Пример #1
0
void FFont::LoadTranslations()
{
	unsigned int count = LastChar - FirstChar + 1;
	uint32_t usedcolors[256] = {};
	uint8_t identity[256];
	TArray<double> Luminosity;

	for (unsigned int i = 0; i < count; i++)
	{
		if (Chars[i].TranslatedPic)
		{
			FFontChar1 *pic = static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetImage());
			if (pic)
			{
				pic->SetSourceRemap(nullptr); // Force the FFontChar1 to return the same pixels as the base texture
				RecordTextureColors(pic, usedcolors);
			}
		}
	}

	ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, Luminosity);

	for (unsigned int i = 0; i < count; i++)
	{
		if(Chars[i].TranslatedPic)
			static_cast<FFontChar1 *>(Chars[i].TranslatedPic->GetImage())->SetSourceRemap(PatchRemap);
	}

	BuildTranslations (Luminosity.Data(), identity, &TranslationParms[TranslationType][0], ActiveColors, nullptr);
}
Пример #2
0
void FFont::SetDefaultTranslation(uint32_t *othercolors)
{
	uint32_t mycolors[256] = {};
	RecordAllTextureColors(mycolors);

	uint8_t mytranslation[256], othertranslation[256], myreverse[256], otherreverse[256];
	TArray<double> myluminosity, otherluminosity;

	SimpleTranslation(mycolors, mytranslation, myreverse, myluminosity);
	SimpleTranslation(othercolors, othertranslation, otherreverse, otherluminosity);

	FRemapTable remap(ActiveColors);
	remap.Remap[0] = 0;
	remap.Palette[0] = 0;

	for (unsigned l = 1; l < myluminosity.Size(); l++)
	{
		for (unsigned o = 1; o < otherluminosity.Size()-1; o++)	// luminosity[0] is for the transparent color
		{
			if (myluminosity[l] >= otherluminosity[o] && myluminosity[l] <= otherluminosity[o+1])
			{
				PalEntry color1 = GPalette.BaseColors[otherreverse[o]];
				PalEntry color2 = GPalette.BaseColors[otherreverse[o+1]];
				double weight = 0;
				if (otherluminosity[o] != otherluminosity[o + 1])
				{
					weight = (myluminosity[l] - otherluminosity[o]) / (otherluminosity[o + 1] - otherluminosity[o]);
				}
				int r = int(color1.r + weight * (color2.r - color1.r));
				int g = int(color1.g + weight * (color2.g - color1.g));
				int b = int(color1.b + weight * (color2.b - color1.b));

				r = clamp(r, 0, 255);
				g = clamp(g, 0, 255);
				b = clamp(b, 0, 255);
				remap.Remap[l] = ColorMatcher.Pick(r, g, b);
				remap.Palette[l] = PalEntry(255, r, g, b);
				break;
			}
		}
	}
	Ranges[CR_UNTRANSLATED] = remap;
	forceremap = true;
}
Пример #3
0
FFont::FFont (const char *name, const char *nametemplate, int first, int count, int start)
{
	int i, lump;
	char buffer[12];
	int *charlumps;
	BYTE usedcolors[256], identity[256];
	double *luminosity;
	int maxyoffs;
	bool doomtemplate = gameinfo.gametype == GAME_Doom ? strncmp (nametemplate, "STCFN", 5) == 0 : false;

	Chars = new CharData[count];
	charlumps = new int[count];
	PatchRemap = new BYTE[256];
	Ranges = NULL;
	FirstChar = first;
	LastChar = first + count - 1;
	FontHeight = 0;
	GlobalKerning = false;
	memset (usedcolors, 0, 256);
	Name = copystring (name);
	Next = FirstFont;
	FirstFont = this;

	maxyoffs = 0;

	for (i = 0; i < count; i++)
	{
		sprintf (buffer, nametemplate, i + start);
		lump = Wads.CheckNumForName (buffer, ns_graphics);
		if (doomtemplate && lump >= 0 && i + start == 121)
		{ // HACKHACK: Don't load STCFN121 in doom(2), because
		  // it's not really a lower-case 'y' but an upper-case 'I'.
		  // Because a lot of wads with their own font seem to foolishly
		  // copy STCFN121 and make it an 'I' themselves, wads must
		  // provide STCFN120 (x) and STCFN122 (z) for STCFN121 to load.
			if (Wads.CheckNumForName ("STCFN120", ns_graphics) == -1 ||
				Wads.CheckNumForName ("STCFN122", ns_graphics) == -1)
			{
				lump = -1;
			}
		}
		charlumps[i] = lump;
		if (lump >= 0)
		{
			FTexture *pic = TexMan[TexMan.AddPatch (buffer)];
			int height = pic->GetScaledHeight();
			int yoffs = pic->GetScaledTopOffset();

			if (yoffs > maxyoffs)
			{
				maxyoffs = yoffs;
			}
			height += abs (yoffs);
			if (height > FontHeight)
			{
				FontHeight = height;
			}
			RecordTextureColors (pic, usedcolors);
		}
	}

	ActiveColors = SimpleTranslation (usedcolors, PatchRemap, identity, &luminosity);

	for (i = 0; i < count; i++)
	{
		if (charlumps[i] >= 0)
		{
			Chars[i].Pic = new FFontChar1 (charlumps[i], PatchRemap);
		}
		else
		{
			Chars[i].Pic = NULL;
		}
	}

	if ('N'-first>=0 && 'N'-first<count && Chars['N' - first].Pic)
	{
		SpaceWidth = (Chars['N' - first].Pic->GetScaledWidth() + 1) / 2;
	}
	else
	{
		SpaceWidth = 4;
	}
	BuildTranslations (luminosity, identity, &TranslationParms[0][0]);

	delete[] luminosity;
	delete[] charlumps;
}