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GIFEncoder.js
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/*
* GIFEncoder.js
*
* Authors
* Kevin Weiner (original Java version - [email protected])
* Thibault Imbert (AS3 version - bytearray.org)
* Johan Nordberg (JS version - [email protected])
*
* Modified version for MacGifer
*/
if (typeof module !== 'undefined') {
var NeuQuant = require('./TypedNeuQuant.js');
var LZWEncoder = require('./LZWEncoder.js');
var ByteArray = require('./ByteArray.js');
}
/**
* GIF encoder.
*/
function GIFEncoder(width, height) {
// image size
this.width = ~~width;
this.height = ~~height;
// transparent color if given
this.transparent = null;
// transparent index in color table
this.transIndex = 0;
// frame delay (hundredths)
this.delay = 0;
this.image = null; // current frame
this.pixels = null; // BGR byte array from frame
this.indexedPixels = null; // converted frame indexed to palette
this.colorTab = null; // RGB palette
this.usedEntry = new Array(); // active palette entries
this.colorDepth = 8; // number of bit planes
this.palSize = this.colorDepth - 1; // color table size (bits-1)
this.dispose = -1; // disposal code (-1 = use default)
this.sample = 10; // default sample interval for quantizer
this.out = new ByteArray();
}
/**
* Set the delay time between each frame, or change it for subsequent frames
* (applies to last frame added).
*/
GIFEncoder.prototype.setDelay = function(milliseconds) {
this.delay = Math.round(milliseconds / 10);
};
/**
* Set frame rate in frames per second.
*/
GIFEncoder.prototype.setFrameRate = function(fps) {
this.delay = Math.round(100 / fps);
};
/*
* Set the GIF frame disposal code for the last added frame and any subsequent
* frames. Default is 0 if no transparent color has been set, otherwise 2.
*/
GIFEncoder.prototype.setDispose = function(disposalCode) {
if (disposalCode >= 0) this.dispose = disposalCode;
};
/*
* Set the transparent color for the last added frame and any subsequent
* frames. Since all colors are subject to modification in the quantization
* process, the color in the final palette for each frame closest to the given
* color becomes the transparent color for that frame. May be set to null to
* indicate no transparent color.
*/
GIFEncoder.prototype.setTransparent = function(color) {
this.transparent = color;
};
/*
* Add next GIF frame. The frame is not written immediately, but is
* actually deferred until the next frame is received so that timing
* data can be inserted. Invoking finish() flushes all frames.
*/
GIFEncoder.prototype.addFrame = function(imageData) {
this.image = imageData;
this.getImagePixels(); // convert to correct format if necessary
this.analyzePixels(); // build color table & map pixels
this.writeGraphicCtrlExt(); // write graphic control extension
this.writeImageDesc(); // image descriptor
this.writeLocalPalette(); // local color table
this.writePixels(); // encode and write pixel data
};
/*
* Add final trailer to the GIF stream, if you don't call the finish method
* the GIF stream will not be valid.
*/
GIFEncoder.prototype.finish = function() {
this.out.writeByte(0x3b); // gif trailer
};
/*
* Set quality of color quantization (conversion of images to the maximum 256
* colors allowed by the GIF specification). Lower values (minimum = 1)
* produce better colors, but slow processing significantly. 10 is the
* default, and produces good color mapping at reasonable speeds. Values
* greater than 20 do not yield significant improvements in speed.
*/
GIFEncoder.prototype.setQuality = function(quality) {
if (quality < 1) quality = 20;
this.sample = quality;
};
/*
* Write GIF file header
*/
GIFEncoder.prototype.writeHeader = function() {
this.out.writeUTFBytes("GIF89a");
};
/*
* Analyze the current frame colors and create a color map.
*/
GIFEncoder.prototype.analyzePixels = function() {
var len = this.pixels.length;
var nPix = len / 3;
this.indexedPixels = new Uint8Array(nPix);
var imgq = new NeuQuant(this.pixels, this.sample);
imgq.buildColormap(); // create reduced palette
this.colorTab = imgq.getColormap();
// map image pixels to new palette
var k = 0;
for (var j = 0; j < nPix; j++) {
var index = imgq.lookupRGB(
this.pixels[k++] & 0xff,
this.pixels[k++] & 0xff,
this.pixels[k++] & 0xff
);
this.usedEntry[index] = true;
this.indexedPixels[j] = index;
}
this.pixels = null;
// get closest match to transparent color if specified
if (this.transparent !== null) {
this.transIndex = this.findClosest(this.transparent);
}
};
/*
* Return index of palette color closest to c.
