Texture shape coverage fix and mape build fix.

shapetextures
Sven Eberhardt 2015-10-09 14:47:30 -04:00
parent 989e70ccf6
commit 675db52e38
9 changed files with 346 additions and 275 deletions

View File

@ -343,6 +343,8 @@ set(OC_CLONK_SOURCES
src/landscape/C4SolidMask.h
src/landscape/C4Texture.cpp
src/landscape/C4Texture.h
src/landscape/C4TextureShape.cpp
src/landscape/C4TextureShape.h
src/landscape/C4Weather.cpp
src/landscape/C4Weather.h
src/lib/C4LogBuf.cpp

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@ -11,6 +11,7 @@ static g_spawned_enemies;
static g_relaunchs; // array of relaunch counts
static g_scores; // array of player scores
static g_ai; // derived from S2AI; contains changes for this scenario
static g_homebases; // item management / buy menus for each player
static const ENEMY = 10; // player number of enemy
static const MAX_RELAUNCH = 10;
@ -20,6 +21,8 @@ static const MAX_RELAUNCH = 10;
func Initialize()
{
// Player homebase preparation
g_homebases = [];
// static variable init
InitWaveData();
}
@ -43,6 +46,7 @@ func InitializePlayer(int plr, int iX, int iY, object pBase, int iTeam)
Scoreboard->SetPlayerData(plr, "relaunchs", g_relaunchs[plr]);
Scoreboard->SetPlayerData(plr, "score", g_scores[plr]);
SetFoW(false,plr);
g_homebases[plr] = CreateObject(Homebase, 0,0, plr);
JoinPlayer(plr);
if (!g_wave) StartGame();
return;
@ -50,6 +54,7 @@ func InitializePlayer(int plr, int iX, int iY, object pBase, int iTeam)
func RemovePlayer(int plr)
{
if (g_homebases[plr]) g_homebases[plr]->RemoveObject();
Scoreboard->SetPlayerData(plr, "relaunchs", Icon_Cancel);
return;
}
@ -95,8 +100,8 @@ func JoinPlayer(plr)
SetCursor(plr, clonk);
clonk->DoEnergy(1000);
// contents
//clonk.MaxContentsCount = CustomAI.Clonk_MaxContentsCount;
//clonk.MaxContentsCountVal = 2;
clonk.MaxContentsCount = CustomAI.Clonk_MaxContentsCount;
clonk.MaxContentsCountVal = 1;
clonk->CreateContents(Bow);
var arrow = CreateObjectAbove(Arrow);
clonk->Collect(arrow);

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@ -34,4 +34,4 @@ func GetStrength() { return this.MaxEnergy/1000; }
func Find_InRect(x,y,wdt,hgt) { return inherited(x/2, y+10, wdt/2, hgt-20); }
// Open for all players
func Find_Allied(plr) { return Find_Not(Find_Owner(NO_OWNER)); }
func Find_Allied(plr) { return Find_Not(Find_Owner(ENEMY)); }

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@ -1 +1,15 @@
[Head]
Version=7
NoInitialize=true
[Player1]
[Player2]
[Player3]
[Player4]
[Landscape]
MapWidth=100,0,64,10000
MapHeight=50,0,40,10000

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@ -19,6 +19,7 @@
#include <C4Include.h>
#include <C4Texture.h>
#include <C4TextureShape.h>
#include <C4Group.h>
#include <C4Game.h>
@ -27,255 +28,10 @@
#include <C4Material.h>
#include <C4Landscape.h>
#include <C4Log.h>
#include <StdPNG.h>
#include <ctype.h>
#include <algorithm>
// -------------------------------------- C4TextureShape
C4TextureShape::C4TextureShape() : data(), num_shapes(0)
{
}
void C4TextureShape::Clear()
{
data.Clear();
num_shapes = 0;
shape_border_x.clear();
shape_border_y.clear();
shape_pixnum.clear();
shape_pixnum.reserve(128);
}
