MemR/game/addons/gif-importer/gif-lzw/lzw.gd

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GDScript3
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tool
extends Reference
var lsbbitpacker = preload("./lsbbitpacker.gd")
var lsbbitunpacker = preload("./lsbbitunpacker.gd")
class CodeEntry:
var sequence: PoolByteArray
var raw_array: Array
func _init(_sequence):
raw_array = _sequence
sequence = _sequence
func add(other):
return CodeEntry.new(self.raw_array + other.raw_array)
func to_string():
var result: String = ""
for element in self.sequence:
result += str(element) + ", "
return result.substr(0, result.length() - 2)
class CodeTable:
var entries: Dictionary = {}
var counter: int = 0
var lookup: Dictionary = {}
func add(entry) -> int:
self.entries[self.counter] = entry
self.lookup[entry.raw_array] = self.counter
counter += 1
return counter
func find(entry) -> int:
return self.lookup.get(entry.raw_array, -1)
func has(entry) -> bool:
return self.find(entry) != -1
func get(index) -> CodeEntry:
return self.entries.get(index, null)
func to_string() -> String:
var result: String = "CodeTable:\n"
for id in self.entries:
result += str(id) + ": " + self.entries[id].to_string() + "\n"
result += "Counter: " + str(self.counter) + "\n"
return result
func log2(value: float) -> float:
return log(value) / log(2.0)
func get_bits_number_for(value: int) -> int:
if value == 0:
return 1
return int(ceil(log2(value + 1)))
func initialize_color_code_table(colors: PoolByteArray) -> CodeTable:
var result_code_table: CodeTable = CodeTable.new()
for color_id in colors:
# warning-ignore:return_value_discarded
result_code_table.add(CodeEntry.new([color_id]))
# move counter to the first available compression code index
var last_color_index: int = colors.size() - 1
var clear_code_index: int = pow(2, get_bits_number_for(last_color_index))
result_code_table.counter = clear_code_index + 2
return result_code_table
# compression and decompression done with source:
# http://www.matthewflickinger.com/lab/whatsinagif/lzw_image_data.asp
func compress_lzw(image: PoolByteArray, colors: PoolByteArray) -> Array:
# Initialize code table
var code_table: CodeTable = initialize_color_code_table(colors)
# Clear Code index is 2**<code size>
# <code size> is the amount of bits needed to write down all colors
# from color table. We use last color index because we can write
# all colors (for example 16 colors) with indexes from 0 to 15.
# Number 15 is in binary 0b1111, so we'll need 4 bits to write all
# colors down.
var last_color_index: int = colors.size() - 1
var clear_code_index: int = pow(2, get_bits_number_for(last_color_index))
var index_stream: PoolByteArray = image
var current_code_size: int = get_bits_number_for(clear_code_index)
var binary_code_stream = lsbbitpacker.LSBLZWBitPacker.new()
# initialize with Clear Code
binary_code_stream.write_bits(clear_code_index, current_code_size)
# Read first index from index stream.
var index_buffer: CodeEntry = CodeEntry.new([index_stream[0]])
var data_index: int = 1
# <LOOP POINT>
while data_index < index_stream.size():
# Get the next index from the index stream.
var k: CodeEntry = CodeEntry.new([index_stream[data_index]])
data_index += 1
# Is index buffer + k in our code table?
var new_index_buffer: CodeEntry = index_buffer.add(k)
if code_table.has(new_index_buffer): # if YES
# Add k to the end of the index buffer
index_buffer = new_index_buffer
else: # if NO
# Add a row for index buffer + k into our code table
binary_code_stream.write_bits(code_table.find(index_buffer), current_code_size)
# We don't want to add new code to code table if we've exceeded 4095
# index.
var last_entry_index: int = code_table.counter - 1
if last_entry_index != 4095:
# Output the code for just the index buffer to our code stream
# warning-ignore:return_value_discarded
code_table.add(new_index_buffer)
else:
