Some initial bugfixing for the map generation

--HG--
branch : develop
kaetemi 10 years ago
parent 6bb136dca9
commit 95cd60db52

@ -85,7 +85,7 @@ CScreenshotIslands::CScreenshotIslands()
void CScreenshotIslands::init()
{
// Create a driver
driver = UDriver::createDriver();
driver = UDriver::createDriver(0, true);
nlassert(driver);
sceneMaterial = driver->createMaterial();
@ -99,8 +99,6 @@ void CScreenshotIslands::init()
CConfigFile cf;
cf.load("island_screenshots.cfg");
CPath::remapExtension("dds", "tga", true);
// get the value of searchPaths
CConfigFile::CVar * searchPaths = cf.getVarPtr("SearchPaths");
if(searchPaths)
@ -110,6 +108,7 @@ void CScreenshotIslands::init()
CPath::addSearchPath(searchPaths->asString(i).c_str(), true, false);
}
}
CPath::remapExtension("dds", "tga", true);
// get the scenario entry points file
CConfigFile::CVar * epFile = cf.getVarPtr("CompleteIslandsFile");
@ -1348,11 +1347,13 @@ void CScreenshotIslands::buildIslandsTextures()
int maxLoop = 6;
// Create the window with config file values
driver->setDisplay(UDriver::CMode(1024, 768, 32, false));
driver->setDisplay(UDriver::CMode(512, 512, 32, true));
// Create a scene
UScene * scene = driver->createScene(true);
scene->animate(CTime::ticksToSecond(CTime::getPerformanceTime()));
scene->setMaxSkeletonsInNotCLodForm(1000000);
scene->setPolygonBalancingMode(UScene::PolygonBalancingOff);
// Create a camera
UCamera camera = scene->getCam();
@ -1360,6 +1361,7 @@ void CScreenshotIslands::buildIslandsTextures()
// Create and load landscape
ULandscape * landscape = scene->createLandscape();
landscape->setThreshold(0.0005);
if(_InverseZTest)
{
landscape->setZFunc(UMaterial::greaterequal);
@ -1394,6 +1396,7 @@ void CScreenshotIslands::buildIslandsTextures()
string coarseMeshWithoutExt = CFile::getFilenameWithoutExtension(coarseMeshFile);
string coarseMeshExt = CFile::getExtension(coarseMeshFile);
coarseMeshFile = coarseMeshWithoutExt + seasonSuffix + "." + coarseMeshExt;
nldebug("Coarse mesh texture: '%s'", coarseMeshFile.c_str());
scene->setCoarseMeshManagerTexture(coarseMeshFile.c_str());
// Load the landscape
@ -1468,6 +1471,7 @@ void CScreenshotIslands::buildIslandsTextures()
}
}
}
scene->animate(CTime::ticksToSecond(CTime::getPerformanceTime()));
// Clear all buffers
driver->clearBuffers(_BackColor);
@ -1535,17 +1539,36 @@ void CScreenshotIslands::buildIslandsTextures()
CIFile proxFS(proxFileName.c_str());
proxBitmap.load(proxFS);
// resize proximity bitmap
CBitmap tempBitmap;
int newWidth = islandBitmap.getWidth();
int newHeight = islandBitmap.getHeight();
tempBitmap.resize(newWidth, newHeight, islandBitmap.PixelFormat);
// blit src bitmap
tempBitmap.blit(proxBitmap, 0, 0, newWidth, newHeight, 0, 0);
//tempBitmap.blit(proxBitmap, 0, 0, newWidth, newHeight, 0, 0);
{
const uint8 *prox = &(proxBitmap.getPixels(0)[0]);
uint8 *temp = &(tempBitmap.getPixels(0)[0]);
for (uint y = 0; y < newHeight; ++y)
for (uint x = 0; x < newWidth; ++x)
{
uint ys = (y * proxBitmap.getHeight()) / newHeight;
uint xs = (x * proxBitmap.getWidth()) / newWidth;
uint addr = ((y * newWidth) + x) * 4;
uint addrs = ((ys * proxBitmap.getWidth()) + xs) * 4;
temp[addr] = prox[addrs];
temp[addr+1] = prox[addrs+1];
temp[addr+2] = prox[addrs+2];
temp[addr+3] = prox[addrs+3];
}
}
// swap them
proxBitmap.resize(newWidth, newHeight, proxBitmap.PixelFormat);
proxBitmap.swap(tempBitmap);
//proxBitmap.resample(newWidth, newHeight);
// create final bitmap
@ -2081,7 +2104,7 @@ void CProximityMapBuffer::_prepareBufferForZoneProximityMap(const CProximityZone
{
zoneBuffer[offset]= InteriorValue;
if(offset-zoneWidth>0 && zoneBuffer[offset-zoneWidth]==(TBufferEntry)~0u)
if(offset>zoneWidth && zoneBuffer[offset-zoneWidth]==(TBufferEntry)~0u)
{
zoneBuffer[offset-zoneWidth] = ValueBorder;
}

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