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Icon Maker source code
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Harton Offline
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Post: #1
Icon Maker source code
Hello,

it is possible to add source code Icon Maker tool to your store?
03-21-2013 09:40 PM
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xzessmedia Offline
Member

Post: #2
RE: Icon Maker source code
you can easily create your icons by adding a picture to the icon field when you click on your application in the editor.
just build it and it will create your app icon

Royality Free Game Ressources
www.xzessmedia.de
03-22-2013 12:27 AM
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Harton Offline
Member

Post: #3
RE: Icon Maker source code
We have other idea than creating icons for game. wink

I can write this tool once again because it's not difficult but if Esethel wrote this, and wrote correctly, I would like use it and change according to my idea. But if I want to use it to my project I must change the code of this tool.

Btw. this topic should be in other forum section: Feature Requests. Sorry. Could you move it?
03-22-2013 09:38 AM
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Harton Offline
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Post: #4
RE: Icon Maker source code
Esethel, is it possible?
(This post was last modified: 03-24-2013 08:14 PM by Harton.)
03-24-2013 08:14 PM
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Esenthel Offline
Administrator

Post: #5
RE: Icon Maker source code
it's from 2.0, maybe it will help you
Code:
flt GetDist(C Box &box)
{
   return Max(box.w()/(2*Tan(D.viewFovX()/2)), box.h()/(2*Tan(D.viewFovY()/2))) + box.d()/2;
}
   static void Render() {IconEdit.render();}
          void render()
   {
      switch(Renderer())
      {
         case RM_PREPARE:
         {
            if(obj)if(obj->mesh())obj->mesh()->draw(matrix());

            LightDir(Matrix3().setRotateXY(settings.light0_angle.y, settings.light0_angle.x+PI).z, settings.light0_col).add(settings.shadows);
            LightDir(Matrix3().setRotateXY(settings.light1_angle.y, settings.light1_angle.x+PI).z, settings.light1_col).add(settings.shadows);
         }break;

         case RM_SHADOW:
         {
            if(obj)if(obj->mesh())obj->mesh()->drawShadow(matrix());
         }break;
      }
   }

   Matrix matrix() {return Matrix().setScale(settings.scale);}
   Box    box   () {return (obj && obj->mesh()) ? obj->mesh()->box : 0;}
   flt   getDist() // !! assumes that viewport and obj are already set !!
   {
      if(!settings.auto_center)return 1; // we need constant camera distance when auto centering is disabled
      return GetDist(box());
   }

   static void Draw(Viewport &viewport) {IconEdit.draw();}
          void draw(bool final=false)
   {
      MOTION_MODE  motion       =D.motionMode     (); D. motionMode    (MOTION_NONE);
      AMBIENT_MODE ambient      =D.ambientMode    (); D.ambientMode    (AMBIENT_ULTRA);
      BUMP_MODE    bump         =D.bumpMode       (); if(final && bump<BUMP_PARALLAX)D.bumpMode(BUMP_PARALLAX);
      EDGE_SOFTEN_MODE edge     =D.edgeSoftenMode (); D.edgeSoftenMode (EDGE_SOFTEN_MLAA);
      Vec          ambient_col  =D.ambientColor   (); D.ambientColor   (settings.ambient_col);
      flt          ambient_contr=D.ambientContrast(); D.ambientContrast(settings.ambient_occl);
      flt          ambient_range=D.ambientRange   (); D.ambientRange   (settings.ambient_range);
      bool         ambient_half =D.ambientHalfRes (); D.ambientHalfRes (false);
      flt          lod_fac      =D.lodFactor      (); D.lodFactor      (0);
      DOF_MODE     dof          =D.dofMode        (); D.dofMode        (DOF_NONE);
      bool         bloom_over   =D.bloomOverbright();
      bool         bloom_half   =D.bloomHalf      (), shadow_jitter=D.shadowJitter();
      byte         bloom_blurs  =D.bloomBlurs     (), shadow_soft  =D.shadowSoft  (), shd_map_num=D.shadowMapNum();
      bool         hdr          =Renderer.use_hdr; Renderer.use_hdr=false;
      bool         astros       =AstrosDraw      ; AstrosDraw      =false;
      bool         ocean        =Water.draw      ; Water.draw      =false;
      flt          view_from=D.viewFrom(), view_range=D.viewRange(), view_fov=D.viewFov();
      VecI2        view_size;
      Sky.clear();

      D.bloomOriginal(settings.bloom_original).bloomScale(settings.bloom_scale).b​loomCut(settings.bloom_cut).bloomContrast(settings.bloom_contrast);
      D.bloomBlurs(0).bloomHalf(true).bloomOverbright(false);
      D.shadowSoft(1).shadowJitter(true).shadowMapNum(6);

      // set object first
      UID obj_id=UIDZero; if(ElmIcon *data=T.data())obj_id=data.obj_id; T.obj=(obj_id.valid() ? Proj.gamePath(obj_id) : S);

