/* 
  THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF 
  ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO 
  THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A 
  PARTICULAR PURPOSE. 
  
    This is sample code and is freely distributable. 
*/ 
using System;
using System.Collections;
using System.Drawing;
using System.Drawing.Imaging;

namespace WTD_Editor
{
	/// <summary>
	/// Quantize using an Octree
	/// </summary>
	public unsafe class OctreeQuantizer : Quantizer
	{
		/// <summary>
		/// Construct the octree quantizer
		/// </summary>
		/// <remarks>
		/// The Octree quantizer is a two pass algorithm. The initial pass sets up the octree,
		/// the second pass quantizes a color based on the nodes in the tree
		/// </remarks>
		/// <param name="maxColors">The maximum number of colors to return</param>
		/// <param name="maxColorBits">The number of significant bits</param>
		public OctreeQuantizer ( int maxColors , int maxColorBits ) : base ( false )
		{
			if ( maxColors > 255 )
				throw new ArgumentOutOfRangeException ( "maxColors" , maxColors , "The number of colors should be less than 256" ) ;

			if ( ( maxColorBits < 1 ) | ( maxColorBits > 8 ) )
				throw new ArgumentOutOfRangeException ( "maxColorBits" , maxColorBits , "This should be between 1 and 8" ) ;

			// Construct the octree
			_octree = new Octree ( maxColorBits  ) ;
			_maxColors = maxColors ;
		}

		/// <summary>
		/// Process the pixel in the first pass of the algorithm
		/// </summary>
		/// <param name="pixel">The pixel to quantize</param>
		/// <remarks>
		/// This function need only be overridden if your quantize algorithm needs two passes,
		/// such as an Octree quantizer.
		/// </remarks>
		protected override void InitialQuantizePixel ( Color32* pixel )
		{
			// Add the color to the octree
			_octree.AddColor ( pixel ) ;
		}

		/// <summary>
		/// Override this to process the pixel in the second pass of the algorithm
		/// </summary>
		/// <param name="pixel">The pixel to quantize</param>
		/// <returns>The quantized value</returns>
		protected override byte QuantizePixel ( Color32* pixel )
		{
			byte	paletteIndex = (byte)_maxColors ;	// The color at [_maxColors] is set to transparent

			// Get the palette index if this non-transparent
			if ( pixel->Alpha > 0 )
				paletteIndex = (byte)_octree.GetPaletteIndex ( pixel ) ;

			return paletteIndex ;
		}

//		private Hashtable _colorMap;
//
//		protected override byte QuantizePixel(Color32* pixel)
//		{
//			byte	colorIndex = 0 ;
//			int		colorHash = pixel->GetHashCode();	
//			Color [] colors = this._currentPalette.Entries; 
//
//			// Check if the color is in the lookup table
//			if ( _colorMap.ContainsKey ( colorHash ) )
//				colorIndex = (byte)_colorMap[colorHash] ;
//			else
//			{
//				// Not found - loop through the palette and find the nearest match.
//				// Firstly check the alpha value - if 0,  
//				// lookup the transparent color
//				if (pixel->Alpha > 0)
//				{
//					// Not transparent...
//					int leastDistance = int.MaxValue ;
//					int red = pixel->Red ;
//					int green = pixel->Green;
//					int blue = pixel->Blue;
//
//					// Loop through the entire palette, looking for the closest color match
//					for( int index = 0 ; index < colors.Length ; index++ )
//					{
//						Color	paletteColor = colors[index];
//						
//						int redDistance = paletteColor.R - red ;
//						int greenDistance = paletteColor.G - green ;
//						int blueDistance = paletteColor.B - blue ;
//
//						int distance = 
//							( redDistance * redDistance ) + 
//							( greenDistance * greenDistance ) + 
//							( blueDistance * blueDistance ) ;
//
//						if( distance < leastDistance )
//						{
//							colorIndex = (byte)index ;
//							leastDistance = distance ;
//
//							// And if it's an exact match, 
//							// exit the loop
//							if( 0 == distance )
//								break ;
//						}
//					}
//				}
//
//				// Now I have the color, pop it into the 
//				// hashtable for next time
//				_colorMap.Add ( colorHash , colorIndex ) ;
//			}
//
//			return colorIndex ;
//		}

