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      1 <?xml version="1.0" encoding="ISO-8859-1"?>
      2 <!DOCTYPE thresholds [
      3   <!ELEMENT thresholds (threshold)+>
      4   <!ATTLIST thresholds xmlns CDATA #FIXED ''>
      5   <!ELEMENT threshold (description,levels)>
      6   <!ATTLIST threshold xmlns CDATA #FIXED '' alias NMTOKEN #IMPLIED
      7     map NMTOKEN #REQUIRED>
      8   <!ELEMENT description (#PCDATA)>
      9   <!ATTLIST description xmlns CDATA #FIXED ''>
     10   <!ELEMENT levels (#PCDATA)>
     11   <!ATTLIST levels xmlns CDATA #FIXED '' divisor CDATA #REQUIRED
     12     height CDATA #REQUIRED width CDATA #REQUIRED>
     13 ]>
     14 <!--
     15   Threshold Maps for Ordered Posterized Dither
     16 
     17   Each "<threshold>" element defines the map name, description, and an array
     18   of "levels" used to provide the threshold map for ordered dithering and
     19   digital halftoning.
     20 
     21   The "alias" attribute provides a backward compatible name for this threshold
     22   map (pre-dating IM v6.2.9-6), and are deprecated.
     23 
     24   The description is a english description of what the threshold map achieves
     25   and is only used for 'listing' the maps.
     26 
     27   The map itself is a rectangular array of integers or threshold "levels"
     28   of the given "width" and "height" declared within the enclosing <levels>
     29   element.  That is "width*height" integers or "levels" *must* be provided
     30   within each map.
     31 
     32   Each of the "levels" integer values (each value representing the threshold
     33   intensity "level/divisor" at which that pixel is turned on.  The "levels"
     34   integers given can be any postive integers between "0" and the "divisor",
     35   excluding those limits.
     36 
     37   The "divisor" not only defines the upper limit and threshold divisor for each
     38   "level" but also the total number of pseudo-levels the threshold mapping
     39   creates and fills with a dither pattern.  That is a ordered bitmap dither
     40   of a pure greyscale gradient will use a maximum of "divisor" ordered bitmap
     41   patterns, including the patterns with all the pixels 'on' and all the pixel
     42   'off'. It may define less patterns than that, but the color channels will
     43   be thresholded in units based on "divisor".
     44 
     45   Alternatively for a multi-level posterization, ImageMagick inserts
     46   "divisor-2" dither patterns (as defined by the threshold map) between each of
     47   channel color level produced.
     48 
     49   For example the map "o2x2" has a divisor of 5, which will define 3 bitmap
     50   patterns plus the patterns with all pixels 'on' and 'off'.  A greyscale
     51   gradient will thus have 5 distinct areas.
     52 -->
     53 <thresholds>
     54 
     55 <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     56   Minimal Dither and Non-Dither Threshold Maps
     57 -->
     58   <threshold map="threshold" alias="1x1">
     59     <description>Threshold 1x1 (non-dither)</description>
     60     <levels width="1" height="1" divisor="2">
     61         1
     62     </levels>
     63   </threshold>
     64 
     65   <threshold map="checks" alias="2x1">
     66     <description>Checkerboard 2x1 (dither)</description>
     67     <levels width="2" height="2" divisor="3">
     68        1 2
     69        2 1
     70     </levels>
     71   </threshold>
     72 
     73 <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
     74   (dispersed) Ordered Dither Patterns
     75 -->
     76   <threshold map="o2x2" alias="2x2">
     77     <description>Ordered 2x2 (dispersed)</description>
     78     <levels width="2" height="2" divisor="5">
     79        1  3
     80        4  2
     81     </levels>
     82   </threshold>
     83 
     84   <threshold map="o3x3" alias="3x3">
     85     <description>Ordered 3x3 (dispersed)</description>
     86     <levels width="3" height="3" divisor="10">
     87         3  7  4
     88         6  1  9
     89         2  8  5
     90     </levels>
     91   </threshold>
     92 
     93   <threshold map="o4x4" alias="4x4">
     94     <!--
     95        From "Dithering Algorithms"
     96        http://www.efg2.com/Lab/Library/ImageProcessing/DHALF.TXT
     97      -->
     98     <description>Ordered 4x4 (dispersed)</description>
     99     <levels width="4" height="4" divisor="17">
    100        1   9   3  11
    101       13   5  15   7
    102        4  12   2  10
    103       16   8  14   6
    104     </levels>
    105   </threshold>
    106 
    107   <threshold map="o8x8" alias="8x8">
    108     <!-- Extracted from original 'OrderedDither()' Function -->
    109     <description>Ordered 8x8 (dispersed)</description>
    110     <levels width="8" height="8" divisor="65">
    111          1  49  13  61   4  52  16  64
    112         33  17  45  29  36  20  48  32
    113          9  57   5  53  12  60   8  56
    114         41  25  37  21  44  28  40  24
    115          3  51  15  63   2  50  14  62
    116         35  19  47  31  34  18  46  30
    117         11  59   7  55  10  58   6  54
    118         43  27  39  23  42  26  38  22
    119     </levels>
    120   </threshold>
    121 
    122 <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    123   Halftones - Angled 45 degrees
    124 
    125   Initially added to ImageMagick by Glenn Randers-Pehrson, IM v6.2.8-6,
    126   modified to be more symmetrical with intensity by Anthony, IM v6.2.9-7
    127 
    128   These patterns initially start as circles, but then form diamonds
    129   pattern at the 50% threshold level, before forming negated circles,
    130   as it approached the other threshold extereme.
