diff options
author | UbitUmarov | 2018-05-07 17:29:19 +0100 |
---|---|---|
committer | UbitUmarov | 2018-05-07 17:29:19 +0100 |
commit | 4837a8a8fab0d8ed69c94236f6a52a754c9480ba (patch) | |
tree | 33dc3a335830aabc36702311e82da224a418646a /OpenSim/Region/CoreModules/World | |
parent | breaking map (warp3d) (diff) | |
download | opensim-SC-4837a8a8fab0d8ed69c94236f6a52a754c9480ba.zip opensim-SC-4837a8a8fab0d8ed69c94236f6a52a754c9480ba.tar.gz opensim-SC-4837a8a8fab0d8ed69c94236f6a52a754c9480ba.tar.bz2 opensim-SC-4837a8a8fab0d8ed69c94236f6a52a754c9480ba.tar.xz |
breaking map (warp3d); remove warp3d viewport code not realy used and confusing my last neuron
Diffstat (limited to 'OpenSim/Region/CoreModules/World')
3 files changed, 193 insertions, 262 deletions
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs index 622b16c..95fa567 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs | |||
@@ -83,7 +83,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
83 | public static Bitmap Splat(ITerrainChannel terrain, | 83 | public static Bitmap Splat(ITerrainChannel terrain, |
84 | UUID[] textureIDs, float[] startHeights, float[] heightRanges, | 84 | UUID[] textureIDs, float[] startHeights, float[] heightRanges, |
85 | uint regionPositionX,uint regionPositionY, | 85 | uint regionPositionX,uint regionPositionY, |
86 | IAssetService assetService, bool textureTerrain, bool averagetextureTerrain) | 86 | IAssetService assetService, bool textureTerrain, bool averagetextureTerrain, bool FlipedY) |
87 | { | 87 | { |
88 | Debug.Assert(textureIDs.Length == 4); | 88 | Debug.Assert(textureIDs.Length == 4); |
89 | Debug.Assert(startHeights.Length == 4); | 89 | Debug.Assert(startHeights.Length == 4); |
@@ -294,38 +294,79 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
294 | // pixel data directly | 294 | // pixel data directly |
295 | if(usecolors) | 295 | if(usecolors) |
296 | { | 296 | { |
297 | unsafe | 297 | if(FlipedY) |
298 | { | 298 | { |
299 | for(int y = 0; y < 256; ++y) | 299 | unsafe |
300 | { | 300 | { |
301 | int ty = (int)((255 - y) * yFactor); | 301 | for(int y = 0; y < 256; ++y) |
302 | byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride; | 302 | { |
303 | int ty = (int)(y * yFactor); | ||
304 | byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride; | ||
305 | |||
306 | for(int x = 0; x < 256; ++x) | ||
307 | { | ||
308 | int tx = (int)(x * xFactor); | ||
309 | float height = (float)terrain[tx, ty]; | ||
310 | float layer = getLayerTex(height, x, y, | ||
311 | (uint)tx + regionPositionX, (uint)ty + regionPositionY, | ||
312 | startHeights, heightRanges); | ||
313 | |||
314 | // Select two textures | ||
315 | int l0 = (int)layer; | ||
316 | int l1 = Math.Min(l0 + 1, 3); | ||
317 | |||
318 | float layerDiff = layer - l0; | ||
319 | |||
320 | float a = mapColorsRed[l0]; | ||
321 | float b = mapColorsRed[l1]; | ||
322 | *(ptrO++) = (byte)(a + layerDiff * (b - a)); | ||
323 | |||
324 | a = mapColorsGreen[l0]; | ||
325 | b = mapColorsGreen[l1]; | ||
326 | *(ptrO++) = (byte)(a + layerDiff * (b - a)); | ||
303 | 327 | ||
304 | for(int x = 0; x < 256; ++x) | 328 | a = mapColorsBlue[l0]; |
329 | b = mapColorsBlue[l1]; | ||
330 | *(ptrO++) = (byte)(a + layerDiff * (b - a)); | ||
331 | } | ||
332 | } | ||
333 | } | ||
334 | } | ||
335 | else | ||
336 | { | ||
337 | unsafe | ||
338 | { | ||
339 | for(int y = 0; y < 256; ++y) | ||
305 | { | 340 | { |
306 | int tx = (int)(x * xFactor); | 341 | int ty = (int)((255 - y) * yFactor); |
