本文整理汇总了C++中HeightMap::height方法的典型用法代码示例。如果您正苦于以下问题:C++ HeightMap::height方法的具体用法?C++ HeightMap::height怎么用?C++ HeightMap::height使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类HeightMap
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在下文中一共展示了HeightMap::height方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: HeightMapSmoothCoastInDirection
/** Start at given point, move in given direction, find and Smooth coast in that direction */
static void HeightMapSmoothCoastInDirection(int org_x, int org_y, int dir_x, int dir_y)
{
const int max_coast_dist_from_edge = 35;
const int max_coast_Smooth_depth = 35;
int x, y;
int ed; // coast distance from edge
int depth;
height_t h_prev = 16;
height_t h;
assert(IsValidXY(org_x, org_y));
/* Search for the coast (first non-water tile) */
for (x = org_x, y = org_y, ed = 0; IsValidXY(x, y) && ed < max_coast_dist_from_edge; x += dir_x, y += dir_y, ed++) {
/* Coast found? */
if (_height_map.height(x, y) > 15) break;
/* Coast found in the neighborhood? */
if (IsValidXY(x + dir_y, y + dir_x) && _height_map.height(x + dir_y, y + dir_x) > 0) break;
/* Coast found in the neighborhood on the other side */
if (IsValidXY(x - dir_y, y - dir_x) && _height_map.height(x - dir_y, y - dir_x) > 0) break;
}
/* Coast found or max_coast_dist_from_edge has been reached.
* Soften the coast slope */
for (depth = 0; IsValidXY(x, y) && depth <= max_coast_Smooth_depth; depth++, x += dir_x, y += dir_y) {
h = _height_map.height(x, y);
h = min(h, h_prev + (4 + depth)); // coast softening formula
_height_map.height(x, y) = h;
h_prev = h;
}
}
示例2: HeightMapCoastLines
/**
* This routine sculpts in from the edge a random amount, again a Perlin
* sequence, to avoid the rigid flat-edge slopes that were present before. The
* Perlin noise map doesnt know where we are going to slice across, and so we
* often cut straight through high terrain. the smoothing routine makes it
* legal, gradually increasing up from the edge to the original terrain height.
* By cutting parts of this away, it gives a far more irregular edge to the
* map-edge. Sometimes it works beautifully with the existing sea & lakes, and
* creates a very realistic coastline. Other times the variation is less, and
* the map-edge shows its cliff-like roots.
*
* This routine may be extended to randomly sculpt the height of the terrain
* near the edge. This will have the coast edge at low level (1-3), rising in
* smoothed steps inland to about 15 tiles in. This should make it look as
* though the map has been built for the map size, rather than a slice through
* a larger map.
*
* Please note that all the small numbers; 53, 101, 167, etc. are small primes
* to help give the perlin noise a bit more of a random feel.
*/
static void HeightMapCoastLines(uint8 water_borders)
{
int smallest_size = min(_settings_game.game_creation.map_x, _settings_game.game_creation.map_y);
const int margin = 4;
uint y, x;
double max_x;
double max_y;
/* Lower to sea level */
for (y = 0; y <= _height_map.size_y; y++) {
if (HasBit(water_borders, BORDER_NE)) {
/* Top right */
max_x = abs((perlin_coast_noise_2D(_height_map.size_y - y, y, 0.9, 53) + 0.25) * 5 + (perlin_coast_noise_2D(y, y, 0.35, 179) + 1) * 12);
max_x = max((smallest_size * smallest_size / 16) + max_x, (smallest_size * smallest_size / 16) + margin - max_x);
if (smallest_size < 8 && max_x > 5) max_x /= 1.5;
for (x = 0; x < max_x; x++) {
_height_map.height(x, y) = 0;
}
}
if (HasBit(water_borders, BORDER_SW)) {
/* Bottom left */
max_x = abs((perlin_coast_noise_2D(_height_map.size_y - y, y, 0.85, 101) + 0.3) * 6 + (perlin_coast_noise_2D(y, y, 0.45, 67) + 0.75) * 8);
max_x = max((smallest_size * smallest_size / 16) + max_x, (smallest_size * smallest_size / 16) + margin - max_x);
if (smallest_size < 8 && max_x > 5) max_x /= 1.5;
for (x = _height_map.size_x; x > (_height_map.size_x - 1 - max_x); x--) {
_height_map.height(x, y) = 0;
}
}
}
/* Lower to sea level */
for (x = 0; x <= _height_map.size_x; x++) {
if (HasBit(water_borders, BORDER_NW)) {
