Repliced by ColorQuantizer

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lehni 2005-09-20 08:42:44 +00:00
parent 1f0fdb922d
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@ -1,812 +0,0 @@
/*
* Helma License Notice
*
* The contents of this file are subject to the Helma License
* Version 2.0 (the "License"). You may not use this file except in
* compliance with the License. A copy of the License is available at
* http://adele.helma.org/download/helma/license.txt
*
* Copyright 1998-2003 Helma Software. All Rights Reserved.
*
* $RCSfile$
* $Author$
* $Revision$
* $Date$
*/
package helma.image;
import java.awt.image.*;
/*
* @(#)Quantize.java 0.90 9/19/00 Adam Doppelt
*
* Modifications by Juerg Lehni:
*
* - Support for alpha-channels.
* - Returns a BufferedImage of TYPE_BYTE_INDEXED with a IndexColorModel.
* - Dithering of images through helma.image.DiffusionFilterOp by setting
* the dither parameter to true.
* - Support for a transparent color, which is correctly rendered by GIFEncoder.
* All pixels with alpha < 0x80 are converted to this color when the parameter
* alphaToBitmask is set to true.
* - Removed the SQUARES lookup tables as multiplications of integer values
* shouldn't take more than one clock nowadays anyhow.
*/
/**
* An efficient color quantization algorithm, adapted from the C++
* implementation quantize.c in <a
* href="http://www.imagemagick.org/">ImageMagick</a>. The pixels for
* an image are placed into an oct tree. The oct tree is reduced in
* size, and the pixels from the original image are reassigned to the
* nodes in the reduced tree.<p>
*
* Here is the copyright notice from ImageMagick:
*
* <pre>
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Permission is hereby granted, free of charge, to any person obtaining a %
% copy of this software and associated documentation files ("ImageMagick"), %
% 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. %
% %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
</pre>
*
*
* @version 0.90 19 Sep 2000
* @author <a href="http://www.gurge.com/amd/">Adam Doppelt</a>
*/
public class Quantize {
/*
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% %
% %
% %
% QQQ U U AAA N N TTTTT IIIII ZZZZZ EEEEE %
% Q Q U U A A NN N T I ZZ E %
% Q Q U U AAAAA N N N T I ZZZ EEEEE %
% Q QQ U U A A N NN T I ZZ E %
% QQQQ UUU A A N N T IIIII ZZZZZ EEEEE %
% %
% %
% Reduce the Number of Unique Colors in an Image %
% %
% %
% Software Design %
% John Cristy %
% July 1992 %
% %
% %
% Copyright 1998 E. I. du Pont de Nemours and Company %
% %
% Permission is hereby granted, free of charge, to any person obtaining a %
% copy of this software and associated documentation files ("ImageMagick"), %
% 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. %
% %
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%
% Realism in computer graphics typically requires using 24 bits/pixel to
% generate an image. Yet many graphic display devices do not contain
% the amount of memory necessary to match the spatial and color
% resolution of the human eye. The QUANTIZE program takes a 24 bit
% image and reduces the number of colors so it can be displayed on
% raster device with less bits per pixel. In most instances, the
% quantized image closely resembles the original reference image.
%
% A reduction of colors in an image is also desirable for image
% transmission and real-time animation.
%
% Function Quantize takes a standard RGB or monochrome images and quantizes
% them down to some fixed number of colors.
%
% For purposes of color allocation, an image is a set of n pixels, where
% each pixel is a point in RGB space. RGB space is a 3-dimensional
% vector space, and each pixel, pi, is defined by an ordered triple of
% red, green, and blue coordinates, (ri, gi, bi).
%
% Each primary color component (red, green, or blue) represents an
% intensity which varies linearly from 0 to a maximum value, cmax, which
% corresponds to full saturation of that color. Color allocation is
% defined over a domain consisting of the cube in RGB space with
% opposite vertices at (0,0,0) and (cmax,cmax,cmax). QUANTIZE requires
% cmax = 255.
%
% The algorithm maps this domain onto a tree in which each node
% represents a cube within that domain. In the following discussion
% these cubes are defined by the coordinate of two opposite vertices:
% The vertex nearest the origin in RGB space and the vertex farthest
% from the origin.
%
% The tree's root node represents the the entire domain, (0,0,0) through
% (cmax,cmax,cmax). Each lower level in the tree is generated by
% subdividing one node's cube into eight smaller cubes of equal size.
% This corresponds to bisecting the parent cube with planes passing
% through the midpoints of each edge.
%
% The basic algorithm operates in three phases: Classification,
% Reduction, and Assignment. Classification builds a color
% description tree for the image. Reduction collapses the tree until
% the number it represents, at most, the number of colors desired in the
% output image. Assignment defines the output image's color map and
% sets each pixel's color by reclassification in the reduced tree.