307 | float height = (float)terrain[tx, ty]; | 342 | byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride; |
308 | float layer = getLayerTex(height, x, (255 - y), | ||
309 | (uint)tx + regionPositionX, (uint)ty + regionPositionY, | ||
310 | startHeights, heightRanges); | ||
311 | 343 | ||
312 | // Select two textures | 344 | for(int x = 0; x < 256; ++x) |
313 | int l0 = (int)layer; | 345 | { |
314 | int l1 = Math.Min(l0 + 1, 3); | 346 | int tx = (int)(x * xFactor); |
347 | float height = (float)terrain[tx, ty]; | ||
348 | float layer = getLayerTex(height, x, (255 - y), | ||
349 | (uint)tx + regionPositionX, (uint)ty + regionPositionY, | ||
350 | startHeights, heightRanges); | ||
351 | |||
352 | // Select two textures | ||
353 | int l0 = (int)layer; | ||
354 | int l1 = Math.Min(l0 + 1, 3); | ||
315 | 355 | ||
316 | float layerDiff = layer - l0; | 356 | float layerDiff = layer - l0; |
317 | 357 | ||
318 | float a = mapColorsRed[l0]; | 358 | float a = mapColorsRed[l0]; |
319 | float b = mapColorsRed[l1]; | 359 | float b = mapColorsRed[l1]; |
320 | *(ptrO++) = (byte)(a + layerDiff * (b - a)); | 360 | *(ptrO++) = (byte)(a + layerDiff * (b - a)); |
321 | 361 | ||
322 | a = mapColorsGreen[l0]; | 362 | a = mapColorsGreen[l0]; |
323 | b = mapColorsGreen[l1]; | 363 | b = mapColorsGreen[l1]; |
324 | *(ptrO++) = (byte)(a + layerDiff * (b - a)); | 364 | *(ptrO++) = (byte)(a + layerDiff * (b - a)); |
325 | 365 | ||
326 | a = mapColorsBlue[l0]; | 366 | a = mapColorsBlue[l0]; |
327 | b = mapColorsBlue[l1]; | 367 | b = mapColorsBlue[l1]; |
328 | *(ptrO++) = (byte)(a + layerDiff * (b - a)); | 368 | *(ptrO++) = (byte)(a + layerDiff * (b - a)); |
369 | } | ||
329 | } | 370 | } |
330 | } | 371 | } |
331 | } | 372 | } |
@@ -343,42 +384,86 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
343 | detailTexture[3].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) | 384 | detailTexture[3].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) |
344 | }; | 385 | }; |
345 | 386 | ||
346 | for(int y = 0; y < 256; y++) | 387 | if(FlipedY) |
347 | { | 388 | { |
348 | int ty = (int)((255 - y) * yFactor); | 389 | for(int y = 0; y < 256; y++) |
349 | int ypatch = ((int)(y * yFactor) & 0x0f) * datas[0].Stride; | 390 | { |
391 | int ty = (int)(y * yFactor); | ||
392 | int ypatch = ((int)(y * yFactor) & 0x0f) * datas[0].Stride; | ||
350 | 393 | ||
351 | for(int x = 0; x < 256; x++) | 394 | for(int x = 0; x < 256; x++) |
395 | { | ||
396 | int tx = (int)(x * xFactor); | ||
397 | float height = (float)terrain[tx, ty]; | ||
398 | float layer = getLayerTex(height, x, y, | ||
399 | (uint)tx + regionPositionX, (uint)ty + regionPositionY, | ||
400 | startHeights, heightRanges); | ||
401 | |||
402 | // Select two textures | ||
403 | int l0 = (int)layer; | ||
404 | int l1 = Math.Min(l0 + 1, 3); | ||
405 | |||
406 | int patchOffset = (tx & 0x0f) * 3 + ypatch; | ||
407 | byte* ptrA = (byte*)datas[l0].Scan0 + patchOffset; | ||
408 | byte* ptrB = (byte*)datas[l1].Scan0 + patchOffset; | ||
409 | byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3; | ||
410 | |||
411 | float aB = *(ptrA + 0); | ||
412 | float aG = *(ptrA + 1); | ||
413 | float aR = *(ptrA + 2); | ||
414 | |||
415 | float bB = *(ptrB + 0); | ||
416 | float bG = *(ptrB + 1); | ||
417 | float bR = *(ptrB + 2); | ||
418 | |||
419 | float layerDiff = layer - l0; | ||
420 | |||
421 | // Interpolate between the two selected textures | ||
422 | *(ptrO + 0) = (byte)(aB + layerDiff * (bB - aB)); | ||
