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author | Melanie | 2010-10-03 16:34:55 +0100 |
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committer | Melanie | 2010-10-03 16:34:55 +0100 |
commit | 27340f616edfc2c6c199cb9d550b0ca3f67d2c6f (patch) | |
tree | 2c77b3e286970a6984eaa4d04eb7ca316462baed /OpenSim/Region | |
parent | Initial port of the Warp3D map tile renderer (diff) | |
download | opensim-SC_OLD-27340f616edfc2c6c199cb9d550b0ca3f67d2c6f.zip opensim-SC_OLD-27340f616edfc2c6c199cb9d550b0ca3f67d2c6f.tar.gz opensim-SC_OLD-27340f616edfc2c6c199cb9d550b0ca3f67d2c6f.tar.bz2 opensim-SC_OLD-27340f616edfc2c6c199cb9d550b0ca3f67d2c6f.tar.xz |
Addign the new / renamed files for previous commit
Diffstat (limited to 'OpenSim/Region')
8 files changed, 2655 insertions, 0 deletions
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/IMapTileTerrainRenderer.cs b/OpenSim/Region/CoreModules/World/LegacyMap/IMapTileTerrainRenderer.cs new file mode 100644 index 0000000..e892b14 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/LegacyMap/IMapTileTerrainRenderer.cs | |||
@@ -0,0 +1,39 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System.Drawing; | ||
29 | using Nini.Config; | ||
30 | using OpenSim.Region.Framework.Scenes; | ||
31 | |||
32 | namespace OpenSim.Region.CoreModules.World.LegacyMap | ||
33 | { | ||
34 | public interface IMapTileTerrainRenderer | ||
35 | { | ||
36 | void Initialise(Scene scene, IConfigSource config); | ||
37 | void TerrainToBitmap(Bitmap mapbmp); | ||
38 | } | ||
39 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs new file mode 100644 index 0000000..9e6e366 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs | |||
@@ -0,0 +1,549 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Drawing; | ||
31 | using System.Reflection; | ||
32 | using log4net; | ||
33 | using Nini.Config; | ||
34 | using OpenMetaverse; | ||
35 | using OpenMetaverse.Imaging; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.Framework.Interfaces; | ||
38 | using OpenSim.Region.Framework.Scenes; | ||
39 | |||
40 | namespace OpenSim.Region.CoreModules.World.LegacyMap | ||
41 | { | ||
42 | public enum DrawRoutine | ||
43 | { | ||
44 | Rectangle, | ||
45 | Polygon, | ||
46 | Ellipse | ||
47 | } | ||
48 | |||
49 | public struct face | ||
50 | { | ||
51 | public Point[] pts; | ||
52 | } | ||
53 | |||
54 | public struct DrawStruct | ||
55 | { | ||
56 | public DrawRoutine dr; | ||
57 | public Rectangle rect; | ||
58 | public SolidBrush brush; | ||
59 | public face[] trns; | ||
60 | } | ||
61 | |||
62 | public class MapImageModule : IMapImageGenerator, IRegionModule | ||
63 | { | ||
64 | private static readonly ILog m_log = | ||
65 | LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
66 | |||
67 | private Scene m_scene; | ||
68 | private IConfigSource m_config; | ||
69 | private IMapTileTerrainRenderer terrainRenderer; | ||
70 | |||
71 | #region IMapImageGenerator Members | ||
72 | |||
73 | public Bitmap CreateMapTile() | ||
74 | { | ||
75 | bool drawPrimVolume = true; | ||
76 | bool textureTerrain = false; | ||
77 | |||
78 | try | ||
79 | { | ||
80 | IConfig startupConfig = m_config.Configs["Startup"]; | ||
81 | drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume); | ||
82 | textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain); | ||
83 | } | ||
84 | catch | ||
85 | { | ||
86 | m_log.Warn("[MAPTILE]: Failed to load StartupConfig"); | ||
87 | } | ||
88 | |||
89 | if (textureTerrain) | ||
90 | { | ||
91 | terrainRenderer = new TexturedMapTileRenderer(); | ||
92 | } | ||
93 | else | ||
94 | { | ||
95 | terrainRenderer = new ShadedMapTileRenderer(); | ||
96 | } | ||
97 | terrainRenderer.Initialise(m_scene, m_config); | ||
98 | |||
99 | Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize, System.Drawing.Imaging.PixelFormat.Format24bppRgb); | ||
100 | //long t = System.Environment.TickCount; | ||
101 | //for (int i = 0; i < 10; ++i) { | ||
102 | terrainRenderer.TerrainToBitmap(mapbmp); | ||
103 | //} | ||
104 | //t = System.Environment.TickCount - t; | ||
105 | //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t); | ||
106 | |||
107 | |||
108 | if (drawPrimVolume) | ||
109 | { | ||
110 | DrawObjectVolume(m_scene, mapbmp); | ||
111 | } | ||
112 | |||
113 | return mapbmp; | ||
114 | } | ||
115 | |||
116 | public byte[] WriteJpeg2000Image() | ||
117 | { | ||
118 | try | ||
119 | { | ||
120 | using (Bitmap mapbmp = CreateMapTile()) | ||
121 | return OpenJPEG.EncodeFromImage(mapbmp, true); | ||
122 | } | ||
123 | catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke | ||
124 | { | ||
125 | m_log.Error("Failed generating terrain map: " + e); | ||
126 | } | ||
127 | |||
128 | return null; | ||
129 | } | ||
130 | |||
131 | #endregion | ||
132 | |||
133 | #region IRegionModule Members | ||
134 | |||
135 | public void Initialise(Scene scene, IConfigSource source) | ||
136 | { | ||
137 | m_scene = scene; | ||
138 | m_config = source; | ||
139 | |||
140 | IConfig startupConfig = m_config.Configs["Startup"]; | ||
141 | if (startupConfig.GetString("MapImageModule", "MapImageModule") != | ||
142 | "MapImageModule") | ||
143 | return; | ||
144 | |||
145 | m_scene.RegisterModuleInterface<IMapImageGenerator>(this); | ||
146 | } | ||
147 | |||
148 | public void PostInitialise() | ||
149 | { | ||
150 | } | ||
151 | |||
152 | public void Close() | ||
153 | { | ||
154 | } | ||
155 | |||
156 | public string Name | ||
157 | { | ||
158 | get { return "MapImageModule"; } | ||
159 | } | ||
160 | |||
161 | public bool IsSharedModule | ||
162 | { | ||
163 | get { return false; } | ||
164 | } | ||
165 | |||
166 | #endregion | ||
167 | |||
168 | // TODO: unused: | ||
169 | // private void ShadeBuildings(Bitmap map) | ||
170 | // { | ||
171 | // lock (map) | ||
172 | // { | ||
173 | // lock (m_scene.Entities) | ||
174 | // { | ||
175 | // foreach (EntityBase entity in m_scene.Entities.Values) | ||
176 | // { | ||
