mirror of
https://github.com/ZDoom/raze-gles.git
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137 lines
3.7 KiB
C++
137 lines
3.7 KiB
C++
/*
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** shadertexture.cpp
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**
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** simple shader gradient textures, used by the status bars.
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Braden Obrzut
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** Copyright 2017 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 "filesystem.h"
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#include "bitmap.h"
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#include "imagehelpers.h"
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#include "image.h"
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#include "textures.h"
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class FBarShader : public FImageSource
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{
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public:
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FBarShader(bool vertical, bool reverse)
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{
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int i;
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Width = vertical ? 2 : 256;
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Height = vertical ? 256 : 2;
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bMasked = false;
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bTranslucent = false;
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// Fill the column/row with shading values.
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// Vertical shaders have have minimum alpha at the top
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// and maximum alpha at the bottom, unless flipped by
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// setting reverse to true. Horizontal shaders are just
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// the opposite.
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if (vertical)
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{
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if (!reverse)
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{
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for (i = 0; i < 256; ++i)
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{
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Pixels[i] = i;
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Pixels[256+i] = i;
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}
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}
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else
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{
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for (i = 0; i < 256; ++i)
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{
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Pixels[i] = 255 - i;
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Pixels[256+i] = 255 -i;
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}
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}
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}
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else
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{
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if (!reverse)
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{
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for (i = 0; i < 256; ++i)
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{
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Pixels[i*2] = 255 - i;
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Pixels[i*2+1] = 255 - i;
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}
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}
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else
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{
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for (i = 0; i < 256; ++i)
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{
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Pixels[i*2] = i;
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Pixels[i*2+1] = i;
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}
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}
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}
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}
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TArray<uint8_t> CreatePalettedPixels(int conversion) override
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{
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TArray<uint8_t> Pix(512, true);
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if (conversion == luminance)
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{
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memcpy(Pix.Data(), Pixels, 512);
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}
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else
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{
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// Since this presents itself to the game as a regular named texture
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// it can easily be used on walls and flats and should work as such,
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// even if it makes little sense.
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for (int i = 0; i < 512; i++)
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{
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Pix[i] = GPalette.GrayMap[Pixels[i]];
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}
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}
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return Pix;
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}
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int CopyPixels(FBitmap *bmp, int conversion) override
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{
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bmp->CopyPixelData(0, 0, Pixels, Width, Height, Height, 1, 0, GPalette.GrayRamp.Palette);
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return 0;
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}
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private:
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uint8_t Pixels[512];
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};
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FGameTexture *CreateShaderTexture(bool vertical, bool reverse)
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{
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FStringf name("BarShader%c%c", vertical ? 'v' : 'h', reverse ? 'r' : 'f');
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return MakeGameTexture(CreateImageTexture(new FBarShader(vertical, reverse)), name.GetChars(), ETextureType::Override);
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}
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