コード例 #1
0
	virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect )
	{
		int nWidth = pVTFTexture->Width();
		int nHeight = pVTFTexture->Height();
		int nDepth = pVTFTexture->Depth();
		Assert( nWidth == COLOR_CORRECTION_TEXTURE_SIZE && nHeight == COLOR_CORRECTION_TEXTURE_SIZE && nDepth == COLOR_CORRECTION_TEXTURE_SIZE );

		for ( int z = 0; z < nDepth; ++z )
		{
			CPixelWriter pixelWriter;
			pixelWriter.SetPixelMemory( pVTFTexture->Format(), 
				pVTFTexture->ImageData( 0, 0, 0, 0, 0, z ), pVTFTexture->RowSizeInBytes( 0 ) );

			for ( int y = 0; y < nHeight; ++y )
			{
				pixelWriter.Seek( 0, y );
				for (int x = 0; x < nWidth; ++x)
				{
					RGBX5551_t inColor;
					inColor.r = x;
					inColor.g = y;
					inColor.b = z;

					color24 col = ColorCorrectionSystem()->GetLookup( m_ColorCorrectionHandle, inColor );
					pixelWriter.WritePixel( col.r, col.g, col.b, 255 );
				}
			}
		}
	}
コード例 #2
0
	virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect )
	{
		for (int iFrame = 0; iFrame < pVTFTexture->FrameCount(); ++iFrame )
		{
			for (int iFace = 0; iFace < pVTFTexture->FaceCount(); ++iFace )
			{
				int nWidth = pVTFTexture->Width();
				int nHeight = pVTFTexture->Height();
				int nDepth = pVTFTexture->Depth();
				for (int z = 0; z < nDepth; ++z)
				{
					// Fill mip 0 with a checkerboard
					CPixelWriter pixelWriter;
					pixelWriter.SetPixelMemory( pVTFTexture->Format(), 
						pVTFTexture->ImageData( iFrame, iFace, 0, 0, 0, z ), pVTFTexture->RowSizeInBytes( 0 ) );
					
					for (int y = 0; y < nHeight; ++y)
					{
						pixelWriter.Seek( 0, y );
						for (int x = 0; x < nWidth; ++x)
						{
							if ( ((x & m_nCheckerSize) ^ (y & m_nCheckerSize)) ^ (z & m_nCheckerSize) )
							{
								pixelWriter.WritePixel( m_Color1.r, m_Color1.g, m_Color1.b, m_Color1.a );
							}
							else
							{
								pixelWriter.WritePixel( m_Color2.r, m_Color2.g, m_Color2.b, m_Color2.a );
							}
						}
					}
				}
			}
		}
	}
コード例 #3
0
	virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect )
	{
		int nMipCount = pTexture->IsMipmapped() ? pVTFTexture->MipCount() : 1;
		for (int iFrame = 0; iFrame < pVTFTexture->FrameCount(); ++iFrame )
		{
			for (int iFace = 0; iFace < pVTFTexture->FaceCount(); ++iFace )
			{
				for (int iMip = 0; iMip < nMipCount; ++iMip )
				{
					int nWidth, nHeight, nDepth;
					pVTFTexture->ComputeMipLevelDimensions( iMip, &nWidth, &nHeight, &nDepth );
					for (int z = 0; z < nDepth; ++z)
					{
						CPixelWriter pixelWriter;
						pixelWriter.SetPixelMemory( pVTFTexture->Format(), 
							pVTFTexture->ImageData( iFrame, iFace, iMip, 0, 0, z ), pVTFTexture->RowSizeInBytes( iMip ) );
					
						for (int y = 0; y < nHeight; ++y)
						{
							pixelWriter.Seek( 0, y );
							for (int x = 0; x < nWidth; ++x)
							{
								pixelWriter.WritePixel( m_Color.r, m_Color.g, m_Color.b, m_Color.a );
							}
						}
					}
				}
			}
		}
	}
コード例 #4
0
void CProceduralRegenerator::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect )
{
	CPixelWriter pixelWriter;
	pixelWriter.SetPixelMemory( pVTFTexture->Format(), 
		pVTFTexture->ImageData(), pVTFTexture->RowSizeInBytes( 0 ) );

	// Now upload the part we've been asked for
	int xmax = pSubRect->x + pSubRect->width;
	//int xmax = pVTFTexture->Width();
	int ymax = pSubRect->y + pSubRect->height;
	//int ymax = pVTFTexture->Height();
	int x, y;

	//x=250-450,y=275-325

	for( y = pSubRect->y; y < ymax; ++y )
	{
		pixelWriter.Seek( pSubRect->x, y );

		for( x=pSubRect->x; x < xmax; ++x )
		{
			int r=0, g=0, b=0, a=0;
			//pixelWriter.ReadPixelNoAdvance( r, g, b, a );
			pixelWriter.WritePixel( r, g, b, a );
		}
	}

	WriteText(pixelWriter, m_szShirtName, m_pFontAtlas->m_NamePixels, m_pFontAtlas->m_NameChars, m_pFontAtlas->m_nNamePixelsWidth, m_pFontAtlas->m_nNamePixelsHeight, m_nNameOffset, m_NameColor, m_bIsKeeper);
	WriteText(pixelWriter, m_szShirtNumber, m_pFontAtlas->m_NumberPixels, m_pFontAtlas->m_NumberChars, m_pFontAtlas->m_nNumberPixelsWidth, m_pFontAtlas->m_nNumberPixelsHeight, m_nNumberOffset, m_NumberColor, m_bIsKeeper);	
}
コード例 #5
0
//-----------------------------------------------------------------------------
// Default implementation of regenerate texture bits 
//-----------------------------------------------------------------------------
void CProceduralTexturePanel::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect )
{
	Assert( m_pImageBuffer );
	Assert( pVTFTexture->FrameCount() == 1 );
	Assert( pVTFTexture->FaceCount() == 1 );
	Assert( !pTexture->IsMipmapped() );

	int nWidth, nHeight, nDepth;
	pVTFTexture->ComputeMipLevelDimensions( 0, &nWidth, &nHeight, &nDepth );
	Assert( nDepth == 1 );
	Assert( nWidth == m_nWidth && nHeight == m_nHeight );

