Easter egg (#123)

* lol zx quant

* Adding ZX option

* Improving colour selection so we don't end up with the same colour twice. Also fixing a bug with the colour conflict resolution.

* Putting it behind a konami code

* Better comments

* Adding comment

* Removing unnecessary malloc.
This commit is contained in:
Jake Archibald
2018-08-06 12:42:23 +01:00
committed by GitHub
parent b52d9d9194
commit ef4094885e
9 changed files with 238 additions and 9 deletions

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@@ -1,4 +1,9 @@
<!doctype html>
<style>
canvas {
image-rendering: pixelated;
}
</style>
<script src='imagequant.js'></script>
<script>
const Module = imagequant();
@@ -23,6 +28,7 @@
create_buffer: Module.cwrap('create_buffer', 'number', ['number', 'number']),
destroy_buffer: Module.cwrap('destroy_buffer', '', ['number']),
quantize: Module.cwrap('quantize', '', ['number', 'number', 'number', 'number', 'number']),
zx_quantize: Module.cwrap('zx_quantize', '', ['number', 'number', 'number', 'number']),
free_result: Module.cwrap('free_result', '', ['number']),
get_result_pointer: Module.cwrap('get_result_pointer', 'number', []),
};
@@ -30,7 +36,9 @@
const image = await loadImage('../example.png');
const p = api.create_buffer(image.width, image.height);
Module.HEAP8.set(image.data, p);
api.quantize(p, image.width, image.height, 16, 1.0);
//api.quantize(p, image.width, image.height, 256, 1.0);
api.zx_quantize(p, image.width, image.height, 1);
console.log('done');
const resultPointer = api.get_result_pointer();
const resultView = new Uint8Array(Module.HEAP8.buffer, resultPointer, image.width * image.height * 4);
const result = new Uint8ClampedArray(resultView);

