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682 lines
18 KiB
C++
682 lines
18 KiB
C++
/*
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** singlelumpfont.cpp
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** Management for compiled font lumps
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2016 Randy Heit
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** Copyright 2005-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "engineerrors.h"
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#include "textures.h"
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#include "image.h"
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#include "v_font.h"
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#include "filesystem.h"
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#include "utf8.h"
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#include "fontchars.h"
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#include "texturemanager.h"
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#include "fontinternals.h"
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/* Special file formats handled here:
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FON1 "console" fonts have the following header:
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char Magic[4]; -- The characters "FON1"
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uword CharWidth; -- Character cell width
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uword CharHeight; -- Character cell height
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The FON1 header is followed by RLE character data for all 256
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8-bit ASCII characters.
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FON2 "standard" fonts have the following header:
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char Magic[4]; -- The characters "FON2"
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uword FontHeight; -- Every character in a font has the same height
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ubyte FirstChar; -- First character defined by this font.
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ubyte LastChar; -- Last character definde by this font.
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ubyte bConstantWidth;
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ubyte ShadingType;
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ubyte PaletteSize; -- size of palette in entries (not bytes!)
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ubyte Flags;
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There is presently only one flag for FON2:
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FOF_WHOLEFONTKERNING 1 -- The Kerning field is present in the file
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The FON2 header is followed by variable length data:
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word Kerning;
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-- only present if FOF_WHOLEFONTKERNING is set
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ubyte Palette[PaletteSize+1][3];
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-- The last entry is the delimiter color. The delimiter is not used
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-- by the font but is used by imagetool when converting the font
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-- back to an image. Color 0 is the transparent color and is also
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-- used only for converting the font back to an image. The other
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-- entries are all presorted in increasing order of brightness.
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ubyte CharacterData[...];
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-- RLE character data, in order
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*/
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class FSingleLumpFont : public FFont
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{
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public:
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FSingleLumpFont (const char *fontname, int lump);
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void RecordAllTextureColors(uint32_t* usedcolors) override;
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protected:
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void CheckFON1Chars (double *luminosity);
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void BuildTranslations2 ();
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void FixupPalette (uint8_t *identity, double *luminosity, const uint8_t *palette,
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bool rescale, PalEntry *out_palette);
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void LoadTranslations ();
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void LoadFON1 (int lump, const uint8_t *data);
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void LoadFON2 (int lump, const uint8_t *data);
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void LoadBMF (int lump, const uint8_t *data);
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void CreateFontFromPic (FTextureID picnum);
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static int BMFCompare(const void *a, const void *b);
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enum
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{
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FONT1,
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FONT2,
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BMFFONT
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} FontType;
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uint8_t PaletteData[768];
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bool RescalePalette;
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};
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//==========================================================================
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//
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// FSingleLumpFont :: FSingleLumpFont
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//
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// Loads a FON1 or FON2 font resource.
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//
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//==========================================================================
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FSingleLumpFont::FSingleLumpFont (const char *name, int lump) : FFont(lump)
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{
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assert(lump >= 0);
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FontName = name;
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FileData data1 = fileSystem.ReadFile (lump);
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const uint8_t *data = (const uint8_t *)data1.GetMem();
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if (data[0] == 0xE1 && data[1] == 0xE6 && data[2] == 0xD5 && data[3] == 0x1A)
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{
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LoadBMF(lump, data);
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Type = BMF;
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}
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else if (data[0] != 'F' || data[1] != 'O' || data[2] != 'N' ||
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(data[3] != '1' && data[3] != '2'))
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{
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I_Error ("%s is not a recognizable font", name);
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}
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else
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{
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switch (data[3])
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{
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case '1':
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LoadFON1 (lump, data);
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Type = Fon1;
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break;
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case '2':
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LoadFON2 (lump, data);
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Type = Fon2;
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break;
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}
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}
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Next = FirstFont;
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FirstFont = this;
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}
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//==========================================================================
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//
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// FSingleLumpFont :: CreateFontFromPic
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//
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//==========================================================================
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void FSingleLumpFont::CreateFontFromPic (FTextureID picnum)
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{
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auto pic = TexMan.GetGameTexture(picnum);
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FontHeight = (int)pic->GetDisplayHeight ();
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SpaceWidth = (int)pic->GetDisplayWidth ();
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GlobalKerning = 0;
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FirstChar = LastChar = 'A';
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Chars.Resize(1);
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Chars[0].TranslatedPic = pic;
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Chars[0].OriginalPic = pic;
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// Only one color range. Don't bother with the others.
