From 2940f325436f5b07dcfbac03545b3eb96e20ffcf Mon Sep 17 00:00:00 2001 From: onefang Date: Thu, 10 Sep 2020 21:20:23 +1000 Subject: Warp3DCachedImageModule from Christopher Latza. From - https://clatza.dev/OpenSim/OpenSim.Modules.Warp3DCachedImageModule.git Commit ad0aa59f53ae77c85a7c745d9af5aa70187568ba on 17/5/20 1:37 AM --- .../.gitignore | 287 ++++++ .../LICENSE | 25 + .../prebuild.xml | 41 + .../src/Perlin.cs | 264 +++++ .../src/TerrainSplat.cs | 470 +++++++++ .../src/Warp3DImageModule.cs | 1073 ++++++++++++++++++++ 6 files changed, 2160 insertions(+) create mode 100644 addon-modules/OpenSim.Modules.Warp3DCachedImageModule/.gitignore create mode 100644 addon-modules/OpenSim.Modules.Warp3DCachedImageModule/LICENSE create mode 100644 addon-modules/OpenSim.Modules.Warp3DCachedImageModule/prebuild.xml create mode 100644 addon-modules/OpenSim.Modules.Warp3DCachedImageModule/src/Perlin.cs create mode 100644 addon-modules/OpenSim.Modules.Warp3DCachedImageModule/src/TerrainSplat.cs create mode 100644 addon-modules/OpenSim.Modules.Warp3DCachedImageModule/src/Warp3DImageModule.cs (limited to 'addon-modules') diff --git a/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/.gitignore b/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/.gitignore new file mode 100644 index 0000000..a752eac --- /dev/null +++ b/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/.gitignore @@ -0,0 +1,287 @@ +## Ignore Visual Studio temporary files, build results, and +## files generated by popular Visual Studio add-ons. +## +## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore + +# User-specific files +*.suo +*.user +*.userosscache +*.sln.docstates + +# User-specific files (MonoDevelop/Xamarin Studio) +*.userprefs + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ + +# Visual Studio 2015 cache/options directory +.vs/ +# Uncomment if you have tasks that create the project's static files in wwwroot +#wwwroot/ + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUNIT +*.VisualState.xml +TestResult.xml + +# Build Results of an ATL Project +[Dd]ebugPS/ +[Rr]eleasePS/ +dlldata.c + +# .NET Core +project.lock.json +project.fragment.lock.json +artifacts/ +**/Properties/launchSettings.json + +*_i.c +*_p.c +*_i.h +*.ilk +*.meta +*.obj +*.pch +*.pdb +*.pgc +*.pgd +*.rsp +*.sbr +*.tlb +*.tli +*.tlh +*.tmp +*.tmp_proj +*.log +*.vspscc +*.vssscc +.builds +*.pidb +*.svclog +*.scc + +# Chutzpah Test files +_Chutzpah* + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opendb +*.opensdf +*.sdf +*.cachefile +*.VC.db +*.VC.VC.opendb + +# Visual Studio profiler +*.psess +*.vsp +*.vspx +*.sap + +# TFS 2012 Local Workspace +$tf/ + +# Guidance Automation Toolkit +*.gpState + +# ReSharper is a .NET coding add-in +_ReSharper*/ +*.[Rr]e[Ss]harper +*.DotSettings.user + +# JustCode is a .NET coding add-in +.JustCode + +# TeamCity is a build add-in +_TeamCity* + +# DotCover is a Code Coverage Tool +*.dotCover + +# Visual Studio code coverage results +*.coverage +*.coveragexml + +# NCrunch +_NCrunch_* +.*crunch*.local.xml +nCrunchTemp_* + +# MightyMoose +*.mm.* +AutoTest.Net/ + +# Web workbench (sass) +.sass-cache/ + +# Installshield output folder +[Ee]xpress/ + +# DocProject is a documentation generator add-in +DocProject/buildhelp/ +DocProject/Help/*.HxT +DocProject/Help/*.HxC +DocProject/Help/*.hhc +DocProject/Help/*.hhk +DocProject/Help/*.hhp +DocProject/Help/Html2 +DocProject/Help/html + +# Click-Once directory +publish/ + +# Publish Web Output +*.[Pp]ublish.xml +*.azurePubxml +# TODO: Comment the next line if you want to checkin your web deploy settings +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. 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Backup files are not needed, +# because we have git ;-) +_UpgradeReport_Files/ +Backup*/ +UpgradeLog*.XML +UpgradeLog*.htm + +# SQL Server files +*.mdf +*.ldf + +# Business Intelligence projects +*.rdl.data +*.bim.layout +*.bim_*.settings + +# Microsoft Fakes +FakesAssemblies/ + +# GhostDoc plugin setting file +*.GhostDoc.xml + +# Node.js Tools for Visual Studio +.ntvs_analysis.dat +node_modules/ + +# Typescript v1 declaration files +typings/ + +# Visual Studio 6 build log +*.plg + +# Visual Studio 6 workspace options file +*.opt + +# Visual Studio 6 auto-generated workspace file (contains which files were open etc.) +*.vbw + +# Visual Studio LightSwitch build output +**/*.HTMLClient/GeneratedArtifacts +**/*.DesktopClient/GeneratedArtifacts +**/*.DesktopClient/ModelManifest.xml +**/*.Server/GeneratedArtifacts +**/*.Server/ModelManifest.xml +_Pvt_Extensions + +# Paket dependency manager +.paket/paket.exe +paket-files/ + +# FAKE - F# Make +.fake/ + +# JetBrains Rider +.idea/ +*.sln.iml + +# CodeRush +.cr/ + +# Python Tools for Visual Studio (PTVS) +__pycache__/ +*.pyc + +# Cake - Uncomment if you are using it +# tools/** +# !tools/packages.config + +# Telerik's JustMock configuration file +*.jmconfig + +# BizTalk build output +*.btp.cs +*.btm.cs +*.odx.cs +*.xsd.cs \ No newline at end of file diff --git a/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/LICENSE b/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/LICENSE new file mode 100644 index 0000000..570f732 --- /dev/null +++ b/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/LICENSE @@ -0,0 +1,25 @@ +Copyright (c) Contributors, http://opensimulator.org/ +See CONTRIBUTORS.TXT for a full list of copyright holders. + +Redistribution and use in source and binary forms, with or without +modification, are permitted provided that the following conditions are met: + * Redistributions of source code must retain the above copyright + notice, this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright + notice, this list of conditions and the following disclaimer in the + documentation and/or other materials provided with the distribution. + * Neither the name of the OpenSimulator Project nor the + names of its contributors may be used to endorse or promote products + derived from this software without specific prior written permission. + +THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY EXPRESS OR +IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY +DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL +DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE +GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS +INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER +IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR +OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF +ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. diff --git a/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/prebuild.xml b/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/prebuild.xml new file mode 100644 index 0000000..df5b460 --- /dev/null +++ b/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/prebuild.xml @@ -0,0 +1,41 @@ + + + + ../../../bin + + + + + ../../../bin + + + + ../../../bin + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/src/Perlin.cs b/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/src/Perlin.cs new file mode 100644 index 0000000..2279b76 --- /dev/null +++ b/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/src/Perlin.cs @@ -0,0 +1,264 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using OpenMetaverse; + +namespace OpenSim.Region.CoreModules.World.Warp3DMap +{ + public static class Perlin + { + // We use a hardcoded seed to keep the noise generation consistent between runs + private const int SEED = 42; + + private const int SAMPLE_SIZE = 1024; + private const int B = SAMPLE_SIZE; + private const int BM = SAMPLE_SIZE - 1; + private const int N = 0x1000; + + private static readonly int[] p = new int[SAMPLE_SIZE + SAMPLE_SIZE + 2]; + private static readonly float[,] g3 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2, 3]; + private static readonly float[,] g2 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2, 2]; + private static readonly float[] g1 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2]; + + static Perlin() + { + Random rng = new Random(SEED); + int i, j, k; + + for (i = 0; i < B; i++) + { + p[i] = i; + g1[i] = (float)((rng.Next() % (B + B)) - B) / B; + + for (j = 0; j < 2; j++) + g2[i, j] = (float)((rng.Next() % (B + B)) - B) / B; + normalize2(g2, i); + + for (j = 0; j < 3; j++) + g3[i, j] = (float)((rng.Next() % (B + B)) - B) / B; + normalize3(g3, i); + } + + while (--i > 0) + { + k = p[i]; + p[i] = p[j = rng.Next() % B]; + p[j] = k; + } + + for (i = 0; i < B + 2; i++) + { + p[B + i] = p[i]; + g1[B + i] = g1[i]; + for (j = 0; j < 2; j++) + g2[B + i, j] = g2[i, j]; + for (j = 0; j < 3; j++) + g3[B + i, j] = g3[i, j]; + } + } + + public static float noise1(float arg) + { + int bx0, bx1; + float rx0, rx1, sx, t, u, v; + + t = arg + N; + bx0 = ((int)t) & BM; + bx1 = (bx0 + 1) & BM; + rx0 = t - (int)t; + rx1 = rx0 - 1f; + + sx = s_curve(rx0); + + u = rx0 * g1[p[bx0]]; + v = rx1 * g1[p[bx1]]; + + return Utils.Lerp(u, v, sx); + } + + public static float noise2(float x, float y) + { + int bx, by, b00, b10, b01, b11; + float rx0, rx1, ry0, ry1, sx, sy, a, b, t, u, v; + int i, j; + + t = x + N; + rx0 = t - (int)t; + bx = ((int)t) & BM; + i = p[bx]; + bx = (bx + 1) & BM; + j = p[bx]; + + t = y + N; + ry0 = t - (int)t; + by = ((int)t) & BM; + b00 = p[i + by]; + b10 = p[j + by]; + + by = (by + 1) & BM; + b01 = p[i + by]; + b11 = p[j + by]; + + sx = s_curve(rx0); + u = rx0 * g2[b00, 0] + ry0 * g2[b00, 1]; + rx1 = rx0 - 1f; + v = rx1 * g2[b10, 0] + ry0 * g2[b10, 1]; + a = Utils.Lerp(u, v, sx); + + ry1 = ry0 - 1f; + u = rx0 * g2[b01, 0] + ry1 * g2[b01, 1]; + v = rx1 * g2[b11, 0] + ry1 * g2[b11, 1]; + b = Utils.Lerp(u, v, sx); + + sy = s_curve(ry0); + return Utils.Lerp(a, b, sy); + } + + public static float noise3(float x, float y, float z) + { + int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; + float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v; + int i, j; + + t = x + N; + bx0 = ((int)t) & BM; + bx1 = (bx0 + 1) & BM; + rx0 = t - (int)t; + rx1 = rx0 - 1f; + + t = y + N; + by0 = ((int)t) & BM; + by1 = (by0 + 1) & BM; + ry0 = t - (int)t; + ry1 = ry0 - 1f; + + t = z + N; + bz0 = ((int)t) & BM; + bz1 = (bz0 + 1) & BM; + rz0 = t - (int)t; + rz1 = rz0 - 1f; + + i = p[bx0]; + j = p[bx1]; + + b00 = p[i + by0]; + b10 = p[j + by0]; + b01 = p[i + by1]; + b11 = p[j + by1]; + + t = s_curve(rx0); + sy = s_curve(ry0); + sz = s_curve(rz0); + + u = rx0 * g3[b00 + bz0, 0] + ry0 * g3[b00 + bz0, 1] + rz0 * g3[b00 + bz0, 2]; + v = rx1 * g3[b10 + bz0, 0] + ry0 * g3[b10 + bz0, 1] + rz0 * g3[b10 + bz0, 2]; + a = Utils.Lerp(u, v, t); + + u = rx0 * g3[b01 + bz0, 0] + ry1 * g3[b01 + bz0, 1] + rz0 * g3[b01 + bz0, 2]; + v = rx1 * g3[b11 + bz0, 0] + ry1 * g3[b11 + bz0, 1] + rz0 * g3[b11 + bz0, 2]; + b = Utils.Lerp(u, v, t); + + c = Utils.Lerp(a, b, sy); + + u = rx0 * g3[b00 + bz1, 0] + ry0 * g3[b00 + bz1, 1] + rz1 * g3[b00 + bz1, 2]; + v = rx1 * g3[b10 + bz1, 0] + ry0 * g3[b10 + bz1, 1] + rz1 * g3[b10 + bz1, 2]; + a = Utils.Lerp(u, v, t); + + u = rx0 * g3[b01 + bz1, 0] + ry1 * g3[b01 + bz1, 1] + rz1 * g3[b01 + bz1, 2]; + v = rx1 * g3[b11 + bz1, 0] + ry1 * g3[b11 + bz1, 1] + rz1 * g3[b11 + bz1, 2]; + b = Utils.Lerp(u, v, t); + + d = Utils.Lerp(a, b, sy); + return Utils.Lerp(c, d, sz); + } + + public static float turbulence1(float x, float freq) + { + float t; + + for (t = 0f; freq >= 1f; freq *= 0.5f) + { + t += noise1(freq * x) / freq; + } + return t; + } + + public static float turbulence2(float x, float y, float freq) + { + float t; + + for (t = 0f; freq >= 1f; freq *= 0.5f) + t += noise2(freq * x, freq * y) / freq; + + return t; + } + + public static float turbulence3(float x, float y, float z, float freq) + { + float t; + + for (t = 0f; freq >= 1f; freq *= 0.5f) + { + t += noise3(freq * x, freq * y, freq * z) / freq; + } + return t; + } + + private static void normalize2(float[,] v, int i) + { + float s; + float a = v[i, 0]; + float b = v[i, 1]; + + s = (float)Math.Sqrt(a * a + b * b); + s = 1.0f / s; + v[i, 0] = a * s; + v[i, 1] = b * s; + } + + private static void normalize3(float[,] v, int i) + { + float s; + float a = v[i, 0]; + float b = v[i, 1]; + float c = v[i, 2]; + + s = (float)Math.Sqrt(a * a + b * b + c * c); + s = 1.0f / s; + + v[i, 0] = a * s; + v[i, 1] = b * s; + v[i, 2] = c * s; + } + + private static float s_curve(float t) + { + return t * t * (3f - 2f * t); + } + } +} diff --git a/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/src/TerrainSplat.cs b/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/src/TerrainSplat.cs new file mode 100644 index 0000000..f60beaf --- /dev/null +++ b/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/src/TerrainSplat.cs @@ -0,0 +1,470 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Diagnostics; +using System.Drawing; +using System.Drawing.Imaging; +using log4net; +using OpenMetaverse; +using OpenSim.