*/
GIFEncoder.prototype.findClosest = function(c) {
if (this.colorTab === null) return -1;
var r = (c & 0xFF0000) >> 16;
var g = (c & 0x00FF00) >> 8;
var b = (c & 0x0000FF);
var minpos = 0;
var dmin = 256 * 256 * 256;
var len = this.colorTab.length;
for (var i = 0; i < len;) {
var dr = r - (this.colorTab[i++] & 0xff);
var dg = g - (this.colorTab[i++] & 0xff);
var db = b - (this.colorTab[i] & 0xff);
var d = dr * dr + dg * dg + db * db;
var index = i / 3;
if (this.usedEntry[index] && (d < dmin)) {
dmin = d;
minpos = index;
}
i++;
}
return minpos;
};
/*
* Extract image pixels into byte array pixels (remove alphachannel from
* canvas imagedata).
*/
GIFEncoder.prototype.getImagePixels = function() {
var w = this.width;
var h = this.height;
this.pixels = new Uint8Array(w * h * 3);
var data = this.image;
var count = 0;
for (var i = 0; i < h; i++) {
for (var j = 0; j < w; j++) {
var b = (i * w * 4) + j * 4;
this.pixels[count++] = data[b];
this.pixels[count++] = data[b+1];
this.pixels[count++] = data[b+2];
}
}
};
/*
* Write Graphic Control Extension.
*/
GIFEncoder.prototype.writeGraphicCtrlExt = function() {
this.out.writeByte(0x21); // extension introducer
this.out.writeByte(0xf9); // GCE label
this.out.writeByte(4); // data block size
var transp, disp;
if (this.transparent === null) {
transp = 0;
disp = 0; // dispose = no action
} else {
transp = 1;
disp = 2; // force clear if using transparent color
}
if (this.dispose >= 0) {
disp = dispose & 7; // user override
}
disp <<= 2;
// packed fields
this.out.writeByte(
0 | // 1:3 reserved
disp | // 4:6 disposal
0 | // 7 user input - 0 = none
transp // 8 transparency flag
);
this.writeShort(this.delay); // delay x 1/100 sec
this.out.writeByte(this.transIndex); // transparent color index
this.out.writeByte(0); // block terminator
};
/*
* Write Image Descriptor.
*/
GIFEncoder.prototype.writeImageDesc = function() {
this.out.writeByte(0x2c); // image separator
this.writeShort(0); // image position x,y = 0,0
this.writeShort(0);
this.writeShort(this.width); // image size
this.writeShort(this.height);
// specify normal LCT
this.out.writeByte(
0x80 | // 1 local color table 1=yes
0 | // 2 interlace - 0=no
0 | // 3 sorted - 0=no
0 | // 4-5 reserved
this.palSize // 6-8 size of color table
);
};
/*
* Write Logical Screen Descriptor.
*/
GIFEncoder.prototype.writeLSD = function() {
// logical screen size
this.writeShort(this.width);
this.writeShort(this.height);
// packed fields
this.out.writeByte(
0x80 | // 1 : global color table flag = 1 (gct used)
0x70 | // 2-4 : color resolution = 7
0x00 | // 5 : gct sort flag = 0
0x00 // 6-8 : gct size
);
this.out.writeByte(0); // background color index
this.out.writeByte(0); // pixel aspect ratio - assume 1:1
};
/**
* Write global color table.
*/
GIFEncoder.prototype.writeGlobalPalette = function() {
for (var i = 0; i < 6; i++) {
this.out.writeByte(0x00);
}
};
/*
* Write local color table.
*/
GIFEncoder.prototype.writeLocalPalette = function() {
this.out.writeBytes(this.colorTab);
var n = (3 * 256) - this.colorTab.length;
for (var i = 0; i < n; i++)
this.out.writeByte(0);
};
/*
* Write short.
*/
GIFEncoder.prototype.writeShort = function(pValue) {
this.out.writeByte(pValue & 0xFF);
this.out.writeByte((pValue >> 8) & 0xFF);
};
/*
* Encode and write pixel data.
*/
GIFEncoder.prototype.writePixels = function() {
var enc = new LZWEncoder(this.width, this.height,
this.indexedPixels, this.colorDepth);
enc.encode(this.out);
};
/*
* Retrieve the GIF stream.
*/
GIFEncoder.prototype.stream = function() {
return this.out;
};
if (typeof module !== 'undefined') {
module.exports = GIFEncoder;
}