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ActiveColors = 0;
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}
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//==========================================================================
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//
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// FSingleLumpFont :: LoadTranslations
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//
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//==========================================================================
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void FSingleLumpFont::LoadTranslations()
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{
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double luminosity[256];
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uint8_t identity[256];
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PalEntry local_palette[256];
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bool useidentity = true;
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bool usepalette = false;
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const void* ranges;
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unsigned int count = LastChar - FirstChar + 1;
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switch(FontType)
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{
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case FONT1:
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useidentity = false;
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ranges = &TranslationParms[1][0];
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CheckFON1Chars (luminosity);
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break;
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case BMFFONT:
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case FONT2:
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usepalette = true;
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FixupPalette (identity, luminosity, PaletteData, RescalePalette, local_palette);
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ranges = &TranslationParms[0][0];
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break;
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default:
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// Should be unreachable.
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I_Error("Unknown font type in FSingleLumpFont::LoadTranslation.");
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return;
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}
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for(unsigned int i = 0;i < count;++i)
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{
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if(Chars[i].TranslatedPic)
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static_cast<FFontChar2*>(Chars[i].TranslatedPic->GetTexture()->GetImage())->SetSourceRemap(PatchRemap);
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}
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BuildTranslations (luminosity, useidentity ? identity : nullptr, ranges, ActiveColors, usepalette ? local_palette : nullptr);
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}
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//==========================================================================
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//
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// FSingleLumpFont :: LoadFON1
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//
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// FON1 is used for the console font.
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//
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//==========================================================================
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void FSingleLumpFont::LoadFON1 (int lump, const uint8_t *data)
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{
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int w, h;
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// The default console font is for Windows-1252 and fills the 0x80-0x9f range with valid glyphs.
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// Since now all internal text is processed as Unicode, these have to be remapped to their proper places.
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// The highest valid character in this range is 0x2122, so we need 0x2123 entries in our character table.
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Chars.Resize(0x2123);
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w = data[4] + data[5]*256;
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h = data[6] + data[7]*256;
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FontType = FONT1;
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FontHeight = h;
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SpaceWidth = w;
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FirstChar = 0;
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LastChar = 255; // This is to allow LoadTranslations to function. The way this is all set up really needs to be changed.
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GlobalKerning = 0;
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translateUntranslated = true;
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LastChar = 0x2122;
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// Move the Windows-1252 characters to their proper place.
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for (int i = 0x80; i < 0xa0; i++)
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{
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if (win1252map[i-0x80] != i && Chars[i].TranslatedPic != nullptr && Chars[win1252map[i - 0x80]].TranslatedPic == nullptr)
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{
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std::swap(Chars[i], Chars[win1252map[i - 0x80]]);
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}
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}
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}
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//==========================================================================
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//
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// FSingleLumpFont :: LoadFON2
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//
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// FON2 is used for everything but the console font. The console font should
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// probably use FON2 as well, but oh well.
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//
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//==========================================================================
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void FSingleLumpFont::LoadFON2 (int lump, const uint8_t *data)
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{
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int count, i, totalwidth;
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uint16_t *widths;
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const uint8_t *palette;
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const uint8_t *data_p;
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FontType = FONT2;
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FontHeight = data[4] + data[5]*256;
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FirstChar = data[6];
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LastChar = data[7];
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ActiveColors = data[10]+1;
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RescalePalette = data[9] == 0;
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count = LastChar - FirstChar + 1;
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Chars.Resize(count);
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TArray<int> widths2(count, true);
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if (data[11] & 1)
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{ // Font specifies a kerning value.
