Code archives/Graphics/Texture or graphics making parts
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Save the texture making code parts and save the include file as individual files. Run the texture making code. This sourcecode does not work if you compile it as one part. | |||||
; ; ; ; Texture filter 7 ; ; ; ; ; Include "filter_include.bb" ; Graphics 640,480,16,2 SetBuffer BackBuffer() ; Type font Field bmp Field normal End Type Global font.font = New font font\bmp = LoadFont("verdana.ttf",32) font\normal = LoadFont("verdana.ttf",11) ; Type gfx Field buffer[10] End Type Global gfx.gfx = New gfx inigfx() ; ms = MilliSecs() ; ; These are some filter combinations. Uncomment 1 per time to ; generate them. ;bats : Delay 4000 ;land(3) : Delay 4000 ;image1() : Delay 4000 ;image2 : Delay 4000 ;image3 : Delay 4000 ;image4 : Delay 4000; HQuality - needs 3d'n image5 : Delay 4000 ms = MilliSecs() - ms While KeyDown(1) = False Cls Color 255,255,255 If KeyHit(2) = True Then dripfilter2(150) If KeyHit(3) = True Then addedge(50) ;DrawBlock gfx\buffer[0],0,0 ;DrawImageRect gfx\buffer[0],0,0,0,0,256,256 DrawImageRect gfx\buffer[0],0,0,0,0,640,480 Text GraphicsWidth()-256,0,ms Flip Wend End Function bats() dripnoise() dripfilter2(150) edgemess addedge(100) For i=0 To 150 spotnoise(100,150) spotnoise(50,100) Next addedge(50) For i=0 To 14 dripfilter2(150) Next End Function Function image1() Text 0,0,"please wait":Flip For i=0 To 15 spotnoise(100,150) spotnoise(50,100) Next ;edgemess For i=0 To 20 addedge(101) Next End Function Function image2() dripnoiseint(100) greyfilter(100) dripfilter(50) dripfilter2(150) dripfilter2(150) End Function Function land(num) dripnoiseint(num) edgemess() ;greyfilter(100) For i=0 To 10 dripfilter2(150) Next End Function Function image3() dripnoiseint(2) edgemess() For i=0 To 10 dripfilter2(150) Next addedge(50) dripnoise addedge(80) blackout End Function Function image4() dripnoiseint(20) ;blackout For i=0 To 5 dripfilter(25) Next greyfilter(100) For i=0 To 5 edgemess() Next dripfilter2(150) dripfilter2(150) End Function Function image5() For i=0 To 250 spotnoise(110,250) Next edgemess blackout dripnoise dripnoiseint(20) greyfilter(50) End Function ; Cut here and delete the other things. save the include part ; ; ; Texture filter 6 ; ; ; ; ; ; ; ; Include "filter_include.bb" ; Graphics 640,480,16,2 SetBuffer BackBuffer() ; Type font Field bmp Field normal End Type Global font.font = New font font\bmp = LoadFont("verdana.ttf",32) font\normal = LoadFont("verdana.ttf",11) ; Type gfx Field buffer[10] End Type Global gfx.gfx = New gfx inigfx() ; ms = MilliSecs() ; ; These are some filter combinations. Uncomment 1 per time to ; generate them. ;bats : Delay 4000 ;land(3) : Delay 4000 ;image1() : Delay 4000 ;image2 : Delay 4000 ;image3 : Delay 4000 image4 : Delay 4000; HQuality - needs 3d'n ;image5 : Delay 4000 ms = MilliSecs() - ms While KeyDown(1) = False Cls Color 255,255,255 If KeyHit(2) = True Then dripfilter2(150) If KeyHit(3) = True Then addedge(50) ;DrawBlock gfx\buffer[0],0,0 ;DrawImageRect gfx\buffer[0],0,0,0,0,256,256 DrawImageRect gfx\buffer[0],0,0,0,0,640,480 Text GraphicsWidth()-256,0,ms