mirror of
https://github.com/scummvm/scummvm.git
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265 lines
6.9 KiB
C++
265 lines
6.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/stack.h"
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#include "graphics/color_quantizer.h"
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#include "graphics/palette.h"
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namespace Graphics {
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// This code is heavily based on "Color Quantization using Octrees" by Dean
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// Clark, published in - I think - the January 1996 issue of Dr. Dobb's Journal.
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#define kOctreeDepth 6
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struct OctreeNode {
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byte level;
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bool isLeaf;
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uint32 numPixels;
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uint32 sumRed;
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uint32 sumGreen;
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uint32 sumBlue;
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OctreeNode *child[8];
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OctreeNode *nextNode;
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};
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// An octree is a tree where each node has up to eight children. Colors are
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// inserted into it by looking at the bits of the R, G, and B components one
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// bit at a time, starting at the most significant bit. These three bits form
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// a value from 0 to 7, indicating which child node to enter.
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//
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// This means that adjacent leaves in the tree will represent colors that are
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// close together. Once the tree has more leaves than we want, we take all
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// leaves under one node, combine them, and make their parent a new leaf with
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// their average color. The old leaves are then discarded.
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//
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// The depth of the tree is the number of bits we look at. Technically this
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// would be eight, but six should be enough.
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class Octree {
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private:
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uint _leafLevel = kOctreeDepth - 1;
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OctreeNode *_root = nullptr;
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uint _numLeaves = 0;
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uint _maxLeaves = 0;
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OctreeNode *_reduceList[kOctreeDepth - 1];
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Common::Stack<OctreeNode *> _nodePool;
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OctreeNode *allocateNode(byte level) {
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OctreeNode *node;
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if (!_nodePool.empty())
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node = _nodePool.pop();
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else
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node = new OctreeNode();
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if (level == _leafLevel) {
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node->isLeaf = true;
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_numLeaves++;
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} else
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node->isLeaf = false;
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node->level = level;
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node->numPixels = 0;
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node->sumRed = 0;
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node->sumGreen = 0;
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node->sumBlue = 0;
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node->nextNode = nullptr;
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for (int i = 0; i < 8; i++)
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node->child[i] = nullptr;
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return node;
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}
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void releaseNode(OctreeNode *node) {
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_nodePool.push(node);
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}
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void deleteNodeRecursively(OctreeNode *node) {
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if (!node)
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return;
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for (int i = 0; i < 8; i++)
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deleteNodeRecursively(node->child[i]);
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delete node;
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}
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void insert(OctreeNode **node, byte r, byte g, byte b, uint level) {
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if (*node == nullptr) {
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*node = allocateNode(level);
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if (level != _leafLevel) {
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(*node)->nextNode = _reduceList[level];
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_reduceList[level] = *node;
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}
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}
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// Once we encounter a leaf, add the color there. This is not
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// necessarily at the bottom of the tree, so I guess it would
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// not be out of the question to transform the leaf into a
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// regular node. But I saw no mention of this in the article.
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if ((*node)->isLeaf) {
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(*node)->numPixels++;
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(*node)->sumRed += r;
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(*node)->sumGreen += g;
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(*node)->sumBlue += b;
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} else {
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byte bit = (0x80 >> level);
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byte rbit = (r & bit) >> (5 - level);
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byte gbit = (g & bit) >> (6 - level);
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byte bbit = (b & bit) >> (7 - level);
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int idx = rbit | gbit | bbit;
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insert(&((*node)->child[idx]), r, g, b, level + 1);
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}
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// Usually one reduction would be enough, but it's possible
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// that the reduction will not actually remove any leaves.
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while (_numLeaves > _maxLeaves)
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reduceTree();
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}
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void reduceTree() {
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// In the original article, once a reduce list has been emptied
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// the leaf level was decreased, meaning that the tree could
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// never again grow beyond that height. I don't understand why,
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// so I have made this a local variable instead.
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int level = _leafLevel - 1;
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while (!_reduceList[level])
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level--;
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// There are several possible approaches to picking the node to
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// reduce. Picking the one with the largest number of pixels
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// may leave more color for fine details. Picking the one with
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// the smallest number may sacrifice detail, but preserve subtle
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// gradations in large areas. This just picks the first one,
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// i.e. the most recently inserted one, so it's pretty random
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// which may be good on average.
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//
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// Once a subtree has been pruned, it will no longer grow back.
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// It seems to me it should be possible to allow it to, but the
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// article doesn't mention it. On the contrary, it states that
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// "any new colors whose path through the tree take them
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// through [a node that was turned into a leaf] now stop here".
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OctreeNode *node = _reduceList[level];
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_reduceList[level] = _reduceList[level]->nextNode;
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// Combine all the leaves into their parent, and make the
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// parent a leaf.
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uint32 sumRed = 0;
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uint32 sumGreen = 0;
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uint32 sumBlue = 0;
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byte numChildren = 0;
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for (int i = 0; i < 8; i++) {
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OctreeNode *child = node->child[i];
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if (child) {
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numChildren++;
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sumRed += child->sumRed;
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sumGreen += child->sumGreen;
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sumBlue += child->sumBlue;
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node->numPixels += child->numPixels;
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releaseNode(child);
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node->child[i] = nullptr;
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}
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}
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node->isLeaf = true;
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node->sumRed = sumRed;
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node->sumGreen = sumGreen;
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node->sumBlue = sumBlue;
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_numLeaves -= (numChildren - 1);
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}
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Palette *_palette;
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uint _colorIndex;
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void getPalette(OctreeNode *node) {
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if (node->isLeaf) {
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byte r = node->sumRed / node->numPixels;
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byte g = node->sumGreen / node->numPixels;
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byte b = node->sumBlue / node->numPixels;
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_palette->set(_colorIndex, r, g, b);
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_colorIndex++;
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} else {
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for (uint i = 0; i < 8; i++) {
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if (node->child[i])
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getPalette(node->child[i]);
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}
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}
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}
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public:
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Octree(int maxLeaves) : _maxLeaves(maxLeaves) {
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for (uint i = 0; i < kOctreeDepth - 1; i++)
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_reduceList[i] = nullptr;
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}
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~Octree() {
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while (!_nodePool.empty())
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delete _nodePool.pop();
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deleteNodeRecursively(_root);
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}
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void insert(byte r, byte g, byte b) {
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insert(&_root, r, g, b, 0);
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}
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Palette *getPalette() {
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_palette = new Graphics::Palette(_maxLeaves);
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_colorIndex = 0;
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getPalette(_root);
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return _palette;
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}
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};
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ColorQuantizer::ColorQuantizer(int maxColors) {
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_octree = new Octree(maxColors);
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}
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ColorQuantizer::~ColorQuantizer() {
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delete _octree;
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}
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void ColorQuantizer::addColor(byte r, byte g, byte b) {
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_octree->insert(r, g, b);
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}
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Graphics::Palette *ColorQuantizer::getPalette() {
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return _octree->getPalette();
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}
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} // End of namespace Graphics
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