bool C4TextureShape::Load(C4Group &group, const char *filename, int32_t base_tex_wdt, int32_t base_tex_hgt)
{
Clear();
// Material shapes loading
StdBuf png_data;
if (!group.LoadEntry(filename, &png_data)) return false;
CPNGFile png;
if (!png.Load(static_cast<BYTE *>(png_data.getMData()), png_data.getSize())) return false;
int32_t zoom = png.iWdt / base_tex_wdt;
if (base_tex_wdt * zoom != png.iWdt || base_tex_hgt * zoom != png.iHgt)
{
LogF("ERROR: Material shape texture %s size (%d,%d) not a multiple of associated texture size (%d,%d). Not loading.", filename, int(png.iWdt), int(png.iHgt), int(base_tex_wdt), int(base_tex_hgt));
return false;
}
// Prepare wrap info
shape_border_x.resize(255, false);
shape_border_y.resize(255, false);
// Create shape data surface as downscaled version where equal pixel colors are assigned the same index
std::map<uint32_t, uint8_t> clr2shape;
if (!data.Create(base_tex_wdt, base_tex_hgt)) return false;
for (int32_t y = 0; y < data.Hgt; ++y)
{
for (int32_t x = 0; x < data.Wdt; ++x)
{
uint32_t px = png.GetPix(x * zoom, y * zoom);
uint8_t px_data;
if ((px & 0xff000000u) == 0u)
{
// Fully transparent pixels are not part of a shape
px_data = Shape_None;
}
else
{
// Otherwise, ignore alpha and lookup
px &= 0xffffff;
auto shape_idx = clr2shape.find(px);
if (shape_idx == clr2shape.end())
{
// New shape
px_data = num_shapes;
clr2shape[px] = num_shapes;
shape_pixnum.push_back(1);
++num_shapes;
if (num_shapes >= 255)
{
LogF("Material shape texture %s invalid: Too many shape colors (>=255).", filename);
Clear();
return false;
}
}
else
{
// Another pixel of previous shape
px_data = shape_idx->second;
++shape_pixnum[px_data];
}
// Remember wrapping
if (!x || x == data.Wdt - 1) shape_border_x[px_data] = true;
if (!y || y == data.Hgt - 1) shape_border_y[px_data] = true;
}
data._SetPix(x, y, px_data);
}
}
return true;
}
// Activation map: Temp storage for whether shapes are activated in each covered block
// Contains Act_None if not active and background pixel color to be used otherwise
class C4TextureShapeActivationMap
{
private:
std::vector<int32_t> activation; // number of pixels covered
std::vector<uint8_t> back_pix; // last encountered background pixel
int32_t block_x0, block_y0;
int32_t n_blocks_x, n_blocks_y;
int32_t num_shapes;
private:
int32_t Idx(int32_t block_x, int32_t block_y, int32_t shape_idx, int32_t xpart, int32_t ypart) const; // get index into 5D activation and back_pix arrays
public:
C4TextureShapeActivationMap(int32_t block_x0, int32_t block_y0, int32_t n_blocks_x, int32_t n_blocks_y, int32_t num_shapes) : block_x0(block_x0), block_y0(block_y0), n_blocks_x(n_blocks_x), n_blocks_y(n_blocks_y), num_shapes(num_shapes)
{
activation.resize(n_blocks_x * n_blocks_y * num_shapes * 4, 0);
back_pix.resize(n_blocks_x * n_blocks_y * num_shapes * 4, 0u);
}
int32_t Get(int32_t block_x, int32_t block_y, int32_t shape_idx, int32_t xpart, int32_t ypart, uint8_t *bg_pix) const;
void Add(int32_t block_x, int32_t block_y, int32_t shape_idx, int32_t xpart, int32_t ypart, uint8_t back_pix);
};
int32_t C4TextureShapeActivationMap::Idx(int32_t block_x, int32_t block_y, int32_t shape_idx, int32_t xpart, int32_t ypart) const
{
// return index from 5D coords. -1 for out of bounds.