    131 -->
    132   <threshold map="h4x4a" alias="4x1">
    133     <description>Halftone 4x4 (angled)</description>
    134     <levels width="4" height="4" divisor="9">
    135        4  2  7  5
    136        3  1  8  6
    137        7  5  4  2
    138        8  6  3  1
    139     </levels>
    140   </threshold>
    141 
    142   <threshold map="h6x6a" alias="6x1">
    143     <description>Halftone 6x6 (angled)</description>
    144     <levels width="6" height="6" divisor="19">
    145        14  13  10   8   2   3
    146        16  18  12   7   1   4
    147        15  17  11   9   6   5
    148         8   2   3  14  13  10
    149         7   1   4  16  18  12
    150         9   6   5  15  17  11
    151     </levels>
    152   </threshold>
    153 
    154   <threshold map="h8x8a" alias="8x1">
    155     <description>Halftone 8x8 (angled)</description>
    156     <levels width="8" height="8" divisor="33">
    157        13   7   8  14  17  21  22  18
    158         6   1   3   9  28  31  29  23
    159         5   2   4  10  27  32  30  24
    160        16  12  11  15  20  26  25  19
    161        17  21  22  18  13   7   8  14
    162        28  31  29  23   6   1   3   9
    163        27  32  30  24   5   2   4  10
    164        20  26  25  19  16  12  11  15
    165     </levels>
    166   </threshold>
    167 
    168 <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    169   Halftones - Orthogonally Aligned, or Un-angled
    170 
    171   Initially added by Anthony Thyssen, IM v6.2.9-5 using techniques from
    172   "Dithering & Halftoning" by Gernot Haffmann
    173   http://www.fho-emden.de/~hoffmann/hilb010101.pdf
    174 
    175   These patterns initially start as circles, but then form square
    176   pattern at the 50% threshold level, before forming negated circles,
    177   as it approached the other threshold extereme.
    178 -->
    179   <threshold map="h4x4o">
    180     <description>Halftone 4x4 (orthogonal)</description>
    181     <levels width="4" height="4" divisor="17">
    182         7  13  11   4
    183        12  16  14   8
    184        10  15   6   2
    185         5   9   3   1
    186     </levels>
    187   </threshold>
    188 
    189   <threshold map="h6x6o">
    190     <description>Halftone 6x6 (orthogonal)</description>
    191     <levels width="6" height="6" divisor="37">
    192         7  17  27  14   9   4
    193        21  29  33  31  18  11
    194        24  32  36  34  25  22
    195        19  30  35  28  20  10
    196         8  15  26  16   6   2
    197         5  13  23  12   3   1
    198     </levels>
    199   </threshold>
    200 
    201   <threshold map="h8x8o">
    202     <description>Halftone 8x8 (orthogonal)</description>
    203     <levels width="8" height="8" divisor="65">
    204         7  21  33  43  36  19   9   4
    205        16  27  51  55  49  29  14  11
    206        31  47  57  61  59  45  35  23
    207        41  53  60  64  62  52  40  38
    208        37  44  58  63  56  46  30  22
    209        15  28  48  54  50  26  17  10
    210         8  18  34  42  32  20   6   2
    211         5  13  25  39  24  12   3   1
    212     </levels>
    213   </threshold>
    214 
    215   <threshold map="h16x16o">
    216     <!--
    217        Direct extract from "Dithering & Halftoning" by Gernot Haffmann.
    218        This may need some fine tuning for symmetry of the halftone dots,
    219        as it was a mathematically formulated pattern.
