NT4/private/windows/media/avi/msvidc/compress.c
2020-09-30 17:12:29 +02:00

1400 lines
43 KiB
C

/*----------------------------------------------------------------------+
| compress.c - Microsoft Video 1 Compressor - compress code |
| |
| |
| Copyright (c) 1990-1994 Microsoft Corporation. |
| Portions Copyright Media Vision Inc. |
| All Rights Reserved. |
| |
| You have a non-exclusive, worldwide, royalty-free, and perpetual |
| license to use this source code in developing hardware, software |
| (limited to drivers and other software required for hardware |
| functionality), and firmware for video display and/or processing |
| boards. Microsoft makes no warranties, express or implied, with |
| respect to the Video 1 codec, including without limitation warranties |
| of merchantability or fitness for a particular purpose. Microsoft |
| shall not be liable for any damages whatsoever, including without |
| limitation consequential damages arising from your use of the Video 1 |
| codec. |
| |
| |
+----------------------------------------------------------------------*/
#include <windows.h>
#include <windowsx.h>
#include <mmsystem.h> // for timeGetTime()
#include <win32.h>
#include "msvidc.h"
#include <memory.h> // for _fmemcmp
//#include <limits.h>
//#include <aviffmt.h>
DWORD numberOfBlocks;
DWORD numberOfSolids;
DWORD numberOfSolid4;
DWORD numberOfSolid2;
DWORD numberOfEdges;
DWORD numberOfSkips;
DWORD numberOfExtraSkips;
DWORD numberOfSkipCodes;
DWORD numberOfEvilRed;
/*******************************************************************
*******************************************************************/
#define SWAP(x,y) ( (x)^=(y), (y)^=(x), (x)^=(y) )
#define SWAPRGB(x,y)( SWAP((x).rgbRed, (y).rgbRed), \
SWAP((x).rgbGreen, (y).rgbGreen),\
SWAP((x).rgbBlue, (y).rgbBlue) )
// Take an RGB quad value and figure out it's lumanence
// Y = 0.3*R + 0.59*G + 0.11*B
#define RgbToY(rgb) ((((WORD)((rgb).rgbRed) * 30) + \
((WORD)((rgb).rgbGreen)* 59) + \
((WORD)((rgb).rgbBlue) * 11))/100)
#define RGB16(r,g,b) ((((WORD)(r) >> 3) << 10) | \
(((WORD)(g) >> 3) << 5) | \
(((WORD)(b) >> 3) << 0) )
#define RGBQ16(rgb) RGB16((rgb).rgbRed,(rgb).rgbGreen,(rgb).rgbBlue)
// this array is used to associate each of the 16 luminance values
// with one of the sum values
BYTE meanIndex[16] = { 0, 0, 1, 1,
0, 0, 1, 1,
2, 2, 3, 3,
2, 2, 3, 3 };
/*****************************************************************************
****************************************************************************/
//
// map Quality into our threshold
//
// Quality goes from ICQUALITY_LOW-ICQUALITY_HIGH (bad to good)
//
// threshold = (Quality/ICQUALITY_HIGH)^THRESHOLD_POW * THRESHOLD_HIGH
//
DWORD FAR QualityToThreshold(DWORD dwQuality)
{
#define THRESHOLD_HIGH ((256*256l)/2)
#define THRESHOLD_POW 4
double dw1;
dw1 = (double)(dwQuality) / ICQUALITY_HIGH;
// unbelievably enough, pow() doesn't work on alpha or mips!
// also I can't believe this will be less efficient than pow(x, 4)
dw1 = (dw1 * dw1 * dw1 * dw1);
return (DWORD) (dw1 * THRESHOLD_HIGH);
//return (DWORD)(pow((double)(dwQuality)/ICQUALITY_HIGH,THRESHOLD_POW) * THRESHOLD_HIGH);
}
/*******************************************************************
*******************************************************************/
//
// table to map a 5bit index (0-31) to a 8 bit value (0-255)
//
static BYTE aw5to8[32] = {(BYTE)-1};
//
// inverse table to map a RGB16 to a 8bit pixel
//
#define MAPRGB16(rgb16) lpITable[(rgb16)]
#define MAPRGB(rgb) lpITable[RGBQ16(rgb)]
/*******************************************************************
*******************************************************************/
DWORD FAR CompressFrameBegin(LPBITMAPINFOHEADER lpbiIn, LPBITMAPINFOHEADER lpbiOut,
LPBYTE *lplpITable, RGBQUAD *prgbqOut)
{
int i;
//
// init the 5bit to 8bit conversion table.
//
if (aw5to8[0] != 0)
for (i=0; i<32; i++)
aw5to8[i] = (BYTE)(i * 255 / 31);
//
// copy the color table to local storage
//
if (lpbiIn->biBitCount == 8)
{
if (lpbiIn->biClrUsed == 0)
lpbiIn->biClrUsed = 256;
}
//
// if we are compressing to 8bit, then build a inverse table
//
if (lpbiOut->biBitCount == 8)
{
if (lpbiOut->biClrUsed == 0)
lpbiOut->biClrUsed = 256;
if (_fmemcmp((LPVOID)prgbqOut, (LPVOID)(lpbiOut+1),
(int)lpbiOut->biClrUsed * sizeof(RGBQUAD)))
{
for (i=0; i<(int)lpbiOut->biClrUsed; i++)
prgbqOut[i] = ((LPRGBQUAD)(lpbiOut+1))[i];
if (*lplpITable)
GlobalFreePtr(*lplpITable);
*lplpITable = NULL;
}
if (*lplpITable == NULL)
{
// !!! Need a critical section around this code!