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Services.Interfaces; + +namespace OpenSim.Region.CoreModules.World.Warp3DMap +{ + public static class TerrainSplat + { + #region Constants + + private static readonly UUID DIRT_DETAIL = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5"); + private static readonly UUID GRASS_DETAIL = new UUID("63338ede-0037-c4fd-855b-015d77112fc8"); + private static readonly UUID MOUNTAIN_DETAIL = new UUID("303cd381-8560-7579-23f1-f0a880799740"); + private static readonly UUID ROCK_DETAIL = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c"); + + private static readonly UUID[] DEFAULT_TERRAIN_DETAIL = new UUID[] + { + DIRT_DETAIL, + GRASS_DETAIL, + MOUNTAIN_DETAIL, + ROCK_DETAIL + }; + + private static readonly Color[] DEFAULT_TERRAIN_COLOR = new Color[] + { + Color.FromArgb(255, 164, 136, 117), + Color.FromArgb(255, 65, 87, 47), + Color.FromArgb(255, 157, 145, 131), + Color.FromArgb(255, 125, 128, 130) + }; + + private static readonly UUID TERRAIN_CACHE_MAGIC = new UUID("2c0c7ef2-56be-4eb8-aacb-76712c535b4b"); + + #endregion Constants + + private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name); + private static string LogHeader = "[WARP3D TERRAIN SPLAT]"; + + /// + /// Builds a composited terrain texture given the region texture + /// and heightmap settings + /// + /// Terrain heightmap + /// Region information including terrain texture parameters + /// A 256x256 square RGB texture ready for rendering + /// Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting + /// Note we create a 256x256 dimension texture even if the actual terrain is larger. + /// + + public static Bitmap Splat(ITerrainChannel terrain, UUID[] textureIDs, + float[] startHeights, float[] heightRanges, + uint regionPositionX, uint regionPositionY, + IAssetService assetService, IJ2KDecoder decoder, + bool textureTerrain, bool averagetextureTerrain, + int twidth, int theight) + { + Debug.Assert(textureIDs.Length == 4); + Debug.Assert(startHeights.Length == 4); + Debug.Assert(heightRanges.Length == 4); + + Bitmap[] detailTexture = new Bitmap[4]; + + byte[] mapColorsRed = new byte[4]; + byte[] mapColorsGreen = new byte[4]; + byte[] mapColorsBlue = new byte[4]; + + bool usecolors = false; + + if (textureTerrain) + { + // Swap empty terrain textureIDs with default IDs + for(int i = 0; i < textureIDs.Length; i++) + { + if(textureIDs[i] == UUID.Zero) + textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i]; + } + + #region Texture Fetching + + if(assetService != null) + { + for(int i = 0; i < 4; i++) + { + AssetBase asset = null; + + // asset cache indexes are strings + string cacheName ="MAP-Patch" + textureIDs[i].ToString(); + + // Try to fetch a cached copy of the decoded/resized version of this texture + asset = assetService.GetCached(cacheName); + if(asset != null) + { + try + { + using(System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data)) + detailTexture[i] = (Bitmap)Image.FromStream(stream); + + if(detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb || + detailTexture[i].Width != 16 || detailTexture[i].Height != 16) + { + detailTexture[i].Dispose(); + detailTexture[i] = null; + } + } + catch(Exception ex) + { + m_log.Warn("Failed to decode cached terrain patch texture" + textureIDs[i] + "): " + ex.Message); + } + } + + if(detailTexture[i] == null) + { + // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG + asset = assetService.Get(textureIDs[i].ToString()); + if(asset != null) + { + try + { + detailTexture[i] = (Bitmap)decoder.DecodeToImage(asset.Data); + } + catch(Exception ex) + { + m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message); + } + } + + if(detailTexture[i] != null) + { + if(detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb || + detailTexture[i].Width != 16 || detailTexture[i].Height != 16) + using(Bitmap origBitmap = detailTexture[i]) + detailTexture[i] = Util.ResizeImageSolid(origBitmap, 16, 16); + + // Save the decoded and resized texture to the cache + byte[] data; + using(System.IO.MemoryStream stream = new System.IO.MemoryStream()) + { + detailTexture[i].Save(stream, ImageFormat.Png); + data = stream.ToArray(); + } + + // Cache a PNG copy of this terrain texture + AssetBase newAsset = new AssetBase + { + Data = data, + Description = "PNG", + Flags = AssetFlags.Collectable, + FullID = UUID.Zero, + ID = cacheName, + Local = true, + Name = String.Empty, + Temporary = true, + Type = (sbyte)AssetType.Unknown + }; + newAsset.Metadata.ContentType = "image/png"; + assetService.Store(newAsset); + } + } + } + } + + #endregion Texture Fetching + if(averagetextureTerrain) + { + for(int t = 0; t < 4; t++) + { + usecolors = true; + if(detailTexture[t] == null) + { + mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R; + mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G; + mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B; + continue; + } + + int npixeis = 0; + int cR = 0; + int cG = 0; + int cB = 0; + + BitmapData bmdata = detailTexture[t].LockBits(new Rectangle(0, 0, 16, 16), + ImageLockMode.ReadOnly, detailTexture[t].PixelFormat); + + npixeis = bmdata.Height * bmdata.Width; + int ylen = bmdata.Height * bmdata.Stride; + + unsafe + { + for(int y = 0; y < ylen; y += bmdata.Stride) + { + byte* ptrc = (byte*)bmdata.Scan0 + y; + for(int x = 0 ; x < bmdata.Width; ++x) + { + cR += *(ptrc++); + cG += *(ptrc++); + cB += *(ptrc++); + } + } + + } + detailTexture[t].UnlockBits(bmdata); + detailTexture[t].Dispose(); + + mapColorsRed[t] = (byte)Util.Clamp(cR / npixeis, 0 , 255); + mapColorsGreen[t] = (byte)Util.Clamp(cG / npixeis, 0 , 255); + mapColorsBlue[t] = (byte)Util.Clamp(cB / npixeis, 0 , 255); + } + } + else + { + // Fill in any missing textures with a solid color + for(int i = 0; i < 4; i++) + { + if(detailTexture[i] == null) + { + m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color", LogHeader, i); + + // Create a solid color texture for this layer + detailTexture[i] = new Bitmap(16, 16, PixelFormat.Format24bppRgb); + using(Graphics gfx = Graphics.FromImage(detailTexture[i])) + { + using(SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i])) + gfx.FillRectangle(brush, 0, 0, 16, 16); + } + } + else + { + if(detailTexture[i].Width != 16 || detailTexture[i].Height != 16) + { + using(Bitmap origBitmap = detailTexture[i]) + detailTexture[i] = Util.ResizeImageSolid(origBitmap, 16, 16); + } + } + } + } + } + else + { + usecolors = true; + for(int t = 0; t < 4; t++) + { + mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R; + mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G; + mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B; + } + } + + #region Layer Map + + float xFactor = terrain.Width / twidth; + float yFactor = terrain.Height / theight; + + #endregion Layer Map + + #region Texture Compositing + + Bitmap output = new Bitmap(twidth, theight, PixelFormat.Format24bppRgb); + BitmapData outputData = output.LockBits(new Rectangle(0, 0, twidth, theight), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); + + // Unsafe work as we lock down the source textures for quicker access and access the + // pixel data directly + float invtwitdthMinus1 = 1.0f / (twidth - 1); + float invtheightMinus1 = 1.0f / (theight - 1); + int ty; + int tx; + float pctx; + float pcty; + float height; + float layer; + float layerDiff; + int l0; + int l1; + uint yglobalpos; + + if(usecolors) + { + float a; + float