177 | // if (entity is SceneObjectGroup) | ||
178 | // { | ||
179 | // SceneObjectGroup sog = (SceneObjectGroup) entity; | ||
180 | // | ||
181 | // foreach (SceneObjectPart primitive in sog.Children.Values) | ||
182 | // { | ||
183 | // int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2)); | ||
184 | // int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2)); | ||
185 | // int w = (int) primitive.Scale.X; | ||
186 | // int h = (int) primitive.Scale.Y; | ||
187 | // | ||
188 | // int dx; | ||
189 | // for (dx = x; dx < x + w; dx++) | ||
190 | // { | ||
191 | // int dy; | ||
192 | // for (dy = y; dy < y + h; dy++) | ||
193 | // { | ||
194 | // if (x < 0 || y < 0) | ||
195 | // continue; | ||
196 | // if (x >= map.Width || y >= map.Height) | ||
197 | // continue; | ||
198 | // | ||
199 | // map.SetPixel(dx, dy, Color.DarkGray); | ||
200 | // } | ||
201 | // } | ||
202 | // } | ||
203 | // } | ||
204 | // } | ||
205 | // } | ||
206 | // } | ||
207 | // } | ||
208 | |||
209 | private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp) | ||
210 | { | ||
211 | int tc = 0; | ||
212 | double[,] hm = whichScene.Heightmap.GetDoubles(); | ||
213 | tc = Environment.TickCount; | ||
214 | m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile"); | ||
215 | EntityBase[] objs = whichScene.GetEntities(); | ||
216 | Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>(); | ||
217 | //SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>(); | ||
218 | List<float> z_sortheights = new List<float>(); | ||
219 | List<uint> z_localIDs = new List<uint>(); | ||
220 | |||
221 | lock (objs) | ||
222 | { | ||
223 | foreach (EntityBase obj in objs) | ||
224 | { | ||
225 | // Only draw the contents of SceneObjectGroup | ||
226 | if (obj is SceneObjectGroup) | ||
227 | { | ||
228 | SceneObjectGroup mapdot = (SceneObjectGroup)obj; | ||
229 | Color mapdotspot = Color.Gray; // Default color when prim color is white | ||
230 | |||
231 | // Loop over prim in group | ||
232 | foreach (SceneObjectPart part in mapdot.Parts) | ||
233 | { | ||
234 | if (part == null) | ||
235 | continue; | ||
236 | |||
237 | // Draw if the object is at least 1 meter wide in any direction | ||
238 | if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f) | ||
239 | { | ||
240 | // Try to get the RGBA of the default texture entry.. | ||
241 | // | ||
242 | try | ||
243 | { | ||
244 | // get the null checks out of the way | ||
245 | // skip the ones that break | ||
246 | if (part == null) | ||
247 | continue; | ||
248 | |||
249 | if (part.Shape == null) | ||
250 | continue; | ||
251 | |||
252 | if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass) | ||
253 | continue; // eliminates trees from this since we don't really have a good tree representation | ||
254 | // if you want tree blocks on the map comment the above line and uncomment the below line | ||
255 | //mapdotspot = Color.PaleGreen; | ||
256 | |||
257 | Primitive.TextureEntry textureEntry = part.Shape.Textures; | ||
258 | |||
259 | if (textureEntry == null || textureEntry.DefaultTexture == null) | ||
260 | continue; | ||
261 | |||
262 | Color4 texcolor = textureEntry.DefaultTexture.RGBA; | ||
263 | |||
264 | // Not sure why some of these are null, oh well. | ||
265 | |||
266 | int colorr = 255 - (int)(texcolor.R * 255f); | ||
267 | int colorg = 255 - (int)(texcolor.G * 255f); | ||
268 | int colorb = 255 - (int)(texcolor.B * 255f); | ||
269 | |||
270 | if (!(colorr == 255 && colorg == 255 && colorb == 255)) | ||
271 | { | ||
272 | //Try to set the map spot color | ||
273 | try | ||
274 | { | ||
275 | // If the color gets goofy somehow, skip it *shakes fist at Color4 | ||
276 | mapdotspot = Color.FromArgb(colorr, colorg, colorb); | ||
277 | } | ||
278 | catch (ArgumentException) | ||
279 | { | ||
280 | } | ||
281 | } | ||
282 | } | ||
283 | catch (IndexOutOfRangeException) | ||
284 | { | ||
285 | // Windows Array | ||
286 | } | ||
287 | catch (ArgumentOutOfRangeException) | ||
288 | { | ||
289 | // Mono Array | ||
290 | } | ||
291 | |||
292 | Vector3 pos = part.GetWorldPosition(); | ||
293 | |||
294 | // skip prim outside of retion | ||
295 | if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f) | ||
296 | continue; | ||
297 | |||
298 | // skip prim in non-finite position | ||
299 | if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) || | ||
300 | Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y)) | ||
301 | continue; | ||
302 | |||
303 | // Figure out if object is under 256m above the height of the terrain | ||
304 | bool isBelow256AboveTerrain = false; | ||
305 | |||
306 | try | ||
307 | { | ||
308 | isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f)); | ||
309 | } | ||
310 | catch (Exception) | ||
311 | { | ||
312 | } | ||
313 | |||
314 | if (isBelow256AboveTerrain) | ||
315 | { | ||
316 | // Translate scale by rotation so scale is represented properly when object is rotated | ||
317 | Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z); | ||
318 | Vector3 scale = new Vector3(); | ||
319 | Vector3 tScale = new Vector3(); | ||
320 | Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z); | ||
321 | |||
322 | Quaternion llrot = part.GetWorldRotation(); | ||
323 | Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z); | ||
324 | scale = lscale * rot; | ||
325 | |||
326 | // negative scales don't work in this situation | ||
327 | scale.X = Math.Abs(scale.X); | ||
328 | scale.Y = Math.Abs(scale.Y); | ||
329 | scale.Z = Math.Abs(scale.Z); | ||
330 | |||
331 | // This scaling isn't very accurate and doesn't take into account the face rotation :P | ||
332 | int mapdrawstartX = (int)(pos.X - scale.X); | ||
333 | int mapdrawstartY = (int)(pos.Y - scale.Y); | ||
334 | int mapdrawendX = (int)(pos.X + scale.X); | ||
335 | int mapdrawendY = (int)(pos.Y + scale.Y); | ||
336 | |||
337 | // If object is beyond the edge of the map, don't draw it to avoid errors | ||