423 | *(ptrO + 1) = (byte)(aG + layerDiff * (bG - aG)); | ||
424 | *(ptrO + 2) = (byte)(aR + layerDiff * (bR - aR)); | ||
425 | } | ||
426 | } | ||
427 | } | ||
428 | else | ||
429 | { | ||
430 | for(int y = 0; y < 256; y++) | ||
352 | { | 431 | { |
353 | int tx = (int)(x * xFactor); | 432 | int ty = (int)((255 - y) * yFactor); |
354 | float height = (float)terrain[tx, ty]; | 433 | int ypatch = ((int)(y * yFactor) & 0x0f) * datas[0].Stride; |
355 | float layer = getLayerTex(height, x, (255 - y), | 434 | |
356 | (uint)tx + regionPositionX, (uint)ty + regionPositionY, | 435 | for(int x = 0; x < 256; x++) |
357 | startHeights, heightRanges); | 436 | { |
358 | 437 | int tx = (int)(x * xFactor); | |
359 | // Select two textures | 438 | float height = (float)terrain[tx, ty]; |
360 | int l0 = (int)layer; | 439 | float layer = getLayerTex(height, x, (255 - y), |
361 | int l1 = Math.Min(l0 + 1, 3); | 440 | (uint)tx + regionPositionX, (uint)ty + regionPositionY, |
362 | 441 | startHeights, heightRanges); | |
363 | int patchOffset = (tx & 0x0f) * 3 + ypatch; | 442 | |
364 | byte* ptrA = (byte*)datas[l0].Scan0 + patchOffset; | 443 | // Select two textures |
365 | byte* ptrB = (byte*)datas[l1].Scan0 + patchOffset; | 444 | int l0 = (int)layer; |
366 | byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3; | 445 | int l1 = Math.Min(l0 + 1, 3); |
367 | 446 | ||
368 | float aB = *(ptrA + 0); | 447 | int patchOffset = (tx & 0x0f) * 3 + ypatch; |
369 | float aG = *(ptrA + 1); | 448 | byte* ptrA = (byte*)datas[l0].Scan0 + patchOffset; |
370 | float aR = *(ptrA + 2); | 449 | byte* ptrB = (byte*)datas[l1].Scan0 + patchOffset; |
371 | 450 | byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3; | |
372 | float bB = *(ptrB + 0); | 451 | |
373 | float bG = *(ptrB + 1); | 452 | float aB = *(ptrA + 0); |
374 | float bR = *(ptrB + 2); | 453 | float aG = *(ptrA + 1); |
375 | 454 | float aR = *(ptrA + 2); | |
376 | float layerDiff = layer - l0; | 455 | |
377 | 456 | float bB = *(ptrB + 0); | |
378 | // Interpolate between the two selected textures | 457 | float bG = *(ptrB + 1); |
379 | *(ptrO + 0) = (byte)(aB + layerDiff * (bB - aB)); | 458 | float bR = *(ptrB + 2); |
380 | *(ptrO + 1) = (byte)(aG + layerDiff * (bG - aG)); | 459 | |
381 | *(ptrO + 2) = (byte)(aR + layerDiff * (bR - aR)); | 460 | float layerDiff = layer - l0; |
461 | |||
462 | // Interpolate between the two selected textures | ||
463 | *(ptrO + 0) = (byte)(aB + layerDiff * (bB - aB)); | ||
464 | *(ptrO + 1) = (byte)(aG + layerDiff * (bG - aG)); | ||
465 | *(ptrO + 2) = (byte)(aR + layerDiff * (bR - aR)); | ||
466 | } | ||
382 | } | 467 | } |
383 | } | 468 | } |
384 | 469 | ||
@@ -420,6 +505,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
420 | heightRanges[1], heightRanges[3], | 505 | heightRanges[1], heightRanges[3], |
421 | pctX, pctY); | 506 | pctX, pctY); |
422 | heightRange = Utils.Clamp(heightRange, 0f, 255f); | 507 | heightRange = Utils.Clamp(heightRange, 0f, 255f); |
508 | if(heightRange == 0f) | ||
509 | return 0; | ||
423 | 510 | ||
424 | // Generate two frequencies of perlin noise based on our global position | 511 | // Generate two frequencies of perlin noise based on our global position |
425 | // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting | 512 | // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting |
@@ -435,8 +522,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
435 | 522 | ||