% Our goal is to minimize the numerical discrepancies between the original
% colors and quantized colors (quantization error).
%
% 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 the pixel's color. It updates the following data for each
% such node:
%
% n1: Number of pixels whose color is contained in the RGB cube
% which this node represents;
%
% n2: 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.
%
% Sr, Sg, Sb: 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.
%
% E: The distance squared in RGB space between each pixel contained
% within a node and the nodes' center. This represents the quantization
% error for a node.
%
% Reduction repeatedly prunes the tree until the number of nodes with
% n2 > 0 is less than or equal to the maximum number of colors allowed
% in the output image. On any given iteration over the tree, it selects
% those nodes whose E count is minimal for pruning and merges their
% color statistics upward. It uses a pruning threshold, Ep, to govern
% node selection as follows:
%
% Ep = 0
% while number of nodes with (n2 > 0) > required maximum number of colors
% prune all nodes such that E <= Ep
% Set Ep to minimum E in remaining nodes
%
% This has the effect of minimizing any quantization error when merging
% two nodes together.
%
% When a node to be pruned has offspring, the pruning procedure invokes
% itself recursively in order to prune the tree from the leaves upward.
% n2, Sr, Sg, and Sb in a 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.
%
% For each node, n2 pixels exist for which that node represents the
% smallest volume in RGB space containing those pixel's colors. When n2
% > 0 the node will uniquely define a color in the output image. At the
% beginning of reduction, n2 = 0 for all nodes except a the leaves of
% the tree which represent colors present in the input image.
%
% The other pixel count, n1, indicates the total number of colors
% within the cubic volume which the node represents. This includes n1 -
% n2 pixels whose colors should be defined by nodes at a lower level in
% the tree.
%
% Assignment generates the output image from the pruned tree. The
% outpu t 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.
%
% With the permission of USC Information Sciences Institute, 4676 Admiralty
% 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.
%
*/
final static boolean QUICK = false;
final static int MAX_RGB = 255;
final static int MAX_NODES = 266817;
final static int MAX_TREE_DEPTH = 8;
final static int MAX_CHILDREN = 16;
/**
* Reduce the image to the given number of colors. The pixels are reduced in
* place.
*
* @return The new color palette.
*/
public static BufferedImage process(BufferedImage source, int maxColors,
boolean dither, boolean alphaToBitmask) {
int type = source.getType();
int[] pixels;
// try to get the direct pixels of the BufferedImage
// this works for images of type INT_RGB, INT_ARGB and INT_ARGB_PRE
// for all others, a new array with rgb pixels is created!
if (type == BufferedImage.TYPE_INT_RGB
|| type == BufferedImage.TYPE_INT_ARGB
|| type == BufferedImage.TYPE_INT_ARGB_PRE) {
pixels = ((DataBufferInt) source.getRaster().getDataBuffer()).getData();
} else {
pixels = source.getRGB(0, 0, source.getWidth(), source.getHeight(), null, 0, source.getWidth());
}
Cube cube = new Cube(source, pixels, maxColors, dither, alphaToBitmask);
cube.classification();
cube.reduction();
return cube.assignment();
}
static class Cube {
BufferedImage source;
int[] pixels;
int maxColors;
byte colorMap[][];
Node root;
int depth;
boolean dither;
boolean alphaToBitmask;
boolean addTransparency;
// firstColor is set to 1 when when addTransparency is true!
int firstColor = 0;
// counter for the number of colors in the cube. this gets
// recalculated often.
int numColors;
// counter for the number of nodes in the tree
int numNodes;
Cube(BufferedImage source, int[] pixels, int maxColors, boolean dither,
boolean alphaToBitmask) {
this.source = source;
this.pixels = pixels;
this.maxColors = maxColors;
this.dither = dither;
this.alphaToBitmask = alphaToBitmask;
int i = maxColors;
// tree_depth = log maxColors
// 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:
*
* numPixels : 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.