block_x -= block_x0; block_y -= block_y0;
if (!Inside(block_x, 0, n_blocks_x - 1) || !Inside(block_y, 0, n_blocks_y - 1)) return -1;
return ypart + 2 * (xpart + 2 * (shape_idx + num_shapes * (block_x + n_blocks_x * block_y)));
}
int32_t C4TextureShapeActivationMap::Get(int32_t block_x, int32_t block_y, int32_t shape_idx, int32_t xpart, int32_t ypart, uint8_t *bg_pix) const
{
// activation map access
int32_t idx = Idx(block_x, block_y, shape_idx, xpart, ypart);
assert(idx >= 0);
if (idx < 0) return 0;
*bg_pix = back_pix[idx];
return activation[idx];
}
void C4TextureShapeActivationMap::Add(int32_t block_x, int32_t block_y, int32_t shape_idx, int32_t xpart, int32_t ypart, uint8_t bg_pix)
{
// activation map access
int32_t idx = Idx(block_x, block_y, shape_idx, xpart, ypart);
if (idx < 0)
{
// This can happen for maps in which the shape is too large or simply at landscape borders. So ignore.
return;
}
++activation[idx];
back_pix[idx] = bg_pix;
}
void C4TextureShape::Draw(CSurface8 * sfcMap, CSurface8* sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, uint8_t iTexture, int32_t iOffX, int32_t iOffY, int32_t MapZoom, int32_t min_overlap_ratio)
{
// Safety
if (!num_shapes) return;
// Get affected range of shapes in pixels
// Add max polygon size because polygons may extent far onto outside pixels
int32_t x0 = Max<int32_t>(0, iMapX*MapZoom + iOffX - GetMaxPolyWidth()),
y0 = Max<int32_t>(0, iMapY*MapZoom + iOffY - GetMaxPolyHeight());
int32_t x1 = Min<int32_t>(::Landscape.Width, x0 + iMapWdt*MapZoom + GetMaxPolyWidth() * 2),
y1 = Min<int32_t>(::Landscape.Height, y0 + iMapHgt*MapZoom + GetMaxPolyHeight() * 2);
// Range in shape blocks.
// A shape block is the coverage of the size of one loaded shape data surface
int32_t rblock_x0 = x0 / data.Wdt;
int32_t rblock_y0 = y0 / data.Hgt;
int32_t rblock_x1 = (x1 - 1) / data.Wdt + 1;
int32_t rblock_y1 = (y1 - 1) / data.Hgt + 1;
int32_t n_blocks_x = rblock_x1 - rblock_x0 + 1;
int32_t n_blocks_y = rblock_x1 - rblock_x0 + 1;
// Step 1: Find all active shapes and store them in activation map
// The activation map covers all repeated shape blocks in the updated areas and tiles each block into 2x2 sub-blocks.
// Sub-blocks handle the case where shapes wrap out of the side of a block into the next block.
C4TextureShapeActivationMap activation(rblock_x0, rblock_y0, n_blocks_x, n_blocks_y, num_shapes);
for (int32_t map_y = iMapY; map_y < iMapY + iMapHgt; ++map_y)
{
for (int32_t map_x = iMapX; map_x < iMapX + iMapWdt; ++map_x)
{
if (sfcMap->GetPix(map_x, map_y) == iTexture)
{
// Here we have a pixel of the texture drawn in this shape
// Find all shapes covered by this map pixel and remember background pixel for them
const BYTE pixBkg = sfcMapBkg->GetPix(map_x, map_y);
// Find all shape blocks to be checked
int32_t px_check_rate = 1; // sample rate to check coverage, in pixels. Could also increase this if it turns out to be a bottleneck
for (int32_t pxo_y = 0; pxo_y < MapZoom; pxo_y += px_check_rate)
{
int32_t px_y = map_y * MapZoom + pxo_y + iOffY;
int32_t spx_y = px_y % data.Hgt;
int32_t block_y = px_y / data.Hgt;
for (int32_t pxo_x = 0; pxo_x < MapZoom; pxo_x += px_check_rate)
{
int32_t px_x = map_x * MapZoom + pxo_x + iOffX;
int32_t spx_x = px_x % data.Wdt;
int32_t block_x = px_x / data.Wdt;
BYTE shape_idx = data._GetPix(spx_x, spx_y);
// No shape here or already handled?
if (shape_idx == Shape_None) continue;
// We touched a new shape! Activate it in the proper activation vectors
int32_t block_x1 = block_x, block_x2 = block_x;
// Is this shape wrapping along x?
if (shape_border_x[shape_idx])
{
// It is! Are we on the left or right side of the shape block?
