diff options
author | Robert Adams | 2014-01-19 07:33:56 -0800 |
---|---|---|
committer | Robert Adams | 2014-01-19 07:33:56 -0800 |
commit | 54a4b9eab4009711f574fe744e2dd82373c971c9 (patch) | |
tree | a5b587fd456bd1c5c50629f0f85ecf83bef0154d /OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs | |
parent | Add J2K decoder routine that converts directly to an image. (diff) | |
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varregion: Update Warp3D to properly handle varregions.
This includes additions to Warp3D:
Optional rendering of mesh and scupltie prims (INI parameter. Off by default)
Texturing of large prims (INI parameter. On by default)
Better garbage collection
Diffstat (limited to 'OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs | 241 |
1 files changed, 188 insertions, 53 deletions
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs index 6d9e31b..f072268 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs | |||
@@ -31,21 +31,25 @@ using System.Drawing; | |||
31 | using System.Drawing.Imaging; | 31 | using System.Drawing.Imaging; |
32 | using System.IO; | 32 | using System.IO; |
33 | using System.Reflection; | 33 | using System.Reflection; |
34 | |||
34 | using CSJ2K; | 35 | using CSJ2K; |
35 | using Nini.Config; | 36 | using Nini.Config; |
36 | using log4net; | 37 | using log4net; |
37 | using Rednettle.Warp3D; | 38 | using Rednettle.Warp3D; |
38 | using Mono.Addins; | 39 | using Mono.Addins; |
39 | using OpenMetaverse; | 40 | |
40 | using OpenMetaverse.Imaging; | ||
41 | using OpenMetaverse.Rendering; | ||
42 | using OpenMetaverse.StructuredData; | ||
43 | using OpenSim.Framework; | 41 | using OpenSim.Framework; |
44 | using OpenSim.Region.Framework.Interfaces; | 42 | using OpenSim.Region.Framework.Interfaces; |
45 | using OpenSim.Region.Framework.Scenes; | 43 | using OpenSim.Region.Framework.Scenes; |
46 | using OpenSim.Region.Physics.Manager; | 44 | using OpenSim.Region.Physics.Manager; |
47 | using OpenSim.Services.Interfaces; | 45 | using OpenSim.Services.Interfaces; |
48 | 46 | ||
47 | using OpenMetaverse; | ||
48 | using OpenMetaverse.Assets; | ||
49 | using OpenMetaverse.Imaging; | ||
50 | using OpenMetaverse.Rendering; | ||
51 | using OpenMetaverse.StructuredData; | ||
52 | |||
49 | using WarpRenderer = global::Warp3D.Warp3D; | 53 | using WarpRenderer = global::Warp3D.Warp3D; |
50 | 54 | ||
51 | namespace OpenSim.Region.CoreModules.World.Warp3DMap | 55 | namespace OpenSim.Region.CoreModules.World.Warp3DMap |
@@ -57,12 +61,20 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
57 | private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216); | 61 | private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216); |
58 | 62 | ||
59 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 63 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
64 | private static string LogHeader = "[WARP 3D IMAGE MODULE]"; | ||
60 | 65 | ||
61 | private Scene m_scene; | 66 | private Scene m_scene; |
62 | private IRendering m_primMesher; | 67 | private IRendering m_primMesher; |
63 | private IConfigSource m_config; | ||
64 | private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>(); | 68 | private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>(); |
65 | private bool m_useAntiAliasing = false; // TODO: Make this a config option | 69 | |
70 | private IConfigSource m_config; | ||
71 | private bool m_drawPrimVolume = true; // true if should render the prims on the tile | ||
72 | private bool m_textureTerrain = true; // true if to create terrain splatting texture | ||
73 | private bool m_texturePrims = true; // true if should texture the rendered prims | ||
74 | private float m_texturePrimSize = 48f; // size of prim before we consider texturing it | ||
75 | private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes | ||
76 | private bool m_useAntiAliasing = false; // true if to anti-alias the rendered image | ||
77 | |||
66 | private bool m_Enabled = false; | 78 | private bool m_Enabled = false; |
67 | 79 | ||
68 | #region Region Module interface | 80 | #region Region Module interface |
@@ -71,11 +83,27 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
71 | { | 83 | { |
72 | m_config = source; | 84 | m_config = source; |
73 | 85 | ||
86 | string[] configSections = new string[] { "Map", "Startup" }; | ||
87 | |||
