зеркало из https://github.com/microsoft/DirectXTK.git
269 строки
9.2 KiB
C#
269 строки
9.2 KiB
C#
// DirectXTK MakeSpriteFont tool
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//
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// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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using System;
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using System.IO;
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using System.Drawing;
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using System.Drawing.Imaging;
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namespace MakeSpriteFont
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{
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// Writes the output spritefont binary file.
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public static class SpriteFontWriter
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{
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const string spriteFontMagic = "DXTKfont";
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const int DXGI_FORMAT_R8G8B8A8_UNORM = 28;
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const int DXGI_FORMAT_B4G4R4A4_UNORM = 115;
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const int DXGI_FORMAT_BC2_UNORM = 74;
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Usage", "CA2202:Do not dispose objects multiple times")]
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public static void WriteSpriteFont(CommandLineOptions options, Glyph[] glyphs, float lineSpacing, Bitmap bitmap)
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{
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using (FileStream file = File.OpenWrite(options.OutputFile))
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using (BinaryWriter writer = new BinaryWriter(file))
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{
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WriteMagic(writer);
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WriteGlyphs(writer, glyphs);
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writer.Write(lineSpacing);
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writer.Write(options.DefaultCharacter);
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WriteBitmap(writer, options, bitmap);
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}
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}
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static void WriteMagic(BinaryWriter writer)
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{
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foreach (char magic in spriteFontMagic)
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{
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writer.Write((byte)magic);
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}
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}
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static void WriteGlyphs(BinaryWriter writer, Glyph[] glyphs)
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{
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writer.Write(glyphs.Length);
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foreach (Glyph glyph in glyphs)
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{
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writer.Write((int)glyph.Character);
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writer.Write(glyph.Subrect.Left);
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writer.Write(glyph.Subrect.Top);
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writer.Write(glyph.Subrect.Right);
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writer.Write(glyph.Subrect.Bottom);
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writer.Write(glyph.XOffset);
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writer.Write(glyph.YOffset);
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writer.Write(glyph.XAdvance);
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}
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}
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static void WriteBitmap(BinaryWriter writer, CommandLineOptions options, Bitmap bitmap)
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{
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writer.Write(bitmap.Width);
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writer.Write(bitmap.Height);
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switch (options.TextureFormat)
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{
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case TextureFormat.Rgba32:
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WriteRgba32(writer, bitmap);
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break;
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case TextureFormat.Bgra4444:
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WriteBgra4444(writer, bitmap);
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break;
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case TextureFormat.CompressedMono:
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WriteCompressedMono(writer, bitmap, options);
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break;
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default:
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throw new NotSupportedException();
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}
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}
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// Writes an uncompressed 32 bit font texture.
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static void WriteRgba32(BinaryWriter writer, Bitmap bitmap)
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{
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writer.Write(DXGI_FORMAT_R8G8B8A8_UNORM);
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writer.Write(bitmap.Width * 4);
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writer.Write(bitmap.Height);
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using (var bitmapData = new BitmapUtils.PixelAccessor(bitmap, ImageLockMode.ReadOnly))
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{
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for (int y = 0; y < bitmap.Height; y++)
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{
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for (int x = 0; x < bitmap.Width; x++)
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{
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Color color = bitmapData[x, y];
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writer.Write(color.R);
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writer.Write(color.G);
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writer.Write(color.B);
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writer.Write(color.A);
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}
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}
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}
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}
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// Writes a 16 bit font texture.
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static void WriteBgra4444(BinaryWriter writer, Bitmap bitmap)
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{
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writer.Write(DXGI_FORMAT_B4G4R4A4_UNORM);
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writer.Write(bitmap.Width * sizeof(ushort));
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writer.Write(bitmap.Height);
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using (var bitmapData = new BitmapUtils.PixelAccessor(bitmap, ImageLockMode.ReadOnly))
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{
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for (int y = 0; y < bitmap.Height; y++)
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{
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for (int x = 0; x < bitmap.Width; x++)
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{
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Color color = bitmapData[x, y];
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int r = color.R >> 4;
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int g = color.G >> 4;
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int b = color.B >> 4;
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int a = color.A >> 4;
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int packed = b | (g << 4) | (r << 8) | (a << 12);
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writer.Write((ushort)packed);
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}
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}
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}
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}
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// Writes a block compressed monochromatic font texture.
