/* ** shadertexture.cpp ** ** simple shader gradient textures, used by the status bars. ** **--------------------------------------------------------------------------- ** Copyright 2008 Braden Obrzut ** Copyright 2017 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "doomtype.h" #include "doomstat.h" #include "d_player.h" #include "templates.h" #include "menu/menu.h" #include "colormatcher.h" #include "textures/textures.h" #include "w_wad.h" #include "v_font.h" #include "v_video.h" #include "g_level.h" #include "gi.h" #include "r_defs.h" #include "r_state.h" #include "r_data/r_translate.h" #include "r_data/renderstyle.h" #include "bitmap.h" class FBarShader : public FWorldTexture { public: FBarShader(bool vertical, bool reverse) { int i; Name.Format("BarShader%c%c", vertical ? 'v' : 'h', reverse ? 'r' : 'f'); Width = vertical ? 2 : 256; Height = vertical ? 256 : 2; CalcBitSize(); PixelsAreStatic = 2; // The alpha buffer is static, but if this gets used as a regular texture, a separate buffer needs to be made. // Fill the column/row with shading values. // Vertical shaders have have minimum alpha at the top // and maximum alpha at the bottom, unless flipped by // setting reverse to true. Horizontal shaders are just // the opposite. if (vertical) { if (!reverse) { for (i = 0; i < 256; ++i) { Pixels[i] = i; Pixels[256+i] = i; } } else { for (i = 0; i < 256; ++i) { Pixels[i] = 255 - i; Pixels[256+i] = 255 -i; } } } else { if (!reverse) { for (i = 0; i < 256; ++i) { Pixels[i*2] = 255 - i; Pixels[i*2+1] = 255 - i; } } else { for (i = 0; i < 256; ++i) { Pixels[i*2] = i; Pixels[i*2+1] = i; } } } } uint8_t *MakeTexture(FRenderStyle style) override { if (style.Flags & STYLEF_RedIsAlpha) { return Pixels; } else { // Since this presents itself to the game as a regular named texture // it can easily be used on walls and flats and should work as such, // even if it makes little sense. auto Pix = new uint8_t[512]; for (int i = 0; i < 512; i++) { Pix[i] = GrayMap[Pixels[i]]; } return Pix; } } int CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCopyInfo *inf = NULL) override { bmp->CopyPixelData(x, y, Pixels, Width, Height, Height, 1, rotate, translationtables[TRANSLATION_Standard][8]->Palette, inf); } bool UseBasePalette() override { return false; } private: uint8_t Pixels[512]; }; FTexture *CreateShaderTexture(bool vertical, bool reverse) { return new FBarShader(vertical, reverse); }