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GlobalKerning = LittleShort(*(int16_t *)&data[12]);
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widths = (uint16_t *)(data + 14);
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}
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else
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{ // Font does not specify a kerning value.
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GlobalKerning = 0;
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widths = (uint16_t *)(data + 12);
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}
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totalwidth = 0;
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if (data[8])
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{ // Font is mono-spaced.
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totalwidth = LittleShort(widths[0]);
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for (i = 0; i < count; ++i)
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{
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widths2[i] = totalwidth;
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}
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totalwidth *= count;
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palette = (uint8_t *)&widths[1];
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}
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else
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{ // Font has varying character widths.
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for (i = 0; i < count; ++i)
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{
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widths2[i] = LittleShort(widths[i]);
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totalwidth += widths2[i];
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}
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palette = (uint8_t *)(widths + i);
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}
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if (FirstChar <= ' ' && LastChar >= ' ')
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{
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SpaceWidth = widths2[' '-FirstChar];
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}
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else if (FirstChar <= 'N' && LastChar >= 'N')
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{
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SpaceWidth = (widths2['N' - FirstChar] + 1) / 2;
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}
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else
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{
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SpaceWidth = totalwidth * 2 / (3 * count);
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}
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memcpy(PaletteData, palette, ActiveColors*3);
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data_p = palette + ActiveColors*3;
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for (i = 0; i < count; ++i)
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{
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int destSize = widths2[i] * FontHeight;
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Chars[i].XMove = widths2[i];
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if (destSize <= 0)
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{
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Chars[i].TranslatedPic = nullptr;
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Chars[i].OriginalPic = nullptr;
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}
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else
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{
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Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar2 (lump, int(data_p - data), widths2[i], FontHeight)), nullptr, ETextureType::FontChar);
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Chars[i].OriginalPic = Chars[i].TranslatedPic;
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TexMan.AddGameTexture(Chars[i].TranslatedPic);
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do
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{
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int8_t code = *data_p++;
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if (code >= 0)
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{
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data_p += code+1;
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destSize -= code+1;
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}
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else if (code != -128)
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{
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data_p++;
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destSize -= (-code)+1;
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}
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} while (destSize > 0);
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}
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if (destSize < 0)
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{
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i += FirstChar;
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I_Error ("Overflow decompressing char %d (%c) of %s", i, i, FontName.GetChars());
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}
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}
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}
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//==========================================================================
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//
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// FSingleLumpFont :: LoadBMF
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//
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// Loads a BMF font. The file format is described at
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// <http://bmf.wz.cz/bmf-format.htm>
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//
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//==========================================================================
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void FSingleLumpFont::LoadBMF(int lump, const uint8_t *data)
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{
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const uint8_t *chardata;
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int numchars, count, totalwidth, nwidth;
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int infolen;
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int i, chari;
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uint8_t raw_palette[256*3];
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PalEntry sort_palette[256];
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FontType = BMFFONT;
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FontHeight = data[5];
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GlobalKerning = (int8_t)data[8];
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ActiveColors = data[16];
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SpaceWidth = -1;
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nwidth = -1;
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RescalePalette = true;
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infolen = data[17 + ActiveColors*3];
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chardata = data + 18 + ActiveColors*3 + infolen;
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numchars = chardata[0] + 256*chardata[1];
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chardata += 2;
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// Scan for lowest and highest characters defined and total font width.
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FirstChar = 256;
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LastChar = 0;
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totalwidth = 0;
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for (i = chari = 0; i < numchars; ++i, chari += 6 + chardata[chari+1] * chardata[chari+2])
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{
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if ((chardata[chari+1] == 0 || chardata[chari+2] == 0) && chardata[chari+5] == 0)
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{ // Don't count empty characters.
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continue;
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}
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if (chardata[chari] < FirstChar)
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{
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FirstChar = chardata[chari];
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}
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if (chardata[chari] > LastChar)
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{
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LastChar = chardata[chari];
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}
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totalwidth += chardata[chari+1];
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}
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if (LastChar < FirstChar)
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{
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I_Error("BMF font defines no characters");
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}
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count = LastChar - FirstChar + 1;
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Chars.Resize(count);
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// BMF palettes are only six bits per component. Fix that.