		/// <summary>
		/// Retrieve the palette for the quantized image
		/// </summary>
		/// <param name="original">Any old palette, this is overrwritten</param>
		/// <returns>The new color palette</returns>
		protected override ColorPalette GetPalette ( ColorPalette original )
		{
			// First off convert the octree to _maxColors colors
			ArrayList	palette = _octree.Palletize ( _maxColors - 1 ) ;

			// Then convert the palette based on those colors
			for ( int index = 0 ; index < palette.Count ; index++ )
				original.Entries[index] = (Color)palette[index] ;

			// Add the transparent color
			original.Entries[_maxColors] = Color.FromArgb ( 0 , 0 , 0 , 0 ) ;

			return original ;
		}

		/// <summary>
		/// Stores the tree
		/// </summary>
		private	Octree			_octree ;

		/// <summary>
		/// Maximum allowed color depth
		/// </summary>
		private int				_maxColors ;

		/// <summary>
		/// Class which does the actual quantization
		/// </summary>
		private class Octree
		{
			/// <summary>
			/// Construct the octree
			/// </summary>
			/// <param name="maxColorBits">The maximum number of significant bits in the image</param>
			public Octree ( int maxColorBits )
			{
				_maxColorBits = maxColorBits ;
				_leafCount = 0 ;
				_reducibleNodes = new OctreeNode[9] ;
				_root = new OctreeNode ( 0 , _maxColorBits , this ) ; 
				_previousColor = 0 ;
				_previousNode = null ;
			}

			/// <summary>
			/// Add a given color value to the octree
			/// </summary>
			/// <param name="pixel"></param>
			public void AddColor ( Color32* pixel )
			{
				// Check if this request is for the same color as the last
				if ( _previousColor == pixel->ARGB )
				{
					// If so, check if I have a previous node setup. This will only ocurr if the first color in the image
					// happens to be black, with an alpha component of zero.
					if ( null == _previousNode )
					{
						_previousColor = pixel->ARGB ;
						_root.AddColor ( pixel , _maxColorBits , 0 , this ) ;
					}
					else
						// Just update the previous node
						_previousNode.Increment ( pixel ) ;
				}
				else
				{
					_previousColor = pixel->ARGB ;
					_root.AddColor ( pixel , _maxColorBits , 0 , this ) ;
				}
			}

			/// <summary>
			/// Reduce the depth of the tree
			/// </summary>
			public void Reduce ( )
			{
				int	index ;

				// Find the deepest level containing at least one reducible node
				for ( index = _maxColorBits - 1 ; ( index > 0 ) && ( null == _reducibleNodes[index] ) ; index-- ) ;

				// Reduce the node most recently added to the list at level 'index'
				OctreeNode	node = _reducibleNodes[index] ;
				_reducibleNodes[index] = node.NextReducible ;

				// Decrement the leaf count after reducing the node
				_leafCount -= node.Reduce ( ) ;

				// And just in case I've reduced the last color to be added, and the next color to
				// be added is the same, invalidate the previousNode...
				_previousNode = null ;
			}

			/// <summary>
			/// Get/Set the number of leaves in the tree
			/// </summary>
			public int Leaves
			{
				get { return _leafCount ; }
				set { _leafCount = value ; }
			}

			/// <summary>
			/// Return the array of reducible nodes
			/// </summary>
			protected OctreeNode[] ReducibleNodes
			{
				get { return _reducibleNodes ; }
			}

			/// <summary>
			/// Keep track of the previous node that was quantized
			/// </summary>
			/// <param name="node">The node last quantized</param>
			protected void TrackPrevious ( OctreeNode node )
			{
				_previousNode = node ;
			}