/* Top left */
max_y = abs((perlin_coast_noise_2D(x, _height_map.size_y / 2, 0.9, 167) + 0.4) * 5 + (perlin_coast_noise_2D(x, _height_map.size_y / 3, 0.4, 211) + 0.7) * 9);
max_y = max((smallest_size * smallest_size / 16) + max_y, (smallest_size * smallest_size / 16) + margin - max_y);
if (smallest_size < 8 && max_y > 5) max_y /= 1.5;
for (y = 0; y < max_y; y++) {
_height_map.height(x, y) = 0;
}
}
if (HasBit(water_borders, BORDER_SE)) {
/* Bottom right */
max_y = abs((perlin_coast_noise_2D(x, _height_map.size_y / 3, 0.85, 71) + 0.25) * 6 + (perlin_coast_noise_2D(x, _height_map.size_y / 3, 0.35, 193) + 0.75) * 12);
max_y = max((smallest_size * smallest_size / 16) + max_y, (smallest_size * smallest_size / 16) + margin - max_y);
if (smallest_size < 8 && max_y > 5) max_y /= 1.5;
for (y = _height_map.size_y; y > (_height_map.size_y - 1 - max_y); y--) {
_height_map.height(x, y) = 0;
}
}
}
}
示例3: init
void init(const HeightMap &hm, f32 scale, colour_func cf, IVideoDriver *driver)
{
Scale = scale;
const u32 mp = driver -> getMaximalPrimitiveCount();
Width = hm.width();
Height = hm.height();
const u32 sw = mp / (6 * Height); // the width of each piece
u32 i=0;
for(u32 y0 = 0; y0 < Height; y0 += sw)
{
u16 y1 = y0 + sw;
if (y1 >= Height)
y1 = Height - 1; // the last one might be narrower
addstrip(hm, cf, y0, y1, i);
++i;
}
if (i<Mesh->getMeshBufferCount())
{
// clear the rest
for (u32 j=i; j<Mesh->getMeshBufferCount(); ++j)
{
Mesh->getMeshBuffer(j)->drop();
}
Mesh->MeshBuffers.erase(i,Mesh->getMeshBufferCount()-i);
}
// set dirty flag to make sure that hardware copies of this
// buffer are also updated, see IMesh::setHardwareMappingHint
Mesh->setDirty();
Mesh->recalculateBoundingBox();
}
示例4: GenerateTerrainPerlin
/**
* The main new land generator using Perlin noise. Desert landscape is handled
* different to all others to give a desert valley between two high mountains.
* Clearly if a low height terrain (flat/very flat) is chosen, then the tropic
* areas won't be high enough, and there will be very little tropic on the map.
* Thus Tropic works best on Hilly or Mountainous.
*/
void GenerateTerrainPerlin()
{
if (!AllocHeightMap()) return;
GenerateWorldSetAbortCallback(FreeHeightMap);
HeightMapGenerate();
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
HeightMapNormalize();
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
/* First make sure the tiles at the north border are void tiles if needed. */
if (_settings_game.construction.freeform_edges) {
for (uint x = 0; x < MapSizeX(); x++) MakeVoid(TileXY(x, 0));
for (uint y = 0; y < MapSizeY(); y++) MakeVoid(TileXY(0, y));
}
int max_height = H2I(TGPGetMaxHeight());
/* Transfer height map into OTTD map */
for (int y = 0; y < _height_map.size_y; y++) {
for (int x = 0; x < _height_map.size_x; x++) {
TgenSetTileHeight(TileXY(x, y), Clamp(H2I(_height_map.height(x, y)), 0, max_height));
}
}
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
FreeHeightMap();
GenerateWorldSetAbortCallback(NULL);
}
示例5: init
void init(const HeightMap &hm, f32 scale, colour_func cf, IVideoDriver *driver)
{
Scale = scale;
const u32 mp = driver -> getMaximalPrimitiveCount();
Width = hm.width();
Height = hm.height();
const u32 sw = mp / (6 * Height); // the width of each piece
u32 i=0;
for(u32 y0 = 0; y0 < Height; y0 += sw)
{
u16 y1 = y0 + sw;
if (y1 >= Height)
y1 = Height - 1; // the last one might be narrower
addstrip(hm, cf, y0, y1, i);
++i;
}
if (i<Mesh->getMeshBufferCount())
{
// clear the rest
for (u32 j=i; j<Mesh->getMeshBufferCount(); ++j)
{
Mesh->getMeshBuffer(j)->drop();
}
Mesh->MeshBuffers.erase(i,Mesh->getMeshBufferCount()-i);
}
Mesh->recalculateBoundingBox();
}
示例6: HeightMapSmoothSlopes
/**
* This routine provides the essential cleanup necessary before OTTD can
* display the terrain. When generated, the terrain heights can jump more than
* one level between tiles. This routine smooths out those differences so that
* the most it can change is one level. When OTTD can support cliffs, this
* routine may not be necessary.
