Team Fortress 2 Source Code as on 22/4/2020
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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;
}
}
}