/*****************************************************************************
 *   "Gif-Lib" - Yet another gif library.
 *
 * Written by:  Gershon Elber            IBM PC Ver 0.1,    Jun. 1989
 ******************************************************************************
 * Module to quatize high resolution image into lower one. You may want to
 * peek into the following article this code is based on:
 * "Color Image Quantization for frame buffer Display", by Paul Heckbert
 * SIGGRAPH 1982 page 297-307.
 ******************************************************************************
 * History:
 * 5 Jan 90 - Version 1.0 by Gershon Elber.
 *****************************************************************************/

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

#ifdef __MSDOS__
#include <dos.h>
#include <alloc.h>
#include <graphics.h>
#endif /* __MSDOS__ */

#include <stdlib.h>
#include <stdio.h>
#include "gif_lib.h"
#include "gif_lib_private.h"

#define ABS(x)    ((x) > 0 ? (x) : (-(x)))

/* The colors are stripped to 5 bits per primary color if non MSDOS system
 * or to 4 (not enough memory...) if MSDOS as first step.
 */
#ifdef __MSDOS__
#define COLOR_ARRAY_SIZE 4096
#define BITS_PER_PRIM_COLOR 4
#define MAX_PRIM_COLOR      0x0f
#else
#define COLOR_ARRAY_SIZE 32768
#define BITS_PER_PRIM_COLOR 5
#define MAX_PRIM_COLOR      0x1f
#endif /* __MSDOS__ */

static int SortRGBAxis;

typedef struct QuantizedColorType {
    GifByteType RGB[3];
    GifByteType NewColorIndex;
    long Count;
    struct QuantizedColorType *Pnext;
} QuantizedColorType;

typedef struct NewColorMapType {
    GifByteType RGBMin[3], RGBWidth[3];
    unsigned int NumEntries; /* # of QuantizedColorType in linked list below */
    unsigned long Count; /* Total number of pixels in all the entries */
    QuantizedColorType *QuantizedColors;
} NewColorMapType;

static int SubdivColorMap(NewColorMapType * NewColorSubdiv,
                          unsigned int ColorMapSize,
                          unsigned int *NewColorMapSize);
static int SortCmpRtn(const VoidPtr Entry1, const VoidPtr Entry2);

/******************************************************************************
 * Quantize high resolution image into lower one. Input image consists of a
 * 2D array for each of the RGB colors with size Width by Height. There is no
 * Color map for the input. Output is a quantized image with 2D array of
 * indexes into the output color map.
 *   Note input image can be 24 bits at the most (8 for red/green/blue) and
 * the output has 256 colors at the most (256 entries in the color map.).
 * ColorMapSize specifies size of color map up to 256 and will be updated to
 * real size before returning.
 *   Also non of the parameter are allocated by this routine.
 *   This function returns GIF_OK if succesfull, GIF_ERROR otherwise.
 ******************************************************************************/
int
QuantizeBuffer(unsigned int Width,
               unsigned int Height,
               int *ColorMapSize,
               GifByteType * RedInput,
               GifByteType * GreenInput,
               GifByteType * BlueInput,
               GifByteType * OutputBuffer,
               GifColorType * OutputColorMap) {

    unsigned int Index, NumOfEntries;
    int i, j, MaxRGBError[3];
    unsigned int NewColorMapSize;
    long Red, Green, Blue;
    NewColorMapType NewColorSubdiv[256];
    QuantizedColorType *ColorArrayEntries, *QuantizedColor;

    ColorArrayEntries = (QuantizedColorType *)malloc(
                           sizeof(QuantizedColorType) * COLOR_ARRAY_SIZE);
    if (ColorArrayEntries == NULL) {
        _GifError = E_GIF_ERR_NOT_ENOUGH_MEM;
        return GIF_ERROR;
    }

    for (i = 0; i < COLOR_ARRAY_SIZE; i++) {
        ColorArrayEntries[i].RGB[0] = i >> (2 * BITS_PER_PRIM_COLOR);
        ColorArrayEntries[i].RGB[1] = (i >> BITS_PER_PRIM_COLOR) &
           MAX_PRIM_COLOR;
        ColorArrayEntries[i].RGB[2] = i & MAX_PRIM_COLOR;
        ColorArrayEntries[i].Count = 0;
    }

    /* Sample the colors and their distribution: */
    for (i = 0; i < (int)(Width * Height); i++) {
        Index = ((RedInput[i] >> (8 - BITS_PER_PRIM_COLOR)) <<
                  (2 * BITS_PER_PRIM_COLOR)) +
                ((GreenInput[i] >> (8 - BITS_PER_PRIM_COLOR)) <<
                  BITS_PER_PRIM_COLOR) +
                (BlueInput[i] >> (8 - BITS_PER_PRIM_COLOR));
        ColorArrayEntries[Index].Count++;
    }