*/
static void HeightMapSmoothSlopes(height_t dh_max)
{
for (int y = 0; y <= (int)_height_map.size_y; y++) {
for (int x = 0; x <= (int)_height_map.size_x; x++) {
height_t h_max = min(_height_map.height(x > 0 ? x - 1 : x, y), _height_map.height(x, y > 0 ? y - 1 : y)) + dh_max;
if (_height_map.height(x, y) > h_max) _height_map.height(x, y) = h_max;
}
}
for (int y = _height_map.size_y; y >= 0; y--) {
for (int x = _height_map.size_x; x >= 0; x--) {
height_t h_max = min(_height_map.height(x < _height_map.size_x ? x + 1 : x, y), _height_map.height(x, y < _height_map.size_y ? y + 1 : y)) + dh_max;
if (_height_map.height(x, y) > h_max) _height_map.height(x, y) = h_max;
}
}
}
示例7: HeightMapGenerate
/**
* Base Perlin noise generator - fills height map with raw Perlin noise.
*
* This runs several iterations with increasing precision; the last iteration looks at areas
* of 1 by 1 tiles, the second to last at 2 by 2 tiles and the initial 2**MAX_TGP_FREQUENCIES
* by 2**MAX_TGP_FREQUENCIES tiles.
*/
static void HeightMapGenerate()
{
/* Trying to apply noise to uninitialized height map */
assert(_height_map.h != NULL);
int start = max(MAX_TGP_FREQUENCIES - (int)min(MapLogX(), MapLogY()), 0);
bool first = true;
for (int frequency = start; frequency < MAX_TGP_FREQUENCIES; frequency++) {
const amplitude_t amplitude = GetAmplitude(frequency);
/* Ignore zero amplitudes; it means our map isn't height enough for this
* amplitude, so ignore it and continue with the next set of amplitude. */
if (amplitude == 0) continue;
const int step = 1 << (MAX_TGP_FREQUENCIES - frequency - 1);
if (first) {
/* This is first round, we need to establish base heights with step = size_min */
for (int y = 0; y <= _height_map.size_y; y += step) {
for (int x = 0; x <= _height_map.size_x; x += step) {
height_t height = (amplitude > 0) ? RandomHeight(amplitude) : 0;
_height_map.height(x, y) = height;
}
}
first = false;
continue;
}
/* It is regular iteration round.
* Interpolate height values at odd x, even y tiles */
for (int y = 0; y <= _height_map.size_y; y += 2 * step) {
for (int x = 0; x <= _height_map.size_x - 2 * step; x += 2 * step) {
height_t h00 = _height_map.height(x + 0 * step, y);
height_t h02 = _height_map.height(x + 2 * step, y);
height_t h01 = (h00 + h02) / 2;
_height_map.height(x + 1 * step, y) = h01;
}
}
/* Interpolate height values at odd y tiles */
for (int y = 0; y <= _height_map.size_y - 2 * step; y += 2 * step) {
for (int x = 0; x <= _height_map.size_x; x += step) {
height_t h00 = _height_map.height(x, y + 0 * step);
height_t h20 = _height_map.height(x, y + 2 * step);
height_t h10 = (h00 + h20) / 2;
_height_map.height(x, y + 1 * step) = h10;
}
}
/* Add noise for next higher frequency (smaller steps) */
for (int y = 0; y <= _height_map.size_y; y += step) {
for (int x = 0; x <= _height_map.size_x; x += step) {
_height_map.height(x, y) += RandomHeight(amplitude);
}
}
}
}
示例8: ApplyNoise
/**
* One interpolation and noise round
*
* The heights on the map are generated in an iterative process.
