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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Font effects that operate on linear rgba data
//
//=====================================================================================//
#include "tier0/platform.h"
#include <tier0/dbg.h>
#include <math.h>
#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; } } } } } } }
namespace {
unsigned char CalculatePixelBlur(const unsigned char* src, int nStride, const float* distribution, int nValues) { float accum = 0.0; for ( int n = 0; n != nValues; ++n ) { accum += distribution[n]*static_cast<float>(src[n*nStride]); }
return static_cast<unsigned char>(accum); }
}
//-----------------------------------------------------------------------------
// Purpose: blurs the texture
//-----------------------------------------------------------------------------
void ApplyGaussianBlurToTexture( int rgbaWide, int rgbaTall, unsigned char *rgba, int nBlur ) { if ( !nBlur ) return;
// generate the gaussian field
float *pGaussianDistribution = (float*) stackalloc( (nBlur*2+1) * sizeof(float) ); double sigma = 0.683 * nBlur; for (int x = 0; x <= (nBlur * 2); x++) { int val = x - nBlur; 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);
//make an initial horizontal pass
for ( int x = 0; x < rgbaWide; x++ ) { const float* dist = pGaussianDistribution; int nValues = nBlur*2 + 1; int nOffset = 0; if ( x < nBlur ) { nOffset += nBlur - x; dist += nOffset; nValues -= nOffset; }
if ( x >= rgbaWide - nBlur ) { nValues = rgbaWide - (x - nOffset); }
for ( int y = 0; y < rgbaTall; y++ ) { const unsigned char* read_from = src + (y*rgbaWide + x + nOffset - nBlur)*4 + 3; unsigned char* dst = rgba + (y*rgbaWide + x)*4; unsigned char alpha = CalculatePixelBlur(read_from, 4, dist, nValues); dst[0] = dst[1] = dst[2] = alpha > 0 ? 255 : 0; dst[3] = alpha; } }
// refresh the source buffer for a second vertical pass
memcpy(src, rgba, rgbaWide * rgbaTall * 4);
for ( int y = 0; y < rgbaTall; y++ ) { const float* dist = pGaussianDistribution; int nValues = nBlur*2 + 1; int nOffset = 0; if ( y < nBlur ) { nOffset += nBlur - y; dist += nOffset; nValues -= nOffset; }
if ( y >= rgbaTall - nBlur ) { nValues = rgbaTall - (y - nOffset); }
for ( int x = 0; x < rgbaWide; x++ ) { const unsigned char* read_from = src + ((y + nOffset - nBlur)*rgbaWide + x)*4 + 3; unsigned char* dst = rgba + (y*rgbaWide + x)*4; unsigned char alpha = CalculatePixelBlur(read_from, 4*rgbaWide, dist, nValues); dst[0] = dst[1] = dst[2] = alpha > 0 ? 255 : 0; dst[3] = alpha; } } }
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