DPF(("Building ITable.... (%d colors)", (int)lpbiOut->biClrUsed));
*lplpITable = MakeITable(prgbqOut, (int)lpbiOut->biClrUsed);
// !!! Critical section can end here....
}
if (*lplpITable == NULL)
return (DWORD)ICERR_MEMORY;
}
return ICERR_OK;
}
/*******************************************************************
*******************************************************************/
DWORD FAR CompressFrameEnd(LPBYTE *lplpITable)
{
if (*lplpITable)
GlobalFreePtr(*lplpITable);
*lplpITable = NULL;
return ICERR_OK;
}
/*******************************************************************
*******************************************************************/
void FAR CompressFrameFree(void)
{
}
/*******************************************************************
GetCell - get a 4x4 cell from a image.
returns pointer to next cell.
*******************************************************************/
static LPVOID _FASTCALL
GetCell(LPBITMAPINFOHEADER lpbi, LPVOID lpBits, PCELL pCell)
{
UINT WidthBytes;
int bits;
int i;
int x;
int y;
BYTE b;
HPBYTE pb;
RGBQUAD FAR *prgbqIn;
RGB555 rgb555;
pb = lpBits;
bits = (int)lpbi->biBitCount;
WidthBytes = DIBWIDTHBYTES(*lpbi);
WidthBytes-= (WIDTH_CBLOCK * bits/8);
((HPBYTE)lpBits) += (WIDTH_CBLOCK * bits/8); // "next" cell
i = 0;
switch (bits)
{
case 8:
prgbqIn = (RGBQUAD FAR *) (lpbi + 1);
for( y = 0; y < HEIGHT_CBLOCK; y++ )
{
for( x = 0; x < WIDTH_CBLOCK; x++ )
{
b = *pb++;
pCell[i++] = prgbqIn[b];
}
pb += WidthBytes; // next row in this block
}
break;
case 16:
for( y = 0; y < HEIGHT_CBLOCK; y++ )
{
for( x = 0; x < WIDTH_CBLOCK; x++ )
{
rgb555 = *((HPRGB555)pb)++;
pCell[i].rgbRed = aw5to8[(rgb555 >> 10) & 0x1F];
pCell[i].rgbGreen = aw5to8[(rgb555 >> 5) & 0x1F];
pCell[i].rgbBlue = aw5to8[(rgb555 >> 0) & 0x1F];
i++;
}
pb += WidthBytes; // next row in this block
}
break;
case 24:
for( y = 0; y < HEIGHT_CBLOCK; y++ )
{
for( x = 0; x < WIDTH_CBLOCK; x++ )
{
pCell[i].rgbBlue = *pb++;
pCell[i].rgbGreen = *pb++;
pCell[i].rgbRed = *pb++;
i++;
}
pb += WidthBytes; // next row in this block
}
break;
case 32:
for( y = 0; y < HEIGHT_CBLOCK; y++ )
{
for( x = 0; x < WIDTH_CBLOCK; x++ )
{
pCell[i].rgbBlue = *pb++;
pCell[i].rgbGreen = *pb++;
pCell[i].rgbRed = *pb++;
pb++;
i++;
}
pb += WidthBytes; // next row in this block
}
break;
}
//
// return the pointer to the "next" cell
//
return lpBits;
}
/*******************************************************************
CmpCell - compares two 4x4 cells and returns an error value.
the error value is a sum of squares error.
the error value ranges from
0 = exact
3*256^2 = way off
*******************************************************************/
static DWORD _FASTCALL
CmpCell(PCELL cellA, PCELL cellB)
{
#if 0
int i;
long l;
int dr,dg,db;
for (l=0,i=0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++)
{
dr = (int)cellA[i].rgbRed - (int)cellB[i].rgbRed;
dg = (int)cellA[i].rgbGreen - (int)cellB[i].rgbGreen;
db = (int)cellA[i].rgbBlue - (int)cellB[i].rgbBlue;
l += ((long)dr * dr) + ((long)dg * dg) + ((long)db * db);
}
return l / (HEIGHT_CBLOCK*WIDTH_CBLOCK);
#else
int i;
DWORD dw;
//
//
#define SUMSQ(a,b) \
if (a > b) \
dw += (UINT)(a-b) * (UINT)(a-b); \
else \
dw += (UINT)(b-a) * (UINT)(b-a);
for (dw=0,i=0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++)
{
SUMSQ(cellA[i].rgbRed, cellB[i].rgbRed);
SUMSQ(cellA[i].rgbGreen, cellB[i].rgbGreen);
SUMSQ(cellA[i].rgbBlue, cellB[i].rgbBlue);
}
return dw / (HEIGHT_CBLOCK*WIDTH_CBLOCK);
#endif
}
#if 0 // This routine is unused
/*******************************************************************
MapCell - map a CELL full of 24bit values down to thier nearest
colors in the 8bit palette
*******************************************************************/
static void _FASTCALL
MapCell(PCELL pCell)
{
int i;
int n;
for (i=0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++)
{
n = MAPRGB(pCell[i]); // map to nearest palette index
pCell[i] = prgbqOut[n]; // ...and map back to a RGB
}
}
#endif
//////////////////////////////////////////////////////////////////////////
//
// take care of any outstanding skips
//
//////////////////////////////////////////////////////////////////////////
#define FlushSkips() \
\
while (SkipCount > 0) \
{ \
WORD w; \
\
w = min(SkipCount, SKIP_MAX); \
SkipCount -= w; \
w |= SKIP_MAGIC; \
*dst++ = w; \
numberOfSkipCodes++; \
actualSize += 2; \
}
/*******************************************************************
routine: CompressFrame16
purp: compress a frame, outputing 16 bit compressed data.