* We start off with a frequency of 1 (log_frequency == 0), and generate heights only for corners on the most coarsly mesh
* (i.e. only for x/y coordinates which are multiples of the minimum edge length).
*
* After this initial step the frequency is doubled (log_frequency incremented) each iteration to generate corners on the next finer mesh.
* The heights of the newly added corners are first set by interpolating the heights from the previous iteration.
* Finally noise with the given amplitude is applied to all corners of the new mesh.
*
* Generation terminates, when the frequency has reached the map size. I.e. the mesh is as fine as the map, and every corner height
* has been set.
*
* @param log_frequency frequency (logarithmic) to apply noise for
* @param amplitude Amplitude for the noise
* @return false if we are finished (reached the minimal step size / highest frequency)
*/
static bool ApplyNoise(uint log_frequency, amplitude_t amplitude)
{
uint size_min = min(_height_map.size_x, _height_map.size_y);
uint step = size_min >> log_frequency;
uint x, y;
/* Trying to apply noise to uninitialized height map */
assert(_height_map.h != NULL);
/* Are we finished? */
if (step == 0) return false;
if (log_frequency == 0) {
/* This is first round, we need to establish base heights with step = size_min */
for (y = 0; y <= _height_map.size_y; y += step) {
for (x = 0; x <= _height_map.size_x; x += step) {
height_t height = (amplitude > 0) ? RandomHeight(amplitude) : 0;
_height_map.height(x, y) = height;
}
}
return true;
}
/* It is regular iteration round.
* Interpolate height values at odd x, even y tiles */
for (y = 0; y <= _height_map.size_y; y += 2 * step) {
for (x = 0; x < _height_map.size_x; x += 2 * step) {
height_t h00 = _height_map.height(x + 0 * step, y);
height_t h02 = _height_map.height(x + 2 * step, y);
height_t h01 = (h00 + h02) / 2;
_height_map.height(x + 1 * step, y) = h01;
}
}
/* Interpolate height values at odd y tiles */
for (y = 0; y < _height_map.size_y; y += 2 * step) {
for (x = 0; x <= _height_map.size_x; x += step) {
height_t h00 = _height_map.height(x, y + 0 * step);
height_t h20 = _height_map.height(x, y + 2 * step);
height_t h10 = (h00 + h20) / 2;
_height_map.height(x, y + 1 * step) = h10;
}
}
/* Add noise for next higher frequency (smaller steps) */
for (y = 0; y <= _height_map.size_y; y += step) {
for (x = 0; x <= _height_map.size_x; x += step) {
_height_map.height(x, y) += RandomHeight(amplitude);
}
}
return (step > 1);
}
示例9: HeightMapGetMinMaxAvg
/** Returns min, max and average height from height map */
static void HeightMapGetMinMaxAvg(height_t *min_ptr, height_t *max_ptr, height_t *avg_ptr)
{
height_t h_min, h_max, h_avg, *h;
int64 h_accu = 0;
h_min = h_max = _height_map.height(0, 0);
/* Get h_min, h_max and accumulate heights into h_accu */
FOR_ALL_TILES_IN_HEIGHT(h) {
if (*h < h_min) h_min = *h;
if (*h > h_max) h_max = *h;
h_accu += *h;
}
/* Get average height */
h_avg = (height_t)(h_accu / (_height_map.size_x * _height_map.size_y));
/* Return required results */
if (min_ptr != NULL) *min_ptr = h_min;
if (max_ptr != NULL) *max_ptr = h_max;
if (avg_ptr != NULL) *avg_ptr = h_avg;
}
示例10: GenerateTerrainPerlin
/**
* The main new land generator using Perlin noise. Desert landscape is handled
* different to all others to give a desert valley between two high mountains.
* Clearly if a low height terrain (flat/very flat) is chosen, then the tropic
* areas wont be high enough, and there will be very little tropic on the map.
* Thus Tropic works best on Hilly or Mountainous.