*
* totalRed/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() {
addTransparency = false;
firstColor = 0;
for (int i = 0; i < pixels.length; i++) {
int pixel = pixels[i];
int red = (pixel >> 16) & 0xff;
int green = (pixel >> 8) & 0xff;
int blue = (pixel >> 0) & 0xff;
int alpha = (pixel >> 24) & 0xff;
if (alphaToBitmask)
alpha = alpha < 0x80 ? 0 : 0xff;
if (alpha > 0) {
// a hard limit on the number of nodes in the tree
if (numNodes > MAX_NODES) {
// System.out.println("pruning");
root.pruneLevel();
--depth;
}
// walk the tree to depth, increasing the
// numPixels count for each node
Node node = root;
for (int level = 1; level <= depth; ++level) {
int id = (((red > node.midRed ? 1 : 0) << 0)
| ((green > node.midGreen ? 1 : 0) << 1)
| ((blue > node.midBlue ? 1 : 0) << 2) | ((alpha > node.midAlpha ? 1
: 0) << 3));
if (node.children[id] == null) {
node = new Node(node, id, level);
} else {
node = node.children[id];
}
node.numPixels++;
}
++node.unique;
node.totalRed += red;
node.totalGreen += green;
node.totalBlue += blue;
node.totalAlpha += alpha;
} else if (!addTransparency) {
addTransparency = true;
numColors++;
firstColor = 1; // start at 1 as 0 will be the transparent
// color
}
}
}
/*
* 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() {
int threshold = 1;
while (numColors > maxColors) {
numColors = firstColor;
threshold = root.reduce(threshold, Integer.MAX_VALUE);
}
}
/**
* The result of a closest color search.
*/
static class Search {
int distance;
int colorIndex;
}
/*
* 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.
*/
BufferedImage assignment() {
colorMap = new byte[4][numColors];
if (addTransparency) {
// if a transparency color is added, firstColor was set to 1,
// so color 0 can be used for this
colorMap[0][0] = 0;
colorMap[1][0] = 0;
colorMap[2][0] = 0;
colorMap[3][0] = 0;
}
numColors = firstColor;
root.mapColors();
// determine bit depth for palette
int depth;
for (depth = 1; depth <= 8; depth++)
if ((1 << depth) >= numColors)
break;
// create the right color model, depending on transparency settings:
IndexColorModel icm;
if (alphaToBitmask) {
if (addTransparency)
icm = new IndexColorModel(depth, numColors, colorMap[0],
colorMap[1], colorMap[2], 0);
else
icm = new IndexColorModel(depth, numColors, colorMap[0],
colorMap[1], colorMap[2]);
} else {
icm = new IndexColorModel(depth, numColors, colorMap[0],
colorMap[1], colorMap[2], colorMap[3]);
}
// create the indexed BufferedImage:
BufferedImage dest = new BufferedImage(source.getWidth(),
source.getHeight(), BufferedImage.TYPE_BYTE_INDEXED, icm);
boolean firstOut = true;
if (dither)
new DiffusionFilterOp().filter(source, dest);
else {
Search search = new Search();
// convert to indexed color
byte[] dst = ((DataBufferByte) dest.getRaster().getDataBuffer()).getData();
for (int i = 0; i < pixels.length; i++) {
int pixel = pixels[i];
int red = (pixel >> 16) & 0xff;
int green = (pixel >> 8) & 0xff;
int blue = (pixel >> 0) & 0xff;
int alpha = (pixel >> 24) & 0xff;
if (alphaToBitmask)
alpha = alpha < 128 ? 0 : 0xff;
// this is super weird: on some systems, transparent pixels are
// not calculated correctly if the following block is taken out.
// the bug is very strange, isn't related to the code (compiler error?)
// but doesn't allways happen. as soon as it does, though, it doesn't
// seem to want to go away.
// This happened at various times on my two different debian systems
// and i never found out how to really fix it. the following line seems to
// prevent it from happening, but i wonder wether there's a better way
// to fix it.
// it looks as if the command forces alpha to take on correct values.
// Until now I only knew of effects like that in quantum mechanics...
if (i == 0) {
String fix = "" + alpha;
}
if (alpha == 0 && addTransparency) {
dst[i] = 0; // transparency color is at 0
} else {
// walk the tree to find the cube containing that color
Node node = root;
for (;;) {
int id = (((red > node.midRed ? 1 : 0) << 0)
| ((green > node.midGreen ? 1 : 0) << 1)
| ((blue > node.midBlue ? 1 : 0) << 2) | ((alpha > node.midAlpha ? 1
: 0) << 3));
if (node.children[id] == null) {
break;
}
node = node.children[id];
}
if (QUICK) {
// if QUICK is set, just use that
// node. Strictly speaking, this isn't
// necessarily best match.
dst[i] = (byte) node.colorIndex;
} else {
// Find the closest color.
search.distance = Integer.MAX_VALUE;
node.parent.closestColor(red, green, blue, alpha,
search);
dst[i] = (byte) search.colorIndex;
}
}
}
}
return dest;
}
/**
* A single Node in the tree.
