// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef CL_SCRRENSHOT_ISLANDS_H #define CL_SCRRENSHOT_ISLANDS_H // Misc #include "nel/misc/singleton.h" #include "nel/misc/vector_2f.h" #include "nel/misc/rgba.h" #include "nel/misc/bitmap.h" #include namespace NL3D { class UScene; class ULandscape; } namespace R2 { class CProximityZone; typedef uint16 TBufferEntry; typedef std::vector TBuffer; typedef std::vector TOffsetsVector; //----------------------------------------------------------------------------- // class CScreenshotIslands //----------------------------------------------------------------------------- struct CIslandData { NLMISC::CVector2f EntryPoint; NLMISC::CVector2f Max; NLMISC::CVector2f Min; CIslandData() { EntryPoint = NLMISC::CVector2f(0, 0); Max = NLMISC::CVector2f(0, 0); Min = NLMISC::CVector2f(0, 0); } CIslandData(float x, float y) { EntryPoint = NLMISC::CVector2f(x, y); Max = NLMISC::CVector2f(0, 0); Min = NLMISC::CVector2f(0, 0); } }; struct CContinentData { std::string SmallBank; std::string FarBank; std::string IGFile; std::string CoarseMeshMap; NLMISC::CVector2f ZoneMin; NLMISC::CVector2f ZoneMax; std::list< std::string > Islands; NLMISC::CRGBA Ambiant; NLMISC::CRGBA Diffuse; CContinentData() {} }; typedef std::map< const std::string, CProximityZone> TIslandsData; typedef std::map< NLMISC::CVector2f, bool > TIslandsMap; typedef std::map< const std::string, CContinentData > TContinentsData; typedef std::map< std::string, std::list< NLMISC::CVector2f > > TIslandsBordersMap; class CScreenshotIslands : public NLMISC::CSingleton { public: CScreenshotIslands(); void buildScreenshots(); private: void init(); void loadIslands(); void buildIslandsTextures(); void getBuffer(NL3D::UScene * scene, NL3D::ULandscape * landscape, NLMISC::CBitmap &btm); bool getPosFromZoneName(const std::string &name, NLMISC::CVector2f &dest); void writeProximityBufferToTgaFile(const std::string& fileName,const TBuffer& buffer, uint32 scanWidth,uint32 scanHeight); void processProximityBuffer(TBuffer& inputBuffer, uint32 lineLength, TBuffer& resultBuffer); void buildBackTextureHLS(const std::string & islandName, const NLMISC::CBitmap & islandBitmap); void searchIslandsBorders(); void attenuateIslandBorders(const std::string & islandName, NLMISC::CBitmap & islandBitmap, const CProximityZone & islandData); TIslandsData _IslandsData; TIslandsMap _IslandsMap; TContinentsData _ContinentsData; std::list< std::string > _SeasonSuffixes; int _MeterPixelSize; std::string _OutDirectory; std::list< std::string > _TempFileNames; TIslandsBordersMap _BorderIslands; bool _Vegetation; bool _InverseZTest; NLMISC::CRGBA _BackColor; NLMISC::CBitmap _BackBitmap; std::string _CompleteIslandsFile; }; class CProximityZone { public: typedef std::vector TOffsets; // ctor // scanWidth and scanHeight define the dimentions of the buffer that this zone is being extracted from // xOffset and yOffset are for re-mapping coordinates from buffer-relative to absolute ryzom world coordinates CProximityZone(uint32 scanWidth=0,uint32 scanHeight=0,sint32 xOffset=0, sint32 yOffset=0); // add an 'accessible position' to a zone (offset is y*scanWidth+x) bool add(uint32 offset); // zone dimention accessors (note that zone dimentions line up with 160x160 world zones) // note that this means that the zone bounds may extend outside the scan area uint32 getZoneWidth() const; uint32 getZoneHeight() const; sint32 getZoneXMin() const; sint32 getZoneYMin() const; uint32 getZoneXMax() const; uint32 getZoneYMax() const; // read accessors for the bounding limits that define the area occupied by the accessible points uint32 getBoundXMin() const; uint32 getBoundYMin() const; uint32 getBoundXMax() const; uint32 getBoundYMax() const; // read accessor for the _Offsets vector // this is a vector of offsets into the scan area. It needs to be remapped to zone offsets // via the remapOffset() routine in order to be used to index into a zone buffer const TOffsets& getOffsets() const; // remap a scan buffer offset to a zone offset by decomposing into x and y parts and // subtracting getZoneXMin() and getZoneYMin() uint32 remapOffset(uint32 bufferOffset) const; private: // parameters setup at construction time, giving info on the context that we're in uint32 _ScanWidth; uint32 _ScanHeight; sint32 _XOffset; sint32 _YOffset; uint32 _MaxOffset; // the vector of points that are part of this zone TOffsets _Offsets; // the min and max coords of the points that are part of this zone uint32 _XMax; uint32 _XMin; uint32 _YMax; uint32 _YMin; // border add to bouding zone (pixels number) int _BorderPixels; }; //------------------------------------------------------------------------------------------------- // class CProximityMapBuffer //------------------------------------------------------------------------------------------------- class CProximityMapBuffer { public: typedef std::vector TZones; // load a cwmap2 file and setup this object from its contents // the 'name' parameter is the full file name of the file to load with path and extension void load(const std::string& name); // scan the buffer to generate the set of non-connecting zones that it contains void calculateZones(TZones& zones); // generate the proximity map for a given zone void generateZoneProximityMap(const CProximityZone& zone,TBuffer& zoneBuffer); // read accessors... const TBuffer& getBuffer() const; uint32 getScanHeight() const; uint32 getScanWidth() const; // buffer coordinate to world coordinate offsets... sint32 _XOffset; sint32 _YOffset; private: // private routine used by generateZoneProximityMap() to setup the zoneBuffer with the accessible points set void _prepareBufferForZoneProximityMap(const CProximityZone& zone,TBuffer& zoneBuffer,TOffsetsVector& accessiblePoints); private: // the width and heilght of the scan zone (ie the dimentions of the buffer) uint32 _ScanWidth; uint32 _ScanHeight; // vector representing 2d array of points [_ScanHeight][_ScanWidth] TBuffer _Buffer; }; } #endif