*/
void GenerateTerrainPerlin()
{
uint x, y;
if (!AllocHeightMap()) return;
GenerateWorldSetAbortCallback(FreeHeightMap);
HeightMapGenerate();
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
HeightMapNormalize();
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
/* First make sure the tiles at the north border are void tiles if needed. */
if (_settings_game.construction.freeform_edges) {
for (y = 0; y < _height_map.size_y - 1; y++) MakeVoid(_height_map.size_x * y);
for (x = 0; x < _height_map.size_x; x++) MakeVoid(x);
}
/* Transfer height map into OTTD map */
for (y = 0; y < _height_map.size_y; y++) {
for (x = 0; x < _height_map.size_x; x++) {
int height = H2I(_height_map.height(x, y));
if (height < 0) height = 0;
if (height > 15) height = 15;
TgenSetTileHeight(TileXY(x, y), height);
}
}
IncreaseGeneratingWorldProgress(GWP_LANDSCAPE);
FreeHeightMap();
GenerateWorldSetAbortCallback(NULL);
}
示例11: HeightMapCurves
static void HeightMapCurves(uint level)
{
height_t ht[lengthof(_curve_maps)];
/* Set up a grid to choose curve maps based on location */
uint sx = Clamp(1 << level, 2, 32);
uint sy = Clamp(1 << level, 2, 32);
byte *c = (byte *)alloca(sx * sy);
for (uint i = 0; i < sx * sy; i++) {
c[i] = Random() % lengthof(_curve_maps);
}
/* Apply curves */
for (uint x = 0; x < _height_map.size_x; x++) {
/* Get our X grid positions and bi-linear ratio */
float fx = (float)(sx * x) / _height_map.size_x + 0.5f;
uint x1 = (uint)fx;
uint x2 = x1;
float xr = 2.0f * (fx - x1) - 1.0f;
xr = sin(xr * M_PI_2);
xr = sin(xr * M_PI_2);
xr = 0.5f * (xr + 1.0f);
float xri = 1.0f - xr;
if (x1 > 0) {
x1--;
if (x2 >= sx) x2--;
}
for (uint y = 0; y < _height_map.size_y; y++) {
/* Get our Y grid position and bi-linear ratio */
float fy = (float)(sy * y) / _height_map.size_y + 0.5f;
uint y1 = (uint)fy;
uint y2 = y1;
float yr = 2.0f * (fy - y1) - 1.0f;
yr = sin(yr * M_PI_2);
yr = sin(yr * M_PI_2);
yr = 0.5f * (yr + 1.0f);
float yri = 1.0f - yr;
if (y1 > 0) {
y1--;
if (y2 >= sy) y2--;
}
uint corner_a = c[x1 + sx * y1];
uint corner_b = c[x1 + sx * y2];
uint corner_c = c[x2 + sx * y1];
uint corner_d = c[x2 + sx * y2];
/* Bitmask of which curve maps are chosen, so that we do not bother
* calculating a curve which won't be used. */
uint corner_bits = 0;
corner_bits |= 1 << corner_a;
corner_bits |= 1 << corner_b;
corner_bits |= 1 << corner_c;
corner_bits |= 1 << corner_d;
height_t *h = &_height_map.height(x, y);
/* Apply all curve maps that are used on this tile. */
for (uint t = 0; t < lengthof(_curve_maps); t++) {
if (!HasBit(corner_bits, t)) continue;
const control_point_t *cm = _curve_maps[t].list;
for (uint i = 0; i < _curve_maps[t].length - 1; i++) {
const control_point_t &p1 = cm[i];
const control_point_t &p2 = cm[i + 1];
if (*h >= p1.x && *h < p2.x) {
ht[t] = p1.y + (*h - p1.x) * (p2.y - p1.y) / (p2.x - p1.x);
break;
}
}
}
/* Apply interpolation of curve map results. */
*h = (height_t)((ht[corner_a] * yri + ht[corner_b] * yr) * xri + (ht[corner_c] * yri + ht[corner_d] * yr) * xr);
}
}
}
示例12: HeightMapCurves
/**
* Additional map variety is provided by applying different curve maps
* to different parts of the map. A randomized low resolution grid contains
* which curve map to use on each part of the make. This filtered non-linearly
* to smooth out transitions between curves, so each tile could have between
* 100% of one map applied or 25% of four maps.