436 | // Combine the current height, generated noise, start height, and height range parameters, then scale all of it | 523 | // Combine the current height, generated noise, start height, and height range parameters, then scale all of it |
437 | float layer = ((height + noise - startHeight) / heightRange) * 4f; | 524 | float layer = ((height + noise - startHeight) / heightRange) * 4f; |
438 | if(Single.IsNaN(layer)) | ||
439 | return 0; | ||
440 | return Utils.Clamp(layer, 0f, 3f); | 525 | return Utils.Clamp(layer, 0f, 3f); |
441 | } | 526 | } |
442 | } | 527 | } |
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Viewport.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Viewport.cs deleted file mode 100644 index 5ea4d29..0000000 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/Viewport.cs +++ /dev/null | |||
@@ -1,166 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Drawing; | ||
30 | using OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.CoreModules.World.Warp3DMap | ||
33 | { | ||
34 | public class Viewport | ||
35 | { | ||
36 | private const float DEG_TO_RAD = (float)Math.PI / 180f; | ||
37 | private static readonly Vector3 UP_DIRECTION = Vector3.UnitZ; | ||
38 | |||
39 | public Vector3 Position; | ||
40 | public Vector3 LookDirection; | ||
41 | public float FieldOfView; | ||
42 | public float NearPlaneDistance; | ||
43 | public float FarPlaneDistance; | ||
44 | public int Width; | ||
45 | public int Height; | ||
46 | public bool Orthographic; | ||
47 | public float OrthoWindowWidth; | ||
48 | public float OrthoWindowHeight; | ||
49 | |||
50 | public Viewport(Vector3 position, Vector3 lookDirection, float fieldOfView, float farPlaneDist, float nearPlaneDist, int width, int height) | ||
51 | { | ||
52 | // Perspective projection mode | ||
53 | Position = position; | ||
54 | LookDirection = lookDirection; | ||
55 | FieldOfView = fieldOfView; | ||
56 | FarPlaneDistance = farPlaneDist; | ||
57 | NearPlaneDistance = nearPlaneDist; | ||
58 | Width = width; | ||
59 | Height = height; | ||
60 | Orthographic = false; | ||
61 | } | ||
62 | |||
63 | public Viewport(Vector3 position, Vector3 lookDirection, float farPlaneDist, float nearPlaneDist, int width, int height, float orthoWindowWidth, float orthoWindowHeight) | ||
64 | { | ||
65 | // Orthographic projection mode | ||
66 | Position = position; | ||
67 | LookDirection = lookDirection; | ||
68 | FarPlaneDistance = farPlaneDist; | ||
69 | NearPlaneDistance = nearPlaneDist; | ||
70 | Width = width; | ||
71 | Height = height; | ||
72 | OrthoWindowWidth = orthoWindowWidth; | ||
73 | OrthoWindowHeight = orthoWindowHeight; | ||
74 | Orthographic = true; | ||
75 | } | ||
76 | |||
77 | public Point VectorToScreen(Vector3 v) | ||
78 | { | ||
79 | Matrix4 m = GetWorldToViewportMatrix(); | ||
80 | Vector3 screenPoint = v * m; | ||
81 | return new Point((int)screenPoint.X, (int)screenPoint.Y); | ||
82 | } | ||
83 | |||
84 | public Matrix4 GetWorldToViewportMatrix() | ||
85 | { | ||
86 | Matrix4 result = GetViewMatrix(); | ||
87 | result *= GetPerspectiveProjectionMatrix(); | ||
88 | result *= GetViewportMatrix(); | ||
89 | |||
90 | return result; | ||
91 | } | ||
92 | |||
93 | public Matrix4 GetViewMatrix() | ||
94 | { | ||
95 | Vector3 zAxis = -LookDirection; | ||
96 | zAxis.Normalize(); | ||
97 | |||
98 | Vector3 xAxis = Vector3.Cross(UP_DIRECTION, zAxis); | ||
99 | xAxis.Normalize(); | ||
100 | |||
101 | Vector3 yAxis = Vector3.Cross(zAxis, xAxis); | ||
102 | |||
103 | Vector3 position = Position; | ||
