|
|
|
@ -844,6 +844,7 @@ void CScreenshotIslands::processProximityBuffer(TBuffer & inputBuffer, uint32 li
|
|
|
|
|
|
|
|
|
|
bool lastValue = false;
|
|
|
|
|
CVector2f firstPixelBorder;
|
|
|
|
|
firstPixelBorder.set(0.f, 0.f);
|
|
|
|
|
uint32 nbPixelsBorder = 0;
|
|
|
|
|
|
|
|
|
|
for (uint32 x=0;x<lineLength;++x)
|
|
|
|
@ -907,6 +908,7 @@ void CScreenshotIslands::processProximityBuffer(TBuffer & inputBuffer, uint32 li
|
|
|
|
|
{
|
|
|
|
|
bool lastValue = false;
|
|
|
|
|
CVector2f firstPixelBorder;
|
|
|
|
|
firstPixelBorder.set(0.f, 0.f);
|
|
|
|
|
uint32 nbPixelsBorder = 0;
|
|
|
|
|
|
|
|
|
|
for(uint32 y=0; y<numLines; y++)
|
|
|
|
@ -1379,12 +1381,19 @@ void CScreenshotIslands::buildIslandsTextures()
|
|
|
|
|
{
|
|
|
|
|
string seasonSuffix = *itSeason;
|
|
|
|
|
|
|
|
|
|
int season;
|
|
|
|
|
sint season = -1;
|
|
|
|
|
|
|
|
|
|
if (seasonSuffix == "_sp") season = CSeason::Spring;
|
|
|
|
|
else if (seasonSuffix == "_su") season = CSeason::Summer;
|
|
|
|
|
else if (seasonSuffix == "_au") season = CSeason::Autumn;
|
|
|
|
|
else if (seasonSuffix == "_wi") season = CSeason::Winter;
|
|
|
|
|
|
|
|
|
|
if (season == -1)
|
|
|
|
|
{
|
|
|
|
|
nlwarning("Unknown season suffix %s, skipping...", seasonSuffix.c_str());
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Iterations on Continents
|
|
|
|
|
TContinentsData::iterator itCont(_ContinentsData.begin()), lastCont(_ContinentsData.end());
|
|
|
|
|
for( ; itCont != lastCont ; ++itCont)
|
|
|
|
@ -1673,11 +1682,9 @@ inline bool RGB2HSV(const CRGBA & rgba, uint & Hue, uint & Sat, uint & Val)
|
|
|
|
|
{
|
|
|
|
|
double Min_, Max_, Delta, H, S, V;
|
|
|
|
|
|
|
|
|
|
H = 0.0;
|
|
|
|
|
Min_ = min(min(rgba.R, rgba.G), rgba.B);
|
|
|
|
|
Max_ = max(max(rgba.R, rgba.G), rgba.B);
|
|
|
|
|
Delta = ( Max_ - Min_);
|
|
|
|
|
V = Max_;
|
|
|
|
|
|
|
|
|
|
if(Max_ != 0.0)
|
|
|
|
|
{
|
|
|
|
@ -1685,11 +1692,15 @@ inline bool RGB2HSV(const CRGBA & rgba, uint & Hue, uint & Sat, uint & Val)
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
S = 0.0;
|
|
|
|
|
H = -1;
|
|
|
|
|
Hue = 0;
|
|
|
|
|
Sat = 0;
|
|
|
|
|
Val = 0;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
H = 0.0;
|
|
|
|
|
V = Max_;
|
|
|
|
|
|
|
|
|
|
if(rgba.R == Max_)
|
|
|
|
|
{
|
|
|
|
|
H = (rgba.G - rgba.B) / Delta;
|
|
|
|
@ -1762,7 +1773,6 @@ void CScreenshotIslands::buildBackTextureHLS(const std::string & islandName, con
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// HLS order
|
|
|
|
|
list< CRGBA > sortedHLS;
|
|
|
|
|
list< CRGBA >::iterator itCol, itHLS;
|
|
|
|
|