b; + unsafe + { + byte* ptrO; + for(int y = 0; y < theight; ++y) + { + pcty = y * invtheightMinus1; + ptrO = (byte*)outputData.Scan0 + y * outputData.Stride; + ty = (int)(y * yFactor); + yglobalpos = (uint)ty + regionPositionY; + + for(int x = 0; x < twidth; ++x) + { + tx = (int)(x * xFactor); + pctx = x * invtwitdthMinus1; + height = (float)terrain[tx, ty]; + layer = getLayerTex(height, pctx, pcty, + (uint)tx + regionPositionX, yglobalpos, + startHeights, heightRanges); + + // Select two textures + l0 = (int)layer; + l1 = Math.Min(l0 + 1, 3); + + layerDiff = layer - l0; + + a = mapColorsRed[l0]; + b = mapColorsRed[l1]; + *(ptrO++) = (byte)(a + layerDiff * (b - a)); + + a = mapColorsGreen[l0]; + b = mapColorsGreen[l1]; + *(ptrO++) = (byte)(a + layerDiff * (b - a)); + + a = mapColorsBlue[l0]; + b = mapColorsBlue[l1]; + *(ptrO++) = (byte)(a + layerDiff * (b - a)); + } + } + } + } + else + { + float aB; + float aG; + float aR; + float bB; + float bG; + float bR; + + unsafe + { + // Get handles to all of the texture data arrays + BitmapData[] datas = new BitmapData[] + { + detailTexture[0].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat), + detailTexture[1].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat), + detailTexture[2].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat), + detailTexture[3].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) + }; + + byte* ptr; + byte* ptrO; + for(int y = 0; y < theight; y++) + { + pcty = y * invtheightMinus1; + int ypatch = ((int)(y * yFactor) & 0x0f) * datas[0].Stride; + ptrO = (byte*)outputData.Scan0 + y * outputData.Stride; + ty = (int)(y * yFactor); + yglobalpos = (uint)ty + regionPositionY; + + for(int x = 0; x < twidth; x++) + { + tx = (int)(x * xFactor); + pctx = x * invtwitdthMinus1; + height = (float)terrain[tx, ty]; + layer = getLayerTex(height, pctx, pcty, + (uint)tx + regionPositionX, yglobalpos, + startHeights, heightRanges); + + // Select two textures + l0 = (int)layer; + layerDiff = layer - l0; + + int patchOffset = (tx & 0x0f) * 3 + ypatch; + + ptr = (byte*)datas[l0].Scan0 + patchOffset; + aB = *(ptr++); + aG = *(ptr++); + aR = *(ptr); + + l1 = Math.Min(l0 + 1, 3); + ptr = (byte*)datas[l1].Scan0 + patchOffset; + bB = *(ptr++); + bG = *(ptr++); + bR = *(ptr); + + + // Interpolate between the two selected textures + *(ptrO++) = (byte)(aB + layerDiff * (bB - aB)); + *(ptrO++) = (byte)(aG + layerDiff * (bG - aG)); + *(ptrO++) = (byte)(aR + layerDiff * (bR - aR)); + } + } + + for(int i = 0; i < detailTexture.Length; i++) + detailTexture[i].UnlockBits(datas[i]); + } + + for(int i = 0; i < detailTexture.Length; i++) + if(detailTexture[i] != null) + detailTexture[i].Dispose(); + } + + output.UnlockBits(outputData); + +//output.Save("terr.png",ImageFormat.Png); + + #endregion Texture Compositing + + return output; + } + + [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)] + private static float getLayerTex(float height, float pctX, float pctY, uint X, uint Y, + float[] startHeights, float[] heightRanges) + { + // Use bilinear interpolation between the four corners of start height and + // height range to select the current values at this position + float startHeight = ImageUtils.Bilinear( + startHeights[0], startHeights[2], + startHeights[1], startHeights[3], + pctX, pctY); + if (float.IsNaN(startHeight)) + return 0; + + startHeight = Utils.Clamp(startHeight, 0f, 255f); + + float heightRange = ImageUtils.Bilinear( + heightRanges[0], heightRanges[2], + heightRanges[1], heightRanges[3], + pctX, pctY); + heightRange = Utils.Clamp(heightRange, 0f, 255f); + if(heightRange == 0f || float.IsNaN(heightRange)) + return 0; + + // Generate two frequencies of perlin noise based on our global position + // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting + float sX = X * 0.20319f; + float sY = Y * 0.20319f; + + float noise = Perlin.noise2(sX * 0.222222f, sY * 0.222222f) * 13.0f; + noise += Perlin.turbulence2(sX, sY, 2f) * 4.5f; + + // Combine the current height, generated noise, start height, and height range parameters, then scale all of it + float layer = ((height + noise - startHeight) / heightRange) * 4f; + return Utils.Clamp(layer, 0f, 3f); + } + } +} diff --git a/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/src/Warp3DImageModule.cs b/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/src/Warp3DImageModule.cs new file mode 100644 index 0000000..8e50a16 --- /dev/null +++ b/addon-modules/OpenSim.Modules.Warp3DCachedImageModule/src/Warp3DImageModule.cs @@ -0,0 +1,1073 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +using System; +using System.Collections.Generic; +using System.Drawing; +using System.Drawing.Imaging; +using System.IO; +using System.Reflection; +using System.Runtime; + +using CSJ2K; +using Nini.Config; +using log4net; +using Warp3D; +using Mono.Addins; + +using OpenSim.Framework; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Region.PhysicsModules.SharedBase; +using OpenSim.Services.Interfaces; + +using OpenMetaverse; +using OpenMetaverse.Assets; +using OpenMetaverse.Imaging; +using OpenMetaverse.Rendering; +using OpenMetaverse.StructuredData; + +using WarpRenderer = Warp3D.Warp3D; +using System.Drawing.Drawing2D; + +[assembly: Addin("Warp3DCachedImageModule", "1.1")] +[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)] +namespace OpenSim.Region.CoreModules.World.Warp3DMap +{ + [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "Warp3DCachedImageModule")] + public class Warp3DImageModule : IMapImageGenerator, INonSharedRegionModule + { + private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216); + // private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 128); + + private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + +#pragma warning disable 414 + private static string LogHeader = "[WARP 3D CACHED IMAGE MODULE]"; +#pragma warning restore 414 + private const float m_cameraHeight = 4096f; + + internal Scene m_scene; + private IRendering m_primMesher; + internal IJ2KDecoder m_imgDecoder; + + // caches per rendering + private Dictionary m_warpTextures = new Dictionary(); + private Dictionary m_colors = new Dictionary(); + + private IConfigSource m_config; + private bool m_drawPrimVolume = true; // true if should render the prims on the tile + private bool m_textureTerrain = true; // true if to create terrain splatting texture + private bool m_textureAverageTerrain = false; // replace terrain textures by their average color + private bool m_texturePrims = true; // true if should texture the rendered prims + private float m_texturePrimSize = 48f; // size of prim before we consider texturing it + private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes + private float m_renderMinHeight = -100f; + private