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static void WriteCompressedMono(BinaryWriter writer, Bitmap bitmap, CommandLineOptions options)
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{
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if ((bitmap.Width & 3) != 0 ||
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(bitmap.Height & 3) != 0)
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{
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throw new ArgumentException("Block compression requires texture size to be a multiple of 4.");
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}
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writer.Write(DXGI_FORMAT_BC2_UNORM);
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writer.Write(bitmap.Width * 4);
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writer.Write(bitmap.Height / 4);
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using (var bitmapData = new BitmapUtils.PixelAccessor(bitmap, ImageLockMode.ReadOnly))
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{
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for (int y = 0; y < bitmap.Height; y += 4)
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{
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for (int x = 0; x < bitmap.Width; x += 4)
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{
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CompressBlock(writer, bitmapData, x, y, options);
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}
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}
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}
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}
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// We want to compress our font textures, because, like, smaller is better,
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// right? But a standard DXT compressor doesn't do a great job with fonts that
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// are in premultiplied alpha format. Our font data is greyscale, so all of the
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// RGBA channels have the same value. If one channel is compressed differently
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// to another, this causes an ugly variation in brightness of the rendered text.
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// Also, fonts are mostly either black or white, with grey values only used for
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// antialiasing along their edges. It is very important that the black and white
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// areas be accurately represented, while the precise value of grey is less
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// important.
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//
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// Trouble is, your average DXT compressor knows nothing about these
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// requirements. It will optimize to minimize a generic error metric such as
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// RMS, but this will often sacrifice crisp black and white in exchange for
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// needless accuracy of the antialiasing pixels, or encode RGB differently to
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// alpha. UGLY!
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//
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// Fortunately, encoding monochrome fonts turns out to be trivial. Using DXT3,
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// we can fix the end colors as black and white, which gives guaranteed exact
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// encoding of the font inside and outside, plus two fractional values for edge
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// antialiasing. Also, these RGB values (0, 1/3, 2/3, 1) map exactly to four of
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// the possible 16 alpha values available in DXT3, so we can ensure the RGB and
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// alpha channels always exactly match.
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static void CompressBlock(BinaryWriter writer, BitmapUtils.PixelAccessor bitmapData, int blockX, int blockY, CommandLineOptions options)
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{
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long alphaBits = 0;
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int rgbBits = 0;
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int pixelCount = 0;
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for (int y = 0; y < 4; y++)
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{
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for (int x = 0; x < 4; x++)
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{
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long alpha;
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int rgb;
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int value = bitmapData[blockX + x, blockY + y].A;
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if (options.NoPremultiply)
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{
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// If we are not premultiplied, RGB is always white and we have 4 bit alpha.
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alpha = value >> 4;
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rgb = 0;
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}
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else
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{
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// For premultiplied encoding, quantize the source value to 2 bit precision.
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if (value < 256 / 6)
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{
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alpha = 0;
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rgb = 1;
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}
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else if (value < 256 / 2)
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{
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alpha = 5;
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rgb = 3;
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}
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else if (value < 256 * 5 / 6)
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{
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alpha = 10;
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rgb = 2;
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}
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else
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{
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alpha = 15;
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rgb = 0;
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}
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}
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// Add this pixel to the alpha and RGB bit masks.
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alphaBits |= alpha << (pixelCount * 4);
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rgbBits |= rgb << (pixelCount * 2);
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pixelCount++;
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}
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}
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// Output the alpha bit mask.
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writer.Write(alphaBits);
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// Output the two endpoint colors (black and white in 5.6.5 format).
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writer.Write((ushort)0xFFFF);
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writer.Write((ushort)0);
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// Output the RGB bit mask.
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writer.Write(rgbBits);
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}
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}
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}
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