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for (i = 0; i < ActiveColors*3; ++i)
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{
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raw_palette[i+3] = (data[17 + i] << 2) | (data[17 + i] >> 4);
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}
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ActiveColors++;
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// Sort the palette by increasing brightness
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for (i = 0; i < ActiveColors; ++i)
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{
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PalEntry *pal = &sort_palette[i];
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pal->a = i; // Use alpha part to point back to original entry
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pal->r = raw_palette[i*3 + 0];
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pal->g = raw_palette[i*3 + 1];
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pal->b = raw_palette[i*3 + 2];
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}
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qsort(sort_palette + 1, ActiveColors - 1, sizeof(PalEntry), BMFCompare);
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// Create the PatchRemap table from the sorted "alpha" values.
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PatchRemap[0] = 0;
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for (i = 1; i < ActiveColors; ++i)
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{
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PatchRemap[sort_palette[i].a] = i;
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}
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memcpy(PaletteData, raw_palette, 768);
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// Now scan through the characters again, creating glyphs for each one.
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for (i = chari = 0; i < numchars; ++i, chari += 6 + chardata[chari+1] * chardata[chari+2])
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{
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assert(chardata[chari] - FirstChar >= 0);
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assert(chardata[chari] - FirstChar < count);
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if (chardata[chari] == ' ')
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{
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SpaceWidth = chardata[chari+5];
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}
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else if (chardata[chari] == 'N')
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{
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nwidth = chardata[chari+5];
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}
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Chars[chardata[chari] - FirstChar].XMove = chardata[chari+5];
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if (chardata[chari+1] == 0 || chardata[chari+2] == 0)
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{ // Empty character: skip it.
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continue;
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}
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auto tex = MakeGameTexture(new FImageTexture(new FFontChar2(lump, int(chardata + chari + 6 - data),
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chardata[chari+1], // width
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chardata[chari+2], // height
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-(int8_t)chardata[chari+3], // x offset
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-(int8_t)chardata[chari+4] // y offset
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)), nullptr, ETextureType::FontChar);
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Chars[chardata[chari] - FirstChar].TranslatedPic = tex;
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Chars[chardata[chari] - FirstChar].OriginalPic = tex;
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TexMan.AddGameTexture(tex);
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}
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// If the font did not define a space character, determine a suitable space width now.
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if (SpaceWidth < 0)
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{
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if (nwidth >= 0)
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{
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SpaceWidth = nwidth;
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}
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else
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{
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SpaceWidth = totalwidth * 2 / (3 * count);
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}
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}
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FixXMoves();
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}
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//==========================================================================
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//
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// FSingleLumpFont :: BMFCompare STATIC
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//
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// Helper to sort BMF palettes.
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//
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//==========================================================================
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int FSingleLumpFont::BMFCompare(const void *a, const void *b)
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{
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const PalEntry *pa = (const PalEntry *)a;
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const PalEntry *pb = (const PalEntry *)b;
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return (pa->r * 299 + pa->g * 587 + pa->b * 114) -
|
|
(pb->r * 299 + pb->g * 587 + pb->b * 114);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FSingleLumpFont :: CheckFON1Chars
|
|
//
|
|
// Scans a FON1 resource for all the color values it uses and sets up
|
|
// some tables like SimpleTranslation. Data points to the RLE data for
|
|
// the characters. Also sets up the character textures.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FSingleLumpFont::CheckFON1Chars (double *luminosity)
|
|
{
|
|
FileData memLump = fileSystem.ReadFile(Lump);
|
|
const uint8_t* data = (const uint8_t*) memLump.GetMem();
|
|
|
|
uint8_t used[256], reverse[256];
|
|
const uint8_t *data_p;
|
|
int i, j;
|
|
|
|
memset (used, 0, 256);
|
|
data_p = data + 8;
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
{
|
|
int destSize = SpaceWidth * FontHeight;
|
|
|
|
if(!Chars[i].TranslatedPic)
|
|
{
|
|
Chars[i].TranslatedPic = MakeGameTexture(new FImageTexture(new FFontChar2 (Lump, int(data_p - data), SpaceWidth, FontHeight)), nullptr, ETextureType::FontChar);
|
|
Chars[i].OriginalPic = Chars[i].TranslatedPic;
|
|
Chars[i].XMove = SpaceWidth;
|
|
TexMan.AddGameTexture(Chars[i].TranslatedPic);
|
|
}
|
|
|
|
// Advance to next char's data and count the used colors.