338 | if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1) | ||
339 | || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0 | ||
340 | || mapdrawendY > ((int)Constants.RegionSize - 1)) | ||
341 | continue; | ||
342 | |||
343 | #region obb face reconstruction part duex | ||
344 | Vector3[] vertexes = new Vector3[8]; | ||
345 | |||
346 | // float[] distance = new float[6]; | ||
347 | Vector3[] FaceA = new Vector3[6]; // vertex A for Facei | ||
348 | Vector3[] FaceB = new Vector3[6]; // vertex B for Facei | ||
349 | Vector3[] FaceC = new Vector3[6]; // vertex C for Facei | ||
350 | Vector3[] FaceD = new Vector3[6]; // vertex D for Facei | ||
351 | |||
352 | tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z); | ||
353 | scale = ((tScale * rot)); | ||
354 | vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
355 | // vertexes[0].x = pos.X + vertexes[0].x; | ||
356 | //vertexes[0].y = pos.Y + vertexes[0].y; | ||
357 | //vertexes[0].z = pos.Z + vertexes[0].z; | ||
358 | |||
359 | FaceA[0] = vertexes[0]; | ||
360 | FaceB[3] = vertexes[0]; | ||
361 | FaceA[4] = vertexes[0]; | ||
362 | |||
363 | tScale = lscale; | ||
364 | scale = ((tScale * rot)); | ||
365 | vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
366 | |||
367 | // vertexes[1].x = pos.X + vertexes[1].x; | ||
368 | // vertexes[1].y = pos.Y + vertexes[1].y; | ||
369 | //vertexes[1].z = pos.Z + vertexes[1].z; | ||
370 | |||
371 | FaceB[0] = vertexes[1]; | ||
372 | FaceA[1] = vertexes[1]; | ||
373 | FaceC[4] = vertexes[1]; | ||
374 | |||
375 | tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z); | ||
376 | scale = ((tScale * rot)); | ||
377 | |||
378 | vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
379 | |||
380 | //vertexes[2].x = pos.X + vertexes[2].x; | ||
381 | //vertexes[2].y = pos.Y + vertexes[2].y; | ||
382 | //vertexes[2].z = pos.Z + vertexes[2].z; | ||
383 | |||
384 | FaceC[0] = vertexes[2]; | ||
385 | FaceD[3] = vertexes[2]; | ||
386 | FaceC[5] = vertexes[2]; | ||
387 | |||
388 | tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z); | ||
389 | scale = ((tScale * rot)); | ||
390 | vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
391 | |||
392 | //vertexes[3].x = pos.X + vertexes[3].x; | ||
393 | // vertexes[3].y = pos.Y + vertexes[3].y; | ||
394 | // vertexes[3].z = pos.Z + vertexes[3].z; | ||
395 | |||
396 | FaceD[0] = vertexes[3]; | ||
397 | FaceC[1] = vertexes[3]; | ||
398 | FaceA[5] = vertexes[3]; | ||
399 | |||
400 | tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z); | ||
401 | scale = ((tScale * rot)); | ||
402 | vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
403 | |||
404 | // vertexes[4].x = pos.X + vertexes[4].x; | ||
405 | // vertexes[4].y = pos.Y + vertexes[4].y; | ||
406 | // vertexes[4].z = pos.Z + vertexes[4].z; | ||
407 | |||
408 | FaceB[1] = vertexes[4]; | ||
409 | FaceA[2] = vertexes[4]; | ||
410 | FaceD[4] = vertexes[4]; | ||
411 | |||
412 | tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z); | ||
413 | scale = ((tScale * rot)); | ||
414 | vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
415 | |||
416 | // vertexes[5].x = pos.X + vertexes[5].x; | ||
417 | // vertexes[5].y = pos.Y + vertexes[5].y; | ||
418 | // vertexes[5].z = pos.Z + vertexes[5].z; | ||
419 | |||
420 | FaceD[1] = vertexes[5]; | ||
421 | FaceC[2] = vertexes[5]; | ||
422 | FaceB[5] = vertexes[5]; | ||
423 | |||
424 | tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z); | ||
425 | scale = ((tScale * rot)); | ||
426 | vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
427 | |||
428 | // vertexes[6].x = pos.X + vertexes[6].x; | ||
429 | // vertexes[6].y = pos.Y + vertexes[6].y; | ||
430 | // vertexes[6].z = pos.Z + vertexes[6].z; | ||
431 | |||
432 | FaceB[2] = vertexes[6]; | ||
433 | FaceA[3] = vertexes[6]; | ||
434 | FaceB[4] = vertexes[6]; | ||
435 | |||
436 | tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z); | ||
437 | scale = ((tScale * rot)); | ||
438 | vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z))); | ||
439 | |||
440 | // vertexes[7].x = pos.X + vertexes[7].x; | ||
441 | // vertexes[7].y = pos.Y + vertexes[7].y; | ||
442 | // vertexes[7].z = pos.Z + vertexes[7].z; | ||
443 | |||
444 | FaceD[2] = vertexes[7]; | ||
445 | FaceC[3] = vertexes[7]; | ||
446 | FaceD[5] = vertexes[7]; | ||
447 | #endregion | ||
448 | |||
449 | //int wy = 0; | ||
450 | |||
451 | //bool breakYN = false; // If we run into an error drawing, break out of the | ||
452 | // loop so we don't lag to death on error handling | ||
453 | DrawStruct ds = new DrawStruct(); | ||
454 | ds.brush = new SolidBrush(mapdotspot); | ||
455 | //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY); | ||
456 | |||
457 | ds.trns = new face[FaceA.Length]; | ||
458 | |||
459 | for (int i = 0; i < FaceA.Length; i++) | ||
460 | { | ||
461 | Point[] working = new Point[5]; | ||
462 | working[0] = project(FaceA[i], axPos); | ||
463 | working[1] = project(FaceB[i], axPos); | ||
464 | working[2] = project(FaceD[i], axPos); | ||
465 | working[3] = project(FaceC[i], axPos); | ||
466 | working[4] = project(FaceA[i], axPos); | ||
467 | |||
468 | face workingface = new face(); | ||
469 | workingface.pts = working; | ||
470 | |||
471 | ds.trns[i] = workingface; | ||
472 | } | ||
473 | |||
474 | z_sort.Add(part.LocalId, ds); | ||
475 | z_localIDs.Add(part.LocalId); | ||
476 | z_sortheights.Add(pos.Z); | ||
477 | |||
478 | //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++) | ||
479 | //{ | ||
480 | //for (wy = mapdrawstartY; wy < mapdrawendY; wy++) | ||
481 | //{ | ||
482 | //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy); | ||
483 | //try | ||
484 | //{ | ||
485 | // Remember, flip the y! | ||
486 | // mapbmp.SetPixel(wx, (255 - wy), mapdotspot); | ||
487 | //} | ||
488 | //catch (ArgumentException) | ||
489 | //{ | ||
490 | // breakYN = true; | ||
491 | //} | ||
492 | |||
493 | //if (breakYN) | ||
494 | // break; | ||
495 | //} | ||