74 | if (Util.GetConfigVarFromSections<string>( | 88 | if (Util.GetConfigVarFromSections<string>( |
75 | m_config, "MapImageModule", new string[] { "Startup", "Map" }, "MapImageModule") != "Warp3DImageModule") | 89 | m_config, "MapImageModule", configSections, "MapImageModule") != "Warp3DImageModule") |
76 | return; | 90 | return; |
77 | 91 | ||
78 | m_Enabled = true; | 92 | m_Enabled = true; |
93 | |||
94 | m_drawPrimVolume | ||
95 | = Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume); | ||
96 | m_textureTerrain | ||
97 | = Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain); | ||
98 | m_texturePrims | ||
99 | = Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims); | ||
100 | m_texturePrimSize | ||
101 | = Util.GetConfigVarFromSections<float>(m_config, "TexturePrimSize", configSections, m_texturePrimSize); | ||
102 | m_renderMeshes | ||
103 | = Util.GetConfigVarFromSections<bool>(m_config, "RenderMeshes", configSections, m_renderMeshes); | ||
104 | m_useAntiAliasing | ||
105 | = Util.GetConfigVarFromSections<bool>(m_config, "UseAntiAliasing", configSections, m_useAntiAliasing); | ||
106 | |||
79 | } | 107 | } |
80 | 108 | ||
81 | public void AddRegion(Scene scene) | 109 | public void AddRegion(Scene scene) |
@@ -127,31 +155,28 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
127 | 155 | ||
128 | public Bitmap CreateMapTile() | 156 | public Bitmap CreateMapTile() |
129 | { | 157 | { |
130 | Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); | 158 | // Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); |
159 | // Camera above the middle of the region | ||
160 | Vector3 camPos = new Vector3( | ||
161 | m_scene.RegionInfo.RegionSizeX/2 - 0.5f, | ||
162 | m_scene.RegionInfo.RegionSizeY/2 - 0.5f, | ||
163 | 221.7025033688163f); | ||
164 | // Viewport viewing down onto the region | ||
131 | Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, | 165 | Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, |
132 | (int)Constants.RegionSize, (int)Constants.RegionSize, | 166 | (int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY, |
133 | (float)Constants.RegionSize, (float)Constants.RegionSize); | 167 | (float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY ); |
168 | // Fill the viewport and return the image | ||
134 | return CreateMapTile(viewport, false); | 169 | return CreateMapTile(viewport, false); |
135 | } | 170 | } |
136 | 171 | ||
137 | public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) | 172 | public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) |
138 | { | 173 | { |
139 | Viewport viewport = new Viewport(camPos, camDir, fov, (float)Constants.RegionSize, 0.1f, width, height); | 174 | Viewport viewport = new Viewport(camPos, camDir, fov, Constants.RegionSize, 0.1f, width, height); |
140 | return CreateMapTile(viewport, useTextures); | 175 | return CreateMapTile(viewport, useTextures); |
141 | } | 176 | } |
142 | 177 | ||
143 | public Bitmap CreateMapTile(Viewport viewport, bool useTextures) | 178 | public Bitmap CreateMapTile(Viewport viewport, bool useTextures) |
144 | { | 179 | { |
145 | bool drawPrimVolume = true; | ||
146 | bool textureTerrain = true; | ||
147 | |||
148 | string[] configSections = new string[] { "Map", "Startup" }; | ||
149 | |||
150 | drawPrimVolume | ||
151 | = Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, drawPrimVolume); | ||
152 | textureTerrain | ||
153 | = Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, textureTerrain); | ||
154 | |||
155 | m_colors.Clear(); | 180 | m_colors.Clear(); |
156 | 181 | ||
157 | int width = viewport.Width; | 182 | int width = viewport.Width; |
@@ -195,8 +220,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
195 | renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40)); | 220 | renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40)); |
196 | 221 | ||
197 | CreateWater(renderer); | 222 | CreateWater(renderer); |
198 | CreateTerrain(renderer, textureTerrain); | 223 | CreateTerrain(renderer, m_textureTerrain); |
199 | if (drawPrimVolume) | 224 | if (m_drawPrimVolume) |
200 | CreateAllPrims(renderer, useTextures); | 225 | CreateAllPrims(renderer, useTextures); |
201 | 226 | ||
202 | renderer.Render(); | 227 | renderer.Render(); |
@@ -212,6 +237,16 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
