const ScreenInfo *info = display->screenInfo(_screen);
int depth = info->depth();
- _cpc = 4; // XXX THIS SHOULD BE A USER OPTION
- _ncolors = _cpc * _cpc * _cpc;
+ // determine the number of colors and the bits-per-color
+ int bpc = 2; // XXX THIS SHOULD BE A USER OPTION
+ assert(bpc >= 1);
+ _ncolors = 1 << (bpc * 3);
- if (_cpc < 2 || _ncolors > 1 << depth) {
+ if (_ncolors > 1 << depth) {
fprintf(stderr,
- _("PseudoRenderControl: Invalid colormap size. Using maximum size
-available.\n"));
- _cpc = 1 << (depth/3);
- _ncolors = 1 << depth; // _cpc * _cpc * _cpc
+ _("PseudoRenderControl: Invalid colormap size. Resizing.\n"));
+ bpc = 1 << (depth/3) >> 3;
+ _ncolors = 1 << (bpc * 3);
}
- if (!(_colors = new XColor[_ncolors])) {
- fprintf(stderr,
- _("PseudoRenderControl: error allocating colormap\n"));
- ::exit(1);
- }
+ // build a color cube
+ _colors = new XColor[_ncolors];
+
+ int cpc = 1 << bpc; // colors per channel
+ for (int n = _ncolors - 1,
+ r = (1 << (bpc + 1)) -1, i = 0; i < cpc; r >>= 1, ++i)
+ for (int g = (1 << (bpc + 1)) -1, j = 0; j < cpc; g >>= 1, ++j)
+ for (int b = (1 << (bpc + 1)) -1, k = 0; k < cpc; b >>= 1, ++k, --n) {
+ _colors[n].red = r | r << 8;
+ _colors[n].green = g | g << 8;
+ _colors[n].blue = b | b << 8;
+ _colors[n].flags = DoRed|DoGreen|DoBlue; // used to track allocation
+ }
+
+ // allocate the colors
+ for (int i = 0; i < _ncolors; i++)
+ if (!XAllocColor(**display, info->colormap(), &_colors[i]))
+ _colors[i].flags = 0; // mark it as unallocated
+
+ // try allocate any colors that failed allocation above
-
+ // get the allocated values from the X server (only the first 256 XXX why!?)
+ XColor icolors[256];
+ int incolors = (((1 << depth) > 256) ? 256 : (1 << depth));
+ for (int i = 0; i < incolors; i++)
+ icolors[i].pixel = i;
+ XQueryColors(**display, info->colormap(), icolors, incolors);
+
+ // try match unallocated ones
+ for (int i = 0; i < _ncolors; i++) {
+ if (!_colors[i].flags) { // if it wasn't allocated...
+ unsigned long closest = 0xffffffff, close = 0;
+ for (int ii = 0; ii < incolors; ii++) {
+ // find deviations
+ int r = (_colors[i].red - icolors[ii].red) & 0xff;
+ int g = (_colors[i].green - icolors[ii].green) & 0xff;
+ int b = (_colors[i].blue - icolors[ii].blue) & 0xff;
+ // find a weighted absolute deviation
+ unsigned long dev = (r * r) + (g * g) + (b * b);
+
+ if (dev < closest) {
+ closest = dev;
+ close = ii;
+ }
+ }
+
+ _colors[i].red = icolors[close].red;
+ _colors[i].green = icolors[close].green;
+ _colors[i].blue = icolors[close].blue;
+
+ // try alloc this closest color, it had better succeed!
+ if (XAllocColor(**display, info->colormap(), &_colors[i]))
+ _colors[i].flags = DoRed|DoGreen|DoBlue; // mark as alloced
+ else
+ assert(false); // wtf has gone wrong, its already alloced for chissake!
+ }
+ }
}
PseudoRenderControl::~PseudoRenderControl()
{
printf("Destroying PseudoColor RenderControl\n");
- delete _colors;
+ unsigned long *pixels = new unsigned long [_ncolors], *p = pixels;
+ for (int i = 0; i < _ncolors; ++i, ++p)
+ *p = _colors[i].pixel;
+ XFreeColors(**display, display->screenInfo(_screen)->colormap(), pixels,
+ _ncolors, 0);
+ delete [] _colors;
}
void PseudoRenderControl::reduceDepth(Surface &sf, XImage *im) const