496 | |||
497 | //if (breakYN) | ||
498 | // break; | ||
499 | //} | ||
500 | } // Object is within 256m Z of terrain | ||
501 | } // object is at least a meter wide | ||
502 | } // loop over group children | ||
503 | } // entitybase is sceneobject group | ||
504 | } // foreach loop over entities | ||
505 | |||
506 | float[] sortedZHeights = z_sortheights.ToArray(); | ||
507 | uint[] sortedlocalIds = z_localIDs.ToArray(); | ||
508 | |||
509 | // Sort prim by Z position | ||
510 | Array.Sort(sortedZHeights, sortedlocalIds); | ||
511 | |||
512 | Graphics g = Graphics.FromImage(mapbmp); | ||
513 | |||
514 | for (int s = 0; s < sortedZHeights.Length; s++) | ||
515 | { | ||
516 | if (z_sort.ContainsKey(sortedlocalIds[s])) | ||
517 | { | ||
518 | DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]]; | ||
519 | for (int r = 0; r < rectDrawStruct.trns.Length; r++) | ||
520 | { | ||
521 | g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts); | ||
522 | } | ||
523 | //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect); | ||
524 | } | ||
525 | } | ||
526 | |||
527 | g.Dispose(); | ||
528 | } // lock entities objs | ||
529 | |||
530 | m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms"); | ||
531 | return mapbmp; | ||
532 | } | ||
533 | |||
534 | private Point project(Vector3 point3d, Vector3 originpos) | ||
535 | { | ||
536 | Point returnpt = new Point(); | ||
537 | //originpos = point3d; | ||
538 | //int d = (int)(256f / 1.5f); | ||
539 | |||
540 | //Vector3 topos = new Vector3(0, 0, 0); | ||
541 | // float z = -point3d.z - topos.z; | ||
542 | |||
543 | returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d); | ||
544 | returnpt.Y = (int)(((int)Constants.RegionSize - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d))); | ||
545 | |||
546 | return returnpt; | ||
547 | } | ||
548 | } | ||
549 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs new file mode 100644 index 0000000..eb1a27f --- /dev/null +++ b/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs | |||
@@ -0,0 +1,244 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Drawing; | ||
30 | using System.Reflection; | ||
31 | using log4net; | ||
32 | using Nini.Config; | ||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Region.Framework.Scenes; | ||
35 | |||
36 | namespace OpenSim.Region.CoreModules.World.LegacyMap | ||
37 | { | ||
38 | public class ShadedMapTileRenderer : IMapTileTerrainRenderer | ||
39 | { | ||
40 | private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95); | ||
41 | |||
42 | private static readonly ILog m_log = | ||
43 | LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
44 | |||
45 | private Scene m_scene; | ||
46 | //private IConfigSource m_config; // not used currently | ||
47 | |||
48 | public void Initialise(Scene scene, IConfigSource config) | ||
49 | { | ||
50 | m_scene = scene; | ||
51 | // m_config = config; // not used currently | ||
52 | } | ||
53 | |||
54 | public void TerrainToBitmap(Bitmap mapbmp) | ||
55 | { | ||
56 | int tc = Environment.TickCount; | ||
57 | m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain"); | ||
58 | |||
59 | double[,] hm = m_scene.Heightmap.GetDoubles(); | ||
60 | bool ShadowDebugContinue = true; | ||
61 | |||
62 | bool terraincorruptedwarningsaid = false; | ||
63 | |||
64 | float low = 255; | ||
65 | float high = 0; | ||
66 | for (int x = 0; x < (int)Constants.RegionSize; x++) | ||
67 | { | ||
68 | for (int y = 0; y < (int)Constants.RegionSize; y++) | ||
69 | { | ||
70 | float hmval = (float)hm[x, y]; | ||
71 | if (hmval < low) | ||
72 | low = hmval; | ||
73 | if (hmval > high) | ||
74 | high = hmval; | ||
75 | } | ||
76 | } | ||
77 | |||
78 | float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight; | ||
79 | |||
80 | for (int x = 0; x < (int)Constants.RegionSize; x++) | ||
81 | { | ||
82 | for (int y = 0; y < (int)Constants.RegionSize; y++) | ||
83 | { | ||
84 | // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left | ||
85 | int yr = ((int)Constants.RegionSize - 1) - y; | ||
86 | |||
87 | float heightvalue = (float)hm[x, y]; | ||
88 | |||
89 | if (heightvalue > waterHeight) | ||
90 | { | ||
91 | // scale height value | ||
92 | // No, that doesn't scale it: | ||
93 | // heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue | ||
94 | |||
95 | if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) | ||
96 | heightvalue = 0; | ||
97 | else if (heightvalue > 255f) | ||
98 | heightvalue = 255f; | ||
99 | else if (heightvalue < 0f) | ||
100 | heightvalue = 0f; | ||
101 | |||
102 | Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue); | ||
103 | |||
104 | mapbmp.SetPixel(x, yr, color); | ||
105 | |||
106 | try | ||
107 | { | ||
108 | //X | ||
109 | // . | ||
110 | // | ||
111 | // Shade the terrain for shadows | ||
112 | if (x < ((int)Constants.RegionSize - 1) && yr < ((int)Constants.RegionSize - 1)) | ||
113 | { | ||
114 | float hfvalue = (float)hm[x, y]; | ||
115 | float hfvaluecompare = 0f; | ||
116 | |||
117 | if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize)) | ||
118 | { | ||
119 | hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there | ||
120 | } | ||
121 | if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue)) | ||
122 | hfvalue = 0f; | ||
123 | |||
124 | if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare)) | ||
125 | hfvaluecompare = 0f; | ||
126 | |||
127 | float hfdiff = hfvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower | ||
128 | |||
129 | int hfdiffi = 0; | ||
130 | int hfdiffihighlight = 0; | ||
131 | float highlightfactor = 0.18f; | ||
132 | |||
133 | try | ||
134 | { | ||
135 | // hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1; | ||
136 | hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1; | ||
137 | if (hfdiff % 1f != 0) | ||
138 | { | ||
139 | // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1); | ||
140 | hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1); | ||