Flip Wend End Function bats() dripnoise() dripfilter2(150) edgemess addedge(100) For i=0 To 150 spotnoise(100,150) spotnoise(50,100) Next addedge(50) For i=0 To 14 dripfilter2(150) Next End Function Function image1() Text 0,0,"please wait":Flip For i=0 To 15 spotnoise(100,150) spotnoise(50,100) Next ;edgemess For i=0 To 20 addedge(101) Next End Function Function image2() dripnoiseint(100) greyfilter(100) dripfilter(50) dripfilter2(150) dripfilter2(150) End Function Function land(num) dripnoiseint(num) edgemess() ;greyfilter(100) For i=0 To 10 dripfilter2(150) Next End Function Function image3() dripnoiseint(2) edgemess() For i=0 To 10 dripfilter2(150) Next addedge(50) dripnoise addedge(80) blackout End Function Function image4() dripnoiseint(20) ;blackout For i=0 To 5 dripfilter(25) Next greyfilter(100) For i=0 To 5 edgemess() Next dripfilter2(150) dripfilter2(150) End Function Function image5() For i=0 To 250 spotnoise(110,250) Next edgemess blackout dripnoise dripnoiseint(20) greyfilter(50) End Function ; Cut here and delete the other things. save the include part ; ; ; ; Texture filter 5 ; ; ; ; ; ; Include "filter_include.bb" ; Graphics 640,480,16,2 SetBuffer BackBuffer() ; Type font Field bmp Field normal End Type Global font.font = New font font\bmp = LoadFont("verdana.ttf",32) font\normal = LoadFont("verdana.ttf",11) ; Type gfx Field buffer[10] End Type Global gfx.gfx = New gfx inigfx() ; ms = MilliSecs() ; ; These are some filter combinations. Uncomment 1 per time to ; generate them. ;bats : Delay 4000 ;land(3) : Delay 4000 ;image1() : Delay 4000 ;image2 : Delay 4000 image3 : Delay 4000 ;image4 : Delay 4000; HQuality - needs 3d'n ;image5 : Delay 4000 ms = MilliSecs() - ms While KeyDown(1) = False Cls Color 255,255,255 If KeyHit(2) = True Then dripfilter2(150) If KeyHit(3) = True Then addedge(50) ;DrawBlock gfx\buffer[0],0,0 ;DrawImageRect gfx\buffer[0],0,0,0,0,256,256 DrawImageRect gfx\buffer[0],0,0,0,0,640,480 Text GraphicsWidth()-256,0,ms Flip Wend End Function bats() dripnoise() dripfilter2(150) edgemess addedge(100) For i=0 To 150 spotnoise(100,150) spotnoise(50,100) Next addedge(50) For i=0 To 14 dripfilter2(150) Next End Function Function image1() Text 0,0,"please wait":Flip For i=0 To 15 spotnoise(100,150) spotnoise(50,100) Next ;edgemess For i=0 To 20 addedge(101) Next End Function Function image2() dripnoiseint(100) greyfilter(100) dripfilter(50) dripfilter2(150) dripfilter2(150) End Function Function land(num) dripnoiseint(num) edgemess() ;greyfilter(100) For i=0 To 10 dripfilter2(150) Next End Function Function image3() dripnoiseint(2) edgemess() For i=0 To 10 dripfilter2(150) Next addedge(50) dripnoise addedge(80) blackout End Function Function image4() dripnoiseint(20) ;blackout For i=0 To 5 dripfilter(25) Next greyfilter(100) For i=0 To 5 edgemess() Next dripfilter2(150) dripfilter2(150) End Function Function image5() For i=0 To 250 spotnoise(110,250) Next edgemess blackout dripnoise dripnoiseint(20) greyfilter(50) End Function ; Cut here and delete the other things. save the include part ; ; ; ; Texture filter 4 ; ; ; ; ; ; ; ; Include "filter_include.bb" ; Graphics 640,480,16,2 