    /* Put all the colors in the first entry of the color map, and call the
     * recursive subdivision process.  */
    for (i = 0; i < 256; i++) {
        NewColorSubdiv[i].QuantizedColors = NULL;
        NewColorSubdiv[i].Count = NewColorSubdiv[i].NumEntries = 0;
        for (j = 0; j < 3; j++) {
            NewColorSubdiv[i].RGBMin[j] = 0;
            NewColorSubdiv[i].RGBWidth[j] = 255;
        }
    }

    /* Find the non empty entries in the color table and chain them: */
    for (i = 0; i < COLOR_ARRAY_SIZE; i++)
        if (ColorArrayEntries[i].Count > 0)
            break;
    QuantizedColor = NewColorSubdiv[0].QuantizedColors = &ColorArrayEntries[i];
    NumOfEntries = 1;
    while (++i < COLOR_ARRAY_SIZE)
        if (ColorArrayEntries[i].Count > 0) {
            QuantizedColor->Pnext = &ColorArrayEntries[i];
            QuantizedColor = &ColorArrayEntries[i];
            NumOfEntries++;
        }
    QuantizedColor->Pnext = NULL;

    NewColorSubdiv[0].NumEntries = NumOfEntries; /* Different sampled colors */
    NewColorSubdiv[0].Count = ((long)Width) * Height; /* Pixels */
    NewColorMapSize = 1;
    if (SubdivColorMap(NewColorSubdiv, *ColorMapSize, &NewColorMapSize) !=
       GIF_OK) {
        free((char *)ColorArrayEntries);
        return GIF_ERROR;
    }
    if (NewColorMapSize < *ColorMapSize) {
        /* And clear rest of color map: */
        for (i = NewColorMapSize; i < *ColorMapSize; i++)
            OutputColorMap[i].Red = OutputColorMap[i].Green =
                OutputColorMap[i].Blue = 0;
    }

    /* Average the colors in each entry to be the color to be used in the
     * output color map, and plug it into the output color map itself. */
    for (i = 0; i < NewColorMapSize; i++) {
        if ((j = NewColorSubdiv[i].NumEntries) > 0) {
            QuantizedColor = NewColorSubdiv[i].QuantizedColors;
            Red = Green = Blue = 0;
            while (QuantizedColor) {
                QuantizedColor->NewColorIndex = i;
                Red += QuantizedColor->RGB[0];
                Green += QuantizedColor->RGB[1];
                Blue += QuantizedColor->RGB[2];
                QuantizedColor = QuantizedColor->Pnext;
            }
            OutputColorMap[i].Red = (Red << (8 - BITS_PER_PRIM_COLOR)) / j;
            OutputColorMap[i].Green = (Green << (8 - BITS_PER_PRIM_COLOR)) / j;
            OutputColorMap[i].Blue = (Blue << (8 - BITS_PER_PRIM_COLOR)) / j;
        } else
            fprintf(stderr,
                    "\n%s: Null entry in quantized color map - that's weird.\n",
                    PROGRAM_NAME);
    }

    /* Finally scan the input buffer again and put the mapped index in the
     * output buffer.  */
    MaxRGBError[0] = MaxRGBError[1] = MaxRGBError[2] = 0;
    for (i = 0; i < (int)(Width * Height); i++) {
        Index = ((RedInput[i] >> (8 - BITS_PER_PRIM_COLOR)) <<
                 (2 * BITS_PER_PRIM_COLOR)) +
                ((GreenInput[i] >> (8 - BITS_PER_PRIM_COLOR)) <<
                 BITS_PER_PRIM_COLOR) +
                (BlueInput[i] >> (8 - BITS_PER_PRIM_COLOR));
        Index = ColorArrayEntries[Index].NewColorIndex;
        OutputBuffer[i] = Index;
        if (MaxRGBError[0] < ABS(OutputColorMap[Index].Red - RedInput[i]))
            MaxRGBError[0] = ABS(OutputColorMap[Index].Red - RedInput[i]);
        if (MaxRGBError[1] < ABS(OutputColorMap[Index].Green - GreenInput[i]))
            MaxRGBError[1] = ABS(OutputColorMap[Index].Green - GreenInput[i]);
        if (MaxRGBError[2] < ABS(OutputColorMap[Index].Blue - BlueInput[i]))
            MaxRGBError[2] = ABS(OutputColorMap[Index].Blue - BlueInput[i]);
    }

#ifdef DEBUG
    fprintf(stderr,
            "Quantization L(0) errors: Red = %d, Green = %d, Blue = %d.\n",
            MaxRGBError[0], MaxRGBError[1], MaxRGBError[2]);
#endif /* DEBUG */

    free((char *)ColorArrayEntries);

