//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Font effects that operate on linear rgba data // //=====================================================================================// #include "tier0/platform.h" #include #include #include "FontEffects.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Purpose: Adds center line to font //----------------------------------------------------------------------------- void ApplyRotaryEffectToTexture( int rgbaWide, int rgbaTall, unsigned char *rgba, bool bRotary ) { if ( !bRotary ) return; int y = rgbaTall * 0.5; unsigned char *line = &rgba[(y * rgbaWide) * 4]; // Draw a line down middle for (int x = 0; x < rgbaWide; x++, line+=4) { line[0] = 127; line[1] = 127; line[2] = 127; line[3] = 255; } } //----------------------------------------------------------------------------- // Purpose: adds scanlines to the texture //----------------------------------------------------------------------------- void ApplyScanlineEffectToTexture( int rgbaWide, int rgbaTall, unsigned char *rgba, int iScanLines ) { if ( iScanLines < 2 ) return; float scale; scale = 0.7f; // darken all the areas except the scanlines for (int y = 0; y < rgbaTall; y++) { // skip the scan lines if (y % iScanLines == 0) continue; unsigned char *pBits = &rgba[(y * rgbaWide) * 4]; // darken the other lines for (int x = 0; x < rgbaWide; x++, pBits += 4) { pBits[0] *= scale; pBits[1] *= scale; pBits[2] *= scale; } } } //----------------------------------------------------------------------------- // Purpose: adds a dropshadow the the font texture //----------------------------------------------------------------------------- void ApplyDropShadowToTexture( int rgbaWide, int rgbaTall, unsigned char *rgba, int iDropShadowOffset ) { if ( !iDropShadowOffset ) return; // walk the original image from the bottom up // shifting it down and right, and turning it black (the dropshadow) for (int y = rgbaTall - 1; y >= iDropShadowOffset; y--) { for (int x = rgbaWide - 1; x >= iDropShadowOffset; x--) { unsigned char *dest = &rgba[(x + (y * rgbaWide)) * 4]; if (dest[3] == 0) { // there is nothing in this spot, copy in the dropshadow unsigned char *src = &rgba[(x - iDropShadowOffset + ((y - iDropShadowOffset) * rgbaWide)) * 4]; dest[0] = 0; dest[1] = 0; dest[2] = 0; dest[3] = src[3]; } } } } //----------------------------------------------------------------------------- // Purpose: adds an outline to the font texture //----------------------------------------------------------------------------- void ApplyOutlineToTexture( int rgbaWide, int rgbaTall, unsigned char *rgba, int iOutlineSize ) { if ( !iOutlineSize ) return; int x, y; for( y = 0; y < rgbaTall; y++ ) { for( x = 0; x < rgbaWide; x++ ) { unsigned char *src = &rgba[(x + (y * rgbaWide)) * 4]; if( src[3] == 0 ) { // We have a valid font texel. Make all the alpha == 0 neighbors black. int shadowX, shadowY; for( shadowX = -(int)iOutlineSize; shadowX <= (int)iOutlineSize; shadowX++ ) { for( shadowY = -(int)iOutlineSize; shadowY <= (int)iOutlineSize; shadowY++ ) { if( shadowX == 0 && shadowY == 0 ) { continue; } int testX, testY; testX = shadowX + x; testY = shadowY + y; if( testX < 0 || testX >= rgbaWide || testY < 0 || testY >= rgbaTall ) { continue; } unsigned char *test = &rgba[(testX + (testY * rgbaWide)) * 4]; if( test[0] != 0 && test[1] != 0 && test[2] != 0 && test[3] != 0 ) { src[0] = 0; src[1] = 0; src[2] = 0; src[3] = 255; } } } } } } } //----------------------------------------------------------------------------- // Purpose: Gets the blur value for a single pixel //----------------------------------------------------------------------------- FORCEINLINE void GetBlurValueForPixel(unsigned char *src, int blur, float *gaussianDistribution, int srcX, int srcY, int rgbaWide, int rgbaTall, unsigned char *dest) { float accum = 0.0f; // scan the positive x direction int maxX = MIN(srcX + blur, rgbaWide - 1); int minX = MAX(srcX - blur, 0); for (int x = minX; x <= maxX; x++) { int maxY = MIN(srcY + blur, rgbaTall - 1); int minY = MAX(srcY - blur, 0); for (int y = minY; y <= maxY; y++) { unsigned char *srcPos = src + ((x + (y * rgbaWide)) * 4); // muliply by the value matrix float weight = gaussianDistribution[x - srcX + blur]; float weight2 = gaussianDistribution[y - srcY + blur]; accum += (srcPos[0] * (weight * weight2)); } } dest[0] = dest[1] = dest[2] = 255; //leave ALL pixels white or we get black backgrounds mixed in dest[3] = MIN( (int)accum, 255); //blur occurs entirely in the alpha } //----------------------------------------------------------------------------- // Purpose: blurs the texture //----------------------------------------------------------------------------- void ApplyGaussianBlurToTexture( int rgbaWide, int rgbaTall, unsigned char *rgba, int iBlur ) { float *pGaussianDistribution; if ( !iBlur ) return; // generate the gaussian field pGaussianDistribution = (float*) stackalloc( (iBlur*2+1) * sizeof(float) ); double sigma = 0.683 * iBlur; for (int x = 0; x <= (iBlur * 2); x++) { int val = x - iBlur; pGaussianDistribution[x] = (float)( 1.0f / sqrt(2 * 3.14 * sigma * sigma)) * pow(2.7, -1 * (val * val) / (2 * sigma * sigma)); } // alloc a new buffer unsigned char *src = (unsigned char *) stackalloc( rgbaWide * rgbaTall * 4); // copy in memcpy(src, rgba, rgbaWide * rgbaTall * 4); // incrementing destination pointer unsigned char *dest = rgba; for (int y = 0; y < rgbaTall; y++) { for (int x = 0; x < rgbaWide; x++) { // scan the source pixel GetBlurValueForPixel(src, iBlur, pGaussianDistribution, x, y, rgbaWide, rgbaTall, dest); // move to the next dest += 4; } } }