104 | float offsetX = -Vector3.Dot(xAxis, position); | ||
105 | float offsetY = -Vector3.Dot(yAxis, position); | ||
106 | float offsetZ = -Vector3.Dot(zAxis, position); | ||
107 | |||
108 | return new Matrix4( | ||
109 | xAxis.X, yAxis.X, zAxis.X, 0f, | ||
110 | xAxis.Y, yAxis.Y, zAxis.Y, 0f, | ||
111 | xAxis.Z, yAxis.Z, zAxis.Z, 0f, | ||
112 | offsetX, offsetY, offsetZ, 1f); | ||
113 | } | ||
114 | |||
115 | public Matrix4 GetPerspectiveProjectionMatrix() | ||
116 | { | ||
117 | float aspectRatio = (float)Width / (float)Height; | ||
118 | |||
119 | float hFoV = FieldOfView * DEG_TO_RAD; | ||
120 | float zn = NearPlaneDistance; | ||
121 | float zf = FarPlaneDistance; | ||
122 | |||
123 | float xScale = 1f / (float)Math.Tan(hFoV / 2f); | ||
124 | float yScale = aspectRatio * xScale; | ||
125 | float m33 = (zf == double.PositiveInfinity) ? -1 : (zf / (zn - zf)); | ||
126 | float m43 = zn * m33; | ||
127 | |||
128 | return new Matrix4( | ||
129 | xScale, 0f, 0f, 0f, | ||
130 | 0f, yScale, 0f, 0f, | ||
131 | 0f, 0f, m33, -1f, | ||
132 | 0f, 0f, m43, 0f); | ||
133 | } | ||
134 | |||
135 | public Matrix4 GetOrthographicProjectionMatrix(float aspectRatio) | ||
136 | { | ||
137 | float w = Width; | ||
138 | float h = Height; | ||
139 | float zn = NearPlaneDistance; | ||
140 | float zf = FarPlaneDistance; | ||
141 | |||
142 | float m33 = 1 / (zn - zf); | ||
143 | float m43 = zn * m33; | ||
144 | |||
145 | return new Matrix4( | ||
146 | 2f / w, 0f, 0f, 0f, | ||
147 | 0f, 2f / h, 0f, 0f, | ||
148 | 0f, 0f, m33, 0f, | ||
149 | 0f, 0f, m43, 1f); | ||
150 | } | ||
151 | |||
152 | public Matrix4 GetViewportMatrix() | ||
153 | { | ||
154 | float scaleX = (float)Width * 0.5f; | ||
155 | float scaleY = (float)Height * 0.5f; | ||
156 | float offsetX = 0f + scaleX; | ||
157 | float offsetY = 0f + scaleY; | ||
158 | |||
159 | return new Matrix4( | ||
160 | scaleX, 0f, 0f, 0f, | ||
161 | 0f, -scaleY, 0f, 0f, | ||
162 | 0f, 0f, 1f, 0f, | ||
163 | offsetX, offsetY, 0f, 1f); | ||
164 | } | ||
165 | } | ||
166 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs index b41a27c..b4659cc 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs | |||
@@ -156,65 +156,74 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
156 | 156 | ||
157 | #region IMapImageGenerator Members | 157 | #region IMapImageGenerator Members |
158 | 158 | ||
159 | private Vector3 cameraPos; | ||
160 | private Vector3 cameraDir; | ||
161 | private int viewWitdh = 256; | ||
162 | private int viewHeigth = 256; | ||
163 | private float fov; | ||
164 | private bool orto; | ||
165 | |||
159 | public Bitmap CreateMapTile() | 166 | public Bitmap CreateMapTile() |
160 | { | 167 | { |
161 | /* this must be on all map, not just its image | ||
162 | if ((DateTime.Now - lastImageTime).TotalSeconds < 3600) | ||
163 | { | ||
164 | return (Bitmap)lastImage.Clone(); | ||
165 | } | ||
166 | */ | ||
167 | |||
168 | List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); | 168 | List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); |
169 | if (renderers.Count > 0) | 169 | if (renderers.Count > 0) |
170 | { | 170 | { |
171 | m_primMesher = RenderingLoader.LoadRenderer(renderers[0]); | 171 | m_primMesher = RenderingLoader.LoadRenderer(renderers[0]); |
172 | } | 172 | } |
173 | 173 | ||
174 | Vector3 camPos = new Vector3( | 174 | cameraPos = new Vector3( |
175 | (m_scene.RegionInfo.RegionSizeX) * 0.5f, | 175 | (m_scene.RegionInfo.RegionSizeX) * 0.5f, |