212 | // afterwards. It's generally regarded as a bad idea to manually GC. If Warp3D is using lots of memory | 237 | // afterwards. It's generally regarded as a bad idea to manually GC. If Warp3D is using lots of memory |
213 | // then this may be some issue with the Warp3D code itself, though it's also quite possible that generating | 238 | // then this may be some issue with the Warp3D code itself, though it's also quite possible that generating |
214 | // this map tile simply takes a lot of memory. | 239 | // this map tile simply takes a lot of memory. |
240 | foreach (var o in renderer.Scene.objectData.Values) | ||
241 | { | ||
242 | warp_Object obj = (warp_Object)o; | ||
243 | obj.vertexData = null; | ||
244 | obj.triangleData = null; | ||
245 | } | ||
246 | renderer.Scene.removeAllObjects(); | ||
247 | renderer = null; | ||
248 | viewport = null; | ||
249 | m_colors.Clear(); | ||
215 | GC.Collect(); | 250 | GC.Collect(); |
216 | m_log.Debug("[WARP 3D IMAGE MODULE]: GC.Collect()"); | 251 | m_log.Debug("[WARP 3D IMAGE MODULE]: GC.Collect()"); |
217 | 252 | ||
@@ -238,61 +273,74 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
238 | 273 | ||
239 | #region Rendering Methods | 274 | #region Rendering Methods |
240 | 275 | ||
276 | // Add a water plane to the renderer. | ||
241 | private void CreateWater(WarpRenderer renderer) | 277 | private void CreateWater(WarpRenderer renderer) |
242 | { | 278 | { |
243 | float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight; | 279 | float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight; |
244 | 280 | ||
245 | renderer.AddPlane("Water", 256f * 0.5f); | 281 | renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f); |
246 | renderer.Scene.sceneobject("Water").setPos(127.5f, waterHeight, 127.5f); | 282 | renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX/2 - 0.5f, |
283 | waterHeight, | ||
284 | m_scene.RegionInfo.RegionSizeY/2 - 0.5f ); | ||
247 | 285 | ||
248 | renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR)); | 286 | warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR)); |
249 | renderer.Scene.material("WaterColor").setReflectivity(0); // match water color with standard map module thanks lkalif | 287 | waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif |
250 | renderer.Scene.material("WaterColor").setTransparency((byte)((1f - WATER_COLOR.A) * 255f)); | 288 | waterColorMaterial.setTransparency((byte)((1f - WATER_COLOR.A) * 255f)); |
289 | renderer.Scene.addMaterial("WaterColor", waterColorMaterial); | ||
251 | renderer.SetObjectMaterial("Water", "WaterColor"); | 290 | renderer.SetObjectMaterial("Water", "WaterColor"); |
252 | } | 291 | } |
253 | 292 | ||
293 | // Add a terrain to the renderer. | ||
294 | // Note that we create a 'low resolution' 256x256 vertex terrain rather than trying for | ||
295 | // full resolution. This saves a lot of memory especially for very large regions. | ||
254 | private void CreateTerrain(WarpRenderer renderer, bool textureTerrain) | 296 | private void CreateTerrain(WarpRenderer renderer, bool textureTerrain) |
255 | { | 297 | { |
256 | ITerrainChannel terrain = m_scene.Heightmap; | 298 | ITerrainChannel terrain = m_scene.Heightmap; |
257 | float[] heightmap = terrain.GetFloatsSerialised(); | 299 | |
300 | // 'diff' is the difference in scale between the real region size and the size of terrain we're buiding | ||
301 | float diff = (float)m_scene.RegionInfo.RegionSizeX / 256f; | ||
258 | 302 | ||
259 | warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2); | 303 | warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2); |
260 | 304 | ||
261 | for (int y = 0; y < 256; y++) | 305 | // Create all the vertices for the terrain |
306 | for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff) | ||
262 | { | 307 | { |
263 | for (int x = 0; x < 256; x++) | 308 | for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff) |
264 | { | 309 | { |
265 | int v = y * 256 + x; | 310 | warp_Vector pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]); |
266 | float height = heightmap[v]; | 311 | obj.addVertex(new warp_Vertex(pos, |
267 | 312 | x / (float)m_scene.RegionInfo.RegionSizeX, | |
268 | warp_Vector pos = ConvertVector(new Vector3(x, y, height)); | 313 | (((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY) ); |