if (spx_x < data.Wdt / 2)
{
// Left side. Activate left sub-block of current block and right sub-block of block left to that
--block_x2;
}
else
{
// Right side. Activate right sub-block of current block and left sub-block of block right to that
++block_x1;
}
}
// Same checks for vertical
int32_t block_y1 = block_y, block_y2 = block_y;
if (shape_border_y[shape_idx]) if (spx_y < data.Hgt / 2) --block_y2; else ++block_y1;
// Store activation (performs additional border checks)
// This may overwrite the previous pixBkg when multiple chunks are covered
// So effectively, it will always have the background of the bottom right map coverage
// Could manage priorities here and ensure the center determines the background
// - but it's just for the corner case of map designers switching background material within a single path.
activation.Add(block_x1, block_y1, shape_idx, 0, 0, pixBkg);
activation.Add(block_x2, block_y1, shape_idx, 1, 0, pixBkg);
activation.Add(block_x1, block_y2, shape_idx, 0, 1, pixBkg);
activation.Add(block_x2, block_y2, shape_idx, 1, 1, pixBkg);
}
}
}
}
}
// Step 2: Draw texture on all active shapes
for (int32_t y = y0; y < y1; ++y)
{
int32_t block_y = y / data.Hgt;
int32_t blockpos_y = y % data.Hgt;
int32_t subblock_y = (blockpos_y >= data.Hgt / 2) ? 1 : 0;
for (int32_t x = x0; x < x1; ++x)
{
int32_t block_x = x / data.Wdt;
int32_t blockpos_x = x % data.Wdt;
int32_t subblock_x = (blockpos_x >= data.Wdt / 2) ? 1 : 0;
int32_t shape_idx = data._GetPix(blockpos_x, blockpos_y);
if (shape_idx == Shape_None) continue;
uint8_t pixBg = 0;
int32_t act = activation.Get(block_x, block_y, shape_idx, subblock_x, subblock_y, &pixBg);
if (!act || act < shape_pixnum[shape_idx] * min_overlap_ratio / 100) continue;
// Shape active at this pixel. Draw it.
::Landscape._SetPix2(x, y, iTexture, pixBg);
}
}
}
C4Texture::C4Texture()
{
Surface32=NULL;

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@ -20,36 +20,11 @@
#ifndef INC_C4Texture
#define INC_C4Texture
#include <C4TextureShape.h>
#include <C4Surface.h>
#include <C4Constants.h>
#include <C4Material.h>
// Custom texture drawing shape for Map2Landscape zooming
class C4TextureShape
{
private:
enum { Shape_None = 0xff }; // special value in data surface: No shape defined here.
CSurface8 data;
int32_t num_shapes;
std::vector<bool> shape_border_x, shape_border_y; // whether shapes are touching horizontal/vertical borders
std::vector<int32_t> shape_pixnum; // number of pixels
public:
C4TextureShape();
void Clear();
bool Load(C4Group &group, const char *filename, int32_t base_tex_wdt, int32_t base_tex_hgt);
int32_t GetWidth() const { return data.Wdt; }
int32_t GetHeight() const { return data.Hgt; }
// Poly range used to ensure update range in editor mode is large enough
// not calculated on loading for now. Just assume something reasonably safe
int32_t GetMaxPolyWidth() const { return GetWidth() / 4; }
int32_t GetMaxPolyHeight() const { return GetHeight() / 4; }
void Draw(CSurface8 * sfcMap, CSurface8* sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, uint8_t iTexture, int32_t iOffX, int32_t iOffY, int32_t MapZoom, int32_t min_overlap_ratio);
};
class C4Texture
{
friend class C4TextureMap;

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@ -0,0 +1,266 @@
/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000, Matthes Bender
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2013, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
/* Textures used by the landscape */
#include <C4Include.h>
#include <C4TextureShape.h>
#include <C4Group.h>