176 | (m_scene.RegionInfo.RegionSizeY) * 0.5f, | 176 | (m_scene.RegionInfo.RegionSizeY) * 0.5f, |
177 | 250f); | 177 | 250f); |
178 | // Viewport viewing down onto the region | ||
179 | Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, | ||
180 | (int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY, | ||
181 | (float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY); | ||
182 | 178 | ||
183 | Bitmap tile = CreateMapTile(viewport); | 179 | cameraDir = -Vector3.UnitZ; |
180 | viewWitdh = (int)m_scene.RegionInfo.RegionSizeX; | ||
181 | viewHeigth = (int)m_scene.RegionInfo.RegionSizeY; | ||
182 | orto = true; | ||
183 | |||
184 | Bitmap tile = GenMapTile(); | ||
184 | m_primMesher = null; | 185 | m_primMesher = null; |
185 | return tile; | 186 | return tile; |
186 | /* | ||
187 | lastImage = tile; | ||
188 | lastImageTime = DateTime.Now; | ||
189 | return (Bitmap)lastImage.Clone(); | ||
190 | */ | ||
191 | } | 187 | } |
192 | 188 | ||
193 | public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) | 189 | public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float pfov, int width, int height, bool useTextures) |
194 | { | 190 | { |
195 | Viewport viewport = new Viewport(camPos, camDir, fov, Constants.RegionSize, 0.1f, width, height); | 191 | List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); |
196 | return CreateMapTile(viewport); | 192 | if (renderers.Count > 0) |
193 | { | ||
194 | m_primMesher = RenderingLoader.LoadRenderer(renderers[0]); | ||
195 | } | ||
196 | |||
197 | cameraPos = camPos; | ||
198 | cameraDir = camDir; | ||
199 | viewWitdh = width; | ||
200 | viewHeigth = height; | ||
201 | fov = pfov; | ||
202 | orto = false; | ||
203 | |||
204 | Bitmap tile = GenMapTile(); | ||
205 | m_primMesher = null; | ||
206 | return tile; | ||
197 | } | 207 | } |
198 | 208 | ||
199 | public Bitmap CreateMapTile(Viewport viewport) | 209 | private Bitmap GenMapTile() |
200 | { | 210 | { |
201 | m_colors.Clear(); | 211 | m_colors.Clear(); |
202 | 212 | ||
203 | int width = viewport.Width; | ||
204 | int height = viewport.Height; | ||
205 | |||
206 | WarpRenderer renderer = new WarpRenderer(); | 213 | WarpRenderer renderer = new WarpRenderer(); |
207 | 214 | ||
208 | if(!renderer.CreateScene(width, height)) | 215 | if(!renderer.CreateScene(viewWitdh, viewHeigth)) |
209 | return new Bitmap(width,height); | 216 | return new Bitmap(viewWitdh, viewHeigth); |
210 | 217 | ||
211 | #region Camera | 218 | #region Camera |
212 | 219 | ||
213 | warp_Vector pos = ConvertVector(viewport.Position); | 220 | warp_Vector pos = ConvertVector(cameraPos); |
214 | warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection)); | 221 | warp_Vector lookat = warp_Vector.add(pos, ConvertVector(cameraDir)); |
215 | 222 | ||
216 | 223 | if(orto) | |
217 | renderer.Scene.defaultCamera.setOrthographic(true, viewport.OrthoWindowWidth, viewport.OrthoWindowHeight); | 224 | renderer.Scene.defaultCamera.setOrthographic(true, viewWitdh, viewHeigth); |
225 | else | ||
226 | renderer.Scene.defaultCamera.setFov(fov); | ||
218 | 227 | ||
219 | renderer.Scene.defaultCamera.setPos(pos); | 228 | renderer.Scene.defaultCamera.setPos(pos); |
220 | renderer.Scene.defaultCamera.lookAt(lookat); | 229 | renderer.Scene.defaultCamera.lookAt(lookat); |
@@ -234,7 +243,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
234 | renderer.Scene.destroy(); | 243 | renderer.Scene.destroy(); |
235 | renderer.Reset(); | 244 | renderer.Reset(); |
236 | renderer = null; | 245 | renderer = null; |
