📷 A modern, cross-platform, 2D Graphics library for .NET
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// <copyright file="LzwEncoder.cs" company="James Jackson-South">
// Copyright (c) James Jackson-South and contributors.
// Licensed under the Apache License, Version 2.0.
// </copyright>
namespace ImageSharp.Formats
{
using System;
using System.IO;
/// <summary>
/// Encodes and compresses the image data using dynamic Lempel-Ziv compression.
/// </summary>
/// <remarks>
/// Adapted from Jef Poskanzer's Java port by way of J. M. G. Elliott. K Weiner 12/00
/// <para>
/// GIFCOMPR.C - GIF Image compression routines
/// </para>
/// <para>
/// Lempel-Ziv compression based on 'compress'. GIF modifications by
/// David Rowley (mgardi@watdcsu.waterloo.edu)
/// </para>
/// GIF Image compression - modified 'compress'
/// <para>
/// Based on: compress.c - File compression ala IEEE Computer, June 1984.
/// By Authors: Spencer W. Thomas (decvax!harpo!utah-cs!utah-gr!thomas)
/// Jim McKie (decvax!mcvax!jim)
/// Steve Davies (decvax!vax135!petsd!peora!srd)
/// Ken Turkowski (decvax!decwrl!turtlevax!ken)
/// James A. Woods (decvax!ihnp4!ames!jaw)
/// Joe Orost (decvax!vax135!petsd!joe)
/// </para>
/// </remarks>
internal sealed class LzwEncoder
{
private const int Eof = -1;
private const int Bits = 12;
private const int HashSize = 5003; // 80% occupancy
private readonly byte[] pixelArray;
private readonly int initialCodeSize;
private readonly int[] hashTable = new int[HashSize];
private readonly int[] codeTable = new int[HashSize];
private readonly int[] masks =
{
0x0000, 0x0001, 0x0003, 0x0007, 0x000F, 0x001F, 0x003F, 0x007F, 0x00FF,
0x01FF, 0x03FF, 0x07FF, 0x0FFF, 0x1FFF, 0x3FFF, 0x7FFF, 0xFFFF
};
/// <summary>
/// Define the storage for the packet accumulator.
/// </summary>
private readonly byte[] accumulators = new byte[256];
/// <summary>
/// The current pixel
/// </summary>
private int currentPixel;
/// <summary>
/// Number of bits/code
/// </summary>
private int bitCount;
/// <summary>
/// User settable max # bits/code
/// </summary>
private int maxbits = Bits;
/// <summary>
/// maximum code, given bitCount
/// </summary>
private int maxcode;
/// <summary>
/// should NEVER generate this code
/// </summary>
private int maxmaxcode = 1 << Bits;
/// <summary>
/// For dynamic table sizing
/// </summary>
private int hsize = HashSize;
/// <summary>
/// First unused entry
/// </summary>
private int freeEntry;
/// <summary>
/// Block compression parameters -- after all codes are used up,
/// and compression rate changes, start over.
/// </summary>
private bool clearFlag;
// Algorithm: use open addressing double hashing (no chaining) on the
// prefix code / next character combination. We do a variant of Knuth's
// algorithm D (vol. 3, sec. 6.4) along with G. Knott's relatively-prime
// secondary probe. Here, the modular division first probe is gives way
// to a faster exclusive-or manipulation. Also do block compression with
// an adaptive reset, whereby the code table is cleared when the compression
// ratio decreases, but after the table fills. The variable-length output
// codes are re-sized at this point, and a special CLEAR code is generated
// for the decompressor. Late addition: construct the table according to
// file size for noticeable speed improvement on small files. Please direct
// questions about this implementation to ames!jaw.
private int globalInitialBits;
private int clearCode;
private int eofCode;
// output
//
// Output the given code.
// Inputs:
// code: A bitCount-bit integer. If == -1, then EOF. This assumes
// that bitCount =< wordsize - 1.
// Outputs:
// Outputs code to the file.
// Assumptions:
// Chars are 8 bits long.
// Algorithm:
// Maintain a BITS character long buffer (so that 8 codes will
// fit in it exactly). Use the VAX insv instruction to insert each
// code in turn. When the buffer fills up empty it and start over.
private int currentAccumulator;
private int currentBits;
/// <summary>
/// Number of characters so far in this 'packet'
/// </summary>
private int accumulatorCount;
/// <summary>
/// Initializes a new instance of the <see cref="LzwEncoder"/> class.
/// </summary>
/// <param name="indexedPixels">The array of indexed pixels.</param>
/// <param name="colorDepth">The color depth in bits.</param>
public LzwEncoder(byte[] indexedPixels, int colorDepth)
{
this.pixelArray = indexedPixels;
this.initialCodeSize = Math.Max(2, colorDepth);
}
/// <summary>
/// Encodes and compresses the indexed pixels to the stream.
/// </summary>
/// <param name="stream">The stream to write to.</param>
public void Encode(Stream stream)
{
// Write "initial code size" byte
stream.WriteByte((byte)this.initialCodeSize);
this.currentPixel = 0;
// Compress and write the pixel data
this.Compress(this.initialCodeSize + 1, stream);
// Write block terminator
stream.WriteByte(GifConstants.Terminator);
}
/// <summary>
/// Gets the maximum code value
/// </summary>
/// <param name="bitCount">The number of bits</param>
/// <returns>See <see cref="int"/></returns>
private static int GetMaxcode(int bitCount)
{
return (1 << bitCount) - 1;
}
/// <summary>
/// Add a character to the end of the current packet, and if it is 254 characters,
/// flush the packet to disk.