SetBuffer BackBuffer() ; Type font Field bmp Field normal End Type Global font.font = New font font\bmp = LoadFont("verdana.ttf",32) font\normal = LoadFont("verdana.ttf",11) ; Type gfx Field buffer[10] End Type Global gfx.gfx = New gfx inigfx() ; ms = MilliSecs() ; ; These are some filter combinations. Uncomment 1 per time to ; generate them. ;bats : Delay 4000 ;land(3) : Delay 4000 ;image1() : Delay 4000 image2 : Delay 4000 ;image3 : Delay 4000 ;image4 : Delay 4000; HQuality - needs 3d'n ;image5 : Delay 4000 ms = MilliSecs() - ms While KeyDown(1) = False Cls Color 255,255,255 If KeyHit(2) = True Then dripfilter2(150) If KeyHit(3) = True Then addedge(50) ;DrawBlock gfx\buffer[0],0,0 ;DrawImageRect gfx\buffer[0],0,0,0,0,256,256 DrawImageRect gfx\buffer[0],0,0,0,0,640,480 Text GraphicsWidth()-256,0,ms Flip Wend End Function bats() dripnoise() dripfilter2(150) edgemess addedge(100) For i=0 To 150 spotnoise(100,150) spotnoise(50,100) Next addedge(50) For i=0 To 14 dripfilter2(150) Next End Function Function image1() Text 0,0,"please wait":Flip For i=0 To 15 spotnoise(100,150) spotnoise(50,100) Next ;edgemess For i=0 To 20 addedge(101) Next End Function Function image2() dripnoiseint(100) greyfilter(100) dripfilter(50) dripfilter2(150) dripfilter2(150) End Function Function land(num) dripnoiseint(num) edgemess() ;greyfilter(100) For i=0 To 10 dripfilter2(150) Next End Function Function image3() dripnoiseint(2) edgemess() For i=0 To 10 dripfilter2(150) Next addedge(50) dripnoise addedge(80) blackout End Function Function image4() dripnoiseint(20) ;blackout For i=0 To 5 dripfilter(25) Next greyfilter(100) For i=0 To 5 edgemess() Next dripfilter2(150) dripfilter2(150) End Function Function image5() For i=0 To 250 spotnoise(110,250) Next edgemess blackout dripnoise dripnoiseint(20) greyfilter(50) End Function ; Cut here and delete the other things. save the include part ; ; ; Texture filter 3 ; ; ; ; ; ; Include "filter_include.bb" ; Graphics 640,480,16,2 SetBuffer BackBuffer() ; Type font Field bmp Field normal End Type Global font.font = New font font\bmp = LoadFont("verdana.ttf",32) font\normal = LoadFont("verdana.ttf",11) ; Type gfx Field buffer[10] End Type Global gfx.gfx = New gfx inigfx() ; ms = MilliSecs() ; ; These are some filter combinations. Uncomment 1 per time to ; generate them. ;bats : Delay 4000 ;land(3) : Delay 4000 image1() : Delay 4000 ;image2 : Delay 4000 ;image3 : Delay 4000 ;image4 : Delay 4000; HQuality - needs 3d'n ;image5 : Delay 4000 ms = MilliSecs() - ms While KeyDown(1) = False Cls Color 255,255,255 If KeyHit(2) = True Then dripfilter2(150) If KeyHit(3) = True Then addedge(50) ;DrawBlock gfx\buffer[0],0,0 ;DrawImageRect gfx\buffer[0],0,0,0,0,256,256 DrawImageRect gfx\buffer[0],0,0,0,0,640,480 Text GraphicsWidth()-256,0,ms Flip Wend End Function bats() dripnoise() dripfilter2(150) edgemess addedge(100) For i=0 To 150 spotnoise(100,150) spotnoise(50,100) Next addedge(50) For i=0 To 14 dripfilter2(150) Next End Function Function image1() Text 0,0,"please wait":Flip For i=0 To 15 spotnoise(100,150) spotnoise(50,100) Next ;edgemess For i=0 To 20 addedge(101) Next End Function Function