Add missing r2_islands_textures tool

This commit is contained in:
kaetemi 2014-09-12 20:29:50 +02:00
parent d9df2abec5
commit 536ac42f54
8 changed files with 2624 additions and 8 deletions

View file

@ -48,7 +48,7 @@
// Server share
#include "server_share/bmp4image.h"
#include "game_share/bmp4image.h"
#include "server_share/continent_container.h"

View file

@ -23,9 +23,7 @@ IF(WITH_LIGO AND WITH_NET)
ADD_SUBDIRECTORY(sheets_packer)
ENDIF(WITH_LIGO AND WITH_NET)
IF(WITH_RYZOM_CLIENT)
ADD_SUBDIRECTORY(client)
ENDIF(WITH_RYZOM_CLIENT)
ADD_SUBDIRECTORY(server)

View file

@ -1,5 +1,10 @@
IF(WITH_RYZOM_CLIENT)
ADD_SUBDIRECTORY( client_patcher )
IF( WITH_QT )
ADD_SUBDIRECTORY( client_config_qt )
ENDIF( WITH_QT )
ENDIF(WITH_RYZOM_CLIENT)
ADD_SUBDIRECTORY( r2_islands_textures )

View file

@ -0,0 +1,17 @@
FILE(GLOB SRC *.cpp *.h)
ADD_EXECUTABLE(r2_islands_textures ${SRC})
INCLUDE_DIRECTORIES(${RZ_SERVER_SRC_DIR} ${LIBXML2_INCLUDE_DIR})
TARGET_LINK_LIBRARIES(r2_islands_textures
ryzom_gameshare
ryzom_aishare
${LIBXML2_LIBRARIES}
nelmisc
nel3d)
ADD_DEFINITIONS(${LIBXML2_DEFINITIONS})
NL_DEFAULT_PROPS(r2_islands_textures "Ryzom, Tools, Server: R2 Islands Textures")
NL_ADD_RUNTIME_FLAGS(r2_islands_textures)
INSTALL(TARGETS r2_islands_textures RUNTIME DESTINATION ${RYZOM_BIN_PREFIX} COMPONENT tools)

View file

@ -0,0 +1,29 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 <http://www.gnu.org/licenses/>.
#include <nel/3d/u_driver.h>
#include "screenshot_islands.h"
using namespace NLMISC;
using namespace R2;
int main(int argc, char **argv)
{
CScreenshotIslands screenshotIslands = CScreenshotIslands::getInstance();
screenshotIslands.buildScreenshots();
return 0;
}

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,241 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 <http://www.gnu.org/licenses/>.
#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 <stdio.h>
namespace NL3D
{
class UScene;
class ULandscape;
}
namespace R2
{
class CProximityZone;
typedef uint16 TBufferEntry;
typedef std::vector<TBufferEntry> TBuffer;
typedef std::vector<uint32> 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<CScreenshotIslands>
{
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<uint32> 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<CProximityZone> 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