/// </summary>
/// <param name="c">The character to add.</param>
/// <param name="stream">The stream to write to.</param>
private void AddCharacter(byte c, Stream stream)
{
this.accumulators[this.accumulatorCount++] = c;
if (this.accumulatorCount >= 254)
{
this.FlushPacket(stream);
}
}
/// <summary>
/// Table clear for block compress
/// </summary>
/// <param name="stream">The output stream.</param>
private void ClearBlock(Stream stream)
{
this.ResetCodeTable(this.hsize);
this.freeEntry = this.clearCode + 2;
this.clearFlag = true;
this.Output(this.clearCode, stream);
}
/// <summary>
/// Reset the code table.
/// </summary>
/// <param name="size">The hash size.</param>
private void ResetCodeTable(int size)
{
for (int i = 0; i < size; ++i)
{
this.hashTable[i] = -1;
}
}
/// <summary>
/// Compress the packets to the stream.
/// </summary>
/// <param name="intialBits">The initial bits.</param>
/// <param name="stream">The stream to write to.</param>
private void Compress(int intialBits, Stream stream)
{
int fcode;
int c;
int ent;
int hsizeReg;
int hshift;
// Set up the globals: globalInitialBits - initial number of bits
this.globalInitialBits = intialBits;
// Set up the necessary values
this.clearFlag = false;
this.bitCount = this.globalInitialBits;
this.maxcode = GetMaxcode(this.bitCount);
this.clearCode = 1 << (intialBits - 1);
this.eofCode = this.clearCode + 1;
this.freeEntry = this.clearCode + 2;
this.accumulatorCount = 0; // clear packet
ent = this.NextPixel();
hshift = 0;
for (fcode = this.hsize; fcode < 65536; fcode *= 2)
{
++hshift;
}
hshift = 8 - hshift; // set hash code range bound
hsizeReg = this.hsize;
this.ResetCodeTable(hsizeReg); // clear hash table
this.Output(this.clearCode, stream);
while ((c = this.NextPixel()) != Eof)
{
fcode = (c << this.maxbits) + ent;
int i = (c << hshift) ^ ent /* = 0 */;
if (this.hashTable[i] == fcode)
{
ent = this.codeTable[i];
continue;
}
// Non-empty slot
if (this.hashTable[i] >= 0)
{
int disp = hsizeReg - i;
if (i == 0)
{
disp = 1;
}
do
{
if ((i -= disp) < 0)
{
i += hsizeReg;
}
if (this.hashTable[i] == fcode)
{
ent = this.codeTable[i];
break;
}
}
while (this.hashTable[i] >= 0);
if (this.hashTable[i] == fcode)
{
continue;
}
}
this.Output(ent, stream);
ent = c;
if (this.freeEntry < this.maxmaxcode)
{
this.codeTable[i] = this.freeEntry++; // code -> hashtable
this.hashTable[i] = fcode;
}
else
{
this.ClearBlock(stream);
}
}
// Put out the final code.
this.Output(ent, stream);
this.Output(this.eofCode, stream);
}
/// <summary>
/// Flush the packet to disk, and reset the accumulator.
/// </summary>
/// <param name="outStream">The output stream.</param>
private void FlushPacket(Stream outStream)
{
if (this.accumulatorCount > 0)
{
outStream.WriteByte((byte)this.accumulatorCount);
outStream.Write(this.accumulators, 0, this.accumulatorCount);
this.accumulatorCount = 0;
}
}
/// <summary>
/// Return the next pixel from the image
/// </summary>
/// <returns>
/// The <see cref="int"/>
/// </returns>
private int NextPixel()
{
if (this.currentPixel == this.pixelArray.Length)
{
return Eof;
}
if (this.currentPixel == this.pixelArray.Length)
{
return Eof;
}
this.currentPixel++;
return this.pixelArray[this.currentPixel - 1] & 0xff;
}
/// <summary>
/// Output the current code to the stream.
/// </summary>
/// <param name="code">The code.</param>
/// <param name="outs">The stream to write to.</param>
private void Output(int code, Stream outs)
{
this.currentAccumulator &= this.masks[this.currentBits];
if (this.currentBits > 0)
{
this.currentAccumulator |= code << this.currentBits;
}
else
{
this.currentAccumulator = code;
}
this.currentBits += this.bitCount;
while (this.currentBits >= 8)
{
this.AddCharacter((byte)(this.currentAccumulator & 0xff), outs);
this.currentAccumulator >>= 8;
this.currentBits -= 8;
}
// If the next entry is going to be too big for the code size,
// then increase it, if possible.
if (this.freeEntry > this.maxcode || this.clearFlag)
{
if (this.clearFlag)
{
this.maxcode = GetMaxcode(this.bitCount = this.globalInitialBits);
this.clearFlag = false;
}
else
{
++this.bitCount;
this.maxcode = this.bitCount == this.maxbits
? this.maxmaxcode
: GetMaxcode(this.bitCount);
}
}
if (code == this.eofCode)
{
// At EOF, write the rest of the buffer.
while (this.currentBits > 0)
{
this.AddCharacter((byte)(this.currentAccumulator & 0xff), outs);
this.currentAccumulator >>= 8;
this.currentBits -= 8;
}
this.FlushPacket(outs);
}
}
}
}