Exemplo n.º 1
0
        // We want to compress our font textures, because, like, smaller is better,
        // right? But a standard DXT compressor doesn't do a great job with fonts that
        // are in premultiplied alpha format. Our font data is greyscale, so all of the
        // RGBA channels have the same value. If one channel is compressed differently
        // to another, this causes an ugly variation in brightness of the rendered text.
        // Also, fonts are mostly either black or white, with grey values only used for
        // antialiasing along their edges. It is very important that the black and white
        // areas be accurately represented, while the precise value of grey is less
        // important.
        //
        // Trouble is, your average DXT compressor knows nothing about these
        // requirements. It will optimize to minimize a generic error metric such as
        // RMS, but this will often sacrifice crisp black and white in exchange for
        // needless accuracy of the antialiasing pixels, or encode RGB differently to
        // alpha. UGLY!
        //
        // Fortunately, encoding monochrome fonts turns out to be trivial. Using DXT3,
        // we can fix the end colors as black and white, which gives guaranteed exact
        // encoding of the font inside and outside, plus two fractional values for edge
        // antialiasing. Also, these RGB values (0, 1/3, 2/3, 1) map exactly to four of
        // the possible 16 alpha values available in DXT3, so we can ensure the RGB and
        // alpha channels always exactly match.

        static void CompressBlock(BitmapUtils.PixelAccessor bitmapData, int blockX, int blockY, SpriteFontAsset options, out BC2Pixel bc2Pixel)
        {
            long alphaBits = 0;
            int  rgbBits   = 0;

            int pixelCount = 0;

            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    long alpha;
                    int  rgb;

                    int value = bitmapData[blockX + x, blockY + y].A;

                    if (options.NoPremultiply)
                    {
                        // If we are not pre-multiplied, RGB is always white and we have 4 bit alpha.
                        alpha = value >> 4;
                        rgb   = 0;
                    }
                    else
                    {
                        // For pre-multiplied encoding, quantize the source value to 2 bit precision.
                        if (value < 256 / 6)
                        {
                            alpha = 0;
                            rgb   = 1;
                        }
                        else if (value < 256 / 2)
                        {
                            alpha = 5;
                            rgb   = 3;
                        }
                        else if (value < 256 * 5 / 6)
                        {
                            alpha = 10;
                            rgb   = 2;
                        }
                        else
                        {
                            alpha = 15;
                            rgb   = 0;
                        }
                    }

                    // Add this pixel to the alpha and RGB bit masks.
                    alphaBits |= alpha << (pixelCount * 4);
                    rgbBits   |= rgb << (pixelCount * 2);

                    pixelCount++;
                }
            }

            // Output the alpha bit mask.
            bc2Pixel.AlphaBits = alphaBits;

            // Output the two endpoint colors (black and white in 5.6.5 format).
            bc2Pixel.EndPoint = 0x0000FFFF;

            // Output the RGB bit mask.
            bc2Pixel.RgbBits = rgbBits;
        }
Exemplo n.º 2
0
        // We want to compress our font textures, because, like, smaller is better, 
        // right? But a standard DXT compressor doesn't do a great job with fonts that 
        // are in premultiplied alpha format. Our font data is greyscale, so all of the 
        // RGBA channels have the same value. If one channel is compressed differently 
        // to another, this causes an ugly variation in brightness of the rendered text. 
        // Also, fonts are mostly either black or white, with grey values only used for 
        // antialiasing along their edges. It is very important that the black and white 
        // areas be accurately represented, while the precise value of grey is less 
        // important.
        //
        // Trouble is, your average DXT compressor knows nothing about these 
        // requirements. It will optimize to minimize a generic error metric such as 
        // RMS, but this will often sacrifice crisp black and white in exchange for 
        // needless accuracy of the antialiasing pixels, or encode RGB differently to 
        // alpha. UGLY!
        //
        // Fortunately, encoding monochrome fonts turns out to be trivial. Using DXT3, 
        // we can fix the end colors as black and white, which gives guaranteed exact 
        // encoding of the font inside and outside, plus two fractional values for edge 
        // antialiasing. Also, these RGB values (0, 1/3, 2/3, 1) map exactly to four of 
        // the possible 16 alpha values available in DXT3, so we can ensure the RGB and 
        // alpha channels always exactly match.

        static void CompressBlock(BitmapUtils.PixelAccessor bitmapData, int blockX, int blockY, SpriteFontAsset options, out BC2Pixel bc2Pixel)
        {
            long alphaBits = 0;
            int rgbBits = 0;

            int pixelCount = 0;

            for (int y = 0; y < 4; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    long alpha;
                    int rgb;

                    int value = bitmapData[blockX + x, blockY + y].A;

                    if (options.NoPremultiply)
                    {
                        // If we are not pre-multiplied, RGB is always white and we have 4 bit alpha.
                        alpha = value >> 4;
                        rgb = 0;
                    }
                    else
                    {
                        // For pre-multiplied encoding, quantize the source value to 2 bit precision.
                        if (value < 256 / 6)
                        {
                            alpha = 0;
                            rgb = 1;
                        }
                        else if (value < 256 / 2)
                        {
                            alpha = 5;
                            rgb = 3;
                        }
                        else if (value < 256 * 5 / 6)
                        {
                            alpha = 10;
                            rgb = 2;
                        }
                        else
                        {
                            alpha = 15;
                            rgb = 0;
                        }
                    }

                    // Add this pixel to the alpha and RGB bit masks.
                    alphaBits |= alpha << (pixelCount * 4);
                    rgbBits |= rgb << (pixelCount * 2);

                    pixelCount++;
                }
            }

            // Output the alpha bit mask.
            bc2Pixel.AlphaBits = alphaBits;

            // Output the two endpoint colors (black and white in 5.6.5 format).
            bc2Pixel.EndPoint = 0x0000FFFF;

            // Output the RGB bit mask.
            bc2Pixel.RgbBits = rgbBits;
        }