*
* The curve maps define different land styles, i.e. lakes, low-lands, hills
* and mountain ranges, although these are dependent on the landscape style
* chosen as well.
*
* The level parameter dictates the resolution of the grid. A low resolution
* grid will result in larger continuous areas of a land style, a higher
* resolution grid splits the style into smaller areas.
* @param level Rough indication of the size of the grid sections to style. Small level means large grid sections.
*/
static void HeightMapCurves(uint level)
{
height_t mh = TGPGetMaxHeight() - I2H(1); // height levels above sea level only
/** Basically scale height X to height Y. Everything in between is interpolated. */
struct control_point_t {
height_t x; ///< The height to scale from.
height_t y; ///< The height to scale to.
};
/* Scaled curve maps; value is in height_ts. */
#define F(fraction) ((height_t)(fraction * mh))
const control_point_t curve_map_1[] = { { F(0.0), F(0.0) }, { F(0.8), F(0.13) }, { F(1.0), F(0.4) } };
const control_point_t curve_map_2[] = { { F(0.0), F(0.0) }, { F(0.53), F(0.13) }, { F(0.8), F(0.27) }, { F(1.0), F(0.6) } };
const control_point_t curve_map_3[] = { { F(0.0), F(0.0) }, { F(0.53), F(0.27) }, { F(0.8), F(0.57) }, { F(1.0), F(0.8) } };
const control_point_t curve_map_4[] = { { F(0.0), F(0.0) }, { F(0.4), F(0.3) }, { F(0.7), F(0.8) }, { F(0.92), F(0.99) }, { F(1.0), F(0.99) } };
#undef F
/** Helper structure to index the different curve maps. */
struct control_point_list_t {
size_t length; ///< The length of the curve map.
const control_point_t *list; ///< The actual curve map.
};
const control_point_list_t curve_maps[] = {
{ lengthof(curve_map_1), curve_map_1 },
{ lengthof(curve_map_2), curve_map_2 },
{ lengthof(curve_map_3), curve_map_3 },
{ lengthof(curve_map_4), curve_map_4 },
};
height_t ht[lengthof(curve_maps)];
MemSetT(ht, 0, lengthof(ht));
/* Set up a grid to choose curve maps based on location; attempt to get a somewhat square grid */
float factor = sqrt((float)_height_map.size_x / (float)_height_map.size_y);
uint sx = Clamp((int)(((1 << level) * factor) + 0.5), 1, 128);
uint sy = Clamp((int)(((1 << level) / factor) + 0.5), 1, 128);
byte *c = AllocaM(byte, sx * sy);
for (uint i = 0; i < sx * sy; i++) {
c[i] = Random() % lengthof(curve_maps);
}
/* Apply curves */
for (int x = 0; x < _height_map.size_x; x++) {
/* Get our X grid positions and bi-linear ratio */
float fx = (float)(sx * x) / _height_map.size_x + 1.0f;
uint x1 = (uint)fx;
uint x2 = x1;
float xr = 2.0f * (fx - x1) - 1.0f;
xr = sin(xr * M_PI_2);
xr = sin(xr * M_PI_2);
xr = 0.5f * (xr + 1.0f);
float xri = 1.0f - xr;
if (x1 > 0) {
x1--;
if (x2 >= sx) x2--;
}
for (int y = 0; y < _height_map.size_y; y++) {
/* Get our Y grid position and bi-linear ratio */
float fy = (float)(sy * y) / _height_map.size_y + 1.0f;
uint y1 = (uint)fy;
uint y2 = y1;
float yr = 2.0f * (fy - y1) - 1.0f;
yr = sin(yr * M_PI_2);
yr = sin(yr * M_PI_2);
yr = 0.5f * (yr + 1.0f);
float yri = 1.0f - yr;
if (y1 > 0) {
y1--;
if (y2 >= sy) y2--;
}
uint corner_a = c[x1 + sx * y1];
uint corner_b = c[x1 + sx * y2];
uint corner_c = c[x2 + sx * y1];
uint corner_d = c[x2 + sx * y2];
/* Bitmask of which curve maps are chosen, so that we do not bother
* calculating a curve which won't be used. */
//.........这里部分代码省略.........