141 | } | ||
142 | |||
143 | hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1; | ||
144 | if (hfdiff % 1f != 0) | ||
145 | { | ||
146 | // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1); | ||
147 | hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1); | ||
148 | } | ||
149 | } | ||
150 | catch (OverflowException) | ||
151 | { | ||
152 | m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString()); | ||
153 | ShadowDebugContinue = false; | ||
154 | } | ||
155 | |||
156 | if (hfdiff > 0.3f) | ||
157 | { | ||
158 | // NE is lower than here | ||
159 | // We have to desaturate and lighten the land at the same time | ||
160 | // we use floats, colors use bytes, so shrink are space down to | ||
161 | // 0-255 | ||
162 | |||
163 | if (ShadowDebugContinue) | ||
164 | { | ||
165 | int r = color.R; | ||
166 | int g = color.G; | ||
167 | int b = color.B; | ||
168 | color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255, | ||
169 | (g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255, | ||
170 | (b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255); | ||
171 | } | ||
172 | } | ||
173 | else if (hfdiff < -0.3f) | ||
174 | { | ||
175 | // here is lower than NE: | ||
176 | // We have to desaturate and blacken the land at the same time | ||
177 | // we use floats, colors use bytes, so shrink are space down to | ||
178 | // 0-255 | ||
179 | |||
180 | if (ShadowDebugContinue) | ||
181 | { | ||
182 | if ((x - 1 > 0) && (yr + 1 < (int)Constants.RegionSize)) | ||
183 | { | ||
184 | color = mapbmp.GetPixel(x - 1, yr + 1); | ||
185 | int r = color.R; | ||
186 | int g = color.G; | ||
187 | int b = color.B; | ||
188 | color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, | ||
189 | (g - hfdiffi > 0) ? g - hfdiffi : 0, | ||
190 | (b - hfdiffi > 0) ? b - hfdiffi : 0); | ||
191 | |||
192 | mapbmp.SetPixel(x-1, yr+1, color); | ||
193 | } | ||
194 | } | ||
195 | } | ||
196 | } | ||
197 | } | ||
198 | catch (ArgumentException) | ||
199 | { | ||
200 | if (!terraincorruptedwarningsaid) | ||
201 | { | ||
202 | m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName); | ||
203 | terraincorruptedwarningsaid = true; | ||
204 | } | ||
205 | color = Color.Black; | ||
206 | mapbmp.SetPixel(x, yr, color); | ||
207 | } | ||
208 | } | ||
209 | else | ||
210 | { | ||
211 | // We're under the water level with the terrain, so paint water instead of land | ||
212 | |||
213 | // Y flip the cordinates | ||
214 | heightvalue = waterHeight - heightvalue; | ||
215 | if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) | ||
216 | heightvalue = 0f; | ||
217 | else if (heightvalue > 19f) | ||
218 | heightvalue = 19f; | ||
219 | else if (heightvalue < 0f) | ||
220 | heightvalue = 0f; | ||
221 | |||
222 | heightvalue = 100f - (heightvalue * 100f) / 19f; | ||
223 | |||
224 | try | ||
225 | { | ||
226 | mapbmp.SetPixel(x, yr, WATER_COLOR); | ||
227 | } | ||
228 | catch (ArgumentException) | ||
229 | { | ||
230 | if (!terraincorruptedwarningsaid) | ||
231 | { | ||
232 | m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName); | ||
233 | terraincorruptedwarningsaid = true; | ||
234 | } | ||
235 | Color black = Color.Black; | ||
236 | mapbmp.SetPixel(x, ((int)Constants.RegionSize - y) - 1, black); | ||
237 | } | ||
238 | } | ||
239 | } | ||
240 | } | ||
241 | m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); | ||
242 | } | ||
243 | } | ||
244 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs new file mode 100644 index 0000000..071314a --- /dev/null +++ b/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs | |||
@@ -0,0 +1,418 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Drawing; | ||
31 | using System.Reflection; | ||
32 | using log4net; | ||
33 | using Nini.Config; | ||
34 | using OpenMetaverse; | ||
35 | using OpenMetaverse.Imaging; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.Framework.Scenes; | ||
38 | |||
39 | namespace OpenSim.Region.CoreModules.World.LegacyMap | ||
40 | { | ||
41 | // Hue, Saturation, Value; used for color-interpolation | ||
42 | struct HSV { | ||
43 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
44 | |||
45 | public float h; | ||
46 | public float s; | ||
47 | public float v; | ||
48 | |||
49 | public HSV(float h, float s, float v) | ||
50 | { | ||
51 | this.h = h; | ||
52 | this.s = s; | ||
53 | this.v = v; | ||
54 | } | ||
55 | |||
56 | // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV) | ||
57 | public HSV(Color c) | ||
58 | { | ||
59 | float r = c.R / 255f; | ||
60 | float g = c.G / 255f; | ||
61 | float b = c.B / 255f; | ||
62 | float max = Math.Max(Math.Max(r, g), b); | ||
63 | float min = Math.Min(Math.Min(r, g), b); | ||
64 | float diff = max - min; | ||
65 | |||
66 | if (max == min) h = 0f; | ||
67 | else if (max == r) h = (g - b) / diff * 60f; | ||
68 | else if (max == g) h = (b - r) / diff * 60f + 120f; | ||
69 | else h = (r - g) / diff * 60f + 240f; | ||
70 | if (h < 0f) h += 360f; | ||
71 | |||
72 | if (max == 0f) s = 0f; | ||
73 | else s = diff / max; | ||
74 | |||
75 | v = max; | ||
76 | } | ||
77 | |||
78 | // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV) | ||
79 | public Color toColor() | ||
80 | { | ||
81 | if (s < 0f) m_log.Debug("S < 0: " + s); | ||
82 | else if (s > 1f) m_log.Debug("S > 1: " + s); | ||
83 | if (v < 0f) m_log.Debug("V < 0: " + v); | ||
84 | else if (v > 1f) m_log.Debug("V > 1: " + v); | ||
85 | |||
86 | float f = h / 60f; | ||
87 | int sector = (int)f % 6; | ||
88 | f = f - (int)f; | ||
89 | int pi = (int)(v * (1f - s) * 255f); | ||
90 | int qi = (int)(v * (1f - s * f) * 255f); | ||
91 | int ti = (int)(v * (1f - (1f - f) * s) * 255f); | ||
92 | int vi = (int)(v * 255f); | ||
93 | |||
94 | if (pi < 0) pi = 0; | ||
95 | if (pi > 255) pi = 255; | ||
96 | if (qi < 0) qi = 0; | ||
97 | if (qi > 255) qi = 255; | ||
98 | if (ti < 0) ti = 0; | ||
99 | if (ti > 255) ti = 255; | ||
100 | if (vi < 0) vi = 0; | ||
