void CMiniMap::RebuildTerrainTexture() { u32 x = 0; u32 y = 0; u32 w = m_MapSize - 1; u32 h = m_MapSize - 1; float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight; m_TerrainDirty = false; for(u32 j = 0; j < h; j++) { u32 *dataPtr = m_TerrainData + ((y + j) * (m_MapSize - 1)) + x; for(u32 i = 0; i < w; i++) { float avgHeight = ( m_Terrain->GetVertexGroundLevel((int)i, (int)j) + m_Terrain->GetVertexGroundLevel((int)i+1, (int)j) + m_Terrain->GetVertexGroundLevel((int)i, (int)j+1) + m_Terrain->GetVertexGroundLevel((int)i+1, (int)j+1) ) / 4.0f; if(avgHeight < waterHeight) { *dataPtr++ = 0xff304080; // TODO: perhaps use the renderer's water color? } else { int hmap = ((int)m_Terrain->GetHeightMap()[(y + j) * m_MapSize + x + i]) >> 8; int val = (hmap / 3) + 170; u32 color = 0xFFFFFFFF; CMiniPatch *mp = m_Terrain->GetTile(x + i, y + j); if(mp) { CTerrainTextureEntry *tex = mp->GetTextureEntry(); if(tex) { // If the texture can't be loaded yet, set the dirty flags // so we'll try regenerating the terrain texture again soon if(!tex->GetTexture()->TryLoad()) m_TerrainDirty = true; color = tex->GetBaseColor(); } } *dataPtr++ = ScaleColor(color, float(val) / 255.0f); } } } // Upload the texture g_Renderer.BindTexture(0, m_TerrainTexture); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize - 1, m_MapSize - 1, GL_BGRA_EXT, GL_UNSIGNED_BYTE, m_TerrainData); }
void CMiniMap::RebuildTerrainTexture() { u32 x = 0; u32 y = 0; u32 w = m_MapSize - 1; u32 h = m_MapSize - 1; float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight; m_TerrainDirty = false; for (u32 j = 0; j < h; ++j) { u32* dataPtr = m_TerrainData + ((y + j) * (m_MapSize - 1)) + x; for (u32 i = 0; i < w; ++i) { float avgHeight = ( m_Terrain->GetVertexGroundLevel((int)i, (int)j) + m_Terrain->GetVertexGroundLevel((int)i+1, (int)j) + m_Terrain->GetVertexGroundLevel((int)i, (int)j+1) + m_Terrain->GetVertexGroundLevel((int)i+1, (int)j+1) ) / 4.0f; if (avgHeight < waterHeight && avgHeight > waterHeight - m_ShallowPassageHeight) { // shallow water *dataPtr++ = 0xffc09870; } else if (avgHeight < waterHeight) { // Set water as constant color for consistency on different maps *dataPtr++ = 0xffa07850; } else { int hmap = ((int)m_Terrain->GetHeightMap()[(y + j) * m_MapSize + x + i]) >> 8; int val = (hmap / 3) + 170; u32 color = 0xFFFFFFFF; CMiniPatch* mp = m_Terrain->GetTile(x + i, y + j); if (mp) { CTerrainTextureEntry* tex = mp->GetTextureEntry(); if (tex) { // If the texture can't be loaded yet, set the dirty flags // so we'll try regenerating the terrain texture again soon if(!tex->GetTexture()->TryLoad()) m_TerrainDirty = true; color = tex->GetBaseColor(); } } *dataPtr++ = ScaleColor(color, float(val) / 255.0f); } } } // Upload the texture g_Renderer.BindTexture(0, m_TerrainTexture); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize - 1, m_MapSize - 1, GL_RGBA, GL_UNSIGNED_BYTE, m_TerrainData); }