    *ColorMapSize = NewColorMapSize;

    return GIF_OK;
}

/******************************************************************************
 * Routine to subdivide the RGB space recursively using median cut in each
 * axes alternatingly until ColorMapSize different cubes exists.
 * The biggest cube in one dimension is subdivide unless it has only one entry.
 * Returns GIF_ERROR if failed, otherwise GIF_OK.
 ******************************************************************************/
static int
SubdivColorMap(NewColorMapType * NewColorSubdiv,
               unsigned int ColorMapSize,
               unsigned int *NewColorMapSize) {

    int MaxSize;
    unsigned int i, j, Index = 0, NumEntries, MinColor, MaxColor;
    long Sum, Count;
    QuantizedColorType *QuantizedColor, **SortArray;

    while (ColorMapSize > *NewColorMapSize) {
        /* Find candidate for subdivision: */
        MaxSize = -1;
        for (i = 0; i < *NewColorMapSize; i++) {
            for (j = 0; j < 3; j++) {
                if ((((int)NewColorSubdiv[i].RGBWidth[j]) > MaxSize) &&
                      (NewColorSubdiv[i].NumEntries > 1)) {
                    MaxSize = NewColorSubdiv[i].RGBWidth[j];
                    Index = i;
                    SortRGBAxis = j;
                }
            }
        }

        if (MaxSize == -1)
            return GIF_OK;

        /* Split the entry Index into two along the axis SortRGBAxis: */

        /* Sort all elements in that entry along the given axis and split at
         * the median.  */
        SortArray = (QuantizedColorType **)malloc(
                      sizeof(QuantizedColorType *) * 
                      NewColorSubdiv[Index].NumEntries);
        if (SortArray == NULL)
            return GIF_ERROR;
        for (j = 0, QuantizedColor = NewColorSubdiv[Index].QuantizedColors;
             j < NewColorSubdiv[Index].NumEntries && QuantizedColor != NULL;
             j++, QuantizedColor = QuantizedColor->Pnext)
            SortArray[j] = QuantizedColor;

        qsort(SortArray, NewColorSubdiv[Index].NumEntries,
              sizeof(QuantizedColorType *), SortCmpRtn);

        /* Relink the sorted list into one: */
        for (j = 0; j < NewColorSubdiv[Index].NumEntries - 1; j++)
            SortArray[j]->Pnext = SortArray[j + 1];
        SortArray[NewColorSubdiv[Index].NumEntries - 1]->Pnext = NULL;
        NewColorSubdiv[Index].QuantizedColors = QuantizedColor = SortArray[0];
        free((char *)SortArray);

        /* Now simply add the Counts until we have half of the Count: */
        Sum = NewColorSubdiv[Index].Count / 2 - QuantizedColor->Count;
        NumEntries = 1;
        Count = QuantizedColor->Count;
        while ((Sum -= QuantizedColor->Pnext->Count) >= 0 &&
               QuantizedColor->Pnext != NULL &&
               QuantizedColor->Pnext->Pnext != NULL) {
            QuantizedColor = QuantizedColor->Pnext;
            NumEntries++;
            Count += QuantizedColor->Count;
        }
        /* Save the values of the last color of the first half, and first
         * of the second half so we can update the Bounding Boxes later.
         * Also as the colors are quantized and the BBoxes are full 0..255,
         * they need to be rescaled.
         */
        MaxColor = QuantizedColor->RGB[SortRGBAxis]; /* Max. of first half */
        MinColor = QuantizedColor->Pnext->RGB[SortRGBAxis]; /* of second */
        MaxColor <<= (8 - BITS_PER_PRIM_COLOR);
        MinColor <<= (8 - BITS_PER_PRIM_COLOR);

        /* Partition right here: */
        NewColorSubdiv[*NewColorMapSize].QuantizedColors =
           QuantizedColor->Pnext;
        QuantizedColor->Pnext = NULL;
        NewColorSubdiv[*NewColorMapSize].Count = Count;
        NewColorSubdiv[Index].Count -= Count;
        NewColorSubdiv[*NewColorMapSize].NumEntries =
           NewColorSubdiv[Index].NumEntries - NumEntries;
        NewColorSubdiv[Index].NumEntries = NumEntries;
        for (j = 0; j < 3; j++) {
            NewColorSubdiv[*NewColorMapSize].RGBMin[j] =
               NewColorSubdiv[Index].RGBMin[j];
            NewColorSubdiv[*NewColorMapSize].RGBWidth[j] =
               NewColorSubdiv[Index].RGBWidth[j];
        }
        NewColorSubdiv[*NewColorMapSize].RGBWidth[SortRGBAxis] =
           NewColorSubdiv[*NewColorMapSize].RGBMin[SortRGBAxis] +
           NewColorSubdiv[*NewColorMapSize].RGBWidth[SortRGBAxis] - MinColor;
        NewColorSubdiv[*NewColorMapSize].RGBMin[SortRGBAxis] = MinColor;

        NewColorSubdiv[Index].RGBWidth[SortRGBAxis] =
           MaxColor - NewColorSubdiv[Index].RGBMin[SortRGBAxis];

        (*NewColorMapSize)++;
    }

    return GIF_OK;
}

/****************************************************************************
 * Routine called by qsort to compare to entries.
 ****************************************************************************/
static int
SortCmpRtn(const VoidPtr Entry1,
           const VoidPtr Entry2) {

    return (*((QuantizedColorType **) Entry1))->RGB[SortRGBAxis] -
       (*((QuantizedColorType **) Entry2))->RGB[SortRGBAxis];
}