101 | if (vi > 255) vi = 255; | ||
102 | |||
103 | switch (sector) | ||
104 | { | ||
105 | case 0: | ||
106 | return Color.FromArgb(vi, ti, pi); | ||
107 | case 1: | ||
108 | return Color.FromArgb(qi, vi, pi); | ||
109 | case 2: | ||
110 | return Color.FromArgb(pi, vi, ti); | ||
111 | case 3: | ||
112 | return Color.FromArgb(pi, qi, vi); | ||
113 | case 4: | ||
114 | return Color.FromArgb(ti, pi, vi); | ||
115 | default: | ||
116 | return Color.FromArgb(vi, pi, qi); | ||
117 | } | ||
118 | } | ||
119 | } | ||
120 | |||
121 | public class TexturedMapTileRenderer : IMapTileTerrainRenderer | ||
122 | { | ||
123 | #region Constants | ||
124 | |||
125 | private static readonly ILog m_log = | ||
126 | LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
127 | |||
128 | // some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank"). | ||
129 | // The color-values were choosen because they "look right" (at least to me) ;-) | ||
130 | private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5"); | ||
131 | private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118); | ||
132 | private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8"); | ||
133 | private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49); | ||
134 | private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740"); | ||
135 | private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141); | ||
136 | private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c"); | ||
137 | private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200); | ||
138 | |||
139 | private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95); | ||
140 | |||
141 | #endregion | ||
142 | |||
143 | |||
144 | private Scene m_scene; | ||
145 | // private IConfigSource m_config; // not used currently | ||
146 | |||
147 | // mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only | ||
148 | // added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in | ||
149 | // that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one. | ||
150 | // TODO does it make sense to use a "real" cache and regenerate missing entries on fetch? | ||
151 | private Dictionary<UUID, Color> m_mapping; | ||
152 | |||
153 | |||
154 | public void Initialise(Scene scene, IConfigSource source) | ||
155 | { | ||
156 | m_scene = scene; | ||
157 | // m_config = source; // not used currently | ||
158 | m_mapping = new Dictionary<UUID,Color>(); | ||
159 | m_mapping.Add(defaultTerrainTexture1, defaultColor1); | ||
160 | m_mapping.Add(defaultTerrainTexture2, defaultColor2); | ||
161 | m_mapping.Add(defaultTerrainTexture3, defaultColor3); | ||
162 | m_mapping.Add(defaultTerrainTexture4, defaultColor4); | ||
163 | m_mapping.Add(Util.BLANK_TEXTURE_UUID, Color.White); | ||
164 | } | ||
165 | |||
166 | #region Helpers | ||
167 | // This fetches the texture from the asset server synchroneously. That should be ok, as we | ||
168 | // call map-creation only in those places: | ||
169 | // - on start: We can wait here until the asset server returns the texture | ||
170 | // TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway) | ||
171 | // TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and | ||
172 | // will wait anyway) | ||
173 | private Bitmap fetchTexture(UUID id) | ||
174 | { | ||
175 | AssetBase asset = m_scene.AssetService.Get(id.ToString()); | ||
176 | m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null); | ||
177 | if (asset == null) return null; | ||
178 | |||
179 | ManagedImage managedImage; | ||
180 | Image image; | ||
181 | |||
182 | try | ||
183 | { | ||
184 | if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image)) | ||
185 | return new Bitmap(image); | ||
186 | else | ||
187 | return null; | ||
188 | } | ||
189 | catch (DllNotFoundException) | ||
190 | { | ||
191 | m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is emtpy for {0}", id); | ||
192 | |||
193 | } | ||
194 | catch (IndexOutOfRangeException) | ||
195 | { | ||
196 | m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is emtpy for {0}", id); | ||
197 | |||
198 | } | ||
199 | catch (Exception) | ||
200 | { | ||
201 | m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is emtpy for {0}", id); | ||
202 | |||
203 | } | ||
204 | return null; | ||
205 | |||
206 | } | ||
207 | |||
208 | // Compute the average color of a texture. | ||
209 | private Color computeAverageColor(Bitmap bmp) | ||
210 | { | ||
211 | // we have 256 x 256 pixel, each with 256 possible color-values per | ||
212 | // color-channel, so 2^24 is the maximum value we can get, adding everything. | ||
213 | // int is be big enough for that. | ||
214 | int r = 0, g = 0, b = 0; | ||
215 | for (int y = 0; y < bmp.Height; ++y) | ||
216 | { | ||
217 | for (int x = 0; x < bmp.Width; ++x) | ||
218 | { | ||
219 | Color c = bmp.GetPixel(x, y); | ||
220 | r += (int)c.R & 0xff; | ||
221 | g += (int)c.G & 0xff; | ||
222 | b += (int)c.B & 0xff; | ||
223 | } | ||
224 | } | ||
225 | |||
226 | int pixels = bmp.Width * bmp.Height; | ||
227 | return Color.FromArgb(r / pixels, g / pixels, b / pixels); | ||
228 | } | ||
229 | |||
230 | // return either the average color of the texture, or the defaultColor if the texturID is invalid | ||
231 | // or the texture couldn't be found | ||
232 | private Color computeAverageColor(UUID textureID, Color defaultColor) { | ||
233 | if (textureID == UUID.Zero) return defaultColor; // not set | ||
234 | if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures | ||
235 | |||
236 | Bitmap bmp = fetchTexture(textureID); | ||
237 | Color color = bmp == null ? defaultColor : computeAverageColor(bmp); | ||
238 | // store it for future reference | ||
239 | m_mapping[textureID] = color; | ||
240 | |||
241 | return color; | ||
242 | } | ||
243 | |||
244 | // S-curve: f(x) = 3x² - 2x³: | ||
245 | // f(0) = 0, f(0.5) = 0.5, f(1) = 1, | ||
246 | // f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5, | ||
