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ps/trunk/source/tools/atlas/GameInterface/Handlers/MapHandlers.cpp
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#include "../CommandProc.h" | #include "../CommandProc.h" | ||||
#include "../GameLoop.h" | #include "../GameLoop.h" | ||||
#include "../MessagePasser.h" | #include "../MessagePasser.h" | ||||
#include "graphics/GameView.h" | #include "graphics/GameView.h" | ||||
#include "graphics/LOSTexture.h" | #include "graphics/LOSTexture.h" | ||||
#include "graphics/MapIO.h" | #include "graphics/MapIO.h" | ||||
#include "graphics/MapWriter.h" | #include "graphics/MapWriter.h" | ||||
#include "graphics/MinimapTexture.h" | |||||
#include "graphics/Patch.h" | #include "graphics/Patch.h" | ||||
#include "graphics/Terrain.h" | #include "graphics/Terrain.h" | ||||
#include "graphics/TerrainTextureEntry.h" | #include "graphics/TerrainTextureEntry.h" | ||||
#include "graphics/TerrainTextureManager.h" | #include "graphics/TerrainTextureManager.h" | ||||
#include "gui/ObjectTypes/CMiniMap.h" | |||||
#include "lib/bits.h" | #include "lib/bits.h" | ||||
#include "lib/file/vfs/vfs_path.h" | #include "lib/file/vfs/vfs_path.h" | ||||
#include "lib/status.h" | #include "lib/status.h" | ||||
#include "maths/MathUtil.h" | #include "maths/MathUtil.h" | ||||
#include "ps/CLogger.h" | #include "ps/CLogger.h" | ||||
#include "ps/Filesystem.h" | #include "ps/Filesystem.h" | ||||
#include "ps/Game.h" | #include "ps/Game.h" | ||||
#include "ps/GameSetup/GameSetup.h" | #include "ps/GameSetup/GameSetup.h" | ||||
▲ Show 20 Lines • Show All 246 Lines • ▼ Show 20 Lines | QUERYHANDLER(RasterizeMinimap) | ||||
// CMinimap version. | // CMinimap version. | ||||
const CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); | const CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); | ||||
const ssize_t dimension = terrain->GetVerticesPerSide() - 1; | const ssize_t dimension = terrain->GetVerticesPerSide() - 1; | ||||
const ssize_t bpp = 24; | const ssize_t bpp = 24; | ||||
const ssize_t imageDataSize = dimension * dimension * (bpp / 8); | const ssize_t imageDataSize = dimension * dimension * (bpp / 8); | ||||
std::vector<u8> imageBytes(imageDataSize); | std::vector<u8> imageBytes(imageDataSize); | ||||
float shallowPassageHeight = CMiniMap::GetShallowPassageHeight(); | float shallowPassageHeight = CMiniMapTexture::GetShallowPassageHeight(); | ||||
ssize_t w = dimension; | ssize_t w = dimension; | ||||
ssize_t h = dimension; | ssize_t h = dimension; | ||||
float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight; | float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight; | ||||
for (ssize_t j = 0; j < h; ++j) | for (ssize_t j = 0; j < h; ++j) | ||||
{ | { | ||||
// Work backwards to vertically flip the image. | // Work backwards to vertically flip the image. | ||||
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Wildfire Games · Phabricator