image2() dripnoiseint(100) greyfilter(100) dripfilter(50) dripfilter2(150) dripfilter2(150) End Function Function land(num) dripnoiseint(num) edgemess() ;greyfilter(100) For i=0 To 10 dripfilter2(150) Next End Function Function image3() dripnoiseint(2) edgemess() For i=0 To 10 dripfilter2(150) Next addedge(50) dripnoise addedge(80) blackout End Function Function image4() dripnoiseint(20) ;blackout For i=0 To 5 dripfilter(25) Next greyfilter(100) For i=0 To 5 edgemess() Next dripfilter2(150) dripfilter2(150) End Function Function image5() For i=0 To 250 spotnoise(110,250) Next edgemess blackout dripnoise dripnoiseint(20) greyfilter(50) End Function ; Cut here and delete the other things. save the include part ; ; ; Texture filter 2 ; ; ; ; ; Include "filter_include.bb" ; Graphics 640,480,16,2 SetBuffer BackBuffer() ; Type font Field bmp Field normal End Type Global font.font = New font font\bmp = LoadFont("verdana.ttf",32) font\normal = LoadFont("verdana.ttf",11) ; Type gfx Field buffer[10] End Type Global gfx.gfx = New gfx inigfx() ; ms = MilliSecs() ; ; These are some filter combinations. Uncomment 1 per time to ; generate them. ;bats : Delay 4000 land(3) : Delay 4000 ;image1() : Delay 4000 ;image2 : Delay 4000 ;image3 : Delay 4000 ;image4 : Delay 4000; HQuality - needs 3d'n ;image5 : Delay 4000 ms = MilliSecs() - ms While KeyDown(1) = False Cls Color 255,255,255 If KeyHit(2) = True Then dripfilter2(150) If KeyHit(3) = True Then addedge(50) ;DrawBlock gfx\buffer[0],0,0 ;DrawImageRect gfx\buffer[0],0,0,0,0,256,256 DrawImageRect gfx\buffer[0],0,0,0,0,640,480 Text GraphicsWidth()-256,0,ms Flip Wend End Function bats() dripnoise() dripfilter2(150) edgemess addedge(100) For i=0 To 150 spotnoise(100,150) spotnoise(50,100) Next addedge(50) For i=0 To 14 dripfilter2(150) Next End Function Function image1() Text 0,0,"please wait":Flip For i=0 To 15 spotnoise(100,150) spotnoise(50,100) Next ;edgemess For i=0 To 20 addedge(101) Next End Function Function image2() dripnoiseint(100) greyfilter(100) dripfilter(50) dripfilter2(150) dripfilter2(150) End Function Function land(num) dripnoiseint(num) edgemess() ;greyfilter(100) For i=0 To 10 dripfilter2(150) Next End Function Function image3() dripnoiseint(2) edgemess() For i=0 To 10 dripfilter2(150) Next addedge(50) dripnoise addedge(80) blackout End Function Function image4() dripnoiseint(20) ;blackout For i=0 To 5 dripfilter(25) Next greyfilter(100) For i=0 To 5 edgemess() Next dripfilter2(150) dripfilter2(150) End Function Function image5() For i=0 To 250 spotnoise(110,250) Next edgemess blackout dripnoise dripnoiseint(20) greyfilter(50) End Function ; Cut here and delete the other things. save the include part ; ; ; Texture Filter 1 ; ; ; ; ; Include "filter_include.bb" ; Graphics 640,480,16,2 SetBuffer BackBuffer() ; Type font Field bmp Field normal End Type Global font.font = New font font\bmp = LoadFont("verdana.ttf",32) font\normal = LoadFont("verdana.ttf",11) ; Type gfx Field buffer[10] End Type Global gfx.gfx = New gfx inigfx() ; ms = MilliSecs() ; ; These are some filter combinations. Uncomment 1 per time to ; generate them. bats : Delay 4000 ;land(3) : Delay 4000 ;image1() : Delay 