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Code archives/Graphics/Texture or graphics making parts

This code has been declared by its author to be Public Domain code.

Download source code

Texture or graphics making parts by Nebula(Posted 1+ years ago)
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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