/* Copyright (C) 1992 Aladdin Enterprises. All rights reserved. This file is part of Ghostscript. Ghostscript is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY. No author or distributor accepts responsibility to anyone for the consequences of using it or for whether it serves any particular purpose or works at all, unless he says so in writing. Refer to the Ghostscript General Public License for full details. Everyone is granted permission to copy, modify and redistribute Ghostscript, but only under the conditions described in the Ghostscript General Public License. A copy of this license is supposed to have been given to you along with Ghostscript so you can know your rights and responsibilities. It should be in a file named COPYING. Among other things, the copyright notice and this notice must be preserved on all copies. */ /* gdevpccm.c */ /* Support routines for PC color mapping */ #include "gs.h" #include "gsmatrix.h" /* for gxdevice.h */ #include "gxdevice.h" #include "gdevpccm.h" /* interface */ /* Color mapping routines for EGA/VGA-style color. */ /* Colors are 4 bits: 8=intensity, 4=R, 2=G, 1=B. */ #define black 0 #define blue 1 #define green 2 #define cyan 3 #define red 4 #define magenta 5 #define brown 6 #define white 7 #define dgray 8 /* dark gray is not very usable */ #define lblue 9 #define lgreen 10 #define lcyan 11 #define lred 12 #define lmagenta 13 #define yellow 14 #define bwhite 15 gx_color_index pc_4bit_map_rgb_color(gx_device *dev, gx_color_value r, gx_color_value g, gx_color_value b) { #define c13 (gx_max_color_value / 3) #define c23 (gx_max_color_value - c13) static byte g0[3][3] = {{black,blue,lblue},{red,magenta,lmagenta},{lred,lmagenta,lmagenta}}; static byte g1[3][3] = {{green,cyan,lcyan},{brown,white,lcyan},{yellow,yellow,lmagenta}}; static byte g2[3][3] = {{lgreen,lgreen,lcyan},{lgreen,lgreen,lcyan},{yellow,yellow,bwhite}}; int ri = (r >= c23 ? 2 : r >= c13 ? 1 : 0); int bi = (b >= c23 ? 2 : b >= c13 ? 1 : 0); return (gx_color_index) (g >= c23 ? g2[ri][bi] : g >= c13 ? g1[ri][bi] : g0[ri][bi]); #undef c13 #undef c23 } int pc_4bit_map_color_rgb(gx_device *dev, gx_color_index color, gx_color_value prgb[3]) { #define icolor (int)color gx_color_value one = (icolor & 8 ? gx_max_color_value : gx_max_color_value / 3); prgb[0] = (icolor & 4 ? one : 0); prgb[1] = (icolor & 2 ? one : 0); prgb[2] = (icolor & 1 ? one : 0); return 0; #undef icolor } /* Color mapping routines for 8-bit color with a fixed palette */ /* (3 bits of R, 3 bits of G, 2 bits of B). */ /* We have to trade off even spacing of colors along each axis */ /* against the desire to have real gray shades; */ /* we compromise by using a 7x7x4 "cube" with extra gray shades */ /* (1/6, 1/2, and 5/6), instead of the obvious 8x8x4. */ gx_color_index pc_8bit_map_rgb_color(gx_device *dev, gx_color_value r, gx_color_value g, gx_color_value b) { uint rv = r / (gx_max_color_value / 7 + 1); uint gv = g / (gx_max_color_value / 7 + 1); uint bv = b / (gx_max_color_value / 7 + 1); return (gx_color_index) (rv == gv && gv == bv ? rv + (256-7) : (rv << 5) + (gv << 2) + (bv >> 1)); } int pc_8bit_map_color_rgb(gx_device *dev, gx_color_index color, gx_color_value prgb[3]) { static const gx_color_value ramp[8] = { 0, gx_max_color_value / 6, gx_max_color_value / 3, gx_max_color_value / 2, 2 * (gx_max_color_value / 3), 5 * (gx_max_color_value / 6), gx_max_color_value, /* The 8th entry is not actually ever used, */ /* except to fill out the palette. */ gx_max_color_value }; #define icolor (uint)color if ( icolor >= 256-7 ) { prgb[0] = prgb[1] = prgb[2] = ramp[icolor - (256-7)]; } else { prgb[0] = ramp[(icolor >> 5) & 7]; prgb[1] = ramp[(icolor >> 2) & 7]; prgb[2] = ramp[(icolor & 3) << 1]; } #undef icolor return 0; } /* Write a palette on a file. */ int pc_write_palette(gx_device *dev, uint max_index, FILE *file) { uint i, c; gx_color_value rgb[3]; for ( i = 0; i < max_index; i++ ) { (*dev->procs->map_color_rgb)(dev, (gx_color_index)i, rgb); for ( c = 0; c < 3; c++ ) { byte b = rgb[c] >> (gx_color_value_bits - 8); fputc(b, file); } } return 0; }