4000 ;image2 : Delay 4000 ;image3 : Delay 4000 ;image4 : Delay 4000; HQuality - needs 3d'n ;image5 : Delay 4000 ms = MilliSecs() - ms While KeyDown(1) = False Cls Color 255,255,255 If KeyHit(2) = True Then dripfilter2(150) If KeyHit(3) = True Then addedge(50) ;DrawBlock gfx\buffer[0],0,0 ;DrawImageRect gfx\buffer[0],0,0,0,0,256,256 DrawImageRect gfx\buffer[0],0,0,0,0,640,480 Text GraphicsWidth()-256,0,ms Flip Wend End Function bats() dripnoise() dripfilter2(150) edgemess addedge(100) For i=0 To 150 spotnoise(100,150) spotnoise(50,100) Next addedge(50) For i=0 To 14 dripfilter2(150) Next End Function Function image1() Text 0,0,"please wait":Flip For i=0 To 15 spotnoise(100,150) spotnoise(50,100) Next ;edgemess For i=0 To 20 addedge(101) Next End Function Function image2() dripnoiseint(100) greyfilter(100) dripfilter(50) dripfilter2(150) dripfilter2(150) End Function Function land(num) dripnoiseint(num) edgemess() ;greyfilter(100) For i=0 To 10 dripfilter2(150) Next End Function Function image3() dripnoiseint(2) edgemess() For i=0 To 10 dripfilter2(150) Next addedge(50) dripnoise addedge(80) blackout End Function Function image4() dripnoiseint(20) ;blackout For i=0 To 5 dripfilter(25) Next greyfilter(100) For i=0 To 5 edgemess() Next dripfilter2(150) dripfilter2(150) End Function Function image5() For i=0 To 250 spotnoise(110,250) Next edgemess blackout dripnoise dripnoiseint(20) greyfilter(50) End Function ; Cut here and delete the other things. save the include part ; ; ; This is the include part. ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; Filters Include file ; Function makefont() SetBuffer ImageBuffer(gfx\buffer[1]) SetFont font\bmp Color 255,255,255 cnt=32 For y=0 To 480 Step 32 For x=0 To 640-64 Step 32 If cnt<256 Text x+16,y+16,Chr(cnt) cnt=cnt+1 End If Next:Next SetFont font\normal SetBuffer BackBuffer() End Function Function edgemessfont() SetBuffer ImageBuffer(gfx\buffer[1]) LockBuffer ImageBuffer(gfx\buffer[1]) Local iw = ImageWidth(gfx\buffer[1]) Local ih = ImageHeight(gfx\buffer[1]) For i=0 To 3 For x1 = 1 To iw-1 For y1 = 1 To ih-1 If Rand(1,2) = 1 a = ReadPixelFast(x1+1,y1) b = ReadPixelFast(x1,y1) If rgbisblack(b) = True And rgbisblack(a) = False Then WritePixelFast(x1,y1,lightrgb(a,49)) End If End If Next:Next ; For x1 = iw-1 To 1 Step -1 For y1 = 1 To ih-1 If Rand(1,2) = 1 a = ReadPixelFast(x1-1,y1) b = ReadPixelFast(x1,y1) If rgbisblack(b) = True And rgbisblack(a) = False Then WritePixelFast(x1,y1,lightrgb(a,49)) End If End If Next:Next For x1 = 1 To iw-1 For y1 = ih-1 To 1 Step -1 If Rand(1,2) = 1 a = ReadPixelFast(x1,y1-1) b = ReadPixelFast(x1,y1) If rgbisblack(b) = True And rgbisblack(a) = False Then WritePixelFast(x1,y1,lightrgb(a,49)) End If End If Next:Next For x1 = 1 To iw-1 For y1 = 1 To ih-2 If Rand(1,2) = 1 a = ReadPixelFast(x1,y1+1) b = ReadPixelFast(x1,y1) If rgbisblack(b) = True And rgbisblack(a) = False Then WritePixelFast(x1,y1,lightrgb(a,49)) End If End If Next:Next Next UnlockBuffer ImageBuffer(gfx\buffer[1]) SetBuffer BackBuffer() End Function Function lightuprect(x,y,w,h) SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) Local Stp# = 200/h Local cnt# For