/* * Copyright (c) 2017-2023, Stefan Haustein, Aaron Liu * * This file is free software: you may copy, redistribute and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This file is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * Alternatively, you may copy, redistribute and/or modify this file under * the terms of the Apache License, version 2.0: * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * https://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "tiv_lib.h" #include #include #include #include #include #include #include #include #include #include // An interleaved map of 4x8 bit character bitmaps (each hex digit represents a // row) to the corresponding unicode character code point. constexpr unsigned int BITMAPS[] = { 0x00000000, 0x00a0, // Block graphics // 0xffff0000, 0x2580, // upper 1/2; redundant with inverse lower 1/2 0x0000000f, 0x2581, // lower 1/8 0x000000ff, 0x2582, // lower 1/4 0x00000fff, 0x2583, 0x0000ffff, 0x2584, // lower 1/2 0x000fffff, 0x2585, 0x00ffffff, 0x2586, // lower 3/4 0x0fffffff, 0x2587, // 0xffffffff, 0x2588, // full; redundant with inverse space 0xeeeeeeee, 0x258a, // left 3/4 0xcccccccc, 0x258c, // left 1/2 0x88888888, 0x258e, // left 1/4 0x0000cccc, 0x2596, // quadrant lower left 0x00003333, 0x2597, // quadrant lower right 0xcccc0000, 0x2598, // quadrant upper left // 0xccccffff, 0x2599, // 3/4 redundant with inverse 1/4 0xcccc3333, 0x259a, // diagonal 1/2 // 0xffffcccc, 0x259b, // 3/4 redundant // 0xffff3333, 0x259c, // 3/4 redundant 0x33330000, 0x259d, // quadrant upper right // 0x3333cccc, 0x259e, // 3/4 redundant // 0x3333ffff, 0x259f, // 3/4 redundant // Line drawing subset: no double lines, no complex light lines 0x000ff000, 0x2501, // Heavy horizontal 0x66666666, 0x2503, // Heavy vertical 0x00077666, 0x250f, // Heavy down and right 0x000ee666, 0x2513, // Heavy down and left 0x66677000, 0x2517, // Heavy up and right 0x666ee000, 0x251b, // Heavy up and left 0x66677666, 0x2523, // Heavy vertical and right 0x666ee666, 0x252b, // Heavy vertical and left 0x000ff666, 0x2533, // Heavy down and horizontal 0x666ff000, 0x253b, // Heavy up and horizontal 0x666ff666, 0x254b, // Heavy cross 0x000cc000, 0x2578, // Bold horizontal left 0x00066000, 0x2579, // Bold horizontal up 0x00033000, 0x257a, // Bold horizontal right 0x00066000, 0x257b, // Bold horizontal down 0x06600660, 0x254f, // Heavy double dash vertical 0x000f0000, 0x2500, // Light horizontal 0x0000f000, 0x2500, // 0x44444444, 0x2502, // Light vertical 0x22222222, 0x2502, 0x000e0000, 0x2574, // light left 0x0000e000, 0x2574, // light left 0x44440000, 0x2575, // light up 0x22220000, 0x2575, // light up 0x00030000, 0x2576, // light right 0x00003000, 0x2576, // light right 0x00004444, 0x2577, // light down 0x00002222, 0x2577, // light down // Misc technical 0x44444444, 0x23a2, // [ extension 0x22222222, 0x23a5, // ] extension 0x0f000000, 0x23ba, // Horizontal scanline 1 0x00f00000, 0x23bb, // Horizontal scanline 3 0x00000f00, 0x23bc, // Horizontal scanline 7 0x000000f0, 0x23bd, // Horizontal scanline 9 // Geometrical shapes. Tricky