seedsused = 0;
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for (i = numseeds - 1; i >= 0; i--)
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{
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if (seeds[i].color == 0)
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continue;
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seedsused++;
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/* _ */
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int numhits = 0; /* _/| b (0,0,HISIZE) */
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/* _/ */
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int r1, r2, g1, g2, b1, b2; /* _/ */
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/* / */
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r1 = seeds[i].r - radius; /* +-------> r (HISIZE,0,0) */
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r2 = seeds[i].r + radius; /* |(0,0,0) */
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g1 = seeds[i].g - radius; /* | */
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g2 = seeds[i].g + radius; /* | */
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b1 = seeds[i].b - radius; /* | */
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b2 = seeds[i].b + radius; /* v g (0,HISIZE,0) */
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// Check to see which planes are acceptable
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BYTE bad = 0;
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if (r1 < 0) bad |= 1, r1 = 0;
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if (r2 > CHISIZE) bad |= 2, r2 = CHISIZE;
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if (g1 < 0) bad |= 4, g1 = 0;
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if (g2 > CHISIZE) bad |= 8, g2 = CHISIZE;
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if (b1 < 0) bad |= 16, b1 = 0;
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if (b2 > CHISIZE) bad |= 32, b2 = CHISIZE;
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bad |= seeds[i].bad;
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if (!(bad & 1)) // Do left green-blue plane
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{
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if (!FillPlane (r1, r1, g1, g2, b1, b2, seedspread, seeds, i))
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bad |= 1;
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r1++;
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}
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if (!(bad & 2)) // Do right green-blue plane
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{
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if (!FillPlane (r2, r2, g1, g2, b1, b2, seedspread, seeds, i))
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bad |= 2;
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r2--;
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}
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if (!(bad & 4)) // Do top red-blue plane
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{
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if (!FillPlane (r1, r2, g1, g1, b1, b2, seedspread, seeds, i))
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bad |= 4;
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g1++;
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}
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if (!(bad & 8)) // Do bottom red-blue plane
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{
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if (!FillPlane (r1, r2, g2, g2, b1, b2, seedspread, seeds, i))
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bad |= 8;
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g2--;
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}
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if (!(bad & 16)) // Do front red-green plane
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{
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if (!FillPlane (r1, r2, g1, g2, b1, b1, seedspread, seeds, i))
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bad |= 16;
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}
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if (!(bad & 32)) // Do back red-green plane
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{
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if (!FillPlane (r1, r2, g1, g2, b2, b2, seedspread, seeds, i))
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bad |= 32;
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}
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if (bad == 63)
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{ // This seed did not grow any further, so it can be deactivated
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seeds[i].color = 0;
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}
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else
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{ // Remember which directions were blocked, so we don't
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// try growing in those directions again in later passes.
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seeds[i].bad = bad;
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}
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}
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if (seedsused == 0)
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{ // No seeds grew during this pass, so we're done.
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break;
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}
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}
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#endif
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}
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int FColorMatcher::FillPlane (int r1, int r2, int g1, int g2, int b1, int b2,
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BYTE seedspread[CHISIZE+1][CHISIZE+1][CHISIZE+1],
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Seed *seeds, int thisseed)
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{
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const Seed *secnd = seeds + thisseed;
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BYTE color = secnd->color;
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int r, g, b;
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int numhits = 0;
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for (r = r1; r <= r2; r++)
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{
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for (g = g1; g <= g2; g++)
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{
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for (b = b1; b <= b2; b++)
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{
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if (seedspread[r][g][b] == 255)
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{
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seedspread[r][g][b] = thisseed;
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FirstColor[r][g][b] = color;
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numhits++;
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}
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else
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{
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const Seed *first = seeds + seedspread[r][g][b];
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int fr = r-first->r;
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int fg = g-first->g;
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int fb = b-first->b;
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int sr = r-secnd->r;
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int sg = g-secnd->g;
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int sb = b-secnd->b;
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if (fr*fr+fg*fg+fb*fb > sr*sr+sg*sg+sb*sb)
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{
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FirstColor[r][g][b] = color;
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seedspread[r][g][b] = thisseed;
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numhits++;
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}
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}
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}
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}
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}
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return numhits;
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}
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BYTE FColorMatcher::Pick (int r, int g, int b)
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{
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if (Pal == NULL)
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return 0;
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return 1;
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#ifdef BEFAST
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BYTE bestcolor;
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int bestdist;
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BYTE color = FirstColor[(r+CLOSIZE/2)>>CLOBITS][(g+CLOSIZE/2)>>CLOBITS][(b+CLOSIZE/2)>>CLOBITS];
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if (NextColor[color] == 0)
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return color;
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bestcolor = 0;
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bestdist = 257*257+257*257+257*257;
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do
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{
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int dist = (r-Pal[color].r)*(r-Pal[color].r)+
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(g-Pal[color].g)*(g-Pal[color].g)+
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(b-Pal[color].b)*(b-Pal[color].b);
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if (dist < bestdist)
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{
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if (dist == 0)
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return color;
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bestdist = dist;
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bestcolor = color;
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}
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color = NextColor[color];
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} while (color != 0);
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return bestcolor;
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#else
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return BestColor ((uint32 *)Pal, r, g, b);
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#endif
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}
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@ -34,24 +34,6 @@
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#ifndef __COLORMATCHER_H__
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#define __COLORMATCHER_H__
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// This class implements a "pretty good" color matcher for palettized images.
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// In many cases, it is able to choose the "best" color with only a few
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// comparisons. In all other cases, it chooses an "almost best" color in only
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// a few comparisons. This is much faster than scanning the entire palette
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// when you want to pick a color, so the somewhat lesser quality should be
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// acceptable unless quality is the highest priority.
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//
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// The reason for the lesser quality is because this algorithm stores groups
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// of colors into cells in a color cube and then spreads those color groups
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// around into neighboring cells. When asked to pick a color, it looks in a
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// single cell and sees which of the colors stored in that cell is closest
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// to the requested color. For borderline cases, the chosen color may not
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// actually be the best color in the entire palette, but it is still close.
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//
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// The accuracy of this class depends on the input palette and on HIBITS.
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// HIBITS 4 seems to be a reasonable compromise between preprocessing time,
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// space, and accuracy.
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class FColorMatcher
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{
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public:
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FColorMatcher &operator= (const FColorMatcher &other);
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private:
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enum { CHIBITS=4, CLOBITS=8-CHIBITS, CHISIZE=1<<CHIBITS, CLOSIZE=1<<CLOBITS};
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struct Seed;
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struct PalEntry;
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const PalEntry *Pal;
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BYTE FirstColor[CHISIZE+1][CHISIZE+1][CHISIZE+1];
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BYTE NextColor[256];
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int FillPlane (int r1, int r2, int g1, int g2, int b1, int b2,
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BYTE seedspread[CHISIZE+1][CHISIZE+1][CHISIZE+1],
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Seed *seeds, int thisseed);
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};
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#endif //__COLORMATCHER_H__
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@ -87,7 +87,7 @@ extern FDynamicColormap NormalLight;
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}
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extern int Near255; // A color near 255 in appearance, but not 255
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int BestColor (const uint32 *pal, int r, int g, int b, int first = 0, int num=256);
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int BestColor (const uint32 *pal, int r, int g, int b, int first=1, int num=255);
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void InitPalette ();
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