237 | viewport = null; | ||
238 | 246 | ||
239 | m_colors.Clear(); | 247 | m_colors.Clear(); |
240 | GC.Collect(); | 248 | GC.Collect(); |
@@ -303,28 +311,31 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
303 | npointsy++; | 311 | npointsy++; |
304 | 312 | ||
305 | // Create all the vertices for the terrain | 313 | // Create all the vertices for the terrain |
314 | // for texture fliped on Y | ||
306 | warp_Object obj = new warp_Object(); | 315 | warp_Object obj = new warp_Object(); |
307 | warp_Vector pos; | 316 | warp_Vector pos; |
308 | float x, y; | 317 | float x, y; |
318 | float tv; | ||
309 | for (y = 0; y < regionsy; y += diff) | 319 | for (y = 0; y < regionsy; y += diff) |
310 | { | 320 | { |
321 | tv = y * invsy; | ||
311 | for (x = 0; x < regionsx; x += diff) | 322 | for (x = 0; x < regionsx; x += diff) |
312 | { | 323 | { |
313 | pos = ConvertVector(x , y , (float)terrain[(int)x, (int)y]); | 324 | pos = ConvertVector(x , y , (float)terrain[(int)x, (int)y]); |
314 | obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f - y * invsy)); | 325 | obj.addVertex(new warp_Vertex(pos, x * invsx, tv )); |
315 | } | 326 | } |
316 | pos = ConvertVector(x , y , (float)terrain[(int)(x - diff), (int)y]); | 327 | pos = ConvertVector(x , y , (float)terrain[(int)(x - diff), (int)y]); |
317 | obj.addVertex(new warp_Vertex(pos, 1.0f, 1.0f - y * invsy)); | 328 | obj.addVertex(new warp_Vertex(pos, 1.0f, tv)); |
318 | } | 329 | } |
319 | 330 | ||
320 | int lastY = (int)(y - diff); | 331 | int lastY = (int)(y - diff); |
321 | for (x = 0; x < regionsx; x += diff) | 332 | for (x = 0; x < regionsx; x += diff) |
322 | { | 333 | { |
323 | pos = ConvertVector(x , y , (float)terrain[(int)x, lastY]); | 334 | pos = ConvertVector(x , y , (float)terrain[(int)x, lastY]); |
324 | obj.addVertex(new warp_Vertex(pos, x * invsx, 0f)); | 335 | obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f)); |
325 | } | 336 | } |
326 | pos = ConvertVector(x , y , (float)terrain[(int)(x - diff), lastY]); | 337 | pos = ConvertVector(x , y , (float)terrain[(int)(x - diff), lastY]); |
327 | obj.addVertex(new warp_Vertex(pos, 1.0f, 0f)); | 338 | obj.addVertex(new warp_Vertex(pos, 1.0f, 1.0f)); |
328 | 339 | ||
329 | // Now that we have all the vertices, make another pass and | 340 | // Now that we have all the vertices, make another pass and |
330 | // create the list of triangle indices. | 341 | // create the list of triangle indices. |
@@ -376,10 +387,11 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
376 | Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); | 387 | Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); |
377 | 388 | ||
378 | warp_Texture texture; | 389 | warp_Texture texture; |
390 | // get texture fliped on Y | ||
379 | using (Bitmap image = TerrainSplat.Splat( | 391 | using (Bitmap image = TerrainSplat.Splat( |
380 | terrain, textureIDs, startHeights, heightRanges, | 392 | terrain, textureIDs, startHeights, heightRanges, |
381 | m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY, | 393 | m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY, |
382 | m_scene.AssetService, m_textureTerrain, m_textureAvegareTerrain)) | 394 | m_scene.AssetService, m_textureTerrain, m_textureAvegareTerrain, true)) |
383 | texture = new warp_Texture(image); | 395 | texture = new warp_Texture(image); |
384 | 396 | ||
385 | warp_Material material = new warp_Material(texture); | 397 | warp_Material material = new warp_Material(texture); |