Some initial bugfixing for the map generation
--HG-- branch : develop
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6bb136dca9
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95cd60db52
1 changed files with 29 additions and 6 deletions
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@ -85,7 +85,7 @@ CScreenshotIslands::CScreenshotIslands()
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void CScreenshotIslands::init()
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{
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// Create a driver
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driver = UDriver::createDriver();
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driver = UDriver::createDriver(0, true);
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nlassert(driver);
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sceneMaterial = driver->createMaterial();
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@ -99,8 +99,6 @@ void CScreenshotIslands::init()
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CConfigFile cf;
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cf.load("island_screenshots.cfg");
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CPath::remapExtension("dds", "tga", true);
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// get the value of searchPaths
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CConfigFile::CVar * searchPaths = cf.getVarPtr("SearchPaths");
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if(searchPaths)
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@ -110,6 +108,7 @@ void CScreenshotIslands::init()
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CPath::addSearchPath(searchPaths->asString(i).c_str(), true, false);
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}
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}
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CPath::remapExtension("dds", "tga", true);
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// get the scenario entry points file
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CConfigFile::CVar * epFile = cf.getVarPtr("CompleteIslandsFile");
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@ -1348,11 +1347,13 @@ void CScreenshotIslands::buildIslandsTextures()
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int maxLoop = 6;
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// Create the window with config file values
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driver->setDisplay(UDriver::CMode(1024, 768, 32, false));
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driver->setDisplay(UDriver::CMode(512, 512, 32, true));
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// Create a scene
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UScene * scene = driver->createScene(true);
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scene->animate(CTime::ticksToSecond(CTime::getPerformanceTime()));
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scene->setMaxSkeletonsInNotCLodForm(1000000);
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scene->setPolygonBalancingMode(UScene::PolygonBalancingOff);
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// Create a camera
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UCamera camera = scene->getCam();
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@ -1360,6 +1361,7 @@ void CScreenshotIslands::buildIslandsTextures()
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// Create and load landscape
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ULandscape * landscape = scene->createLandscape();
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landscape->setThreshold(0.0005);
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if(_InverseZTest)
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{
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landscape->setZFunc(UMaterial::greaterequal);
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@ -1394,6 +1396,7 @@ void CScreenshotIslands::buildIslandsTextures()
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string coarseMeshWithoutExt = CFile::getFilenameWithoutExtension(coarseMeshFile);
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string coarseMeshExt = CFile::getExtension(coarseMeshFile);
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coarseMeshFile = coarseMeshWithoutExt + seasonSuffix + "." + coarseMeshExt;
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nldebug("Coarse mesh texture: '%s'", coarseMeshFile.c_str());
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scene->setCoarseMeshManagerTexture(coarseMeshFile.c_str());
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// Load the landscape
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@ -1468,6 +1471,7 @@ void CScreenshotIslands::buildIslandsTextures()
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}
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}
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}
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scene->animate(CTime::ticksToSecond(CTime::getPerformanceTime()));
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// Clear all buffers
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driver->clearBuffers(_BackColor);
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@ -1535,18 +1539,37 @@ void CScreenshotIslands::buildIslandsTextures()
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CIFile proxFS(proxFileName.c_str());
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proxBitmap.load(proxFS);
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// resize proximity bitmap
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CBitmap tempBitmap;
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int newWidth = islandBitmap.getWidth();
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int newHeight = islandBitmap.getHeight();
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tempBitmap.resize(newWidth, newHeight, islandBitmap.PixelFormat);
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// blit src bitmap
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tempBitmap.blit(proxBitmap, 0, 0, newWidth, newHeight, 0, 0);
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//tempBitmap.blit(proxBitmap, 0, 0, newWidth, newHeight, 0, 0);
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{
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const uint8 *prox = &(proxBitmap.getPixels(0)[0]);
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uint8 *temp = &(tempBitmap.getPixels(0)[0]);
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for (uint y = 0; y < newHeight; ++y)
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for (uint x = 0; x < newWidth; ++x)
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{
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uint ys = (y * proxBitmap.getHeight()) / newHeight;
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uint xs = (x * proxBitmap.getWidth()) / newWidth;
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uint addr = ((y * newWidth) + x) * 4;
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uint addrs = ((ys * proxBitmap.getWidth()) + xs) * 4;
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temp[addr] = prox[addrs];
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temp[addr+1] = prox[addrs+1];
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temp[addr+2] = prox[addrs+2];
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temp[addr+3] = prox[addrs+3];
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}
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}
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// swap them
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proxBitmap.resize(newWidth, newHeight, proxBitmap.PixelFormat);
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proxBitmap.swap(tempBitmap);
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//proxBitmap.resample(newWidth, newHeight);
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// create final bitmap
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CBitmap bitmapDest;
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@ -2081,7 +2104,7 @@ void CProximityMapBuffer::_prepareBufferForZoneProximityMap(const CProximityZone
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{
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zoneBuffer[offset]= InteriorValue;
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if(offset-zoneWidth>0 && zoneBuffer[offset-zoneWidth]==(TBufferEntry)~0u)
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if(offset>zoneWidth && zoneBuffer[offset-zoneWidth]==(TBufferEntry)~0u)
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{
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zoneBuffer[offset-zoneWidth] = ValueBorder;
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}
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