# if we exceeded 4095 index (code table is full), we should
# output Clear Code and reset everything.
binary_code_stream.write_bits(clear_code_index, current_code_size)
code_table = initialize_color_code_table(colors)
# get_bits_number_for(clear_code_index) is the same as
# LZW code size + 1
current_code_size = get_bits_number_for(clear_code_index)
# Detect when you have to save new codes in bigger bits boxes
# change current code size when it happens because we want to save
# flexible code sized codes
var new_code_size_candidate: int = get_bits_number_for(code_table.counter - 1)
if new_code_size_candidate > current_code_size:
current_code_size = new_code_size_candidate
# Index buffer is set to k
index_buffer = k
# Output code for contents of index buffer
binary_code_stream.write_bits(code_table.find(index_buffer), current_code_size)
# output end with End Of Information Code
binary_code_stream.write_bits(clear_code_index + 1, current_code_size)
var min_code_size: int = get_bits_number_for(clear_code_index) - 1
return [binary_code_stream.pack(), min_code_size]
# gdlint: ignore=max-line-length
func decompress_lzw(code_stream_data: PoolByteArray, min_code_size: int, colors: PoolByteArray) -> PoolByteArray:
var code_table: CodeTable = initialize_color_code_table(colors)
var index_stream: PoolByteArray = PoolByteArray([])
var binary_code_stream = lsbbitunpacker.LSBLZWBitUnpacker.new(code_stream_data)
var current_code_size: int = min_code_size + 1
var clear_code_index: int = pow(2, min_code_size)
# CODE is an index of code table, {CODE} is sequence inside
# code table with index CODE. The same goes for PREVCODE.
# Remove first Clear Code from stream. We don't need it.
binary_code_stream.remove_bits(current_code_size)
# let CODE be the first code in the code stream
var code: int = binary_code_stream.read_bits(current_code_size)
# output {CODE} to index stream
index_stream.append_array(code_table.get(code).sequence)
# set PREVCODE = CODE
var prevcode: int = code
# <LOOP POINT>
while true:
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if binary_code_stream.chunk_stream.size() - binary_code_stream.byte_index <= current_code_size:
break
# let CODE be the next code in the code stream
code = binary_code_stream.read_bits(current_code_size)
# Detect Clear Code. When detected reset everything and get next code.
if code == clear_code_index:
code_table = initialize_color_code_table(colors)
current_code_size = min_code_size + 1
code = binary_code_stream.read_bits(current_code_size)
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prevcode = code
elif code == clear_code_index + 1: # Stop when detected EOI Code.
break
# is CODE in the code table?
var code_entry: CodeEntry = code_table.get(code)
if code_entry != null: # if YES
# output {CODE} to index stream
index_stream.append_array(code_entry.sequence)
# let k be the first index in {CODE}
var k: CodeEntry = CodeEntry.new([code_entry.sequence[0]])
# warning-ignore:return_value_discarded
# add {PREVCODE} + k to the code table
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var prev_code_entry: CodeEntry = code_table.get(prevcode)
if prev_code_entry:
code_table.add(prev_code_entry.add(k))
else:
code_table.add(k)
# set PREVCODE = CODE
prevcode = code
else: # if NO
# let k be the first index of {PREVCODE}
var prevcode_entry: CodeEntry = code_table.get(prevcode)
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var k: CodeEntry
if prevcode_entry:
k = CodeEntry.new([prevcode_entry.sequence[0]])
else:
k = CodeEntry.new([ code ])
# output {PREVCODE} + k to index stream
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if prevcode_entry:
index_stream.append_array(prevcode_entry.add(k).sequence)
else:
index_stream.append_array(k.sequence)
# add {PREVCODE} + k to code table
# warning-ignore:return_value_discarded
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if prevcode_entry:
code_table.add(prevcode_entry.add(k))
else:
code_table.add(k)
# set PREVCODE = CODE
prevcode = code
# Detect when we should increase current code size and increase it.
var new_code_size_candidate: int = get_bits_number_for(code_table.counter)
if new_code_size_candidate > current_code_size:
current_code_size = new_code_size_candidate
return index_stream