157 lines
4.7 KiB
C++
157 lines
4.7 KiB
C++
// -*- mode: C++; indent-tabs-mode: nil; c-basic-offset: 2; -*-
|
|
|
|
#include "config.h"
|
|
|
|
#include "pseudorendercontrol.hh"
|
|
#include "display.hh"
|
|
#include "screeninfo.hh"
|
|
#include "surface.hh"
|
|
#include "rendertexture.hh"
|
|
|
|
extern "C" {
|
|
#include "../src/gettext.h"
|
|
#define _(str) gettext(str)
|
|
}
|
|
|
|
#include <cstdlib>
|
|
|
|
namespace otk {
|
|
|
|
PseudoRenderControl::PseudoRenderControl(int screen)
|
|
: RenderControl(screen)
|
|
{
|
|
printf("Initializing PseudoColor RenderControl\n");
|
|
const ScreenInfo *info = display->screenInfo(_screen);
|
|
int depth = info->depth();
|
|
|
|
// determine the number of colors and the bits-per-color
|
|
_bpc = 2; // XXX THIS SHOULD BE A USER OPTION
|
|
assert(_bpc >= 1);
|
|
_ncolors = 1 << (_bpc * 3);
|
|
|
|
if (_ncolors > 1 << depth) {
|
|
fprintf(stderr,
|
|
_("PseudoRenderControl: Invalid colormap size. Resizing.\n"));
|
|
_bpc = 1 << (depth/3) >> 3;
|
|
_ncolors = 1 << (_bpc * 3);
|
|
}
|
|
|
|
// build a color cube
|
|
_colors = new XColor[_ncolors];
|
|
int tr, tg, tb;
|
|
int cpc = 1 << _bpc; // colors per channel
|
|
for (int n = 0,
|
|
r = 0; r < cpc; r++)
|
|
for (int g = 0; g < cpc; g++)
|
|
for (int b = 0; b < cpc; b++, n++) {
|
|
tr = (int)(((float)(r)/(float)(cpc-1)) * 0xFF);
|
|
tg = (int)(((float)(g)/(float)(cpc-1)) * 0xFF);
|
|
tb = (int)(((float)(b)/(float)(cpc-1)) * 0xFF);
|
|
_colors[n].red = tr | tr << 8;
|
|
_colors[n].green = tg | tg << 8;
|
|
_colors[n].blue = tb | tb << 8;
|
|
_colors[n].flags = DoRed|DoGreen|DoBlue; // used to track allocation
|
|
}
|
|
|
|
// allocate the colors
|
|
for (int i = 0; i < _ncolors; i++)
|
|
if (!XAllocColor(**display, info->colormap(), &_colors[i]))
|
|
_colors[i].flags = 0; // mark it as unallocated
|
|
|
|
// try allocate any colors that failed allocation above
|
|
|
|
// get the allocated values from the X server (only the first 256 XXX why!?)
|
|
XColor icolors[256];
|
|
int incolors = (((1 << depth) > 256) ? 256 : (1 << depth));
|
|
for (int i = 0; i < incolors; i++)
|
|
icolors[i].pixel = i;
|
|
XQueryColors(**display, info->colormap(), icolors, incolors);
|
|
|
|
// try match unallocated ones
|
|
for (int i = 0; i < _ncolors; i++) {
|
|
if (!_colors[i].flags) { // if it wasn't allocated...
|
|
unsigned long closest = 0xffffffff, close = 0;
|
|
for (int ii = 0; ii < incolors; ii++) {
|
|
// find deviations
|
|
int r = (_colors[i].red - icolors[ii].red) & 0xff;
|
|
int g = (_colors[i].green - icolors[ii].green) & 0xff;
|
|
int b = (_colors[i].blue - icolors[ii].blue) & 0xff;
|
|
// find a weighted absolute deviation
|
|
unsigned long dev = (r * r) + (g * g) + (b * b);
|
|
|
|
if (dev < closest) {
|
|
closest = dev;
|
|
close = ii;
|
|
}
|
|
}
|
|
|
|
_colors[i].red = icolors[close].red;
|
|
_colors[i].green = icolors[close].green;
|
|
_colors[i].blue = icolors[close].blue;
|
|
_colors[i].pixel = icolors[close].pixel;
|
|
|
|
// try alloc this closest color, it had better succeed!
|
|
if (XAllocColor(**display, info->colormap(), &_colors[i]))
|
|
_colors[i].flags = DoRed|DoGreen|DoBlue; // mark as alloced
|
|
else
|
|
assert(false); // wtf has gone wrong, its already alloced for chissake!
|
|
}
|
|
}
|
|
}
|
|
|
|
PseudoRenderControl::~PseudoRenderControl()
|
|
{
|
|
printf("Destroying PseudoColor RenderControl\n");
|
|
|
|
unsigned long *pixels = new unsigned long [_ncolors], *p = pixels;
|
|
for (int i = 0; i < _ncolors; ++i, ++p)
|
|
*p = _colors[i].pixel;
|
|
XFreeColors(**display, display->screenInfo(_screen)->colormap(), pixels,
|
|
_ncolors, 0);
|
|
delete [] _colors;
|
|
}
|
|
|
|
inline const XColor *PseudoRenderControl::pickColor(int r, int g, int b) const
|
|
{
|
|
r = (r & 0xff) >> (8-_bpc);
|
|
g = (g & 0xff) >> (8-_bpc);
|
|
b = (b & 0xff) >> (8-_bpc);
|
|
return &_colors[(r << (2*_bpc)) + (g << (1*_bpc)) + b];
|
|
}
|
|
|
|
void PseudoRenderControl::reduceDepth(Surface &sf, XImage *im) const
|
|
{
|
|
pixel32 *data = sf.pixelData();
|
|
pixel32 *ret = (pixel32*)malloc(im->width * im->height * 4);
|
|
char *p = (char *)ret;
|
|
int x, y;
|
|
for (y = 0; y < im->height; y++) {
|
|
for (x = 0; x < im->width; x++) {
|
|
p[x] = pickColor(data[x] >> default_red_shift,
|
|
data[x] >> default_green_shift,
|
|
data[x] >> default_blue_shift)->pixel;
|
|
}
|
|
data += im->width;
|
|
p += im->bytes_per_line;
|
|
}
|
|
im->data = (char*)ret;
|
|
}
|
|
|
|
void PseudoRenderControl::allocateColor(XColor *color) const
|
|
{
|
|
const XColor *c = pickColor(color->red, color->blue, color->green);
|
|
|
|
color->red = c->red;
|
|
color->green = c->green;
|
|
color->blue = c->blue;
|
|
color->pixel = c->pixel;
|
|
|
|
if (XAllocColor(**display, display->screenInfo(_screen)->colormap(), color))
|
|
color->flags = DoRed|DoGreen|DoBlue; // mark as alloced
|
|
else
|
|
assert(false); // wtf has gone wrong, its already alloced for chissake!
|
|
|
|
return;
|
|
}
|
|
|
|
}
|