247 | // f''(0.5) = 0, f''(x) != 0 for x != 0.5 | ||
248 | private float S(float v) { | ||
249 | return (v * v * (3f - 2f * v)); | ||
250 | } | ||
251 | |||
252 | // interpolate two colors in HSV space and return the resulting color | ||
253 | private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) { | ||
254 | if (ratio <= 0f) return c1; | ||
255 | if (ratio >= 1f) return c2; | ||
256 | |||
257 | // make sure we are on the same side on the hue-circle for interpolation | ||
258 | // We change the hue of the parameters here, but we don't change the color | ||
259 | // represented by that value | ||
260 | if (c1.h - c2.h > 180f) c1.h -= 360f; | ||
261 | else if (c2.h - c1.h > 180f) c1.h += 360f; | ||
262 | |||
263 | return new HSV(c1.h * (1f - ratio) + c2.h * ratio, | ||
264 | c1.s * (1f - ratio) + c2.s * ratio, | ||
265 | c1.v * (1f - ratio) + c2.v * ratio); | ||
266 | } | ||
267 | |||
268 | // the heigthfield might have some jumps in values. Rendered land is smooth, though, | ||
269 | // as a slope is rendered at that place. So average 4 neighbour values to emulate that. | ||
270 | private float getHeight(double[,] hm, int x, int y) { | ||
271 | if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1)) | ||
272 | return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112); | ||
273 | else | ||
274 | return (float)hm[x, y]; | ||
275 | } | ||
276 | #endregion | ||
277 | |||
278 | public void TerrainToBitmap(Bitmap mapbmp) | ||
279 | { | ||
280 | int tc = Environment.TickCount; | ||
281 | m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain"); | ||
282 | |||
283 | // These textures should be in the AssetCache anyway, as every client conneting to this | ||
284 | // region needs them. Except on start, when the map is recreated (before anyone connected), | ||
285 | // and on change of the estate settings (textures and terrain values), when the map should | ||
286 | // be recreated. | ||
287 | RegionSettings settings = m_scene.RegionInfo.RegionSettings; | ||
288 | |||
289 | // the four terrain colors as HSVs for interpolation | ||
290 | HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1)); | ||
291 | HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2)); | ||
292 | HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3)); | ||
293 | HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4)); | ||
294 | |||
295 | float levelNElow = (float)settings.Elevation1NE; | ||
296 | float levelNEhigh = (float)settings.Elevation2NE; | ||
297 | |||
298 | float levelNWlow = (float)settings.Elevation1NW; | ||
299 | float levelNWhigh = (float)settings.Elevation2NW; | ||
300 | |||
301 | float levelSElow = (float)settings.Elevation1SE; | ||
302 | float levelSEhigh = (float)settings.Elevation2SE; | ||
303 | |||
304 | float levelSWlow = (float)settings.Elevation1SW; | ||
305 | float levelSWhigh = (float)settings.Elevation2SW; | ||
306 | |||
307 | float waterHeight = (float)settings.WaterHeight; | ||
308 | |||
309 | double[,] hm = m_scene.Heightmap.GetDoubles(); | ||
310 | |||
311 | for (int x = 0; x < (int)Constants.RegionSize; x++) | ||
312 | { | ||
313 | float columnRatio = x / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation | ||
314 | for (int y = 0; y < (int)Constants.RegionSize; y++) | ||
315 | { | ||
316 | float rowRatio = y / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation | ||
317 | |||
318 | // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left | ||
319 | int yr = ((int)Constants.RegionSize - 1) - y; | ||
320 | |||
321 | float heightvalue = getHeight(hm, x, y); | ||
322 | if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) | ||
323 | heightvalue = 0; | ||
324 | |||
325 | if (heightvalue > waterHeight) | ||
326 | { | ||
327 | // add a bit noise for breaking up those flat colors: | ||
328 | // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast) | ||
329 | // - a small-scale noise, for bringing in some small scale variation | ||
330 | //float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0 | ||
331 | //float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f; | ||
332 | //float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f; | ||
333 | float hmod = | ||
334 | heightvalue + | ||
335 | (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3 | ||
336 | S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10 | ||
337 | |||
338 | // find the low/high values for this point (interpolated bilinearily) | ||
339 | // (and remember, x=0,y=0 is SW) | ||
340 | float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) + | ||
341 | levelSElow * (1f - rowRatio) * columnRatio + | ||
342 | levelNWlow * rowRatio * (1f - columnRatio) + | ||
343 | levelNElow * rowRatio * columnRatio; | ||
344 | float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) + | ||
345 | levelSEhigh * (1f - rowRatio) * columnRatio + | ||
346 | levelNWhigh * rowRatio * (1f - columnRatio) + | ||
347 | levelNEhigh * rowRatio * columnRatio; | ||
348 | if (high < low) | ||
349 | { | ||
350 | // someone tried to fool us. High value should be higher than low every time | ||
351 | float tmp = high; | ||
352 | high = low; | ||
353 | low = tmp; | ||
354 | } | ||
355 | |||
356 | HSV hsv; | ||
357 | if (hmod <= low) hsv = hsv1; // too low | ||
358 | else if (hmod >= high) hsv = hsv4; // too high | ||
359 | else | ||
360 | { | ||
361 | // HSV-interpolate along the colors | ||
362 | // first, rescale h to 0.0 - 1.0 | ||
363 | hmod = (hmod - low) / (high - low); | ||
364 | // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4 | ||
365 | if (hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f); | ||
366 | else if (hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f); | ||
367 | else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f); | ||
368 | } | ||
369 | |||
370 | // Shade the terrain for shadows | ||
371 | if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1)) | ||
372 | { | ||