|
|
do
|
|
{
|
|
int8_t code = *data_p++;
|
|
if (code >= 0)
|
|
{
|
|
destSize -= code+1;
|
|
while (code-- >= 0)
|
|
{
|
|
used[*data_p++] = 1;
|
|
}
|
|
}
|
|
else if (code != -128)
|
|
{
|
|
used[*data_p++] = 1;
|
|
destSize -= 1 - code;
|
|
}
|
|
} while (destSize > 0);
|
|
}
|
|
|
|
memset (PatchRemap, 0, 256);
|
|
reverse[0] = 0;
|
|
for (i = 1, j = 1; i < 256; ++i)
|
|
{
|
|
if (used[i])
|
|
{
|
|
reverse[j++] = i;
|
|
}
|
|
}
|
|
for (i = 1; i < j; ++i)
|
|
{
|
|
PatchRemap[reverse[i]] = i;
|
|
luminosity[i] = (reverse[i] - 1) / 254.0;
|
|
}
|
|
ActiveColors = j;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FSingleLumpFont :: FixupPalette
|
|
//
|
|
// Finds the best matches for the colors used by a FON2 font and sets up
|
|
// some tables like SimpleTranslation.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FSingleLumpFont::FixupPalette (uint8_t *identity, double *luminosity, const uint8_t *palette, bool rescale, PalEntry *out_palette)
|
|
{
|
|
int i;
|
|
double maxlum = 0.0;
|
|
double minlum = 100000000.0;
|
|
double diver;
|
|
|
|
identity[0] = 0;
|
|
palette += 3; // Skip the transparent color
|
|
|
|
for (i = 1; i < ActiveColors; ++i, palette += 3)
|
|
{
|
|
int r = palette[0];
|
|
int g = palette[1];
|
|
int b = palette[2];
|
|
double lum = r*0.299 + g*0.587 + b*0.114;
|
|
identity[i] = ColorMatcher.Pick(r, g, b);
|
|
luminosity[i] = lum;
|
|
out_palette[i].r = r;
|
|
out_palette[i].g = g;
|
|
out_palette[i].b = b;
|
|
out_palette[i].a = 255;
|
|
if (lum > maxlum)
|
|
maxlum = lum;
|
|
if (lum < minlum)
|
|
minlum = lum;
|
|
}
|
|
out_palette[0] = 0;
|
|
|
|
if (rescale)
|
|
{
|
|
diver = 1.0 / (maxlum - minlum);
|
|
}
|
|
else
|
|
{
|
|
diver = 1.0 / 255.0;
|
|
}
|
|
for (i = 1; i < ActiveColors; ++i)
|
|
{
|
|
luminosity[i] = (luminosity[i] - minlum) * diver;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// RecordAllTextureColors
|
|
//
|
|
// Given a 256 entry buffer, sets every entry that corresponds to a color
|
|
// used by the font.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FSingleLumpFont::RecordAllTextureColors(uint32_t* usedcolors)
|
|
{
|
|
double luminosity[256];
|
|
uint8_t identity[256];
|
|
PalEntry local_palette[256];
|
|
|
|
if (FontType == BMFFONT || FontType == FONT2)
|
|
{
|
|
FixupPalette(identity, luminosity, PaletteData, RescalePalette, local_palette);
|
|
for (int i = 0; i < 256; i++)
|
|
{
|
|
if (identity[i] != 0) usedcolors[identity[i]]++;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
FFont *CreateSingleLumpFont (const char *fontname, int lump)
|
|
{
|
|
return new FSingleLumpFont(fontname, lump);
|
|
}
|