y1=y To y+h For x1=x To x+w a = ReadPixelFast(x1,y1) b = lightrgb(a,100+cnt) WritePixelFast(x1,y1,b) Next: cnt=cnt+stp Next UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function lightdownrect(x,y,w,h) SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) Local Stp# = 200/h Local cnt# For y1=y To y+h For x1=x To x+w a = ReadPixelFast(x1,y1) b = lightrgb(a,300-cnt) WritePixelFast(x1,y1,b) Next: cnt=cnt+stp Next UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function lightup() SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) For y=0 To 256 For x=0 To 256 a = ReadPixelFast(x,y) b = lightrgb(a,100+y/2.56) WritePixelFast(x,y,b) Next:Next UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function lightdown() SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) For y=0 To 256 For x=0 To 256 a = ReadPixelFast(x,y) b = lightrgb(a,256-y/2.56) WritePixelFast(x,y,b) Next:Next UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function shadeup() SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) For y=0 To 256 For x=0 To 256 a = ReadPixelFast(x,y) b = lightrgb(a,100-y/2.56) WritePixelFast(x,y,b) Next:Next UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function shadedown() SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) For y=0 To 256 For x=0 To 256 a = ReadPixelFast(x,y) b = lightrgb(a,y/2.56) WritePixelFast(x,y,b) Next:Next UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function edgemess() SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) Local iw = ImageWidth(gfx\buffer[0]) Local ih = ImageHeight(gfx\buffer[0]) For i=0 To 3 For x1 = 1 To 256-1 For y1 = 1 To 256-1 If Rand(1,2) = 1 a = ReadPixelFast(x1+1,y1) b = ReadPixelFast(x1,y1) If rgbisblack(b) = True And rgbisblack(a) = False Then WritePixelFast(x1,y1,lightrgb(a,99)) End If End If Next:Next ; For x1 = 256-1 To 1 Step -1 For y1 = 1 To 256-1 If Rand(1,2) = 1 a = ReadPixelFast(x1-1,y1) b = ReadPixelFast(x1,y1) If rgbisblack(b) = True And rgbisblack(a) = False Then WritePixelFast(x1,y1,lightrgb(a,99)) End If End If Next:Next For x1 = 1 To 256-1 For y1 = 256-1 To 1 Step -1 If Rand(1,2) = 1 a = ReadPixelFast(x1,y1-1) b = ReadPixelFast(x1,y1) If rgbisblack(b) = True And rgbisblack(a) = False Then WritePixelFast(x1,y1,lightrgb(a,99)) End If End If Next:Next For x1 = 1 To 256-1 For y1 = 1 To 256-1 If Rand(1,2) = 1 a = ReadPixelFast(x1,y1+1) b = ReadPixelFast(x1,y1) If rgbisblack(b) = True And rgbisblack(a) = False Then WritePixelFast(x1,y1,lightrgb(a,99)) End If End If Next:Next Next UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function addedge(in) SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) Local iw = ImageWidth(gfx\buffer[0]) Local ih = ImageHeight(gfx\buffer[0]) ; For i=0 To 3 For x1 = 0 To 256-1 For y1 = 0 To 256-1 a = ReadPixelFast(x1+1,y1) b = ReadPixelFast(x1,y1) If rgbisblack(b) = True And rgbisblack(a) = False Then WritePixelFast(x1,y1,lightrgb(a,In)) End If Next:Next ; For x1 = 256-1 To 1 Step -1 For y1 = 1 To 256-1 a = ReadPixelFast(x1-1,y1) b = ReadPixelFast(x1,y1) If rgbisblack(b) = True And rgbisblack(a) = False Then WritePixelFast(x1,y1,lightrgb(a,In)) End If Next:Next For