returns: number of bytes in compressed buffer
*******************************************************************/
DWORD FAR CompressFrame16(LPBITMAPINFOHEADER lpbi, // DIB header to compress
LPVOID lpBits, // DIB bits to compress
LPVOID lpData, // put compressed data here
DWORD threshold, // edge threshold
DWORD thresholdInter, // inter-frame threshold
LPBITMAPINFOHEADER lpbiPrev, // previous frame
LPVOID lpPrev, // previous frame
LONG (CALLBACK *Status) (LPARAM lParam, UINT message, LONG l),
LPARAM lParam,
PCELLS pCells)
{
UINT bix;
UINT biy;
UINT WidthBytes;
UINT WidthBytesPrev;
WORD SkipCount;
WORD luminance[16], luminanceMean[4];
DWORD luminanceSum;
WORD sumR,sumG,sumB;
WORD sumR0[4],sumG0[4],sumB0[4];
WORD sumR1[4],sumG1[4],sumB1[4];
WORD meanR0[4],meanG0[4],meanB0[4];
WORD meanR1[4],meanG1[4],meanB1[4];
WORD zeros[4], ones[4];
UINT x,y;
WORD mask;
HPBYTE srcPtr;
HPBYTE prvPtr;
DWORD actualSize;
UINT i;
UINT mi;
HPWORD dst;
RGBQUAD rgb;
int iStatusEvery;
#ifdef DEBUG
DWORD time = timeGetTime();
#endif
WidthBytes = DIBWIDTHBYTES(*lpbi);
if (lpbiPrev)
WidthBytesPrev = DIBWIDTHBYTES(*lpbiPrev);
bix = (int)lpbi->biWidth/WIDTH_CBLOCK;
biy = (int)lpbi->biHeight/HEIGHT_CBLOCK;
if (bix < 100)
iStatusEvery = 4;
else if (bix < 200)
iStatusEvery = 2;
else
iStatusEvery = 1;
actualSize = 0;
numberOfSkipCodes = 0;
numberOfSkips = 0;
numberOfExtraSkips = 0;
numberOfEdges = 0;
numberOfBlocks = 0;
numberOfSolids = 0;
numberOfSolid4 = 0;
numberOfSolid2 = 0;
numberOfEvilRed = 0;
dst = (HPWORD)lpData;
SkipCount = 0;
for( y = 0; y < biy; y++ )
{
if (Status && ((y % iStatusEvery) == 0)) {
if (Status(lParam, ICSTATUS_STATUS, (y * 100) / biy) != 0)
return (DWORD) -1;
}
srcPtr = lpBits;
prvPtr = lpPrev;
for( x = 0; x < bix; x++ )
{
//////////////////////////////////////////////////////////////////////////
//
// get the cell to compress from the image.
//
//////////////////////////////////////////////////////////////////////////
srcPtr = GetCell(lpbi, srcPtr, pCells->cell);
//////////////////////////////////////////////////////////////////////////
//
// see if it matches the cell in the previous frame.
//
//////////////////////////////////////////////////////////////////////////
if (lpbiPrev)
{
prvPtr = GetCell(lpbiPrev, prvPtr, pCells->cellPrev);
if (CmpCell(pCells->cell, pCells->cellPrev) <= thresholdInter)
{
skip_cell:
numberOfSkips++;
SkipCount++;
continue;
}
}
//////////////////////////////////////////////////////////////////////////
// compute luminance of each pixel in the compression block
// sum the total luminance in the block
// find the pixels with the largest and smallest luminance
//////////////////////////////////////////////////////////////////////////
luminanceSum = 0;
sumR = 0;
sumG = 0;
sumB = 0;
for (i = 0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++)
{
sumR += pCells->cell[i].rgbRed;
sumG += pCells->cell[i].rgbGreen;
sumB += pCells->cell[i].rgbBlue;
luminance[i] = RgbToY(pCells->cell[i]);
luminanceSum += luminance[i];
}
//////////////////////////////////////////////////////////////////////////
//
// see if we make the cell a single color, and get away with it
//
//////////////////////////////////////////////////////////////////////////
sumR /= HEIGHT_CBLOCK*WIDTH_CBLOCK;
sumG /= HEIGHT_CBLOCK*WIDTH_CBLOCK;
sumB /= HEIGHT_CBLOCK*WIDTH_CBLOCK;
rgb.rgbRed = (BYTE)sumR;
rgb.rgbGreen = (BYTE)sumG;
rgb.rgbBlue = (BYTE)sumB;
for (i=0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++)
pCells->cellT[i] = rgb;
if (CmpCell(pCells->cell, pCells->cellT) <= threshold)
{
if (lpbiPrev && CmpCell(pCells->cellT, pCells->cellPrev) <= thresholdInter)
{
numberOfExtraSkips++;
goto skip_cell;
}
FlushSkips();
// single color!!
