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/*
* 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 OpenSim 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;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.Reflection;
using OpenMetaverse;
using Nini.Config;
using log4net;
using OpenMetaverse.Imaging;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.Modules.World.Terrain;
namespace OpenSim.Region.Environment.Modules.World.WorldMap
{
// Hue, Saturation, Value; used for color-interpolation
struct HSV {
public float h;
public float s;
public float v;
public HSV(float h, float s, float v)
{
this.h = h;
this.s = s;
this.v = v;
}
// (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
public HSV(Color c)
{
float r = c.R / 255f;
float g = c.G / 255f;
float b = c.B / 255f;
float max = Math.Max(Math.Max(r, g), b);
float min = Math.Min(Math.Min(r, g), b);
float diff = max - min;
if (max == min) h = 0f;
else if (max == r) h = (g - b) / diff * 60f;
else if (max == g) h = (b - r) / diff * 60f + 120f;
else h = (r - g) / diff * 60f + 240f;
if (h < 0f) h += 360f;
if (max == 0f) s = 0f;
else s = diff / max;
v = max;
}
// (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
public Color toColor()
{
if (s < 0f) Console.WriteLine("S < 0: " + s);
else if (s > 1f) Console.WriteLine("S > 1: " + s);
if (v < 0f) Console.WriteLine("V < 0: " + v);
else if (v > 1f) Console.WriteLine("V > 1: " + v);
float f = h / 60f;
int sector = (int)f % 6;
f = f - (int)f;
int pi = (int)(v * (1f - s) * 255f);
int qi = (int)(v * (1f - s * f) * 255f);
int ti = (int)(v * (1f - (1f - f) * s) * 255f);
int vi = (int)(v * 255f);
switch (sector)
{
case 0:
return Color.FromArgb(vi, ti, pi);
case 1:
return Color.FromArgb(qi, vi, pi);
case 2:
return Color.FromArgb(pi, vi, ti);
case 3:
return Color.FromArgb(pi, qi, vi);
case 4:
return Color.FromArgb(ti, pi, vi);
default:
return Color.FromArgb(vi, pi, qi);
}
}
}
public class TexturedMapTileRenderer : IMapTileTerrainRenderer
{
#region Constants
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
// some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank").
// The color-values were choosen because they "look right" (at least to me) ;-)
private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118);
private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49);
private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740");
private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141);
private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
#endregion
private Scene m_scene;
// private IConfigSource m_config; // not used currently
// mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only
// added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in
// that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one.
// TODO does it make sense to use a "real" cache and regenerate missing entries on fetch?
private Dictionary<UUID, Color> m_mapping;
public void Initialise(Scene scene, IConfigSource source)
{
m_scene = scene;
// m_config = source; // not used currently
m_mapping = new Dictionary<UUID,Color>();
m_mapping.Add(defaultTerrainTexture1, defaultColor1);
m_mapping.Add(defaultTerrainTexture2, defaultColor2);
m_mapping.Add(defaultTerrainTexture3, defaultColor3);
m_mapping.Add(defaultTerrainTexture4, defaultColor4);
m_mapping.Add(Util.BLANK_TEXTURE_UUID, Color.White);
}
#region Helpers
// This fetches the texture from the asset server synchroneously. That should be ok, as we
// call map-creation only in those places:
// - on start: We can wait here until the asset server returns the texture
// TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway)
// TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and
// will wait anyway)
private Bitmap fetchTexture(UUID id)
{
AssetBase asset = m_scene.AssetCache.GetAsset(id, true);
m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null);
if (asset == null) return null;
ManagedImage managedImage;
Image image;
if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
return new Bitmap(image);
else
return null;
}
// Compute the average color of a texture.
private Color computeAverageColor(Bitmap bmp)
{
// we have 256 x 256 pixel, each with 256 possible color-values per
// color-channel, so 2^24 is the maximum value we can get, adding everything.
// int is be big enough for that.