x1 = 1 To 256-1 For y1 = 256-1 To 1 Step -1 a = ReadPixelFast(x1,y1-1) b = ReadPixelFast(x1,y1) If rgbisblack(b) = True And rgbisblack(a) = False Then WritePixelFast(x1,y1,lightrgb(a,In)) End If Next:Next For x1 = 1 To 256-1 For y1 = 0 To 256-1 a = ReadPixelFast(x1,y1+1) b = ReadPixelFast(x1,y1) If rgbisblack(b) = True And rgbisblack(a) = False Then WritePixelFast(x1,y1,lightrgb(a,In)) End If Next:Next Next UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function spotnoise(rvl,rvh) SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) Local iw = ImageWidth(gfx\buffer[0]) Local ih = ImageHeight(gfx\buffer[0]) ; ; For iii=0 To 1 xz1 = Rand(0,256-82) xy1 = Rand(0,256-82) For ii=0 To 2 xz = xz1 + Rand(0,20) yz = xy1 + Rand(0,20) For i=0 To 34 x2 = xz+Rand(0,40) y2 = yz+Rand(0,40) Select Rand(1,12) Case 1 z = Rand(rvl/1.3,rvh/1.3) r = z g = z b = z Default z = Rand(rvl,rvh) r = 0 g = 0 b = 0 End Select If Rand(1,4) = 1 For x1=0 To 4 For y1=0 To 4 If Rand(1,2) = 1 Then If RectsOverlap(x1+x2,y1+y2,1,1,0,0,ImageWidth(gfx\buffer[0]),ImageHeight(gfx\buffer[0])) = True Then WritePixelFast x1+x2,y1+y2,getrgb(r,g,b) End If End If Next:Next End If Next Next Next ; UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function dripfilter2(in) SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) Local iw = ImageWidth(gfx\buffer[0]) Local ih = ImageHeight(gfx\buffer[0]) ; ; For i=0 To 10024 x2 = Rand(0,256) y2 = Rand(0,256) If Rand(1,4) = 1 For x1=0 To 4 For y1=0 To 4 If RectsOverlap(x1+x2,y1+y2,1,1,0,0,256,256) = True Then a = ReadPixelFast(x1+x2,y1+y2) WritePixelFast x1+x2,y1+y2,greybrightpixel(a) End If Next:Next End If Next ; UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function dripfilter(in) SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) Local iw = ImageWidth(gfx\buffer[0]) Local ih = ImageHeight(gfx\buffer[0]) ; ; For i=0 To 10024 x2 = Rand(0,256) y2 = Rand(0,256) Select Rand(1,12) Case 1 r = Rand(150,200) g = Rand(40,80) b = Rand(40,80) Default r = Rand(150,200) g = 0 b = 0 End Select If Rand(1,4) = 1 For x1=0 To 4 For y1=0 To 4 If Rand(1,2) = 1 Then If RectsOverlap(x1+x2,y1+y2,1,1,0,0,256,256) = True Then a = ReadPixelFast(x1+x2,y1+y2) WritePixelFast x1+x2,y1+y2,lightrgb(a,in) End If End If Next:Next End If Next ; UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function dripnoiseint(val) SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) Local iw = ImageWidth(gfx\buffer[0]) Local ih = ImageHeight(gfx\buffer[0]) ; ; For i=0 To (100000/100*val) x2 = Rand(0,256) y2 = Rand(0,256) Select Rand(1,12) Case 1 z = Rand(150,200) r = z+Rand(1,50) g = z+Rand(1,50) b = z+Rand(1,50) Default z = Rand(150,200) r = z+Rand(1,50) g = z+Rand(1,50) b = z+Rand(1,50) End Select If Rand(1,4) = 1 For x1=0 To 4 For y1=0 To 4 If Rand(1,2) = 1 Then If RectsOverlap(x1+x2,y1+y2,1,1,0,0,ImageWidth(gfx\buffer[0]),ImageHeight(gfx\buffer[0])) = True Then WritePixelFast x1+x2,y1+y2,getrgb(r,g,b) End If End If Next:Next End If Next ; If val = 100 Then For x=0 To 256 For y=0 To 256 a = ReadPixelFast(x,y) If getr(a) < 15 And getg(a) < 15 And getb(a) < 15 Then WritePixelFast(x,y,getrgb(240,240,240)) End If Next:Next