    220     -->
    221     <description>Halftone 16x16 (orthogonal)</description>
    222     <levels width="16" height="16" divisor="257">
    223         4  12  24  44  72 100 136 152 150 134  98  70  42  23  11   3
    224         7  16  32  52  76 104 144 160 158 142 102  74  50  31  15   6
    225        19  27  40  60  92 132 168 180 178 166 130  90  58  39  26  18
    226        36  48  56  80 124 176 188 204 203 187 175 122  79  55  47  35
    227        64  68  84 116 164 200 212 224 223 211 199 162 114  83  67  63
    228        88  96 112 156 192 216 232 240 239 231 214 190 154 111  95  87
    229       108 120 148 184 208 228 244 252 251 243 226 206 182 147 119 107
    230       128 140 172 196 219 235 247 256 255 246 234 218 194 171 139 127
    231       126 138 170 195 220 236 248 253 254 245 233 217 193 169 137 125
    232       106 118 146 183 207 227 242 249 250 241 225 205 181 145 117 105
    233        86  94 110 155 191 215 229 238 237 230 213 189 153 109  93  85
    234        62  66  82 115 163 198 210 221 222 209 197 161 113  81  65  61
    235        34  46  54  78 123 174 186 202 201 185 173 121  77  53  45  33
    236        20  28  37  59  91 131 167 179 177 165 129  89  57  38  25  17
    237         8  13  29  51  75 103 143 159 157 141 101  73  49  30  14   5
    238         1   9  21  43  71  99 135 151 149 133  97  69  41  22  10   2
    239     </levels>
    240   </threshold>
    241 
    242 <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    243   Halftones - Orthogonally Expanding Circle Patterns
    244 
    245   Added by Glenn Randers-Pehrson, 4 Nov 2010, ImageMagick 6.6.5-6
    246 
    247   Rather than producing a diamond 50% threshold pattern, these
    248   continue to generate larger (overlapping) circles.  They are
    249   more like a true halftone pattern formed by covering a surface
    250   with either pure white or pure black circular dots.
    251 
    252   WARNING: true halftone patterns only use true circles even in
    253   areas of highly varying intensity.  Threshold dither patterns
    254   can generate distorted circles in such areas.
    255 -->
    256 
    257   <threshold map="c5x5b" alias="c5x5">
    258     <description>Circles 5x5 (black)</description>
    259     <levels width="5" height="5" divisor="26">
    260          1 21 16 15  4
    261          5 17 20 19 14
    262          6 21 25 24 12
    263          7 18 22 23 11
    264          2  8  9 10  3
    265     </levels>
    266   </threshold>
    267 
    268 
    269   <threshold map="c5x5w">
    270     <description>Circles 5x5 (white)</description>
    271     <levels width="5" height="5" divisor="26">
    272         25 21 10 11 22
    273         20  9  6  7 12
    274         19  5  1  2 13
    275         18  8  4  3 14
    276         24 17 16 15 23
    277     </levels>
    278   </threshold>
    279 
    280   <threshold map="c6x6b" alias="c6x6">
    281     <description>Circles 6x6 (black)</description>
    282     <levels width="6" height="6" divisor="37">
    283          1  5 14 13 12  4
    284          6 22 28 27 21 11
    285         15 29 35 34 26 20
    286         16 30 36 33 25 19
    287          7 23 31 32 24 10
    288          2  8 17 18  9  3
    289     </levels>
    290   </threshold>
    291 
    292   <threshold map="c6x6w">
    293     <description>Circles 6x6 (white)</description>
    294     <levels width="6" height="6" divisor="37">
    295         36 32 23 24 25 33
    296         31 15  9 10 16 26
    297         22  8  2  3 11 17
    298         21  7  1  4 12 18
    299         30 14  6  5 13 27
    300         35 29 20 19 28 34
    301     </levels>
    302   </threshold>
    303 
    304   <threshold map="c7x7b" alias="c7x7">
    305     <description>Circles 7x7 (black)</description>
    306     <levels width="7" height="7" divisor="50">
    307         3  9 18 28 17  8  2
    308        10 24 33 39 32 23  7
    309        19 34 44 48 43 31 16
    310        25 40 45 49 47 38 27
    311        20 35 41 46 42 29 15
    312        11 21 36 37 28 22  6
    313         4 12 13 26 14  5  1
    314     </levels>
    315   </threshold>
    316 
    317 
    318   <threshold map="c7x7w">
    319     <description>Circles 7x7 (white)</description>
    320     <levels width="7" height="7" divisor="50">
    321        47 41 32 22 33 42 48
    322        40 26 17 11 18 27 43
    323        31 16  6  2  7 19 34
    324        25 10  5  1  3 12 23
    325        30 15  9  4  8 20 35
    326        39 29 14 13 21 28 44
    327        46 38 37 24 36 45 49
    328     </levels>
    329   </threshold>
    330 
    331 
    332 <!-- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    333   Special Purpose Dithers
    334 -->
    335 
    336 </thresholds>
    337