solid_color:
mask = RGB16(sumR, sumG, sumB) | 0x8000;
if ((mask & ~SKIP_MASK) == SKIP_MAGIC)
{
numberOfEvilRed++;
mask ^= SKIP_MAGIC;
mask |= 0x8000;
}
*dst++ = mask;
numberOfSolids++;
actualSize += 2;
continue;
}
//////////////////////////////////////////////////////////////////////////
//
// make a 4x4 block
//
//////////////////////////////////////////////////////////////////////////
luminanceMean[0] = (WORD)(luminanceSum >> 4);
// zero summing arrays
zeros[0]=0;
ones[0] =0;
sumR0[0]=0;
sumR1[0]=0;
sumG0[0]=0;
sumG1[0]=0;
sumB0[0]=0;
sumB1[0]=0;
// define which of the two colors to choose
// for each pixel by creating the mask
mask = 0;
for( i=0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++ )
{
if( luminance[i] < luminanceMean[0] )
{
// mask &= ~(1 << i); // already clear
zeros[0]++;
sumR0[0] += pCells->cell[i].rgbRed;
sumG0[0] += pCells->cell[i].rgbGreen;
sumB0[0] += pCells->cell[i].rgbBlue;
}
else
{
mask |= (1 << i);
ones[0]++;
sumR1[0] += pCells->cell[i].rgbRed;
sumG1[0] += pCells->cell[i].rgbGreen;
sumB1[0] += pCells->cell[i].rgbBlue;
}
}
// define the "one" color as the mean of each element
if( ones[0] != 0 )
{
meanR1[0] = sumR1[0] / ones[0];
meanG1[0] = sumG1[0] / ones[0];
meanB1[0] = sumB1[0] / ones[0];
}
else
{
meanR1[0] = meanG1[0] = meanB1[0] = 0;
}
if( zeros[0] != 0 )
{
meanR0[0] = sumR0[0] / zeros[0];
meanG0[0] = sumG0[0] / zeros[0];
meanB0[0] = sumB0[0] / zeros[0];
}
else
{
meanR0[0] = meanG0[0] = meanB0[0] = 0;
}
//
// build the block and make sure, it is within error.
//
for( i=0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++ )
{
if( luminance[i] < luminanceMean[0] )
{
pCells->cellT[i].rgbRed = (BYTE)meanR0[0];
pCells->cellT[i].rgbGreen = (BYTE)meanG0[0];
pCells->cellT[i].rgbBlue = (BYTE)meanB0[0];
}
else
{
pCells->cellT[i].rgbRed = (BYTE)meanR1[0];
pCells->cellT[i].rgbGreen = (BYTE)meanG1[0];
pCells->cellT[i].rgbBlue = (BYTE)meanB1[0];
}
}
if (CmpCell(pCells->cell, pCells->cellT) <= threshold)
{
if (lpbiPrev && CmpCell(pCells->cellT, pCells->cellPrev) <= thresholdInter)
{
numberOfExtraSkips++;
goto skip_cell;
}
//
// handle any outstanding skip codes
//
FlushSkips();
//
// we should never, ever generate a mask of all ones or
// zeros!
//
if (mask == 0x0000)
{
DPF(("4x4 generated a zero mask!"));
sumR = meanR0[0]; sumG = meanG0[0]; sumB = meanB0[0];
goto solid_color;
}
if (mask == 0xFFFF)
{
DPF(("4x4 generated a FFFF mask!"));
sumR = meanR1[0]; sumG = meanG1[0]; sumB = meanB1[0];
goto solid_color;
}
//
// remember the high bit of the mask is used to mark
// a skip or solid color, so make sure the high bit
// is zero.
