mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
137 lines
3.7 KiB
C++
137 lines
3.7 KiB
C++
/*
|
|
** 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"
|
|
#include "textures.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<uint8_t> CreatePalettedPixels(int conversion) override
|
|
{
|
|
TArray<uint8_t> 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];
|
|
};
|
|
|
|
|
|
FGameTexture *CreateShaderTexture(bool vertical, bool reverse)
|
|
{
|
|
FStringf name("BarShader%c%c", vertical ? 'v' : 'h', reverse ? 'r' : 'f');
|
|
return MakeGameTexture(CreateImageTexture(new FBarShader(vertical, reverse)), name.GetChars(), ETextureType::Override);
|
|
|
|
}
|