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@@ -1,6 +1,8 @@
#include "emscripten.h"
#include <stdlib.h>
#include <inttypes.h>
#include <limits.h>
#include <math.h>
#include "libimagequant.h"
@@ -50,6 +52,169 @@ void quantize(uint8_t* image_buffer, int image_width, int image_height, int num_
liq_attr_destroy(attr);
}
const liq_color zx_colors[] = {
{.a = 255, .r = 0, .g = 0, .b = 0}, // regular black
{.a = 255, .r = 0, .g = 0, .b = 215}, // regular blue
{.a = 255, .r = 215, .g = 0, .b = 0}, // regular red
{.a = 255, .r = 215, .g = 0, .b = 215}, // regular magenta
{.a = 255, .r = 0, .g = 215, .b = 0}, // regular green
{.a = 255, .r = 0, .g = 215, .b = 215}, // regular cyan
{.a = 255, .r = 215, .g = 215, .b = 0}, // regular yellow
{.a = 255, .r = 215, .g = 215, .b = 215}, // regular white
{.a = 255, .r = 0, .g = 0, .b = 255}, // bright blue
{.a = 255, .r = 255, .g = 0, .b = 0}, // bright red
{.a = 255, .r = 255, .g = 0, .b = 255}, // bright magenta
{.a = 255, .r = 0, .g = 255, .b = 0}, // bright green
{.a = 255, .r = 0, .g = 255, .b = 255}, // bright cyan
{.a = 255, .r = 255, .g = 255, .b = 0}, // bright yellow
{.a = 255, .r = 255, .g = 255, .b = 255} // bright white
};
uint8_t block[8 * 8 * 4];
/**
* The ZX has one bit per pixel, but can assign two colours to an 8x8 block. The two colours must
* both be 'regular' or 'bright'. Black exists as both regular and bright.
*/
EMSCRIPTEN_KEEPALIVE
void zx_quantize(uint8_t* image_buffer, int image_width, int image_height, float dithering) {
int size = image_width * image_height;
int bytes_per_pixel = 4;
result = (int) malloc(size * bytes_per_pixel);
uint8_t* image8bit = (uint8_t*) malloc(8 * 8);
// For each 8x8 grid
for (int block_start_y = 0; block_start_y < image_height; block_start_y += 8) {
for (int block_start_x = 0; block_start_x < image_width; block_start_x += 8) {
int color_popularity[15] = {0};
int block_index = 0;
int block_width = 8;
int block_height = 8;
// If the block hangs off the right/bottom of the image dimensions, make it smaller to fit.
if (block_start_y + block_height > image_height) {
block_height = image_height - block_start_y;
}
if (block_start_x + block_width > image_width) {
block_width = image_width - block_start_x;
}
// For each pixel in that block:
for (int y = block_start_y; y < block_start_y + block_height; y++) {
for (int x = block_start_x; x < block_start_x + block_width; x++) {
int pixel_start = (y * image_width * bytes_per_pixel) + (x * bytes_per_pixel);
int smallest_distance = INT_MAX;
int winning_index = -1;
// Copy pixel data for quantizing later
block[block_index++] = image_buffer[pixel_start];
block[block_index++] = image_buffer[pixel_start + 1];
block[block_index++] = image_buffer[pixel_start + 2];
block[block_index++] = image_buffer[pixel_start + 3];
// Which zx color is this pixel closest to?
for (int color_index = 0; color_index < 15; color_index++) {
liq_color color = zx_colors[color_index];
// Using Euclidean distance. LibQuant has better methods, but it requires conversion to
// LAB, so I don't think it's worth it.
int distance =
pow(color.r - image_buffer[pixel_start + 0], 2) +
pow(color.g - image_buffer[pixel_start + 1], 2) +
pow(color.b - image_buffer[pixel_start + 2], 2);
if (distance < smallest_distance) {
winning_index = color_index;
smallest_distance = distance;
}
}
color_popularity[winning_index]++;
}
}
// Get the three most popular colours for the block.
int first_color_index = 0;
int second_color_index = 0;
int third_color_index = 0;
int highest_popularity = -1;
int second_highest_popularity = -1;
int third_highest_popularity = -1;
for (int color_index = 0; color_index < 15; color_index++) {
if (color_popularity[color_index] > highest_popularity) {
// Store this as the most popular pixel, and demote the current values:
third_color_index = second_color_index;
third_highest_popularity = second_highest_popularity;
second_color_index = first_color_index;
second_highest_popularity = highest_popularity;
first_color_index = color_index;
highest_popularity = color_popularity[color_index];
} else if (color_popularity[color_index] > second_highest_popularity) {
third_color_index = second_color_index;
third_highest_popularity = second_highest_popularity;
second_color_index = color_index;
second_highest_popularity = color_popularity[color_index];
} else if (color_popularity[color_index] > third_highest_popularity) {
third_color_index = color_index;
third_highest_popularity = color_popularity[color_index];
}
}
// ZX images can't mix bright and regular colours, except black which appears in both.
// Resolve any conflict:
while (1) {
// If either colour is black, there's no conflict to resolve.
if (first_color_index != 0 && second_color_index != 0) {
if (first_color_index >= 8 && second_color_index < 8) {
// Make the second color bright
second_color_index = second_color_index + 7;
} else if (first_color_index < 8 && second_color_index >= 8) {
// Make the second color regular
second_color_index = second_color_index - 7;
}
}
// If, during conflict resolving, we now have two of the same colour (because we initially
// selected the bright & regular version of the same colour), retry again with the third
// most popular colour.
if (first_color_index == second_color_index) {
second_color_index = third_color_index;
} else break;
}
// Quantize
attr = liq_attr_create();
image = liq_image_create_rgba(attr, block, block_width, block_height, 0);
liq_set_max_colors(attr, 2);
liq_image_add_fixed_color(image, zx_colors[first_color_index]);
liq_image_add_fixed_color(image, zx_colors[second_color_index]);
liq_image_quantize(image, attr, &res);
liq_set_dithering_level(res, dithering);
liq_write_remapped_image(res, image, image8bit, size);
const liq_palette *pal = liq_get_palette(res);
// Turn palletted image back into an RGBA image, and write it into the full size result image.
for(int y = 0; y < block_height; y++) {
for(int x = 0; x < block_width; x++) {
int image8BitPos = y * block_width + x;
int resultStartPos = ((block_start_y + y) * bytes_per_pixel * image_width) + ((block_start_x + x) * bytes_per_pixel);
((uint8_t*)result)[resultStartPos + 0] = pal->entries[image8bit[image8BitPos]].r;
((uint8_t*)result)[resultStartPos + 1] = pal->entries[image8bit[image8BitPos]].g;
((uint8_t*)result)[resultStartPos + 2] = pal->entries[image8bit[image8BitPos]].b;
((uint8_t*)result)[resultStartPos + 3] = pal->entries[image8bit[image8BitPos]].a;
}
}
liq_result_destroy(res);
liq_image_destroy(image);
liq_attr_destroy(attr);
}
}
free(image8bit);
}
EMSCRIPTEN_KEEPALIVE
void free_result() {
free(result);