End If ; UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function greyfilter(In) SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) For x=0 To 256 For y=0 To 256 a = ReadPixelFast(x,y) b = greypixel(a) WritePixelFast x,y,lightrgb(b,in) Next:Next UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function blackout() SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) Local iw = ImageWidth(gfx\buffer[0]) Local ih = ImageHeight(gfx\buffer[0]) For x=0 To 256 For y=0 To 256 a = ReadPixelFast(x,y) If getr(a) < 10 And getg(a)<10 And getb(a)<10 Then WritePixelFast(x,y,getrgb(255,255,255)) Else ; WritePixelFast(x,y,getrgb(10,10,10)) End If Next:Next UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function dripnoise() SetBuffer ImageBuffer(gfx\buffer[0]) LockBuffer ImageBuffer(gfx\buffer[0]) Local iw = ImageWidth(gfx\buffer[0]) Local ih = ImageHeight(gfx\buffer[0]) ; ; For i=0 To 10024 x2 = Rand(0,256) y2 = Rand(0,256) Select Rand(1,12) Case 1 z = Rand(150,200) r = z+Rand(1,50) g = z+Rand(1,50) b = z+Rand(1,50) Default z = Rand(150,200) r = z+Rand(1,50) g = z+Rand(1,50) b = z+Rand(1,50) End Select If Rand(1,4) = 1 For x1=0 To 4 For y1=0 To 4 If Rand(1,2) = 1 Then If RectsOverlap(x1+x2,y1+y2,1,1,0,0,ImageWidth(gfx\buffer[0]),ImageHeight(gfx\buffer[0])) = True Then WritePixelFast x1+x2,y1+y2,getrgb(r,g,b) End If End If Next:Next End If Next ; UnlockBuffer ImageBuffer(gfx\buffer[0]) SetBuffer BackBuffer() End Function Function inigfx() gfx\buffer[0] = CreateImage(640,480) gfx\buffer[1] = CreateImage(640,480) gfx\buffer[2] = CreateImage(640,480) gfx\buffer[3] = CreateImage(640,480) End Function Function GetRGB(r,g,b) Return b Or (g Shl 8) Or (r Shl 16) End Function Function GetR(rgb) Return rgb Shr 16 And %11111111 End Function Function GetG(rgb) Return rgb Shr 8 And %11111111 End Function Function GetB(rgb) Return rgb And %11111111 End Function Function rgbisblack(rgb) If getr(rgb) = 0 And getg(rgb) = 0 And getb(rgb) = 0 Then Return True End Function Function lightrgb(rgb,perc#) Local r# = getr(rgb) Local g# = getg(rgb) Local b# = getb(rgb) Local r1# = r / 100 * perc Local g1# = g / 100 * perc Local b1# = b / 100 * perc If r1 > 255 Then r1 = 255 If g1 > 255 Then g1 = 255 If b1 > 255 Then b1 = 255 If r1 < 0 Then r1 = 0 If g1 < 0 Then g1 = 0 If b1 < 0 Then b1 = 0 Return getrgb(r1,g1,b1) End Function Function greybrightpixel(rgb) ;Grayscale ;By pexe GS_pix = rgb GS_r% = (GS_pix Shr 16) And $ff ;\ GS_g% = (GS_pix Shr 8) And $ff ; Transform values GS_b% = GS_pix And $ff ;/ GS_v% = GS_r+GS_g+GS_b GS_v% = GS_v/3 GS_pix=(GS_v Or (GS_v Shl 8) Or (GS_v Shl 16) Or ($ff000000)) ;Put values back a# = getr(gs_pix) b# = getg(gs_pix) c# = getb(gs_pix) a=a*1.5 b=b*1.2 If a>255 Then a=255 If b>255 Then b=255 gs_pix = getrgb(a,b,c) Return GS_pix End Function Function greypixel(rgb) ;Grayscale ;By pexe GS_pix = rgb GS_r% = (GS_pix Shr 16) And $ff ;\ GS_g% = (GS_pix Shr 8) And $ff ; Transform values GS_b% = GS_pix And $ff ;/ GS_v% = GS_r+GS_g+GS_b GS_v% = GS_v/3 GS_pix=(GS_v Or (GS_v Shl 8) Or (GS_v Shl 16) Or ($ff000000)) ;Put values back Return GS_pix End Function |
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