75 lines
1.9 KiB
C++
75 lines
1.9 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/height_map.h"
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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void CHeightMap::resize(uint w, uint h)
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{
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_Width= w;
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_Height= h;
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Heights.resize(w*h);
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}
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// ***************************************************************************
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void CHeightMap::buildFromBitmap(const NLMISC::CBitmap &bitmap0)
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{
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// copy bitmap.
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CBitmap bitmap= bitmap0;
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// convert to luminance.
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bitmap.convertToType(CBitmap::Luminance);
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// resize array.
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uint w, h;
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w= bitmap.getWidth();
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h= bitmap.getHeight();
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resize(w,h);
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// get luminance image.
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CObjectVector<uint8> &array= bitmap.getPixels();
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// invert the image in Y.
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for(uint y=0;y<h;y++)
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{
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for(uint x=0;x<w;x++)
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{
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uint8 v= array[(h-1-y)*w+x];
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Heights[y*w+x]= v;
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}
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}
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}
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// ***************************************************************************
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float CHeightMap::getZ(uint x, uint y) const
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{
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nlassert(x<_Width && y<_Height);
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return Heights[y*_Width+x]*MaxZ/255;
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}
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} // NL3D
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