			/// <summary>
			/// Convert the nodes in the octree to a palette with a maximum of colorCount colors
			/// </summary>
			/// <param name="colorCount">The maximum number of colors</param>
			/// <returns>An arraylist with the palettized colors</returns>
			public ArrayList Palletize ( int colorCount )
			{
				while ( Leaves > colorCount )
					Reduce ( ) ;

				// Now palettize the nodes
				ArrayList	palette = new ArrayList ( Leaves ) ;
				int			paletteIndex = 0 ;
				_root.ConstructPalette ( palette , ref paletteIndex ) ;

				// And return the palette
				return palette ;
			}

			/// <summary>
			/// Get the palette index for the passed color
			/// </summary>
			/// <param name="pixel"></param>
			/// <returns></returns>
			public int GetPaletteIndex ( Color32* pixel )
			{
				return _root.GetPaletteIndex ( pixel , 0 ) ;
			}

			/// <summary>
			/// Mask used when getting the appropriate pixels for a given node
			/// </summary>
			private static int[] mask = new int[8] { 0x80 , 0x40 , 0x20 , 0x10 , 0x08 , 0x04 , 0x02 , 0x01 } ;

			/// <summary>
			/// The root of the octree
			/// </summary>
			private	OctreeNode		_root ;

			/// <summary>
			/// Number of leaves in the tree
			/// </summary>
			private int				_leafCount ;

			/// <summary>
			/// Array of reducible nodes
			/// </summary>
			private OctreeNode[]	_reducibleNodes ;

			/// <summary>
			/// Maximum number of significant bits in the image
			/// </summary>
			private int				_maxColorBits ;

			/// <summary>
			/// Store the last node quantized
			/// </summary>
			private OctreeNode		_previousNode ;

			/// <summary>
			/// Cache the previous color quantized
			/// </summary>
			private int				_previousColor ;

			/// <summary>
			/// Class which encapsulates each node in the tree
			/// </summary>
			protected class OctreeNode
			{
				/// <summary>
				/// Construct the node
				/// </summary>
				/// <param name="level">The level in the tree = 0 - 7</param>
				/// <param name="colorBits">The number of significant color bits in the image</param>
				/// <param name="octree">The tree to which this node belongs</param>
				public OctreeNode ( int level , int colorBits , Octree octree )
				{
					// Construct the new node
					_leaf = ( level == colorBits ) ;

					_red = _green = _blue = 0 ;
					_pixelCount = 0 ;

					// If a leaf, increment the leaf count
					if ( _leaf )
					{
						octree.Leaves++ ;
						_nextReducible = null ;
						_children = null ; 
					}
					else
					{
						// Otherwise add this to the reducible nodes
						_nextReducible = octree.ReducibleNodes[level] ;
						octree.ReducibleNodes[level] = this ;
						_children = new OctreeNode[8] ;
					}
				}

				/// <summary>
				/// Add a color into the tree
				/// </summary>
				/// <param name="pixel">The color</param>
				/// <param name="colorBits">The number of significant color bits</param>
				/// <param name="level">The level in the tree</param>
				/// <param name="octree">The tree to which this node belongs</param>
				public void AddColor ( Color32* pixel , int colorBits , int level , Octree octree )
				{
					// Update the color information if this is a leaf
					if ( _leaf )
					{
						Increment ( pixel ) ;
						// Setup the previous node
						octree.TrackPrevious ( this ) ;
					}
					else
					{
						// Go to the next level down in the tree
						int	shift = 7 - level ;
						int index = ( ( pixel->Red & mask[level] ) >> ( shift - 2 ) ) |
							( ( pixel->Green & mask[level] ) >> ( shift - 1 ) ) |
							( ( pixel->Blue & mask[level] ) >> ( shift ) ) ;

						OctreeNode	child = _children[index] ;

						if ( null == child )
						{
							// Create a new child node & store in the array
							child = new OctreeNode ( level + 1 , colorBits , octree ) ; 
							_children[index] = child ;
						}