int r = 0, g = 0, b = 0;
for (int y = 0; y < bmp.Height; ++y)
{
for (int x = 0; x < bmp.Width; ++x)
{
Color c = bmp.GetPixel(x, y);
r += (int)c.R & 0xff;
g += (int)c.G & 0xff;
b += (int)c.B & 0xff;
}
}
int pixels = bmp.Width * bmp.Height;
return Color.FromArgb(r / pixels, g / pixels, b / pixels);
}
// return either the average color of the texture, or the defaultColor if the texturID is invalid
// or the texture couldn't be found
private Color computeAverageColor(UUID textureID, Color defaultColor) {
if (textureID == UUID.Zero) return defaultColor; // not set
if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
Bitmap bmp = fetchTexture(textureID);
Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
// store it for future reference
m_mapping[textureID] = color;
return color;
}
// S-curve: f(x) = 3x² - 2x³:
// f(0) = 0, f(0.5) = 0.5, f(1) = 1,
// f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5,
// f''(0.5) = 0, f''(x) != 0 for x != 0.5
private float S(float v) {
return (v * v * (3f - 2f * v));
}
// interpolate two colors in HSV space and return the resulting color
private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) {
if (ratio <= 0f) return c1;
if (ratio >= 1f) return c2;
// make sure we are on the same side on the hue-circle for interpolation
// We change the hue of the parameters here, but we don't change the color
// represented by that value
if (c1.h - c2.h > 180f) c1.h -= 360f;
else if (c2.h - c1.h > 180f) c1.h += 360f;
return new HSV(c1.h * (1f - ratio) + c2.h * ratio,
c1.s * (1f - ratio) + c2.s * ratio,
c1.v * (1f - ratio) + c2.v * ratio);
}
// the heigthfield might have some jumps in values. Rendered land is smooth, though,
// as a slope is rendered at that place. So average 4 neighbour values to emulate that.
private float getHeight(double[,] hm, int x, int y) {
if (x < 255 && y < 255)
return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112);
else
return (float)hm[x, y];
}
#endregion
public void TerrainToBitmap(Bitmap mapbmp)
{
int tc = System.Environment.TickCount;
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
// These textures should be in the AssetCache anyway, as every client conneting to this
// region needs them. Except on start, when the map is recreated (before anyone connected),
// and on change of the estate settings (textures and terrain values), when the map should
// be recreated.
RegionSettings settings = m_scene.RegionInfo.RegionSettings;
// the four terrain colors as HSVs for interpolation
HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1));
HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));
float levelNElow = (float)settings.Elevation1NE;
float levelNEhigh = (float)settings.Elevation2NE;
float levelNWlow = (float)settings.Elevation1NW;
float levelNWhigh = (float)settings.Elevation2NW;
float levelSElow = (float)settings.Elevation1SE;
float levelSEhigh = (float)settings.Elevation2SE;
float levelSWlow = (float)settings.Elevation1SW;
float levelSWhigh = (float)settings.Elevation2SW;
float waterHeight = (float)settings.WaterHeight;
double[,] hm = m_scene.Heightmap.GetDoubles();
for (int x = 0; x < 256; x++)
{
float columnRatio = x / 255f; // 0 - 1, for interpolation
for (int y = 0; y < 256; y++)
{
float rowRatio = y / 255f; // 0 - 1, for interpolation
// Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
int yr = 255 - y;
float heightvalue = getHeight(hm, x, y);
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
heightvalue = 0;
if (heightvalue > waterHeight)
{
// add a bit noise for breaking up those flat colors:
// - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast)
// - a small-scale noise, for bringing in some small scale variation
//float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0
//float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f;
//float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f;
float hmod =
heightvalue +
(float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3
S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10
// find the low/high values for this point (interpolated bilinearily)
// (and remember, x=0,y=0 is SW)
float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) +
levelSElow * (1f - rowRatio) * columnRatio +
levelNWlow * rowRatio * (1f - columnRatio) +
levelNElow * rowRatio * columnRatio;
float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) +
levelSEhigh * (1f - rowRatio) * columnRatio +
levelNWhigh * rowRatio * (1f - columnRatio) +
levelNEhigh * rowRatio * columnRatio;
if (high < low)
{
// someone tried to fool us. High value should be higher than low every time
float tmp = high;
high = low;
low = tmp;
}
HSV hsv;
if (hmod <= low) hsv = hsv1; // too low
else if (hmod >= high) hsv = hsv4; // too high
else
{
// HSV-interpolate along the colors
// first, rescale h to 0.0 - 1.0
hmod = (hmod - low) / (high - low);
// now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4
if (hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f);
else if (hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f);
else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f);
}
// Shade the terrain for shadows
if (x < 255 && y < 255)
{
float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there
if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
hfvaluecompare = 0f;
float hfdiff = heightvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
hfdiff *= 0.06f; // some random factor so "it looks good"
if (hfdiff > 0.02f)
{
float highlightfactor = 0.18f;
// NE is lower than here
// We have to desaturate and lighten the land at the same time
hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f;
hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f;
}
else if (hfdiff < -0.02f)
{
// here is lower than NE:
// We have to desaturate and blacken the land at the same time
hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f;
hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f;
}
}
mapbmp.SetPixel(x, yr, hsv.toColor());
}
else
{
// We're under the water level with the terrain, so paint water instead of land
heightvalue = waterHeight - heightvalue;
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
heightvalue = 0f;
else if (heightvalue > 19f)
heightvalue = 19f;
else if (heightvalue < 0f)
heightvalue = 0f;
heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0
Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
mapbmp.SetPixel(x, yr, water);
}
}
}
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
}
}
}
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