//
if (mask & 0x8000)
{
*dst++ = ~mask;
*dst++ = RGB16(meanR0[0],meanG0[0],meanB0[0]);
*dst++ = RGB16(meanR1[0],meanG1[0],meanB1[0]);
}
else
{
*dst++ = mask;
*dst++ = RGB16(meanR1[0],meanG1[0],meanB1[0]);
*dst++ = RGB16(meanR0[0],meanG0[0],meanB0[0]);
}
actualSize += 6;
numberOfBlocks++;
continue;
}
//////////////////////////////////////////////////////////////////////////
//
// see if we make the cell four solid colorls, and get away with it
//
// C D E F
// 8 9 A C
// 4 5 6 7
// 0 1 2 3
//
//////////////////////////////////////////////////////////////////////////
#ifdef DEBUG
for (i=0; i <= 10; i == 2 ? (i += 6) : (i += 2))
{
pCells->cellT[i].rgbRed = (BYTE)(((WORD)pCells->cell[i].rgbRed
+ pCells->cell[i+1].rgbRed
+ pCells->cell[i+4].rgbRed
+ pCells->cell[i+5].rgbRed ) / 4);
pCells->cellT[i].rgbGreen = (BYTE)(((WORD)pCells->cell[i].rgbGreen
+ pCells->cell[i+1].rgbGreen
+ pCells->cell[i+4].rgbGreen
+ pCells->cell[i+5].rgbGreen ) / 4);
pCells->cellT[i].rgbBlue = (BYTE)(((WORD)pCells->cell[i].rgbBlue
+ pCells->cell[i+1].rgbBlue
+ pCells->cell[i+4].rgbBlue
+ pCells->cell[i+5].rgbBlue ) / 4);
pCells->cellT[i+1] = pCells->cellT[i+4]
= pCells->cellT[i+5]
= pCells->cellT[i];
}
if (CmpCell(pCells->cell, pCells->cellT) <= threshold)
{
// four colors
numberOfSolid4++;
}
#endif
//////////////////////////////////////////////////////////////////////////
//
// make a 2x2 block
//
//////////////////////////////////////////////////////////////////////////
FlushSkips();
numberOfEdges++;
luminanceMean[0] = (luminance[0] + luminance[1] + luminance[4] + luminance[5]) / 4;
luminanceMean[1] = (luminance[2] + luminance[3] + luminance[6] + luminance[7]) / 4;
luminanceMean[2] = (luminance[8] + luminance[9] + luminance[12] + luminance[13]) / 4;
luminanceMean[3] = (luminance[10] + luminance[11] + luminance[14] + luminance[15]) / 4;
// zero summing arrays
zeros[0]=zeros[1]=zeros[2]=zeros[3]=0;
ones[0]=ones[1]=ones[2]=ones[3]=0;
sumR0[0]=sumR0[1]=sumR0[2]=sumR0[3]=0;
sumR1[0]=sumR1[1]=sumR1[2]=sumR1[3]=0;
sumG0[0]=sumG0[1]=sumG0[2]=sumG0[3]=0;
sumG1[0]=sumG1[1]=sumG1[2]=sumG1[3]=0;
sumB0[0]=sumB0[1]=sumB0[2]=sumB0[3]=0;
sumB1[0]=sumB1[1]=sumB1[2]=sumB1[3]=0;
// define which of the two colors to choose
// for each pixel by creating the mask
mask = 0;
for( i=0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++ )
{
mi = meanIndex[i];
if( luminance[i] < luminanceMean[mi] )
{
// mask &= ~(1 << i); // already clear
zeros[mi]++;
sumR0[mi] += pCells->cell[i].rgbRed;
sumG0[mi] += pCells->cell[i].rgbGreen;
sumB0[mi] += pCells->cell[i].rgbBlue;
}
else
{
mask |= (1 << i);
ones[mi]++;
sumR1[mi] += pCells->cell[i].rgbRed;
sumG1[mi] += pCells->cell[i].rgbGreen;
sumB1[mi] += pCells->cell[i].rgbBlue;
}
}
// store the mask
if (mask & 0x8000)
*dst++ = ~mask;
else
*dst++ = mask;
actualSize += 2;
// make the colors
for( i=0; i < 4; i++ )
{
// define the "one" color as the mean of each element
if( ones[i] != 0 )
{
meanR1[i] = sumR1[i] / ones[i];
meanG1[i] = sumG1[i] / ones[i];
meanB1[i] = sumB1[i] / ones[i];
}
else
{
meanR1[i] = meanG1[i] = meanB1[i] = 0;
}
if( zeros[i] != 0 )
{
meanR0[i] = sumR0[i] / zeros[i];
meanG0[i] = sumG0[i] / zeros[i];
meanB0[i] = sumB0[i] / zeros[i];
}
else
{
meanR0[i] = meanG0[i] = meanB0[i] = 0;
}
// convert to 555 and set bit 15 if this is an edge and
// this is the first color
if (mask & 0x8000)
{
*dst++ = RGB16(meanR0[i],meanG0[i],meanB0[i]) | (i==0 ? 0x8000 : 0);
*dst++ = RGB16(meanR1[i],meanG1[i],meanB1[i]);
}
else
{
*dst++ = RGB16(meanR1[i],meanG1[i],meanB1[i]) | (i==0 ? 0x8000 : 0);
*dst++ = RGB16(meanR0[i],meanG0[i],meanB0[i]);
}
actualSize += 4;
}
}
//////////////////////////////////////////////////////////////////////////
//
// next scan.
//
//////////////////////////////////////////////////////////////////////////
((HPBYTE)lpBits) += WidthBytes * HEIGHT_CBLOCK;
if (lpPrev)
((HPBYTE)lpPrev) += WidthBytesPrev * HEIGHT_CBLOCK;
}
//////////////////////////////////////////////////////////////////////////
//
// take care of any outstanding skips, !!! note we dont need this if we
// assume a EOF!