because some of them are too wide. // 0x00ffff00, 0x25fe, // Black medium small square 0x00066000, 0x25aa, // Black small square // 0x11224488, 0x2571, // diagonals // 0x88442211, 0x2572, // 0x99666699, 0x2573, // 0x000137f0, 0x25e2, // Triangles // 0x0008cef0, 0x25e3, // 0x000fec80, 0x25e4, // 0x000f7310, 0x25e5, 0, 0, // End marker for "regular" characters // Teletext / legacy graphics 3x2 block character codes. // Using a 3-2-3 pattern consistently, perhaps we should create automatic // variations.... 0xccc00000, 0xfb00, 0x33300000, 0xfb01, 0xfff00000, 0xfb02, 0x000cc000, 0xfb03, 0xccccc000, 0xfb04, 0x333cc000, 0xfb05, 0xfffcc000, 0xfb06, 0x00033000, 0xfb07, 0xccc33000, 0xfb08, 0x33333000, 0xfb09, 0xfff33000, 0xfb0a, 0x000ff000, 0xfb0b, 0xcccff000, 0xfb0c, 0x333ff000, 0xfb0d, 0xfffff000, 0xfb0e, 0x00000ccc, 0xfb0f, 0xccc00ccc, 0xfb10, 0x33300ccc, 0xfb11, 0xfff00ccc, 0xfb12, 0x000ccccc, 0xfb13, 0x333ccccc, 0xfb14, 0xfffccccc, 0xfb15, 0x00033ccc, 0xfb16, 0xccc33ccc, 0xfb17, 0x33333ccc, 0xfb18, 0xfff33ccc, 0xfb19, 0x000ffccc, 0xfb1a, 0xcccffccc, 0xfb1b, 0x333ffccc, 0xfb1c, 0xfffffccc, 0xfb1d, 0x00000333, 0xfb1e, 0xccc00333, 0xfb1f, 0x33300333, 0x1b20, 0xfff00333, 0x1b21, 0x000cc333, 0x1b22, 0xccccc333, 0x1b23, 0x333cc333, 0x1b24, 0xfffcc333, 0x1b25, 0x00033333, 0x1b26, 0xccc33333, 0x1b27, 0xfff33333, 0x1b28, 0x000ff333, 0x1b29, 0xcccff333, 0x1b2a, 0x333ff333, 0x1b2b, 0xfffff333, 0x1b2c, 0x00000fff, 0x1b2d, 0xccc00fff, 0x1b2e, 0x33300fff, 0x1b2f, 0xfff00fff, 0x1b30, 0x000ccfff, 0x1b31, 0xcccccfff, 0x1b32, 0x333ccfff, 0x1b33, 0xfffccfff, 0x1b34, 0x00033fff, 0x1b35, 0xccc33fff, 0x1b36, 0x33333fff, 0x1b37, 0xfff33fff, 0x1b38, 0x000fffff, 0x1b39, 0xcccfffff, 0x1b3a, 0x333fffff, 0x1b3b, 0, 1 // End marker for extended TELETEXT mode. }; // The channel indices are 0, 1, 2 for R, G, B unsigned char get_channel(unsigned long rgb, int index) { return (unsigned char) ((rgb >> ((2 - index) * 8)) & 255); } CharData createCharData(GetPixelFunction get_pixel, int x0, int y0, int codepoint, int pattern) { CharData result; result.codePoint = codepoint; int fg_count = 0; int bg_count = 0; unsigned int mask = 0x80000000; for (int y = 0; y < 8; y++) { for (int x = 0; x < 4; x++) { int *avg; if (pattern & mask) { avg = result.fgColor.data(); fg_count++; } else { avg = result.bgColor.data(); bg_count++; } long rgb = get_pixel(x0 + x, y0 + y); for (int i = 0; i < 3; i++) { avg[i] += get_channel(rgb, i); } mask = mask >> 1; } } // Calculate the average color value for each bucket for (int i = 0; i < 3; i++) { if (bg_count != 0) { result.bgColor[i] /= bg_count; } if (fg_count != 0) { result.fgColor[i] /= fg_count; } } return result; } CharData findCharData(GetPixelFunction get_pixel, int x0, int y0, const int &flags) { int min[3] = {255, 255, 255}; int max[3] = {0}; std::map count_per_color; // Determine the minimum and maximum value for each color channel for (int y = 0; y < 8; y++) { for (int x = 0; x < 4; x++) { long color = 0; long rgb = get_pixel(x0 + x, y0 + y); for (int i = 0; i < 3; i++) { int d = get_channel(rgb, i); min[i] = std::min(min[i], d); max[i] = std::max(max[i], d); color = (color << 8) | d; } count_per_color[color]++; } } std::multimap color_per_count; for (auto i = count_per_color.begin(); i != count_per_color.end(); ++i) { color_per_count.insert(std::pair(i->second, i->first)); } auto iter = color_per_count.rbegin(); int count2 = iter->first; long max_count_color_1 = iter->second; long max_count_color_2 = max_count_color_1; if ((++iter) != color_per_count.rend()) { count2 += iter->first; max_count_color_2 = iter->second; } unsigned int bits = 0; bool direct = count2 > (8 * 4) / 2; if (direct) { for (int y = 0; y < 8; y++) { for (int x = 0; x < 4; x++) { bits = bits << 1; int d1 = 0; int d2 = 0; unsigned long rgb = get_pixel(x0 + x, y0 + y); for (int i = 0; i < 3; i++) { int shift = 16 - 8 * i; int c1 = (max_count_color_1 >> shift) & 255; int c2 = (max_count_color_2 >> shift) & 255; int c = get_channel(rgb, i); d1 += (c1 - c) * (c1 - c); d2 += (c2 - c) * (c2 - c); } if (d1 > d2) { bits |= 1; } } } } else { // Determine the color channel with the greatest range. int splitIndex = 0; int bestSplit = 0; for (int i = 0; i < 3; i++) { if (max[i] - min[i] > bestSplit) { bestSplit = max[i] - min[i]; splitIndex = i; } } // We just split at the middle of the interval instead of computing the // median. int splitValue = min[splitIndex] + bestSplit / 2; // Compute a bitmap using the given split and sum the color values for // both buckets. for (int y = 0; y < 8; y++) { for (int x = 0; x < 4; x++) { bits = bits << 1; if (get_channel(get_pixel(x0 + x, y0 + y), splitIndex) > splitValue) { bits |= 1; } } } } // Find the best bitmap match by counting the bits that don't match, // including the inverted bitmaps. int best_diff = 8; unsigned int best_pattern = 0x0000ffff; int codepoint = 0x2584; bool inverted = false; unsigned int end_marker = flags & FLAG_TELETEXT ? 1 : 0; for (int i = 0; BITMAPS[i + 1] != end_marker; i += 2) { // Skip all end markers if (BITMAPS[i + 1] < 32) { continue; } unsigned int pattern = BITMAPS[i]; for (int j = 0; j < 2; j++) { int diff = (std::bitset<32>(pattern ^ bits)).count(); if (diff < best_diff) { best_pattern = BITMAPS[i]; // pattern might be inverted. codepoint = BITMAPS[i + 1]; best_diff = diff; inverted = best_pattern != pattern; } pattern = ~pattern; } } if (direct) { CharData result; if (inverted) { long tmp = max_count_color_1; max_count_color_1 = max_count_color_2; max_count_color_2 = tmp; } for (int i = 0; i < 3; i++) { int shift = 16 - 8 * i; result.fgColor[i] = (max_count_color_2 >> shift) & 255; result.bgColor[i] = (max_count_color_1 >> shift) & 255; result.codePoint = codepoint; } return result; } return createCharData(get_pixel, x0, y0, codepoint, best_pattern); } int clamp_byte(int value) { return value < 0 ? 0 : (value > 255 ? 255 : value); } double sqr(double n) { return n * n; } int best_index(int value, const int STEPS[], int count) { int best_diff = std::abs(STEPS[0] - value); int result = 0; for (int i = 1; i < count; i++) { int diff = std::abs(STEPS[i] - value); if (diff < best_diff) { result = i; best_diff = diff; } } return result; }