/* ** 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 "filesystem.h" #include "bitmap.h" #include "imagehelpers.h" #include "image.h" class FBarShader : public FImageSource { public: FBarShader(bool vertical, bool reverse) { int i; Width = vertical ? 2 : 256; Height = vertical ? 256 : 2; bMasked = false; bTranslucent = false; // 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; } } } } TArray CreatePalettedPixels(int conversion) override { TArray Pix(512, true); if (conversion == luminance) { memcpy(Pix.Data(), Pixels, 512); } 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. for (int i = 0; i < 512; i++) { Pix[i] = GPalette.GrayMap[Pixels[i]]; } } return Pix; } int CopyPixels(FBitmap *bmp, int conversion) override { bmp->CopyPixelData(0, 0, Pixels, Width, Height, Height, 1, 0, GPalette.GrayRamp.Palette); return 0; } private: uint8_t Pixels[512]; }; FTexture *CreateShaderTexture(bool vertical, bool reverse) { FStringf name("BarShader%c%c", vertical ? 'v' : 'h', reverse ? 'r' : 'f'); return CreateImageTexture(new FBarShader(vertical, reverse), name.GetChars()); }