269 | obj.addVertex(new warp_Vertex(pos, (float)x / 255f, (float)(255 - y) / 255f)); | ||
270 | } | 314 | } |
271 | } | 315 | } |
272 | 316 | ||
273 | for (int y = 0; y < 256; y++) | 317 | // Now that we have all the vertices, make another pass and create |
318 | // the normals for each of the surface triangles and | ||
319 | // create the list of triangle indices. | ||
320 | for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff) | ||
274 | { | 321 | { |
275 | for (int x = 0; x < 256; x++) | 322 | for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff) |
276 | { | 323 | { |
277 | if (x < 255 && y < 255) | 324 | float newX = x / diff; |
325 | float newY = y / diff; | ||
326 | if (newX < 255 && newY < 255) | ||
278 | { | 327 | { |
279 | int v = y * 256 + x; | 328 | int v = (int)newY * 256 + (int)newX; |
280 | 329 | ||
281 | // Normal | 330 | // Normal for a triangle made up of three adjacent vertices |
282 | Vector3 v1 = new Vector3(x, y, heightmap[y * 256 + x]); | 331 | Vector3 v1 = new Vector3(newX, newY, (float)terrain[(int)x, (int)y]); |
283 | Vector3 v2 = new Vector3(x + 1, y, heightmap[y * 256 + x + 1]); | 332 | Vector3 v2 = new Vector3(newX + 1, newY, (float)terrain[(int)(x + 1), (int)y]); |
284 | Vector3 v3 = new Vector3(x, y + 1, heightmap[(y + 1) * 256 + x]); | 333 | Vector3 v3 = new Vector3(newX, newY + 1, (float)terrain[(int)x, ((int)(y + 1))]); |
285 | warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3)); | 334 | warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3)); |
286 | norm = norm.reverse(); | 335 | norm = norm.reverse(); |
287 | obj.vertex(v).n = norm; | 336 | obj.vertex(v).n = norm; |
288 | 337 | ||
289 | // Triangle 1 | 338 | // Make two triangles for each of the squares in the grid of vertices |
290 | obj.addTriangle( | 339 | obj.addTriangle( |
291 | v, | 340 | v, |
292 | v + 1, | 341 | v + 1, |
293 | v + 256); | 342 | v + 256); |
294 | 343 | ||
295 | // Triangle 2 | ||
296 | obj.addTriangle( | 344 | obj.addTriangle( |
297 | v + 256 + 1, | 345 | v + 256 + 1, |
298 | v + 256, | 346 | v + 256, |
@@ -307,7 +355,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
307 | float[] startHeights = new float[4]; | 355 | float[] startHeights = new float[4]; |
308 | float[] heightRanges = new float[4]; | 356 | float[] heightRanges = new float[4]; |
309 | 357 | ||
310 | RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings; | 358 | OpenSim.Framework.RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings; |
311 | 359 | ||
312 | textureIDs[0] = regionInfo.TerrainTexture1; | 360 | textureIDs[0] = regionInfo.TerrainTexture1; |
313 | textureIDs[1] = regionInfo.TerrainTexture2; | 361 | textureIDs[1] = regionInfo.TerrainTexture2; |
@@ -325,16 +373,18 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
325 | heightRanges[3] = (float)regionInfo.Elevation2NE; | 373 | heightRanges[3] = (float)regionInfo.Elevation2NE; |
326 | 374 | ||
327 | uint globalX, globalY; | 375 | uint globalX, globalY; |
328 | Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); | 376 | Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); |
329 | 377 | ||
330 | warp_Texture texture; | 378 | warp_Texture texture; |
331 | |||
332 | using ( | 379 | using ( |
333 | Bitmap image | 380 | Bitmap image |
334 | = TerrainSplat.Splat( | 381 | = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges, |
335 | heightmap, textureIDs, startHeights, heightRanges, | ||
336 | new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain)) | 382 | new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain)) |
337 | { | 383 | { |
384 | image.Save( // DEBUG DEBUG | ||
385 | String.Format("maptiles/splat-{0}-{1}-{2}.jpg", m_scene.RegionInfo.RegionName, | ||
386 | m_scene.RegionInfo.RegionLocX, m_scene.RegionInfo.RegionLocY), | ||
387 | ImageFormat.Jpeg); | ||
338 | texture = new warp_Texture(image); | 388 | texture = new warp_Texture(image); |
339 | } | 389 | } |
340 | 390 | ||
@@ -370,8 +420,48 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
370 | if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE) | 420 | if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE) |
371 | return; | 421 | return; |
372 | 422 | ||
423 | FacetedMesh renderMesh = null; | ||
373 | Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset); | 424 | Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset); |