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@@ -1,5 +1,5 @@
{
"name": "mozjpeg_enc",
"name": "imagequant",
"requires": true,
"lockfileVersion": 1,
"dependencies": {

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@@ -9,6 +9,7 @@ interface ModuleAPI {
create_buffer(width: number, height: number): number;
destroy_buffer(pointer: number): void;
quantize(buffer: number, width: number, height: number, numColors: number, dither: number): void;
zx_quantize(buffer: number, width: number, height: number, dither: number): void;
free_result(): void;
get_result_pointer(): number;
}
@@ -51,6 +52,7 @@ export default class ImageQuant {
create_buffer: m.cwrap('create_buffer', 'number', ['number', 'number']),
destroy_buffer: m.cwrap('destroy_buffer', '', ['number']),
quantize: m.cwrap('quantize', '', ['number', 'number', 'number', 'number', 'number']),
zx_quantize: m.cwrap('zx_quantize', '', ['number', 'number', 'number', 'number']),
free_result: m.cwrap('free_result', '', []),
get_result_pointer: m.cwrap('get_result_pointer', 'number', []),
};
@@ -63,7 +65,11 @@ export default class ImageQuant {
const p = api.create_buffer(data.width, data.height);
m.HEAP8.set(new Uint8Array(data.data), p);
api.quantize(p, data.width, data.height, opts.maxNumColors, opts.dither);
if (opts.zx) {
api.zx_quantize(p, data.width, data.height, opts.dither);
} else {
api.quantize(p, data.width, data.height, opts.maxNumColors, opts.dither);
}
const resultPointer = api.get_result_pointer();
const resultView = new Uint8Array(
m.HEAP8.buffer,

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@@ -1,29 +1,55 @@
import { h, Component } from 'preact';
import { bind, inputFieldValueAsNumber } from '../../lib/util';
import { bind, inputFieldValueAsNumber, konami } from '../../lib/util';
import { QuantizeOptions } from './quantizer';
const konamiPromise = konami();
interface Props {
options: QuantizeOptions;
onChange(newOptions: QuantizeOptions): void;
}
export default class QuantizerOptions extends Component<Props, {}> {
interface State {
extendedSettings: boolean;
}
export default class QuantizerOptions extends Component<Props, State> {
state: State = { extendedSettings: false };
componentDidMount() {
konamiPromise.then(() => {
this.setState({ extendedSettings: true });
});
}
@bind
onChange(event: Event) {
const form = (event.currentTarget as HTMLInputElement).closest('form') as HTMLFormElement;
const options: QuantizeOptions = {
zx: inputFieldValueAsNumber(form.zx),
maxNumColors: inputFieldValueAsNumber(form.maxNumColors),
dither: inputFieldValueAsNumber(form.dither),
};
this.props.onChange(options);
}
render({ options }: Props) {
render({ options }: Props, { extendedSettings }: State) {
return (
<form>
<label>
Pallette Colors:
<label style={{ display: extendedSettings ? '' : 'none' }}>
Type:
<select
name="zx"
value={'' + options.zx}
onChange={this.onChange}
>
<option value="0">Standard</option>
<option value="1">ZX</option>
</select>
</label>
<label style={{ display: options.zx ? 'none' : '' }}>
Palette Colors:
<input
name="maxNumColors"
type="range"

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@@ -6,11 +6,13 @@ export async function quantize(data: ImageData, opts: QuantizeOptions): Promise<
}
export interface QuantizeOptions {
zx: number;
maxNumColors: number;
dither: number;
}
export const defaultOptions: QuantizeOptions = {
zx: 0,
maxNumColors: 256,
dither: 1.0,
};

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@@ -159,3 +159,25 @@ export function inputFieldValueAsNumber(field: any): number {
export function inputFieldCheckedAsNumber(field: any): number {
return Number((field as HTMLInputElement).checked);
}
/**
* Creates a promise that resolves when the user types the konami code.
*/
export function konami(): Promise<void> {
return new Promise((resolve) => {
// Keycodes for: ↑ ↑ ↓ ↓ ← → ← → B A
const expectedPattern = '38384040373937396665';
let rollingPattern = '';
const listener = (event: KeyboardEvent) => {
rollingPattern += event.keyCode;
rollingPattern = rollingPattern.slice(0, expectedPattern.length);
if (rollingPattern === expectedPattern) {
window.removeEventListener('keydown', listener);
resolve();
}
};
window.addEventListener('keydown', listener);
});
}