#include <C4Landscape.h>
#include <C4Log.h>
#include <StdPNG.h>
// -------------------------------------- C4TextureShape
void C4TextureShape::Clear()
{
data.Clear();
num_shapes = 0;
shape_border_x.clear();
shape_border_y.clear();
shape_pixnum.clear();
shape_pixnum.reserve(128);
}
bool C4TextureShape::Load(C4Group &group, const char *filename, int32_t base_tex_wdt, int32_t base_tex_hgt)
{
Clear();
// Material shapes loading
StdBuf png_data;
if (!group.LoadEntry(filename, &png_data)) return false;
CPNGFile png;
if (!png.Load(static_cast<BYTE *>(png_data.getMData()), png_data.getSize())) return false;
int32_t zoom = png.iWdt / base_tex_wdt;
if (base_tex_wdt * zoom != static_cast<int32_t>(png.iWdt) || base_tex_hgt * zoom != static_cast<int32_t>(png.iHgt))
{
LogF("ERROR: Material shape texture %s size (%d,%d) not a multiple of associated texture size (%d,%d). Not loading.", filename, int(png.iWdt), int(png.iHgt), int(base_tex_wdt), int(base_tex_hgt));
return false;
}
// Prepare wrap info
shape_border_x.resize(255, false);
shape_border_y.resize(255, false);
// Create shape data surface as downscaled version where equal pixel colors are assigned the same index
std::map<uint32_t, uint8_t> clr2shape;
if (!data.Create(base_tex_wdt, base_tex_hgt)) return false;
for (int32_t y = 0; y < data.Hgt; ++y)
{
for (int32_t x = 0; x < data.Wdt; ++x)
{
uint32_t px = png.GetPix(x * zoom, y * zoom);
uint8_t px_data;
if ((px & 0xff000000u) == 0u)
{
// Fully transparent pixels are not part of a shape
px_data = Shape_None;
}
else
{
// Otherwise, ignore alpha and lookup
px &= 0xffffff;
auto shape_idx = clr2shape.find(px);
if (shape_idx == clr2shape.end())
{
// New shape
px_data = num_shapes;
clr2shape[px] = num_shapes;
shape_pixnum.push_back(1);
++num_shapes;
if (num_shapes >= 255)
{
LogF("Material shape texture %s invalid: Too many shape colors (>=255).", filename);
Clear();
return false;
}
}
else
{
// Another pixel of previous shape
px_data = shape_idx->second;
++shape_pixnum[px_data];
}
// Remember wrapping
if (!x || x == data.Wdt - 1) shape_border_x[px_data] = true;
if (!y || y == data.Hgt - 1) shape_border_y[px_data] = true;
}
data._SetPix(x, y, px_data);
}
}
return true;
}
// Activation map: Temp storage for whether shapes are activated in each covered block
// Contains Act_None if not active and background pixel color to be used otherwise
class C4TextureShapeActivationMap
{
private:
std::vector<int32_t> activation; // number of pixels covered
std::vector<uint8_t> back_pix; // last encountered background pixel
int32_t block_x0, block_y0;
int32_t n_blocks_x, n_blocks_y;
int32_t num_shapes;
private:
int32_t Idx(int32_t block_x, int32_t block_y, int32_t shape_idx, int32_t xpart, int32_t ypart) const; // get index into 5D activation and back_pix arrays
public:
C4TextureShapeActivationMap(int32_t block_x0, int32_t block_y0, int32_t n_blocks_x, int32_t n_blocks_y, int32_t num_shapes) : block_x0(block_x0), block_y0(block_y0), n_blocks_x(n_blocks_x), n_blocks_y(n_blocks_y), num_shapes(num_shapes)
{
activation.resize(n_blocks_x * n_blocks_y * num_shapes * 4, 0);
back_pix.resize(n_blocks_x * n_blocks_y * num_shapes * 4, 0u);
}
int32_t Get(int32_t block_x, int32_t block_y, int32_t shape_idx, int32_t xpart, int32_t ypart, uint8_t *bg_pix) const;
void Add(int32_t block_x, int32_t block_y, int32_t shape_idx, int32_t xpart, int32_t ypart, uint8_t back_pix);
};
int32_t C4TextureShapeActivationMap::Idx(int32_t block_x, int32_t block_y, int32_t shape_idx, int32_t xpart, int32_t ypart) const
{
// return index from 5D coords. -1 for out of bounds.