float m_renderMaxHeight = 4096f; + + private String m_cacheDirectory = ""; + private bool m_enable_date = false; + private bool m_enable_regionName = false; + private bool m_enable_regionPosition = false; + private bool m_enable_refreshEveryMonth = false; + private bool m_enable_HostedBy = false; + private String m_enable_HostedByText = ""; + + private bool m_Enabled = false; + + // private Bitmap lastImage = null; + private DateTime lastImageTime = DateTime.MinValue; + + #region Region Module interface + + public void Initialise(IConfigSource source) + { + m_config = source; + + string[] configSections = new string[] { "Map", "Startup" }; + + if (Util.GetConfigVarFromSections( + m_config, "MapImageModule", configSections, "MapImageModule") != "Warp3DCachedImageModule") + return; + + m_Enabled = true; + + m_drawPrimVolume = + Util.GetConfigVarFromSections(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume); + m_textureTerrain = + Util.GetConfigVarFromSections(m_config, "TextureOnMapTile", configSections, m_textureTerrain); + m_textureAverageTerrain = + Util.GetConfigVarFromSections(m_config, "AverageTextureColorOnMapTile", configSections, m_textureAverageTerrain); + if (m_textureAverageTerrain) + m_textureTerrain = true; + m_texturePrims = + Util.GetConfigVarFromSections(m_config, "TexturePrims", configSections, m_texturePrims); + m_texturePrimSize = + Util.GetConfigVarFromSections(m_config, "TexturePrimSize", configSections, m_texturePrimSize); + m_renderMeshes = + Util.GetConfigVarFromSections(m_config, "RenderMeshes", configSections, m_renderMeshes); + m_cacheDirectory = + Util.GetConfigVarFromSections(m_config, "CacheDirectory", configSections, System.IO.Path.Combine(new DirectoryInfo(".").FullName, "MapImageCache")); + + + m_enable_date = Util.GetConfigVarFromSections(m_config, "enableDate", configSections, false); + m_enable_regionName = Util.GetConfigVarFromSections(m_config, "enableName", configSections, false); + m_enable_regionPosition = Util.GetConfigVarFromSections(m_config, "enablePosition", configSections, false); + m_enable_refreshEveryMonth = Util.GetConfigVarFromSections(m_config, "RefreshEveryMonth", configSections, true); + m_enable_HostedBy = Util.GetConfigVarFromSections(m_config, "enableHostedBy", configSections, false); + m_enable_HostedByText = Util.GetConfigVarFromSections(m_config, "HosterText", configSections, String.Empty); + + m_renderMaxHeight = Util.GetConfigVarFromSections(m_config, "RenderMaxHeight", configSections, m_renderMaxHeight); + m_renderMinHeight = Util.GetConfigVarFromSections(m_config, "RenderMinHeight", configSections, m_renderMinHeight); + + if (!Directory.Exists(m_cacheDirectory)) + Directory.CreateDirectory(m_cacheDirectory); + + if (m_renderMaxHeight < 100f) + m_renderMaxHeight = 100f; + else if (m_renderMaxHeight > m_cameraHeight - 10f) + m_renderMaxHeight = m_cameraHeight - 10f; + + if (m_renderMinHeight < -100f) + m_renderMinHeight = -100f; + else if (m_renderMinHeight > m_renderMaxHeight - 10f) + m_renderMinHeight = m_renderMaxHeight - 10f; + } + + public void AddRegion(Scene scene) + { + if (!m_Enabled) + return; + + m_scene = scene; + + List renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); + if (renderers.Count > 0) + m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]); + else + m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled"); + + m_scene.RegisterModuleInterface(this); + } + + public void RegionLoaded(Scene scene) + { + if (!m_Enabled) + return; + + m_imgDecoder = m_scene.RequestModuleInterface(); + } + + public void RemoveRegion(Scene scene) + { + } + + public void Close() + { + } + + public string Name + { + get { return "Warp3DImageModule"; } + } + + public Type ReplaceableInterface + { + get { return null; } + } + + #endregion + + #region IMapImageGenerator Members + + private Vector3 cameraPos; + private Vector3 cameraDir; + private int viewWitdh = 256; + private int viewHeight = 256; + private float fov; + private bool orto; + + public static string fillInt(int _i, int _l) + { + String _return = _i.ToString(); + + while (_return.Length < _l) + { + _return = 0 + _return; + } + + return _return; + } + + public static int getCurrentUnixTime() + { + return (Int32)(DateTime.UtcNow.Subtract(new DateTime(1970, 1, 1))).TotalSeconds; + } + + public static String unixTimeToDateString(int unixTime) + { + DateTime unixStart = new DateTime(1970, 1, 1, 0, 0, 0, 0, System.DateTimeKind.Utc); + long unixTimeStampInTicks = (long)(unixTime * TimeSpan.TicksPerSecond); + DateTime _date = new DateTime(unixStart.Ticks + unixTimeStampInTicks, System.DateTimeKind.Utc); + + return fillInt(_date.Day, 2) + "." + fillInt(_date.Month, 2) + "." + fillInt(_date.Year, 4) + " " + fillInt(_date.Hour, 2) + ":" + fillInt(_date.Minute, 2); + } + + private void writeDateOnMap(ref Bitmap _map) + { + RectangleF rectf = new RectangleF(2, 1, 200, 25); + + Graphics g = Graphics.FromImage(_map); + g.SmoothingMode = SmoothingMode.AntiAlias; + g.InterpolationMode = InterpolationMode.HighQualityBicubic; + g.PixelOffsetMode = PixelOffsetMode.HighQuality; + g.DrawString(unixTimeToDateString(getCurrentUnixTime()), new Font("Arial", 8), Brushes.White, rectf); + g.Flush(); + } + + private void writeNameOnMap(ref Bitmap _map) + { + RectangleF rectf = new RectangleF(2, m_scene.RegionInfo.RegionSizeX - 15, 200, 25); + + Graphics g = Graphics.FromImage(_map); + g.SmoothingMode = SmoothingMode.AntiAlias; + g.InterpolationMode = InterpolationMode.HighQualityBicubic; + g.PixelOffsetMode = PixelOffsetMode.HighQuality; + g.DrawString(m_scene.Name, new Font("Arial", 8), Brushes.White, rectf); + g.Flush(); + } + + private void writePositionOnMap(ref Bitmap _map) + { + RectangleF rectf = new RectangleF(m_scene.RegionInfo.RegionSizeY - 85, m_scene.RegionInfo.RegionSizeX - 15, 80, 25); + + Graphics g = Graphics.FromImage(_map); + g.SmoothingMode = SmoothingMode.AntiAlias; + g.InterpolationMode = InterpolationMode.HighQualityBicubic; + g.PixelOffsetMode = PixelOffsetMode.HighQuality; + g.DrawString(m_scene.RegionInfo.RegionLocX + ", " + m_scene.RegionInfo.RegionLocY, new Font("Arial", 8), Brushes.White, rectf); + g.Flush(); + } + + private void writeHostedByOnMap(ref Bitmap _map) + { + RectangleF rectf = new RectangleF(2, m_scene.RegionInfo.RegionSizeX - 15, 200, 25); + + Graphics g = Graphics.FromImage(_map); + g.SmoothingMode = SmoothingMode.AntiAlias; + g.InterpolationMode = InterpolationMode.HighQualityBicubic; + g.PixelOffsetMode = PixelOffsetMode.HighQuality; + g.DrawString(m_enable_HostedByText, new Font("Arial", 8), Brushes.Gray, rectf); + g.Flush(); + } + + + public Bitmap CreateMapTile() + { + if ((File.GetCreationTime(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp")).Month != DateTime.Now.Month) && m_enable_refreshEveryMonth == true) + File.Delete(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp")); + + if (File.Exists(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp"))) + { + return new Bitmap(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp")); + } + else + { + List renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); + if (renderers.Count > 0) + { + m_primMesher = RenderingLoader.LoadRenderer(renderers[0]); + } + + cameraPos = new Vector3( + (m_scene.RegionInfo.RegionSizeX) * 0.5f, + (m_scene.RegionInfo.RegionSizeY) * 0.5f, + m_cameraHeight); + + cameraDir = -Vector3.UnitZ; + viewWitdh = (int)m_scene.RegionInfo.RegionSizeX; + viewHeight = (int)m_scene.RegionInfo.RegionSizeY; + orto = true; + + // fov = warp_Math.rad2deg(2f * (float)Math.Atan2(viewWitdh, 4096f)); + // orto = false; + + Bitmap tile = GenImage(); + + if (m_enable_date) + writeDateOnMap(ref tile); + + if (m_enable_regionName) + writeNameOnMap(ref tile); + + if (m_enable_regionPosition) + writePositionOnMap(ref tile); + + if (m_enable_HostedBy) + writeHostedByOnMap(ref tile); + + tile.Save(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp")); + + // image may be reloaded elsewhere, so no compression format + string filename = "MAP-" + m_scene.RegionInfo.RegionID.ToString() + ".png"; + tile.Save(filename, ImageFormat.Png); + m_primMesher = null; + return tile; + } + } + + public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float pfov, int width, int height, bool useTextures) + { + List renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); + if (renderers.Count > 0) + { + m_primMesher = RenderingLoader.LoadRenderer(renderers[0]); + } + + cameraPos = camPos; + cameraDir = camDir; + viewWitdh = width; + viewHeight = height; + fov = pfov; + orto = false; + + Bitmap tile = GenImage(); + m_primMesher = null; + return tile; + } + + private Bitmap GenImage() + { + m_colors.Clear(); + m_warpTextures.Clear(); + + WarpRenderer renderer = new WarpRenderer(); + + if (!renderer.CreateScene(viewWitdh, viewHeight)) + return new Bitmap(viewWitdh, viewHeight); + + #region Camera + + warp_Vector pos = ConvertVector(cameraPos); + warp_Vector lookat = warp_Vector.add(pos, ConvertVector(cameraDir)); + + if (orto) + renderer.Scene.defaultCamera.setOrthographic(true, viewWitdh, viewHeight); + else + renderer.Scene.defaultCamera.setFov(fov); + + renderer.Scene.defaultCamera.setPos(pos); + renderer.Scene.defaultCamera.lookAt(lookat); + #endregion Camera + + renderer.Scene.setAmbient(warp_Color.getColor(192, 191, 173)); + renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(0f, 1f, 8f), warp_Color.White, 0, 320, 40)); + + CreateWater(renderer); + CreateTerrain(renderer); + if (m_drawPrimVolume) + CreateAllPrims(renderer); + + renderer.Render(); + Bitmap bitmap = renderer.Scene.getImage(); + + renderer.Scene.destroy(); + renderer.Reset(); + renderer = null; + + m_colors.Clear(); + m_warpTextures.Clear(); + + GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce; + GC.Collect(); + GC.WaitForPendingFinalizers(); + GC.Collect(); + GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.Default; + return bitmap; + } + + public byte[] WriteJpeg2000Image() + { + try + { + using (Bitmap mapbmp = CreateMapTile()) + return OpenJPEG.EncodeFromImage(mapbmp, false); + } + catch (Exception e) + { + // JPEG2000 encoder failed + m_log.Error("[WARP 3D IMAGE MODULE]: Failed generating terrain map: ", e); + } + + return null; + } + + #endregion + + #region Rendering Methods + + // Add a water plane to the renderer. + private void CreateWater(WarpRenderer renderer) + { + float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight; + + renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f); + renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX * 0.5f, + waterHeight, + m_scene.RegionInfo.RegionSizeY * 0.5f); + + warp_Material waterMaterial = new warp_Material(ConvertColor(WATER_COLOR)); + renderer.Scene.addMaterial("WaterMat", waterMaterial); + renderer.SetObjectMaterial("Water", "WaterMat"); + } + + // Add a terrain to the renderer. + // Note that we create a 'low resolution' 257x257 vertex terrain rather than trying for + // full resolution. This saves a lot of memory especially for very large regions. + private void CreateTerrain(WarpRenderer renderer) + { + ITerrainChannel terrain = m_scene.Heightmap; + + float regionsx = m_scene.RegionInfo.RegionSizeX; + float regionsy = m_scene.RegionInfo.RegionSizeY; + + // 'diff' is the difference in scale between the real region size and the size of terrain we're buiding + + int bitWidth; + int bitHeight; + + const double log2inv = 1.4426950408889634073599246810019; + bitWidth = (int)Math.Ceiling((Math.Log(terrain.Width) * log2inv)); + bitHeight = (int)Math.Ceiling((Math.Log(terrain.Height) * log2inv)); + + if (bitWidth > 8) // more than 256 is very heavy :( + bitWidth = 8; + if (bitHeight > 8) + bitHeight = 8; + + int twidth = (int)Math.Pow(2, bitWidth); + int theight = (int)Math.Pow(2, bitHeight); + + float diff = regionsx / twidth; + + int npointsx = (int)(regionsx / diff); + int npointsy = (int)(regionsy / diff); + + float invsx = 1.0f / (npointsx * diff); + float invsy = 1.0f / (npointsy * diff); + + npointsx++; + npointsy++; + + // Create all the vertices for the terrain + warp_Object obj = new warp_Object(); + warp_Vector pos; + float x, y; + float tv; + for (y = 0; y < regionsy; y += diff) + { + tv = y * invsy; + for (x = 0; x < regionsx; x += diff) + { + pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]); + obj.addVertex(new warp_Vertex(pos, x * invsx, tv)); + } + pos = ConvertVector(x, y, (float)terrain[(int)(x - diff), (int)y]); + obj.addVertex(new warp_Vertex(pos, 1.0f, tv)); + } + + int lastY = (int)(y - diff); + for (x = 0; x < regionsx; x += diff) + { + pos = ConvertVector(x, y, (float)terrain[(int)x, lastY]); + obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f)); + } + pos = ConvertVector(x, y, (float)terrain[(int)(x - diff), lastY]); + obj.addVertex(new warp_Vertex(pos, 1.0f, 1.0f)); + + // create triangles. + int limx = npointsx - 1; + int limy = npointsy - 1; + for (int j = 0; j < limy; j++) + { + for (int i = 0; i < limx; i++) + { + int v = j * npointsx + i; + + // Make two triangles for each of the squares in the grid of vertices + obj.addTriangle( + v, + v + 1, + v + npointsx); + + obj.addTriangle( + v + npointsx + 1, + v + npointsx, + v + 1); + } + } + + renderer.Scene.addObject("Terrain", obj); + + UUID[] textureIDs = new UUID[4]; + float[] startHeights = new float[4]; + float[] heightRanges = new