      // set viewport
      VecI2 size(settings.width, settings.height);
      Rect  rect=D.viewRect();
      Vec2  rect_size=rect.size();
      if(final)
      {
         D.viewForceSquarePixel(true);
         view_size=size; VecI2 screen_size(D.x(), D.y());
         if(view_size.x>screen_size.x)view_size=Round(view_size*(flt(screen_size.x)/view_size.x)); // fit X
         if(view_size.y>screen_size.y)view_size=Round(view_size*(flt(screen_size.y)/view_size.y)); // fit Y
         REP(8) // super sample
         {
            VecI2 super_size=view_size*2;
            if(   super_size.x<=screen_size.x && super_size.y<=screen_size.y)view_size=super_size;else break;
         }
         D.viewRect(&RectI(VecI2(0), view_size));
      }else
      if(no_scale)
      {
         Vec2 view_size=D.pixelToScreenSize(size);
         if(view_size.x>rect_size.x)view_size*=rect_size.x/view_size.x; // fit X
         if(view_size.y>rect_size.y)view_size*=rect_size.y/view_size.y; // fit Y
         D.viewRect(Rect_C(rect.center(), view_size));
      }else
      {
         Vec2 view_size=size*rect_size.y/size.y; // scale to fit Y
         if(view_size.x>rect_size.x)view_size*=rect_size.x/view_size.x; // fit X
         D.viewRect(Rect_C(rect.center(), view_size));
      }
      D.viewFov  (settings.fov); // set fov first
      D.viewRange(Max(0.1, getDist()*5)); // 5 is needed because of 64x320 icons with low FOV
      D.viewFrom (D.viewRange()*0.01);

      // now after obj and viewport
      Cam.at=settings.cam_focus;
      if(settings.auto_center)Cam.at+=(box()*matrix()).center();
      Cam.setSpherical(Cam.at, settings.cam_angle.x+PI, settings.cam_angle.y, settings.cam_angle.z, getDist()).set();

      if(!final)Renderer(IconEditor.Render);else
      if(ElmIcon *data=T.data())
      {
         Image col, soft;
         D.edgeSoftenMode(EDGE_SOFTEN_NONE); Renderer(IconEditor.Render); Renderer.capture(col , -1, -1, IMAGE_B8G8R8A8, IMAGE_SOFT, 1, true );
         D.edgeSoftenMode(EDGE_SOFTEN_MLAA); Renderer(IconEditor.Render); Renderer.capture(soft, -1, -1, IMAGE_B8G8R8A8, IMAGE_SOFT, 1, false); // skip alpha for soft to improve performance
         col .crop(col , 0, 0, 0, view_size.x, view_size.y, 1);
         soft.crop(soft, 0, 0, 0, view_size.x, view_size.y, 1);

         // copy alpha from 'col' to 'soft
         REPD(y, col.y())
         REPD(x, col.x())
         {
            Color c=soft.color(x, y); c.a=col.color(x, y).a; soft.color(x, y, c);
         }

         // !! following code assumes that background is black !!
         // setup anti-aliasing according to soft (soft will be darker on edges because it will be softened with black background)
         REPD(y, col.y())
         REPD(x, col.x())
         {
            Color c=col.color(x, y), s=soft.color(x, y);
            if(s.a) // fully opaque
            {
               if(c.r!=s.r || c.g!=s.g || c.b!=s.b) // if different (was affected by softening)
               {
                  for(int sy=y-1; sy<=y+1; sy++)if(InRange(sy, col.y()))
                  for(int sx=x-1; sx<=x+1; sx++)if(InRange(sx, col.x()))if(sx || sy)if(!soft.color(sx, sy).a) // if at least one neighbor is transparent (so we won't adjust opacity of softened pixels which are "inside" the object)
                  {
                     int c_lum=c.r+c.g+c.b, s_lum=s.r+s.g+s.b;
                     if( c_lum)
                     {
                        c.a=Mid(c.a*s_lum/c_lum, 0, 255);
                        col.color(x, y, c);
                     }
                     goto found_transparent;
                  }
                  col.color(x, y, s); // copy color from soft (because this is softened surrounded by object)
               found_transparent:;
               }
            }else // transparent
            {
               int c_lum=Max(c.r, c.g, c.b), // generated from bloom blur or blend material
                   s_lum=Max(s.r, s.g, s.b); // generated from softening
               if(s_lum>c_lum+3) // softening
               {
                  // find max luminance of nearby opaque colors
                  c_lum=0;
                  for(int sy=y-1; sy<=y+1; sy++)if(InRange(sy, col.y()))
                  for(int sx=x-1; sx<=x+1; sx++)if(InRange(sx, col.x()))if(sx || sy)
                  {
                     Color n=soft.color(sx, sy); if(n.a) // fully opaque neighbor
                     {
                        MAX(c_lum, Max(n.r, n.g, n.b));
                     }
                  }
                  if(c_lum)
                  {
                     s=ColorBrightness(s, Min(8, flt(c_lum)/s_lum));
                     s.a=255*s_lum/c_lum;
                     col.color(x, y, s);
                  }
               }else
               if(c_lum) // bloom blur / blend material
               {
                  c.a=c_lum;
                  MAX(c_lum, 32); // limit brightness adjustment because without this artifacts could occur (especially visible when drawing stretched and with compression enabled)
                  c=ColorBrightness(c, 255.0/c_lum); // increase brightness
                  col.color(x, y, c);
               }
            }
         }
         REP(8)if(col.x()/2>=settings.width && col.y()/2>=settings.height)col.downSample(true);
         col.resize(settings.width, settings.height, FILTER_BICUBIC); // resize in case source is smaller than target
         // here save/copy 'col'
      }

      D.viewForceSquarePixel(false).viewFrom(view_from).viewRange(view_range).vie​wFov(view_fov);
      D.bloomBlurs(bloom_blurs).bloomHalf(bloom_half).bloomOverbright(bloom_over)​;
      D.shadowSoft(shadow_soft).shadowJitter(shadow_jitter).shadowMapNum(shd_map_​num);
      D.  lodFactor(lod_fac);
      D.    dofMode(dof    );
      D.edgeSoftenMode(edge);
      D.   bumpMode(bump   );
      D.ambientMode(ambient).ambientColor(ambient_col).ambientContrast(ambient_co​ntr).ambientRange(ambient_range).ambientHalfRes(ambient_half);
      D. motionMode(motion );
      Renderer.use_hdr=hdr;
      AstrosDraw      =astros;
      Water.draw      =ocean;
03-31-2013 09:01 PM
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