//
//////////////////////////////////////////////////////////////////////////
FlushSkips();
//////////////////////////////////////////////////////////////////////////
//
// all done generate a EOF zero mask
//
//////////////////////////////////////////////////////////////////////////
*dst++ = 0;
actualSize += 2;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
DPF(("CompressFrame16:"));
DPF((" time: %ld", timeGetTime() - time));
DPF((" tol: %ld/%ld", threshold, thresholdInter));
DPF((" Size: %ld", actualSize));
DPF((" Skips: %ld (%ld)", numberOfSkips, numberOfSkipCodes));
DPF((" Extra Skips: %ld", numberOfExtraSkips));
DPF((" Solid: %ld", numberOfSolids));
DPF((" 4x4: %ld", numberOfBlocks));
DPF((" 2x2: %ld", numberOfEdges));
DPF((" EvilRed: %ld", numberOfEvilRed));
DPF((" 4Solid: %ld", numberOfSolid4));
return( actualSize );
}
/*******************************************************************
routine: CompressFrame8
purp: compress a frame, outputing 8 bit compressed data.
returns: number of bytes in compressed buffer
!!! this is almost a 1:1 copy of the above routine help!
*******************************************************************/
DWORD FAR CompressFrame8(LPBITMAPINFOHEADER lpbi, // DIB header to compress
LPVOID lpBits, // DIB bits to compress
LPVOID lpData, // put compressed data here
DWORD threshold, // edge threshold
DWORD thresholdInter, // inter-frame threshold
LPBITMAPINFOHEADER lpbiPrev, // previous frame
LPVOID lpPrev, // previous frame
LONG (CALLBACK *Status) (LPARAM lParam, UINT message, LONG l),
LPARAM lParam,
PCELLS pCells,
LPBYTE lpITable,
RGBQUAD * prgbqOut)
{
UINT bix;
UINT biy;
UINT WidthBytes;
UINT WidthBytesPrev;
WORD SkipCount;
WORD luminance[16], luminanceMean[4];
DWORD luminanceSum;
WORD sumR,sumG,sumB;
WORD sumR0[4],sumG0[4],sumB0[4];
WORD sumR1[4],sumG1[4],sumB1[4];
WORD meanR0[4],meanG0[4],meanB0[4];
WORD meanR1[4],meanG1[4],meanB1[4];
WORD zeros[4], ones[4];
UINT x,y;
WORD mask;
HPBYTE srcPtr;
HPBYTE prvPtr;
DWORD actualSize;
UINT i;
WORD mi;
HPWORD dst;
RGBQUAD rgb,rgb0,rgb1;
BYTE b, b0, b1;
WORD w;
int iStatusEvery;
#ifdef DEBUG
DWORD time = timeGetTime();
#endif
WidthBytes = DIBWIDTHBYTES(*lpbi);
if (lpbiPrev)
WidthBytesPrev = DIBWIDTHBYTES(*lpbiPrev);
bix = (int)lpbi->biWidth/WIDTH_CBLOCK;
biy = (int)lpbi->biHeight/HEIGHT_CBLOCK;
if (bix < 100)
iStatusEvery = 4;
else if (bix < 200)
iStatusEvery = 2;
else
iStatusEvery = 1;
actualSize = 0;
numberOfSkipCodes = 0;
numberOfSkips = 0;
numberOfExtraSkips = 0;
numberOfEdges = 0;
numberOfBlocks = 0;
numberOfSolids = 0;
numberOfSolid4 = 0;
numberOfSolid2 = 0;
numberOfEvilRed = 0;
dst = (HPWORD)lpData;
SkipCount = 0;
if (lpITable == NULL)
{
DPF(("ICM_COMPRESS_BEGIN not recieved!"));
return 0;
}
for( y = 0; y < biy; y++ )
{
srcPtr = lpBits;
prvPtr = lpPrev;
if (Status && ((y % iStatusEvery) == 0)) {
if (Status(lParam, ICSTATUS_STATUS, (y * 100) / biy) != 0)
return (DWORD) -1;
}
for( x = 0; x < bix; x++ )
{
//////////////////////////////////////////////////////////////////////////
//
// get the cell to compress from the image.
//
//////////////////////////////////////////////////////////////////////////
srcPtr = GetCell(lpbi, srcPtr, pCells->cell);
//////////////////////////////////////////////////////////////////////////
//
// see if it matches the cell in the previous frame.