374 | FacetedMesh renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); | 425 | |
426 | if (m_renderMeshes) | ||
427 | { | ||
428 | if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero) | ||
429 | { | ||
430 | // Try fetchinng the asset | ||
431 | byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString()); | ||
432 | if (sculptAsset != null) | ||
433 | { | ||
434 | // Is it a mesh? | ||
435 | if (omvPrim.Sculpt.Type == SculptType.Mesh) | ||
436 | { | ||
437 | AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset); | ||
438 | FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh); | ||
439 | meshAsset = null; | ||
440 | } | ||
441 | else // It's sculptie | ||
442 | { | ||
443 | IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>(); | ||
444 | if (imgDecoder != null) | ||
445 | { | ||
446 | Image sculpt = imgDecoder.DecodeToImage(sculptAsset); | ||
447 | if (sculpt != null) | ||
448 | { | ||
449 | renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, | ||
450 | DetailLevel.Medium); | ||
451 | sculpt.Dispose(); | ||
452 | } | ||
453 | } | ||
454 | } | ||
455 | } | ||
456 | } | ||
457 | } | ||
458 | |||
459 | // If not a mesh or sculptie, try the regular mesher | ||
460 | if (renderMesh == null) | ||
461 | { | ||
462 | renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); | ||
463 | } | ||
464 | |||
375 | if (renderMesh == null) | 465 | if (renderMesh == null) |
376 | return; | 466 | return; |
377 | 467 | ||
@@ -430,7 +520,11 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
430 | 520 | ||
431 | Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); | 521 | Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); |
432 | Color4 faceColor = GetFaceColor(teFace); | 522 | Color4 faceColor = GetFaceColor(teFace); |
433 | string materialName = GetOrCreateMaterial(renderer, faceColor); | 523 | string materialName = String.Empty; |
524 | if (m_texturePrims && prim.Scale.LengthSquared() > m_texturePrimSize*m_texturePrimSize) | ||
525 | materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID); | ||
526 | else | ||
527 | materialName = GetOrCreateMaterial(renderer, faceColor); | ||
434 | 528 | ||
435 | faceObj.transform(m); | 529 | faceObj.transform(m); |
436 | faceObj.setPos(primPos); | 530 | faceObj.setPos(primPos); |
@@ -519,10 +613,51 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
519 | return name; | 613 | return name; |
520 | } | 614 | } |
521 | 615 | ||
616 | public string GetOrCreateMaterial(WarpRenderer renderer, Color4 faceColor, UUID textureID) | ||
617 | { | ||
618 | string materialName = "Color-" + faceColor.ToString() + "-Texture-" + textureID.ToString(); | ||
619 | |||
620 | if (renderer.Scene.material(materialName) == null) | ||
621 | { | ||
622 | renderer.AddMaterial(materialName, ConvertColor(faceColor)); | ||
623 | if (faceColor.A < 1f) | ||
624 | { | ||
625 | renderer.Scene.material(materialName).setTransparency((byte) ((1f - faceColor.A)*255f)); | ||
626 | } | ||
627 | warp_Texture texture = GetTexture(textureID); | ||
628 | if (texture != null) | ||
629 | renderer.Scene.material(materialName).setTexture(texture); | ||
630 | } | ||
631 | |||
632 | return materialName; | ||
633 | } | ||
634 | |||
635 | private warp_Texture GetTexture(UUID id) | ||
636 | { | ||
637 | warp_Texture ret = null; | ||
638 | byte[] asset = m_scene.AssetService.GetData(id.ToString()); | ||
639 | if (asset != null) | ||
640 | { | ||
641 | IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>(); | ||
642 | Bitmap img = (Bitmap) imgDecoder.DecodeToImage(asset); | ||
643 | if (img != null) | ||
644 | { | ||
645 | return new warp_Texture(img); | ||
646 | } | ||
647 | } | ||
648 | return ret; | ||
649 | } | ||
650 | |||
522 | #endregion Rendering Methods | 651 | #endregion Rendering Methods |
523 | 652 | ||
524 | #region Static Helpers | 653 | #region Static Helpers |
525 | 654 | ||
655 | // Note: axis change. | ||
656 | private static warp_Vector ConvertVector(float x, float y, float z) | ||
657 | { | ||
658 | return new warp_Vector(x, z, y); | ||
659 | } | ||
660 | |||
526 | private static warp_Vector ConvertVector(Vector3 vector) | 661 | private static warp_Vector ConvertVector(Vector3 vector) |
527 | { | 662 | { |
528 | return new warp_Vector(vector.X, vector.Z, vector.Y); | 663 | return new warp_Vector(vector.X, vector.Z, vector.Y); |