						// Add the color to the child node
						child.AddColor ( pixel , colorBits , level + 1 , octree ) ;
					}

				}

				/// <summary>
				/// Get/Set the next reducible node
				/// </summary>
				public OctreeNode NextReducible
				{
					get { return _nextReducible ; }
					set { _nextReducible = value ; }
				}

				/// <summary>
				/// Return the child nodes
				/// </summary>
				public OctreeNode[] Children
				{
					get { return _children ; }
				}

				/// <summary>
				/// Reduce this node by removing all of its children
				/// </summary>
				/// <returns>The number of leaves removed</returns>
				public int Reduce ( )
				{
					_red = _green = _blue = 0 ;
					int	children = 0 ;

					// Loop through all children and add their information to this node
					for ( int index = 0 ; index < 8 ; index++ )
					{
						if ( null != _children[index] )
						{
							_red += _children[index]._red ;
							_green += _children[index]._green ;
							_blue += _children[index]._blue ;
							_pixelCount += _children[index]._pixelCount ;
							++children ;
							_children[index] = null ;
						}
					}

					// Now change this to a leaf node
					_leaf = true ;

					// Return the number of nodes to decrement the leaf count by
					return ( children - 1 ) ;
				}

				/// <summary>
				/// Traverse the tree, building up the color palette
				/// </summary>
				/// <param name="palette">The palette</param>
				/// <param name="paletteIndex">The current palette index</param>
				public void ConstructPalette ( ArrayList palette , ref int paletteIndex )
				{
					if ( _leaf )
					{
						// Consume the next palette index
						_paletteIndex = paletteIndex++ ;

						// And set the color of the palette entry
						palette.Add ( Color.FromArgb ( _red / _pixelCount , _green / _pixelCount , _blue / _pixelCount ) ) ;
					}
					else
					{
						// Loop through children looking for leaves
						for ( int index = 0 ; index < 8 ; index++ )
						{
							if ( null != _children[index] )
								_children[index].ConstructPalette ( palette , ref paletteIndex ) ;
						}
					}
				}

				/// <summary>
				/// Return the palette index for the passed color
				/// </summary>
				public int GetPaletteIndex ( Color32* pixel , int level )
				{
					int	paletteIndex = _paletteIndex ;

					if ( !_leaf )
					{
						int	shift = 7 - level ;
						int index = ( ( pixel->Red & mask[level] ) >> ( shift - 2 ) ) |
							( ( pixel->Green & mask[level] ) >> ( shift - 1 ) ) |
							( ( pixel->Blue & mask[level] ) >> ( shift ) ) ;

						if ( null != _children[index] )
							paletteIndex = _children[index].GetPaletteIndex ( pixel , level + 1 ) ;
						else
							throw new Exception ( "Didn't expect this!" ) ;
					}

					return paletteIndex ;
				}

				/// <summary>
				/// Increment the pixel count and add to the color information
				/// </summary>
				public void Increment ( Color32* pixel )
				{
					_pixelCount++ ;
					_red += pixel->Red ;
					_green += pixel->Green ;
					_blue += pixel->Blue ;
				}

				/// <summary>
				/// Flag indicating that this is a leaf node
				/// </summary>
				private	bool			_leaf ;

				/// <summary>
				/// Number of pixels in this node
				/// </summary>
				private	int				_pixelCount ;

				/// <summary>
				/// Red component
				/// </summary>
				private	int				_red ;

				/// <summary>
				/// Green Component
				/// </summary>
				private	int				_green ;

				/// <summary>
				/// Blue component
				/// </summary>
				private int				_blue ;

				/// <summary>
				/// Pointers to any child nodes
				/// </summary>
				private OctreeNode[]	_children ;

				/// <summary>
				/// Pointer to next reducible node
				/// </summary>
				private OctreeNode		_nextReducible ;

				/// <summary>
				/// The index of this node in the palette
				/// </summary>
				private	int				_paletteIndex ;

			}
		}
	}
}