//
//////////////////////////////////////////////////////////////////////////
if (lpbiPrev)
{
prvPtr = GetCell(lpbiPrev, prvPtr, pCells->cellPrev);
if (CmpCell(pCells->cell, pCells->cellPrev) <= thresholdInter)
{
skip_cell:
numberOfSkips++;
SkipCount++;
continue;
}
}
//////////////////////////////////////////////////////////////////////////
// compute luminance of each pixel in the compression block
// sum the total luminance in the block
// find the pixels with the largest and smallest luminance
//////////////////////////////////////////////////////////////////////////
luminanceSum = 0;
sumR = 0;
sumG = 0;
sumB = 0;
for (i = 0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++)
{
sumR += pCells->cell[i].rgbRed;
sumG += pCells->cell[i].rgbGreen;
sumB += pCells->cell[i].rgbBlue;
luminance[i] = RgbToY(pCells->cell[i]);
luminanceSum += luminance[i];
}
//////////////////////////////////////////////////////////////////////////
//
// see if we make the cell a single color, and get away with it
//
//////////////////////////////////////////////////////////////////////////
sumR /= HEIGHT_CBLOCK*WIDTH_CBLOCK;
sumG /= HEIGHT_CBLOCK*WIDTH_CBLOCK;
sumB /= HEIGHT_CBLOCK*WIDTH_CBLOCK;
rgb.rgbRed = (BYTE)sumR;
rgb.rgbGreen = (BYTE)sumG;
rgb.rgbBlue = (BYTE)sumB;
b = MAPRGB(rgb); // map color to 8bit
rgb = prgbqOut[b];
for (i=0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++)
pCells->cellT[i] = rgb;
if (CmpCell(pCells->cell, pCells->cellT) <= threshold)
{
if (lpbiPrev && CmpCell(pCells->cellT, pCells->cellPrev) <= thresholdInter)
{
numberOfExtraSkips++;
goto skip_cell;
}
FlushSkips();
solid_color:
// single color!!
mask = SOLID_MAGIC | b;
*dst++ = mask;
numberOfSolids++;
actualSize += 2;
continue;
}
//////////////////////////////////////////////////////////////////////////
//
// make a 4x4 block
//
//////////////////////////////////////////////////////////////////////////
luminanceMean[0] = (WORD)(luminanceSum >> 4);
// zero summing arrays
zeros[0]=0;
ones[0] =0;
sumR0[0]=0;
sumR1[0]=0;
sumG0[0]=0;
sumG1[0]=0;
sumB0[0]=0;
sumB1[0]=0;
// define which of the two colors to choose
// for each pixel by creating the mask
mask = 0;
for( i=0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++ )
{
if( luminance[i] < luminanceMean[0] )
{
// mask &= ~(1 << i); // already clear
zeros[0]++;
sumR0[0] += pCells->cell[i].rgbRed;
sumG0[0] += pCells->cell[i].rgbGreen;
sumB0[0] += pCells->cell[i].rgbBlue;
}
else
{
mask |= (1 << i);
ones[0]++;
sumR1[0] += pCells->cell[i].rgbRed;
sumG1[0] += pCells->cell[i].rgbGreen;
sumB1[0] += pCells->cell[i].rgbBlue;
}
}
// define the "one" color as the mean of each element
if( ones[0] != 0 )
{
meanR1[0] = sumR1[0] / ones[0];
meanG1[0] = sumG1[0] / ones[0];
meanB1[0] = sumB1[0] / ones[0];
}
else
{
meanR1[0] = meanG1[0] = meanB1[0] = 0;
}
if( zeros[0] != 0 )
{
meanR0[0] = sumR0[0] / zeros[0];
meanG0[0] = sumG0[0] / zeros[0];
meanB0[0] = sumB0[0] / zeros[0];
}
else
{
meanR0[0] = meanG0[0] = meanB0[0] = 0;
}
//
// map colors to 8-bit
//
rgb0.rgbRed = (BYTE)meanR0[0];
rgb0.rgbGreen = (BYTE)meanG0[0];
rgb0.rgbBlue = (BYTE)meanB0[0];
b0 = MAPRGB(rgb0);
rgb0 = prgbqOut[b0];
rgb1.rgbRed = (BYTE)meanR1[0];
rgb1.rgbGreen = (BYTE)meanG1[0];
rgb1.rgbBlue = (BYTE)meanB1[0];
b1 = MAPRGB(rgb1);
rgb1 = prgbqOut[b1];
//
// build the block and make sure, it is within error.
//
for( i=0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++ )
{
if( luminance[i] < luminanceMean[0] )
pCells->cellT[i] = rgb0;
else
pCells->cellT[i] = rgb1;
}
if (CmpCell(pCells->cell, pCells->cellT) <= threshold)
{
if (lpbiPrev && CmpCell(pCells->cellT, pCells->cellPrev) <= thresholdInter)
{
numberOfExtraSkips++;
goto skip_cell;
}
FlushSkips();
// store the mask
//
// we should never, ever generate a mask of all ones or
// zeros!
//
if (mask == 0x0000)
{
DPF(("4x4 generated a zero mask!"));
b = b0;
goto solid_color;
}
if (mask == 0xFFFF)
{
DPF(("4x4 generated a FFFF mask!"));
b = b1;
goto solid_color;
}
if (b0 == b1)
{
DPF(("4x4 generated two colors the same!"));
b = b1;
goto solid_color;
}
//
// remember the high bit of the mask is used to mark
// a skip or solid color, so make sure the high bit
// is zero.
