// Writes a block compressed monochromatic font texture. static unsafe Graphics.Image GetCompressedMono(Bitmap bitmap, SpriteFontAsset options) { if ((bitmap.Width & 3) != 0 || (bitmap.Height & 3) != 0) { throw new ArgumentException("Block compression requires texture size to be a multiple of 4."); } var image = Graphics.Image.New2D(bitmap.Width, bitmap.Height, 1, Graphics.PixelFormat.BC2_UNorm); var pixelBuffer = (BC2Pixel *)image.PixelBuffer[0].DataPointer; using (var bitmapData = new BitmapUtils.PixelAccessor(bitmap, ImageLockMode.ReadOnly)) { for (int y = 0; y < bitmap.Height; y += 4) { for (int x = 0; x < bitmap.Width; x += 4) { BC2Pixel bc2Pixel; CompressBlock(bitmapData, x, y, options, out bc2Pixel); *pixelBuffer = bc2Pixel; pixelBuffer++; } } } return(image); }
// Seems to be the same as this one: http://www.tonicodes.net/blog/creating-custom-fonts-with-outline-for-wp7-and-xna/ // Searches a 2D bitmap for characters that are surrounded by a marker pink color. static IEnumerable <Rectangle> FindGlyphs(Bitmap bitmap) { using (var bitmapData = new BitmapUtils.PixelAccessor(bitmap, ImageLockMode.ReadOnly)) { for (int y = 1; y < bitmap.Height; y++) { for (int x = 1; x < bitmap.Width; x++) { // Look for the top left corner of a character (a pixel that is not pink, but was pink immediately to the left and above it) if (!IsMarkerColor(bitmapData[x, y]) && IsMarkerColor(bitmapData[x - 1, y]) && IsMarkerColor(bitmapData[x, y - 1])) { // Measure the size of this character. int w = 1, h = 1; while ((x + w < bitmap.Width) && !IsMarkerColor(bitmapData[x + w, y])) { w++; } while ((y + h < bitmap.Height) && !IsMarkerColor(bitmapData[x, y + h])) { h++; } yield return(new Rectangle(x, y, w, h)); } } } } }
// Writes an uncompressed 32 bit font texture. static Graphics.Image GetImageRgba32(Bitmap bitmap, bool srgb) { var image = Graphics.Image.New2D(bitmap.Width, bitmap.Height, 1, srgb ? Graphics.PixelFormat.R8G8B8A8_UNorm_SRgb : Graphics.PixelFormat.R8G8B8A8_UNorm); var pixelBuffer = image.PixelBuffer[0]; using (var bitmapData = new BitmapUtils.PixelAccessor(bitmap, ImageLockMode.ReadOnly)) { for (int y = 0; y < bitmap.Height; y++) { for (int x = 0; x < bitmap.Width; x++) { var color = bitmapData[x, y]; pixelBuffer.SetPixel(x, y, new Core.Mathematics.Color(color.R, color.G, color.B, color.A)); } } } return(image); }
// 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.FontType.IsPremultiplied) { // 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; }