*/
static class Node {
Cube cube;
// parent node
Node parent;
// children nodes
Node children[];
int numChildren;
// our index within our parent
int id;
// our level within the tree
int level;
// our color midpoint
int midRed;
int midGreen;
int midBlue;
int midAlpha;
// the pixel count for this node and all children
int numPixels;
// the pixel count for this node
int unique;
// the sum of all pixels contained in this node
int totalRed;
int totalGreen;
int totalBlue;
int totalAlpha;
// used to build the colorMap
int colorIndex;
Node(Cube cube) {
this.cube = cube;
this.parent = this;
this.children = new Node[MAX_CHILDREN];
this.id = 0;
this.level = 0;
this.numPixels = Integer.MAX_VALUE;
this.midRed = (MAX_RGB + 1) >> 1;
this.midGreen = (MAX_RGB + 1) >> 1;
this.midBlue = (MAX_RGB + 1) >> 1;
this.midAlpha = (MAX_RGB + 1) >> 1;
}
Node(Node parent, int id, int level) {
this.cube = parent.cube;
this.parent = parent;
this.children = new Node[MAX_CHILDREN];
this.id = id;
this.level = level;
// add to the cube
++cube.numNodes;
if (level == cube.depth) {
++cube.numColors;
}
// add to the parent
++parent.numChildren;
parent.children[id] = this;
// figure out our midpoint
int bi = (1 << (MAX_TREE_DEPTH - level)) >> 1;
midRed = parent.midRed + ((id & 1) > 0 ? bi : -bi);
midGreen = parent.midGreen + ((id & 2) > 0 ? bi : -bi);
midBlue = parent.midBlue + ((id & 4) > 0 ? bi : -bi);
midAlpha = parent.midAlpha + ((id & 8) > 0 ? bi : -bi);
}
/**
* Remove this children node, and make sure our parent absorbs our
* pixel statistics.
*/
void pruneChild() {
--parent.numChildren;
parent.unique += unique;
parent.totalRed += totalRed;
parent.totalGreen += totalGreen;
parent.totalBlue += totalBlue;
parent.totalAlpha += totalAlpha;
parent.children[id] = null;
--cube.numNodes;
cube = null;
parent = null;
}
/**
* Prune the lowest layer of the tree.
*/
void pruneLevel() {
if (numChildren != 0) {
for (int id = 0; id < MAX_CHILDREN; id++) {
if (children[id] != null) {
children[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
*/
int reduce(int threshold, int nextThreshold) {
if (numChildren != 0) {
for (int id = 0; id < MAX_CHILDREN; id++) {
if (children[id] != null) {
nextThreshold = children[id].reduce(threshold,
nextThreshold);
}
}
}
if (numPixels <= threshold) {
pruneChild();
} else {
if (unique != 0) {
cube.numColors++;
}
if (numPixels < nextThreshold) {
nextThreshold = numPixels;
}
}
return nextThreshold;
}
/*
* mapColors 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 mapColors() {
if (numChildren != 0) {
for (int id = 0; id < MAX_CHILDREN; id++) {
if (children[id] != null) {
children[id].mapColors();
}
}
}
if (unique != 0) {
int add = unique >> 1;
cube.colorMap[0][cube.numColors] = (byte) ((totalRed + add) / unique);
cube.colorMap[1][cube.numColors] = (byte) ((totalGreen + add) / unique);
cube.colorMap[2][cube.numColors] = (byte) ((totalBlue + add) / unique);
cube.colorMap[3][cube.numColors] = (byte) ((totalAlpha + add) / unique);
colorIndex = cube.numColors++;
}
}
/*
* 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, int alpha,
Search search) {
if (numChildren != 0) {
for (int id = 0; id < MAX_CHILDREN; id++) {
if (children[id] != null) {
children[id].closestColor(red, green, blue, alpha,
search);
}
}
}
if (unique != 0) {
int distance = distance(
cube.colorMap[0][colorIndex] & 0xff,
cube.colorMap[1][colorIndex] & 0xff,
cube.colorMap[2][colorIndex] & 0xff,
cube.colorMap[3][colorIndex] & 0xff, red, green, blue,
alpha);
if (distance < search.distance) {
search.distance = distance;
search.colorIndex = colorIndex;
}
}
}
/**
* Figure out the distance between this node and som color.
*/
final static int distance(int r1, int g1, int b1, int a1, int r2,
int g2, int b2, int a2) {
int da = a1 - a2;
int dr = r1 - r2;
int dg = g1 - g2;
int db = b1 - b2;
return da * da + dr * dr + dg * dg + db * db;
}
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(midRed);
buf.append(',');
buf.append(midGreen);
buf.append(',');
buf.append(midBlue);
buf.append(',');
buf.append(midAlpha);
buf.append(']');
return new String(buf);
}
}
}
}