float[4]; + + OpenSim.Framework.RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings; + + textureIDs[0] = regionInfo.TerrainTexture1; + textureIDs[1] = regionInfo.TerrainTexture2; + textureIDs[2] = regionInfo.TerrainTexture3; + textureIDs[3] = regionInfo.TerrainTexture4; + + startHeights[0] = (float)regionInfo.Elevation1SW; + startHeights[1] = (float)regionInfo.Elevation1NW; + startHeights[2] = (float)regionInfo.Elevation1SE; + startHeights[3] = (float)regionInfo.Elevation1NE; + + heightRanges[0] = (float)regionInfo.Elevation2SW; + heightRanges[1] = (float)regionInfo.Elevation2NW; + heightRanges[2] = (float)regionInfo.Elevation2SE; + heightRanges[3] = (float)regionInfo.Elevation2NE; + + warp_Texture texture; + using (Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges, + m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY, + m_scene.AssetService, m_imgDecoder, m_textureTerrain, m_textureAverageTerrain, + twidth, twidth)) + texture = new warp_Texture(image); + + warp_Material material = new warp_Material(texture); + renderer.Scene.addMaterial("TerrainMat", material); + renderer.SetObjectMaterial("Terrain", "TerrainMat"); + } + + private void CreateAllPrims(WarpRenderer renderer) + { + if (m_primMesher == null) + return; + + m_scene.ForEachSOG( + delegate (SceneObjectGroup group) + { + foreach (SceneObjectPart child in group.Parts) + CreatePrim(renderer, child); + } + ); + } + + private void UVPlanarMap(Vertex v, Vector3 scale, out float tu, out float tv) + { + Vector3 scaledPos = v.Position * scale; + float d = v.Normal.X; + if (d >= 0.5f) + { + tu = 2f * scaledPos.Y; + tv = scaledPos.X * v.Normal.Z - scaledPos.Z * v.Normal.X; + } + else if (d <= -0.5f) + { + tu = -2f * scaledPos.Y; + tv = -scaledPos.X * v.Normal.Z + scaledPos.Z * v.Normal.X; + } + else if (v.Normal.Y > 0f) + { + tu = -2f * scaledPos.X; + tv = scaledPos.Y * v.Normal.Z - scaledPos.Z * v.Normal.Y; + } + else + { + tu = 2f * scaledPos.X; + tv = -scaledPos.Y * v.Normal.Z + scaledPos.Z * v.Normal.Y; + } + + tv *= 2f; + } + + private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim) + { + if ((PCode)prim.Shape.PCode != PCode.Prim) + return; + + Vector3 ppos = prim.GetWorldPosition(); + if (ppos.Z < m_renderMinHeight || ppos.Z > m_renderMaxHeight) + return; + + warp_Vector primPos = ConvertVector(ppos); + warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation()); + warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); + + float screenFactor = renderer.Scene.EstimateBoxProjectedArea(primPos, ConvertVector(prim.Scale), m); + if (screenFactor < 0) + return; + + int p2 = (int)(-(float)Math.Log(screenFactor) * 1.442695f * 0.5 - 1); + + if (p2 < 0) + p2 = 0; + else if (p2 > 3) + p2 = 3; + + DetailLevel lod = (DetailLevel)(3 - p2); + + FacetedMesh renderMesh = null; + Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset); + + if (m_renderMeshes) + { + if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero) + { + // Try fetchinng the asset + byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString()); + if (sculptAsset != null) + { + // Is it a mesh? + if (omvPrim.Sculpt.Type == SculptType.Mesh) + { + AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset); + FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, lod, out renderMesh); + meshAsset = null; + } + else // It's sculptie + { + if (m_imgDecoder != null) + { + Image sculpt = m_imgDecoder.DecodeToImage(sculptAsset); + if (sculpt != null) + { + renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, lod); + sculpt.Dispose(); + } + } + } + } + else + { + m_log.WarnFormat("[Warp3D] failed to get mesh or sculpt asset {0} of prim {1} at {2}", + omvPrim.Sculpt.SculptTexture.ToString(), prim.Name, prim.GetWorldPosition().ToString()); + } + } + } + + // If not a mesh or sculptie, try the regular mesher + if (renderMesh == null) + { + renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, lod); + } + + if (renderMesh == null) + return; + + string primID = prim.UUID.ToString(); + + // Create the prim faces + // TODO: Implement the useTextures flag behavior + for (int i = 0; i < renderMesh.Faces.Count; i++) + { + Face face = renderMesh.Faces[i]; + string meshName = primID + i.ToString(); + + // Avoid adding duplicate meshes to the scene + if (renderer.Scene.objectData.ContainsKey(meshName)) + continue; + + warp_Object faceObj = new warp_Object(); + + Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); + Color4 faceColor = teFace.RGBA; + if (faceColor.A == 0) + continue; + + string materialName = String.Empty; + if (m_texturePrims) + { + // if(lod > DetailLevel.Low) + { + // materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, lod == DetailLevel.Low); + materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, false, prim); + if (String.IsNullOrEmpty(materialName)) + continue; + int c = renderer.Scene.material(materialName).getColor(); + if ((c & warp_Color.MASKALPHA) == 0) + continue; + } + } + else + materialName = GetOrCreateMaterial(renderer, faceColor); + + if (renderer.Scene.material(materialName).getTexture() == null) + { + // uv map details dont not matter for color; + for (int j = 0; j < face.Vertices.Count; j++) + { + Vertex v = face.Vertices[j]; + warp_Vector pos = ConvertVector(v.Position); + warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, v.TexCoord.Y); + faceObj.addVertex(vert); + } + } + else + { + float tu; + float tv; + float offsetu = teFace.OffsetU + 0.5f; + float offsetv = teFace.OffsetV + 0.5f; + float scaleu = teFace.RepeatU; + float scalev = teFace.RepeatV; + float rotation = teFace.Rotation; + float rc = 0; + float rs = 0; + if (rotation != 0) + { + rc = (float)Math.Cos(rotation); + rs = (float)Math.Sin(rotation); + } + + for (int j = 0; j < face.Vertices.Count; j++) + { + warp_Vertex vert; + Vertex v = face.Vertices[j]; + warp_Vector pos = ConvertVector(v.Position); + if (teFace.TexMapType == MappingType.Planar) + UVPlanarMap(v, prim.Scale, out tu, out tv); + else + { + tu = v.TexCoord.X - 0.5f; + tv = 0.5f - v.TexCoord.Y; + } + if (rotation != 0) + { + float tur = tu * rc - tv * rs; + float tvr = tu * rs + tv * rc; + tur *= scaleu; + tur += offsetu; + + tvr *= scalev; + tvr += offsetv; + vert = new warp_Vertex(pos, tur, tvr); + } + else + { + tu *= scaleu; + tu += offsetu; + tv *= scalev; + tv += offsetv; + vert = new warp_Vertex(pos, tu, tv); + } + + faceObj.addVertex(vert); + } + } + + for (int j = 0; j < face.Indices.Count; j += 3) + { + faceObj.addTriangle( + face.Indices[j + 0], + face.Indices[j + 1], + face.Indices[j + 2]); + } + + faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y); + faceObj.transform(m); + faceObj.setPos(primPos); + + renderer.Scene.addObject(meshName, faceObj); + renderer.SetObjectMaterial(meshName, materialName); + } + } + + private int GetFaceColor(Primitive.TextureEntryFace face) + { + int color; + Color4 ctmp = Color4.White; + + if (face.TextureID == UUID.Zero) + return warp_Color.White; + + if (!m_colors.TryGetValue(face.TextureID, out color)) + { + bool fetched = false; + + // Attempt to fetch the texture metadata + string cacheName = "MAPCLR" + face.TextureID.ToString(); + AssetBase metadata = m_scene.AssetService.GetCached(cacheName); + if (metadata != null) + { + OSDMap map = null; + try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { } + + if (map != null) + { + ctmp = map["X-RGBA"].AsColor4(); + fetched = true; + } + } + + if (!fetched) + { + // Fetch the texture, decode and get the average color, + // then save it to a temporary metadata asset + AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString()); + if (textureAsset != null) + { + int width, height; + ctmp = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height); + + OSDMap data = new OSDMap { { "X-RGBA", OSD.FromColor4(ctmp) } }; + metadata = new AssetBase + { + Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)), + Description = "Metadata for texture color" + face.TextureID.ToString(), + Flags = AssetFlags.Collectable, + FullID = UUID.Zero, + ID = cacheName, + Local = true, + Temporary = true, + Name = String.Empty, + Type = (sbyte)AssetType.Unknown + }; + m_scene.AssetService.Store(metadata); + } + else + { + ctmp = new Color4(0.5f, 0.5f, 0.5f, 1.0f); + } + } + color = ConvertColor(ctmp); + m_colors[face.TextureID] = color; + } + + return color; + } + + private string GetOrCreateMaterial(WarpRenderer renderer, Color4 color) + { + string name = color.ToString(); + + warp_Material material = renderer.Scene.material(name); + if (material != null) + return name; + + renderer.AddMaterial(name, ConvertColor(color)); + return name; + } + + public string GetOrCreateMaterial(WarpRenderer renderer, Color4 faceColor, UUID textureID, bool useAverageTextureColor, SceneObjectPart sop) + { + int color = ConvertColor(faceColor); + string idstr = textureID.ToString() + color.ToString(); + string materialName = "MAPMAT" + idstr; + + if (renderer.Scene.material(materialName) != null) + return materialName; + + warp_Material mat = new warp_Material(); + warp_Texture texture = GetTexture(textureID, sop); + if (texture != null) + { + if (useAverageTextureColor) + color = warp_Color.multiply(color, texture.averageColor); + else + mat.setTexture(texture); + } + else + color = warp_Color.multiply(color, warp_Color.Grey); + + mat.setColor(color); + renderer.Scene.addMaterial(materialName, mat); + + return materialName; + } + + private warp_Texture GetTexture(UUID id, SceneObjectPart sop) + { + warp_Texture ret = null; + if (id == UUID.Zero) + return ret; + + if (m_warpTextures.TryGetValue(id.ToString(), out ret)) + return ret; + + byte[] asset = m_scene.AssetService.GetData(id.ToString()); + + if (asset != null) + { + try + { + using (Bitmap img = (Bitmap)m_imgDecoder.DecodeToImage(asset)) + ret = new warp_Texture(img, 8); // reduce textures size to 256x256 + } + catch (Exception e) + { + m_log.WarnFormat("[Warp3D]: Failed to decode texture {0} for prim {1} at {2}, exception {3}", id.ToString(), sop.Name, sop.GetWorldPosition().ToString(), e.Message); + } + } + else + m_log.WarnFormat("[Warp3D]: missing texture {0} data for prim {1} at {2}", + id.ToString(), sop.Name, sop.GetWorldPosition().ToString()); + + m_warpTextures[id.ToString()] = ret; + return ret; + } + + #endregion Rendering Methods + + #region Static Helpers + // Note: axis change. + private static warp_Vector ConvertVector(float x, float y, float z) + { + return new warp_Vector(x, z, y); + } + + private static warp_Vector ConvertVector(Vector3 vector) + { + return new warp_Vector(vector.X, vector.Z, vector.Y); + } + + private static warp_Quaternion ConvertQuaternion(Quaternion quat) + { + return new warp_Quaternion(quat.X, quat.Z, quat.Y, -quat.W); + } + + private static int ConvertColor(Color4 color) + { + int c = warp_Color.getColor((byte)(color.R * 255f), (byte)(color.G * 255f), (byte)(color.B * 255f), (byte)(color.A * 255f)); + return c; + } + + private static Vector3 SurfaceNormal(Vector3 c1, Vector3 c2, Vector3 c3) + { + Vector3 edge1 = new Vector3(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); + Vector3 edge2 = new Vector3(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); + + Vector3 normal = Vector3.Cross(edge1, edge2); + normal.Normalize(); + + return normal; + } + + public Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height) + { + ulong r = 0; + ulong g = 0; + ulong b = 0; + ulong a = 0; + int pixelBytes; + + try + { + using (MemoryStream stream = new MemoryStream(j2kData)) + using (Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream)) + { + width = bitmap.Width; + height = bitmap.Height; + + BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat); + pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4; + + // Sum up the individual channels + unsafe + { + if (pixelBytes == 4) + { + for (int y = 0; y < height; y++) + { + byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); + + for (int x = 0; x < width; x++) + { + b += row[x * pixelBytes + 0]; + g += row[x * pixelBytes + 1]; + r += row[x * pixelBytes + 2]; + a += row[x * pixelBytes + 3]; + } + } + } + else + { + for (int y = 0; y < height; y++) + { + byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); + + for (int x = 0; x < width; x++) + { + b += row[x * pixelBytes + 0]; + g += row[x * pixelBytes + 1]; + r += row[x * pixelBytes + 2]; + } + } + } + } + } + // Get the averages for each channel + const decimal OO_255 = 1m / 255m; + decimal totalPixels = (decimal)(width * height); + + decimal rm = ((decimal)r / totalPixels) * OO_255; + decimal gm = ((decimal)g / totalPixels) * OO_255; + decimal bm = ((decimal)b / totalPixels) * OO_255; + decimal am = ((decimal)a / totalPixels) * OO_255; + + if (pixelBytes == 3) + am = 1m; + + return new Color4((float)rm, (float)gm, (float)bm, (float)am); + + } + catch (Exception ex) + { + m_log.WarnFormat( + "[WARP 3D IMAGE MODULE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}", + textureID, j2kData.Length, ex.Message); + + width = 0; + height = 0; + return new Color4(0.5f, 0.5f, 0.5f, 1.0f); + } + } + + #endregion Static Helpers + } + + public static class ImageUtils + { + /// + /// Performs bilinear interpolation between four values + /// + /// First, or top left value + /// Second, or top right value + /// Third, or bottom left value + /// Fourth, or bottom right value + /// Interpolation value on the X axis, between 0.0 and 1.0 + /// Interpolation value on fht Y axis, between 0.0 and 1.0 + /// The bilinearly interpolated result + public static float Bilinear(float v00, float v01, float v10, float v11, float xPercent, float yPercent) + { + return Utils.Lerp(Utils.Lerp(v00, v01, xPercent), Utils.Lerp(v10, v11, xPercent), yPercent); + } + } +} -- cgit v1.1