block_x -= block_x0; block_y -= block_y0;
if (!Inside(block_x, 0, n_blocks_x - 1) || !Inside(block_y, 0, n_blocks_y - 1)) return -1;
return ypart + 2 * (xpart + 2 * (shape_idx + num_shapes * (block_x + n_blocks_x * block_y)));
}
int32_t C4TextureShapeActivationMap::Get(int32_t block_x, int32_t block_y, int32_t shape_idx, int32_t xpart, int32_t ypart, uint8_t *bg_pix) const
{
// activation map access
int32_t idx = Idx(block_x, block_y, shape_idx, xpart, ypart);
assert(idx >= 0);
if (idx < 0) return 0;
*bg_pix = back_pix[idx];
return activation[idx];
}
void C4TextureShapeActivationMap::Add(int32_t block_x, int32_t block_y, int32_t shape_idx, int32_t xpart, int32_t ypart, uint8_t bg_pix)
{
// activation map access
int32_t idx = Idx(block_x, block_y, shape_idx, xpart, ypart);
if (idx < 0)
{
// This can happen for maps in which the shape is too large or simply at landscape borders. So ignore.
return;
}
++activation[idx];
back_pix[idx] = bg_pix;
}
void C4TextureShape::Draw(CSurface8 * sfcMap, CSurface8* sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, uint8_t iTexture, int32_t iOffX, int32_t iOffY, int32_t MapZoom, int32_t min_overlap_ratio)
{
// Safety
if (!num_shapes) return;
// Get affected range of shapes in pixels
// Add max polygon size because polygons may extent far onto outside pixels
int32_t x0 = Max<int32_t>(0, iMapX*MapZoom + iOffX - GetMaxPolyWidth()),
y0 = Max<int32_t>(0, iMapY*MapZoom + iOffY - GetMaxPolyHeight());
int32_t x1 = Min<int32_t>(::Landscape.Width, x0 + iMapWdt*MapZoom + GetMaxPolyWidth() * 2),
y1 = Min<int32_t>(::Landscape.Height, y0 + iMapHgt*MapZoom + GetMaxPolyHeight() * 2);
// Range in shape blocks.
// A shape block is the coverage of the size of one loaded shape data surface
int32_t rblock_x0 = x0 / data.Wdt;
int32_t rblock_y0 = y0 / data.Hgt;
int32_t rblock_x1 = (x1 - 1) / data.Wdt + 1;
int32_t rblock_y1 = (y1 - 1) / data.Hgt + 1;
int32_t n_blocks_x = rblock_x1 - rblock_x0 + 1;
int32_t n_blocks_y = rblock_y1 - rblock_y0 + 1;
// Step 1: Find all active shapes and store them in activation map
// The activation map covers all repeated shape blocks in the updated areas and tiles each block into 2x2 sub-blocks.
// Sub-blocks handle the case where shapes wrap out of the side of a block into the next block.
C4TextureShapeActivationMap activation(rblock_x0, rblock_y0, n_blocks_x, n_blocks_y, num_shapes);
for (int32_t map_y = iMapY; map_y < iMapY + iMapHgt; ++map_y)
{
for (int32_t map_x = iMapX; map_x < iMapX + iMapWdt; ++map_x)
{
if (sfcMap->GetPix(map_x, map_y) == iTexture)
{
// Here we have a pixel of the texture drawn in this shape
// Find all shapes covered by this map pixel and remember background pixel for them
const BYTE pixBkg = sfcMapBkg->GetPix(map_x, map_y);
// Find all shape blocks to be checked
int32_t px_check_rate = 1; // sample rate to check coverage, in pixels. Could also increase this if it turns out to be a bottleneck
for (int32_t pxo_y = 0; pxo_y < MapZoom; pxo_y += px_check_rate)
{
int32_t px_y = map_y * MapZoom + pxo_y + iOffY;
int32_t spx_y = px_y % data.Hgt;
int32_t block_y = px_y / data.Hgt;
for (int32_t pxo_x = 0; pxo_x < MapZoom; pxo_x += px_check_rate)
{
int32_t px_x = map_x * MapZoom + pxo_x + iOffX;
int32_t spx_x = px_x % data.Wdt;
int32_t block_x = px_x / data.Wdt;
BYTE shape_idx = data._GetPix(spx_x, spx_y);
// No shape here or already handled?
if (shape_idx == Shape_None) continue;
// We touched a new shape! Activate it in the proper activation vectors
int32_t block_x1 = block_x, block_x2 = block_x;
// Is this shape wrapping along x?