//
if (mask & 0x8000)
{
mask = ~mask;
SWAP(b0,b1);
}
*dst++ = mask;
*dst++ = (WORD)b1 | ((WORD)b0 << 8);
actualSize += 4;
numberOfBlocks++;
continue;
}
//////////////////////////////////////////////////////////////////////////
//
// make a 2x2 block
//
//////////////////////////////////////////////////////////////////////////
FlushSkips();
numberOfEdges++;
luminanceMean[0] = (luminance[0] + luminance[1] + luminance[4] + luminance[5]) / 4;
luminanceMean[1] = (luminance[2] + luminance[3] + luminance[6] + luminance[7]) / 4;
luminanceMean[2] = (luminance[8] + luminance[9] + luminance[12] + luminance[13]) / 4;
luminanceMean[3] = (luminance[10] + luminance[11] + luminance[14] + luminance[15]) / 4;
// zero summing arrays
zeros[0]=zeros[1]=zeros[2]=zeros[3]=0;
ones[0]=ones[1]=ones[2]=ones[3]=0;
sumR0[0]=sumR0[1]=sumR0[2]=sumR0[3]=0;
sumR1[0]=sumR1[1]=sumR1[2]=sumR1[3]=0;
sumG0[0]=sumG0[1]=sumG0[2]=sumG0[3]=0;
sumG1[0]=sumG1[1]=sumG1[2]=sumG1[3]=0;
sumB0[0]=sumB0[1]=sumB0[2]=sumB0[3]=0;
sumB1[0]=sumB1[1]=sumB1[2]=sumB1[3]=0;
// define which of the two colors to choose
// for each pixel by creating the mask
mask = 0;
for( i=0; i < HEIGHT_CBLOCK*WIDTH_CBLOCK; i++ )
{
mi = meanIndex[i];
if( luminance[i] < luminanceMean[mi] )
{
// mask &= ~(1 << i); // already clear
zeros[mi]++;
sumR0[mi] += pCells->cell[i].rgbRed;
sumG0[mi] += pCells->cell[i].rgbGreen;
sumB0[mi] += pCells->cell[i].rgbBlue;
}
else
{
mask |= (1 << i);
ones[mi]++;
sumR1[mi] += pCells->cell[i].rgbRed;
sumG1[mi] += pCells->cell[i].rgbGreen;
sumB1[mi] += pCells->cell[i].rgbBlue;
}
}
// store the mask
//
// in the 8-bit case the mask must have the following form:
//
// 1X1XXXXXXXXXXXXX
//
// these bits can be forces high by exchanging the colors for
// the top two cells.
//
w = mask;
if (!(mask & 0x8000))
w ^= 0xCC00;
if (!(mask & 0x2000))
w ^= 0x3300;
*dst++ = w;
actualSize += 2;
// make the colors
for( i=0; i < 4; i++ )
{
// define the "one" color as the mean of each element
if( ones[i] != 0 )
{
meanR1[i] = sumR1[i] / ones[i];
meanG1[i] = sumG1[i] / ones[i];
meanB1[i] = sumB1[i] / ones[i];
}
else
{
meanR1[i] = meanG1[i] = meanB1[i] = 0;
}
if( zeros[i] != 0 )
{
meanR0[i] = sumR0[i] / zeros[i];
meanG0[i] = sumG0[i] / zeros[i];
meanB0[i] = sumB0[i] / zeros[i];
}
else
{
meanR0[i] = meanG0[i] = meanB0[i] = 0;
}
// convert to the 8bit palette, and write out the colors
// make sure to exchange the colors if we hade to invert
// the mask to normalize it.
rgb0.rgbRed = (BYTE)meanR0[i];
rgb0.rgbGreen = (BYTE)meanG0[i];
rgb0.rgbBlue = (BYTE)meanB0[i];
b0 = MAPRGB(rgb0);
rgb1.rgbRed = (BYTE)meanR1[i];
rgb1.rgbGreen = (BYTE)meanG1[i];
rgb1.rgbBlue = (BYTE)meanB1[i];
b1 = MAPRGB(rgb1);
if (i==3 && !(mask & 0x8000))
SWAP(b0,b1);
if (i==2 && !(mask & 0x2000))
SWAP(b0,b1);
if (b0 == b0)
{
numberOfSolid2++;
}
*dst++ = (WORD)b1 | ((WORD)b0 << 8);
actualSize += 2;
}
}
//////////////////////////////////////////////////////////////////////////
//
// next scan.
//
//////////////////////////////////////////////////////////////////////////
((HPBYTE)lpBits) += WidthBytes * HEIGHT_CBLOCK;
if (lpPrev)
((HPBYTE)lpPrev) += WidthBytesPrev * HEIGHT_CBLOCK;
}
//////////////////////////////////////////////////////////////////////////
//
// take care of any outstanding skips, !!! note we dont need this if we
// assume a EOF!
//
//////////////////////////////////////////////////////////////////////////
FlushSkips();
//////////////////////////////////////////////////////////////////////////
//
// all done generate a EOF zero mask
//
//////////////////////////////////////////////////////////////////////////
*dst++ = 0;
actualSize += 2;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
DPF(("CompressFrame8:"));
DPF((" time: %ld", timeGetTime() - time));
DPF((" tol: %ld/%ld", threshold, thresholdInter));
DPF((" Size: %ld", actualSize));
DPF((" Skips: %ld (%ld)", numberOfSkips, numberOfSkipCodes));
DPF((" Extra Skips: %ld", numberOfExtraSkips));
DPF((" Solid: %ld", numberOfSolids));
DPF((" 4x4: %ld", numberOfBlocks));
DPF((" 2x2: %ld", numberOfEdges));
return( actualSize );
}