/** * This class handles LZW encoding * Adapted from Jef Poskanzer's Java port by way of J. M. G. Elliott. * @author Kevin Weiner (original Java version - kweiner@fmsware.com) * @author Thibault Imbert (AS3 version - bytearray.org) * @version 0.1 AS3 implementation */ package org.bytearray.gif.encoder { import flash.utils.ByteArray; public class LZWEncoder { private static var EOF:int = -1; private var imgW:int; private var imgH:int private var pixAry:ByteArray; private var initCodeSize:int; private var remaining:int; private var curPixel:int; // GIFCOMPR.C - GIF Image compression routines // Lempel-Ziv compression based on 'compress'. GIF modifications by // David Rowley (mgardi@watdcsu.waterloo.edu) // General DEFINEs private static var BITS:int = 12; private static var HSIZE:int = 5003; // 80% occupancy // GIF Image compression - modified 'compress' // 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) private var n_bits:int // number of bits/code private var maxbits:int = BITS; // user settable max # bits/code private var maxcode:int // maximum code, given n_bits private var maxmaxcode:int = 1 << BITS; // should NEVER generate this code private var htab:Array = new Array; private var codetab:Array = new Array; private var hsize:int = HSIZE; // for dynamic table sizing private var free_ent:int = 0; // first unused entry // block compression parameters -- after all codes are used up, // and compression rate changes, start over. private var clear_flg:Boolean = false; // 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 var g_init_bits:int; private var ClearCode:int; private var EOFCode:int; // output // Output the given code. // Inputs: // code: A n_bits-bit integer. If == -1, then EOF. This assumes // that n_bits =< 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 var cur_accum:int = 0; private var cur_bits:int = 0; private var masks:Array = [ 0x0000, 0x0001, 0x0003, 0x0007, 0x000F, 0x001F, 0x003F, 0x007F, 0x00FF, 0x01FF, 0x03FF, 0x07FF, 0x0FFF, 0x1FFF, 0x3FFF, 0x7FFF, 0xFFFF ]; // Number of characters so far in this 'packet' private var a_count:int; // Define the storage for the packet accumulator private var accum:ByteArray = new ByteArray; public function LZWEncoder (width:int, height:int, pixels:ByteArray, color_depth:int) { imgW = width; imgH = height; pixAry = pixels; initCodeSize = Math.max(2, color_depth); } // Add a character to the end of the current packet, and if it is 254 // characters, flush the packet to disk. private function char_out(c:Number, outs:ByteArray):void { accum[a_count++] = c; if (a_count >= 254)flush_char(outs); } // Clear out the hash table // table clear for block compress private function cl_block(outs:ByteArray):void { cl_hash(hsize); free_ent = ClearCode + 2; clear_flg = true; output(ClearCode, outs); } // reset code table private function cl_hash(hsize:int):void { for (var i:int = 0; i < hsize; ++i) htab[i] = -1; } public function compress(init_bits:int, outs:ByteArray):void { var fcode:int; var i:int /* = 0 */; var c:int; var ent:int; var disp:int; var hsize_reg:int; var hshift:int; // Set up the globals: g_init_bits - initial number of bits g_init_bits = init_bits; // Set up the necessary values clear_flg = false; n_bits = g_init_bits; maxcode = MAXCODE(n_bits); ClearCode = 1 << (init_bits - 1); EOFCode = ClearCode + 1; free_ent = ClearCode + 2; a_count = 0; // clear packet ent = nextPixel(); hshift = 0; for (fcode = hsize; fcode < 65536; fcode *= 2) ++hshift; hshift = 8 - hshift; // set hash code range bound hsize_reg = hsize; cl_hash(hsize_reg); // clear hash table output(ClearCode, outs); outer_loop: while ((c = nextPixel()) != EOF) { fcode = (c << maxbits) + ent; i = (c << hshift) ^ ent; // xor hashing if (htab[i] == fcode) { ent = codetab[i]; continue; } else if (htab[i] >= 0) // non-empty slot { disp = hsize_reg - i; // secondary hash (after G. Knott) if (i == 0) disp = 1; do { if ((i -= disp) < 0) i += hsize_reg; if (htab[i] == fcode) { ent = codetab[i]; continue outer_loop; } } while (htab[i] >= 0); } output(ent, outs); ent = c; if (free_ent < maxmaxcode) { codetab[i] = free_ent++; // code -> hashtable htab[i] = fcode; } else cl_block(outs); } // Put out the final code. output(ent, outs); output(EOFCode, outs); } // ---------------------------------------------------------------------------- public function encode(os:ByteArray):void { os.writeByte(initCodeSize); // write "initial code size" byte remaining = imgW * imgH; // reset navigation variables curPixel = 0; compress(initCodeSize + 1, os); // compress and write the pixel data os.writeByte(0); // write block terminator } // Flush the packet to disk, and reset the accumulator private function flush_char(outs:ByteArray):void { if (a_count > 0) { outs.writeByte(a_count); outs.writeBytes(accum, 0, a_count); a_count = 0; } } private function MAXCODE(n_bits:int):int { return (1 << n_bits) - 1; } // ---------------------------------------------------------------------------- // Return the next pixel from the image // ---------------------------------------------------------------------------- private function nextPixel():int { if (remaining == 0) return EOF; --remaining; var pix:Number = pixAry[curPixel++]; return pix & 0xff; } private function output(code:int, outs:ByteArray):void { cur_accum &= masks[cur_bits]; if (cur_bits > 0) cur_accum |= (code << cur_bits); else cur_accum = code; cur_bits += n_bits; while (cur_bits >= 8) { char_out((cur_accum & 0xff), outs); cur_accum >>= 8; cur_bits -= 8; } // If the next entry is going to be too big for the code size, // then increase it, if possible. if (free_ent > maxcode || clear_flg) { if (clear_flg) { maxcode = MAXCODE(n_bits = g_init_bits); clear_flg = false; } else { ++n_bits; if (n_bits == maxbits) maxcode = maxmaxcode; else maxcode = MAXCODE(n_bits); } } if (code == EOFCode) { // At EOF, write the rest of the buffer. while (cur_bits > 0) { char_out((cur_accum & 0xff), outs); cur_accum >>= 8; cur_bits -= 8; } flush_char(outs); } } } }