	CPixelWriter pixelWriter;
	pixelWriter.SetPixelMemory( pVTFTexture->Format(), 
		pVTFTexture->ImageData( 0, 0, 0 ), pVTFTexture->RowSizeInBytes( 0 ) );

	for ( int y = 0; y < nHeight; ++y )
	{
		pixelWriter.Seek( 0, y );
		BGRA8888_t *pTexel = &m_pImageBuffer[y * m_nWidth];
		for ( int x = 0; x < nWidth; ++x, ++pTexel )
		{
			pixelWriter.WritePixel( pTexel->r, pTexel->g, pTexel->b, pTexel->a );
		}
	}
}
コード例 #6
0
ファイル: zzprocmat.cpp プロジェクト: Zbyl/StealthSpyGame
void CZZTextureRegen::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect )
{
	//m_pProxy->GenerateCamoTexture( pTexture, pVTFTexture );

	CPixelWriter pixelWriter;
	pixelWriter.SetPixelMemory( pVTFTexture->Format(), 
		pVTFTexture->ImageData( 0, 0, 0 ), pVTFTexture->RowSizeInBytes( 0 ) );

	// Now upload the part we've been asked for
	int xmax = pSubRect->x + pSubRect->width;
	int ymax = pSubRect->y + pSubRect->height;
	int x, y;

	for( y = pSubRect->y; y < ymax; ++y )
	{
		pixelWriter.Seek( pSubRect->x, y );

		for( x=pSubRect->x; x < xmax; ++x )
		{
			pixelWriter.WritePixel( y%256, 0, 0, 255 );
		}
	}
}
コード例 #7
0
	virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect )
	{
		// Normalization cubemap doesn't make sense on low-end hardware
		// So we won't construct a spheremap out of this
		CPixelWriter pixelWriter;

		Vector direction;
		for (int iFace = 0; iFace < 6; ++iFace)
		{
			pixelWriter.SetPixelMemory( pVTFTexture->Format(), 
				pVTFTexture->ImageData( 0, iFace, 0 ), pVTFTexture->RowSizeInBytes( 0 ) );
			
			int nWidth = pVTFTexture->Width();
			int nHeight = pVTFTexture->Height();

			float flInvWidth = 2.0f / (float)(nWidth-1);
			float flInvHeight = 2.0f / (float)(nHeight-1);

			for (int y = 0; y < nHeight; ++y)
			{
				float v = y * flInvHeight - 1.0f;

				pixelWriter.Seek( 0, y );
				for (int x = 0; x < nWidth; ++x)
				{
					float u = x * flInvWidth - 1.0f;
					float oow = 1.0f / sqrt( 1.0f + u*u + v*v );

					int ix = (int)(255 * 0.5 * (u*oow + 1.0f) + 0.5f);
					ix = clamp( ix, 0, 255 );
					int iy = (int)(255 * 0.5 * (v*oow + 1.0f) + 0.5f);
					iy = clamp( iy, 0, 255 );
					int iz = (int)(255 * 0.5 * (oow + 1.0f) + 0.5f);
					iz = clamp( iz, 0, 255 );

					switch (iFace)
					{
					case CUBEMAP_FACE_RIGHT:
						ix = 255 - ix;
						iy = 255 - iy;
						break;
					case CUBEMAP_FACE_LEFT:
						iy = 255 - iy;
						iz = 255 - iz;
						break;
					case CUBEMAP_FACE_BACK:	
						break;
					case CUBEMAP_FACE_FRONT:
						iy = 255 - iy;
						iz = 255 - iz;
						break;
					case CUBEMAP_FACE_UP:
						iy = 255 - iy;
						break;
					case CUBEMAP_FACE_DOWN:
						ix = 255 - ix;
						iy = 255 - iy;
						iz = 255 - iz;
						break;
					default:
						break;
					}

					ix -= 128;
					iy -= 128;
					iz -= 128;

					Assert( ix >= -128 && ix <= 127 );
					Assert( iy >= -128 && iy <= 127 );
					Assert( iz >= -128 && iz <= 127 );

					switch (iFace)
					{
					case CUBEMAP_FACE_RIGHT:
						// correct
//						pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
						pixelWriter.WritePixelSigned( iz, iy, ix, 0 );
						break;
					case CUBEMAP_FACE_LEFT:
						// correct
//						pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
						pixelWriter.WritePixelSigned( iz, iy, ix, 0 );
						break;
					case CUBEMAP_FACE_BACK:	
						// wrong
//						pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
						pixelWriter.WritePixelSigned( ix, iz, iy, 0 );
//						pixelWriter.WritePixelSigned( -127, -127, 127, 0 );
						break;
					case CUBEMAP_FACE_FRONT:
						// wrong
//						pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
						pixelWriter.WritePixelSigned( ix, iz, iy, 0 );
						break;
					case CUBEMAP_FACE_UP:
						// correct
//						pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
						pixelWriter.WritePixelSigned( ix, iy, iz, 0 );
						break;
					case CUBEMAP_FACE_DOWN:
						// correct
//						pixelWriter.WritePixelSigned( -128, -128, -128, 0 );
						pixelWriter.WritePixelSigned( ix, iy, iz, 0 );
						break;
					default:
						break;
					}
				}
			}
		}
	}