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SyntaxBomb - Indie Coders
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[bb] Texture or graphics making parts by Nebula [ 1+ years ago ]
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Topic: [bb] Texture or graphics making parts by Nebula [ 1+ years ago ] (Read 507 times)
BlitzBot
Jr. Member
Posts: 1
[bb] Texture or graphics making parts by Nebula [ 1+ years ago ]
«
on:
June 29, 2017, 12:28:38 AM »
Title :
Texture or graphics making parts
Author :
Nebula
Posted :
1+ years ago
Description :
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.
Code :
Code: BlitzBasic
;
;
;
; 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
fontmp =
LoadFont
(
"verdana.ttf"
,
32
)
font
ormal =
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 gfxuffer[0],0,0
;DrawImageRect gfxuffer[0],0,0,0,0,256,256
DrawImageRect
gfxuffer
[
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
fontmp =
LoadFont
(
"verdana.ttf"
,
32
)
font
ormal =
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 gfxuffer[0],0,0
;DrawImageRect gfxuffer[0],0,0,0,0,256,256
DrawImageRect
gfxuffer
[
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
fontmp =
LoadFont
(
"verdana.ttf"
,
32
)
font
ormal =
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 gfxuffer[0],0,0
;DrawImageRect gfxuffer[0],0,0,0,0,256,256
DrawImageRect
gfxuffer
[
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
fontmp =
LoadFont
(
"verdana.ttf"
,
32
)
font
ormal =
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 gfxuffer[0],0,0
;DrawImageRect gfxuffer[0],0,0,0,0,256,256
DrawImageRect
gfxuffer
[
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
fontmp =
LoadFont
(
"verdana.ttf"
,
32
)
font
ormal =
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 gfxuffer[0],0,0
;DrawImageRect gfxuffer[0],0,0,0,0,256,256
DrawImageRect
gfxuffer
[
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
fontmp =
LoadFont
(
"verdana.ttf"
,
32
)
font
ormal =
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 gfxuffer[0],0,0
;DrawImageRect gfxuffer[0],0,0,0,0,256,256
DrawImageRect
gfxuffer
[
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
fontmp =
LoadFont
(
"verdana.ttf"
,
32
)
font
ormal =
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 gfxuffer[0],0,0
;DrawImageRect gfxuffer[0],0,0,0,0,256,256
DrawImageRect
gfxuffer
[
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
(
gfxuffer
[
1
]
)
SetFont
fontmp
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
ormal
SetBuffer
BackBuffer
(
)
End Function
Function
edgemessfont
(
)
SetBuffer
ImageBuffer
(
gfxuffer
[
1
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
1
]
)
Local
iw =
ImageWidth
(
gfxuffer
[
1
]
)
Local
ih =
ImageHeight
(
gfxuffer
[
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
(
gfxuffer
[
1
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
lightuprect
(
x,y,w,h
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
lightdownrect
(
x,y,w,h
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
lightup
(
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
lightdown
(
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
shadeup
(
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
shadedown
(
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
edgemess
(
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
Local
iw =
ImageWidth
(
gfxuffer
[
0
]
)
Local
ih =
ImageHeight
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
addedge
(
in
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
Local
iw =
ImageWidth
(
gfxuffer
[
0
]
)
Local
ih =
ImageHeight
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
spotnoise
(
rvl,rvh
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
Local
iw =
ImageWidth
(
gfxuffer
[
0
]
)
Local
ih =
ImageHeight
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
,
ImageHeight
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
dripfilter2
(
in
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
Local
iw =
ImageWidth
(
gfxuffer
[
0
]
)
Local
ih =
ImageHeight
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
dripfilter
(
in
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
Local
iw =
ImageWidth
(
gfxuffer
[
0
]
)
Local
ih =
ImageHeight
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
dripnoiseint
(
val
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
Local
iw =
ImageWidth
(
gfxuffer
[
0
]
)
Local
ih =
ImageHeight
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
,
ImageHeight
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
greyfilter
(
In
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
blackout
(
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
Local
iw =
ImageWidth
(
gfxuffer
[
0
]
)
Local
ih =
ImageHeight
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
dripnoise
(
)
SetBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
LockBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
Local
iw =
ImageWidth
(
gfxuffer
[
0
]
)
Local
ih =
ImageHeight
(
gfxuffer
[
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
(
gfxuffer
[
0
]
)
,
ImageHeight
(
gfxuffer
[
0
]
)
)
=
True
Then
WritePixelFast
x1+x2,y1+y2,getrgb
(
r,g,b
)
End If
End If
Next
:
Next
End If
Next
;
UnlockBuffer
ImageBuffer
(
gfxuffer
[
0
]
)
SetBuffer
BackBuffer
(
)
End Function
Function
inigfx
(
)
gfxuffer
[
0
]
=
CreateImage
(
640
,
480
)
gfxuffer
[
1
]
=
CreateImage
(
640
,
480
)
gfxuffer
[
2
]
=
CreateImage
(
640
,
480
)
gfxuffer
[
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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[bb] Texture or graphics making parts by Nebula [ 1+ years ago ]
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