if (shape_border_x[shape_idx])
{
// It is! Are we on the left or right side of the shape block?
if (spx_x < data.Wdt / 2)
{
// Left side. Activate left sub-block of current block and right sub-block of block left to that
--block_x2;
}
else
{
// Right side. Activate right sub-block of current block and left sub-block of block right to that
++block_x1;
}
}
// Same checks for vertical
int32_t block_y1 = block_y, block_y2 = block_y;
if (shape_border_y[shape_idx]) { if (spx_y < data.Hgt / 2) --block_y2; else ++block_y1; }
// Store activation (performs additional border checks)
// This may overwrite the previous pixBkg when multiple chunks are covered
// So effectively, it will always have the background of the bottom right map coverage
// Could manage priorities here and ensure the center determines the background
// - but it's just for the corner case of map designers switching background material within a single path.
activation.Add(block_x1, block_y1, shape_idx, 0, 0, pixBkg);
activation.Add(block_x2, block_y1, shape_idx, 1, 0, pixBkg);
activation.Add(block_x1, block_y2, shape_idx, 0, 1, pixBkg);
activation.Add(block_x2, block_y2, shape_idx, 1, 1, pixBkg);
}
}
}
}
}
// Step 2: Draw texture on all active shapes
for (int32_t y = y0; y < y1; ++y)
{
int32_t block_y = y / data.Hgt;
int32_t blockpos_y = y % data.Hgt;
int32_t subblock_y = (blockpos_y >= data.Hgt / 2) ? 1 : 0;
for (int32_t x = x0; x < x1; ++x)
{
int32_t block_x = x / data.Wdt;
int32_t blockpos_x = x % data.Wdt;
int32_t subblock_x = (blockpos_x >= data.Wdt / 2) ? 1 : 0;
int32_t shape_idx = data._GetPix(blockpos_x, blockpos_y);
if (shape_idx == Shape_None) continue;
uint8_t pixBg = 0;
int32_t act = activation.Get(block_x, block_y, shape_idx, subblock_x, subblock_y, &pixBg);
if (!act || act < shape_pixnum[shape_idx] * min_overlap_ratio / 100) continue;
// Shape active at this pixel. Draw it.
::Landscape._SetPix2(x, y, iTexture, pixBg);
}
}
}

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@ -0,0 +1,51 @@
/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000, Matthes Bender
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2013, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
/* Textures used by the landscape */
#ifndef INC_C4TextureShape
#define INC_C4TextureShape
#include <CSurface8.h>
// Custom texture drawing shape for Map2Landscape zooming
class C4TextureShape
{
private:
enum { Shape_None = 0xff }; // special value in data surface: No shape defined here.
CSurface8 data;
int32_t num_shapes;
std::vector<bool> shape_border_x, shape_border_y; // whether shapes are touching horizontal/vertical borders
std::vector<int32_t> shape_pixnum; // number of pixels
public:
C4TextureShape() : data(), num_shapes(0) {}
~C4TextureShape() {}
void Clear();
bool Load(C4Group &group, const char *filename, int32_t base_tex_wdt, int32_t base_tex_hgt);
int32_t GetWidth() const { return data.Wdt; }
int32_t GetHeight() const { return data.Hgt; }
// Poly range used to ensure update range in editor mode is large enough
// not calculated on loading for now. Just assume something reasonably safe
int32_t GetMaxPolyWidth() const { return GetWidth() / 4; }
int32_t GetMaxPolyHeight() const { return GetHeight() / 4; }
void Draw(CSurface8 * sfcMap, CSurface8* sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, uint8_t iTexture, int32_t iOffX, int32_t iOffY, int32_t MapZoom, int32_t min_overlap_ratio);
};
#endif

View File

@ -156,6 +156,8 @@ bool C4PXSSystem::Create(int, C4Real, C4Real, C4Real, C4Real) { return false; }
void AddDbgRec(C4RecordChunkType, const void *, int) {}
bool C4TextureShape::Load(C4Group &group, const char *filename, int32_t base_tex_wdt, int32_t base_tex_hgt) { return true; }
#if 0
/* Pulled in by C4Game... */
CStdFont::CStdFont() {}