|
|
|
@ -33,6 +33,7 @@
|
|
|
|
|
#include <nel/misc/progress_callback.h>
|
|
|
|
|
#include <nel/misc/random.h>
|
|
|
|
|
#include <nel/misc/common.h>
|
|
|
|
|
#include <nel/misc/wang_hash.h>
|
|
|
|
|
#include <nel/3d/u_material.h>
|
|
|
|
|
|
|
|
|
|
#include <nel/3d/u_driver.h>
|
|
|
|
@ -1369,6 +1370,7 @@ void CScreenshotIslands::buildIslandsTextures()
|
|
|
|
|
// Create and load landscape
|
|
|
|
|
ULandscape * landscape = scene->createLandscape();
|
|
|
|
|
landscape->setThreshold(0.0005);
|
|
|
|
|
landscape->setTileNear(10000);
|
|
|
|
|
if(_InverseZTest)
|
|
|
|
|
{
|
|
|
|
|
landscape->setZFunc(UMaterial::greaterequal);
|
|
|
|
@ -1464,7 +1466,7 @@ void CScreenshotIslands::buildIslandsTextures()
|
|
|
|
|
vector<string> zonesAdded;
|
|
|
|
|
vector<string> zonesRemoved;
|
|
|
|
|
IProgressCallback progress;
|
|
|
|
|
landscape->refreshAllZonesAround(camera.getMatrix().getPos(), 1000, zonesAdded, zonesRemoved, progress);
|
|
|
|
|
landscape->refreshAllZonesAround(camera.getMatrix().getPos(), 2000, zonesAdded, zonesRemoved, progress);
|
|
|
|
|
if(_Vegetation)
|
|
|
|
|
{
|
|
|
|
|
LandscapeIGManager.unloadArrayZoneIG(zonesRemoved);
|
|
|
|
@ -1644,7 +1646,7 @@ void CScreenshotIslands::buildIslandsTextures()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// little tga
|
|
|
|
|
bitmapLittle.resample(bitmapLittle.getWidth()/10, bitmapLittle.getHeight()/10);
|
|
|
|
|
bitmapLittle.resample(bitmapLittle.getWidth() / 20, bitmapLittle.getHeight() / 20);
|
|
|
|
|
if (!isPowerOf2(bitmapLittle.getWidth()) || !isPowerOf2(bitmapLittle.getHeight()))
|
|
|
|
|
{
|
|
|
|
|
uint pow2w = NLMISC::raiseToNextPowerOf2(bitmapLittle.getWidth());
|
|
|
|
@ -1871,15 +1873,19 @@ void CScreenshotIslands::buildBackTextureHLS(const std::string & islandName, con
|
|
|
|
|
{
|
|
|
|
|
_BackColor = maxColor;
|
|
|
|
|
|
|
|
|
|
CRandom randomGenerator;
|
|
|
|
|
std::string islandNameLwr = toLowerAscii(islandName);
|
|
|
|
|
uint32_t seed = 0;
|
|
|
|
|
for (ptrdiff_t i = 0; i < (ptrdiff_t)islandNameLwr.size(); ++i)
|
|
|
|
|
seed += wangHash(seed ^ islandNameLwr[i]);
|
|
|
|
|
|
|
|
|
|
uint8 * backPixels = &(_BackBitmap.getPixels(0)[0]);
|
|
|
|
|
|
|
|
|
|
uint i = 0;
|
|
|
|
|
for(uint x=0; x<_BackBitmap.getWidth(); x++)
|
|
|
|
|
{
|
|
|
|
|
for(uint y=0; y<_BackBitmap.getHeight(); y++)
|
|
|
|
|
for(uint y=0; y<_BackBitmap.getHeight(); y++, i++)
|
|
|
|
|
{
|
|
|
|
|
sint32 randomVal = randomGenerator.rand(colorsNb-1);
|
|
|
|
|
sint32 randomVal = wangHash(seed ^ i) % colorsNb;
|
|
|
|
|
const CRGBA & color = sortedColors[randomVal];
|
|
|
|
|
|
|
|
|
|
*backPixels = (uint8) color.R;
|
|
|
|
|