373 | float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there | ||
374 | if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare)) | ||
375 | hfvaluecompare = 0f; | ||
376 | |||
377 | float hfdiff = heightvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower | ||
378 | hfdiff *= 0.06f; // some random factor so "it looks good" | ||
379 | if (hfdiff > 0.02f) | ||
380 | { | ||
381 | float highlightfactor = 0.18f; | ||
382 | // NE is lower than here | ||
383 | // We have to desaturate and lighten the land at the same time | ||
384 | hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f; | ||
385 | hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f; | ||
386 | } | ||
387 | else if (hfdiff < -0.02f) | ||
388 | { | ||
389 | // here is lower than NE: | ||
390 | // We have to desaturate and blacken the land at the same time | ||
391 | hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f; | ||
392 | hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f; | ||
393 | } | ||
394 | } | ||
395 | mapbmp.SetPixel(x, yr, hsv.toColor()); | ||
396 | } | ||
397 | else | ||
398 | { | ||
399 | // We're under the water level with the terrain, so paint water instead of land | ||
400 | |||
401 | heightvalue = waterHeight - heightvalue; | ||
402 | if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) | ||
403 | heightvalue = 0f; | ||
404 | else if (heightvalue > 19f) | ||
405 | heightvalue = 19f; | ||
406 | else if (heightvalue < 0f) | ||
407 | heightvalue = 0f; | ||
408 | |||
409 | heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0 | ||
410 | |||
411 | mapbmp.SetPixel(x, yr, WATER_COLOR); | ||
412 | } | ||
413 | } | ||
414 | } | ||
415 | m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); | ||
416 | } | ||
417 | } | ||
418 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs new file mode 100644 index 0000000..47b1639 --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs | |||
@@ -0,0 +1,624 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Drawing; | ||
31 | using System.Drawing.Imaging; | ||
32 | using System.IO; | ||
33 | using System.Reflection; | ||
34 | using CSJ2K; | ||
35 | using Nini.Config; | ||
36 | using log4net; | ||
37 | using Rednettle.Warp3D; | ||
38 | using OpenMetaverse; | ||
39 | using OpenMetaverse.Imaging; | ||
40 | using OpenMetaverse.Rendering; | ||
41 | using OpenMetaverse.StructuredData; | ||
42 | using OpenSim.Framework; | ||
43 | using OpenSim.Region.Framework.Interfaces; | ||
44 | using OpenSim.Region.Framework.Scenes; | ||
45 | using OpenSim.Region.Physics.Manager; | ||
46 | using OpenSim.Services.Interfaces; | ||
47 | |||
48 | using WarpRenderer = global::Warp3D.Warp3D; | ||
49 | |||
50 | namespace OpenSim.Region.CoreModules.World.Warp3DMap | ||
51 | { | ||
52 | public class Warp3DImageModule : IMapImageGenerator, IRegionModule | ||
53 | { | ||
54 | private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3"); | ||
55 | private static readonly Color4 WATER_COLOR = new Color4(29, 71, 95, 216); | ||
56 | |||
57 | private static readonly ILog m_log = | ||
58 | LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
59 | |||
60 | private Scene m_scene; | ||
61 | private IRendering m_primMesher; | ||
62 | private IConfigSource m_config; | ||
63 | private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>(); | ||
64 | private bool m_useAntiAliasing = true; // TODO: Make this a config option | ||
65 | |||
66 | #region IRegionModule Members | ||
67 | |||
68 | public void Initialise(Scene scene, IConfigSource source) | ||
69 | { | ||
70 | m_scene = scene; | ||
71 | m_config = source; | ||
72 | |||
73 | IConfig startupConfig = m_config.Configs["Startup"]; | ||
74 | if (startupConfig.GetString("MapImageModule", "MapImageModule") != "Warp3DImageModule") | ||
75 | return; | ||
76 | |||
77 | List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); | ||
78 | if (renderers.Count > 0) | ||
79 | { | ||
80 | m_primMesher = RenderingLoader.LoadRenderer(renderers[0]); | ||
81 | m_log.Info("[MAPTILE]: Loaded prim mesher " + m_primMesher.ToString()); | ||
82 | } | ||
83 | else | ||
84 | { | ||
85 | m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled"); | ||
86 | } | ||
87 | |||
88 | m_scene.RegisterModuleInterface<IMapImageGenerator>(this); | ||
89 | } | ||
90 | |||
91 | public void PostInitialise() | ||
92 | { | ||
93 | } | ||
94 | |||
95 | public void Close() | ||
96 | { | ||
97 | } | ||
98 | |||
99 | public string Name | ||
100 | { | ||
101 | get { return "Warp3DImageModule"; } | ||
102 | } | ||
103 | |||
104 | public bool IsSharedModule | ||
105 | { | ||
106 | get { return false; } | ||
107 | } | ||
108 | |||
109 | #endregion | ||
110 | |||
111 | #region IMapImageGenerator Members | ||
112 | |||
113 | public Bitmap CreateMapTile() | ||
114 | { | ||
115 | bool drawPrimVolume = true; | ||
116 | bool textureTerrain = true; | ||
117 | |||
118 | try | ||
119 | { | ||
120 | IConfig startupConfig = m_config.Configs["Startup"]; | ||
121 | drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume); | ||
122 | textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain); | ||
123 | } | ||
124 | catch | ||
125 | { | ||
126 | m_log.Warn("[MAPTILE]: Failed to load StartupConfig"); | ||
127 | } | ||
128 | |||
129 | m_colors.Clear(); | ||
130 | |||
131 | Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); | ||
132 | Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize); | ||
133 | |||
134 | int width = viewport.Width; | ||
135 | int height = viewport.Height; | ||
136 | |||
137 | if (m_useAntiAliasing) | ||
138 | { | ||
139 | width *= 2; | ||
140 | height *= 2; | ||
141 | } | ||
142 | |||
143 | WarpRenderer renderer = new WarpRenderer(); | ||
144 | renderer.CreateScene(width, height); | ||
145 | renderer.Scene.autoCalcNormals = false; | ||
146 | |||
147 | #region Camera | ||
148 | |||
149 | warp_Vector pos = ConvertVector(viewport.Position); | ||
150 | pos.z -= 0.001f; // Works around an issue with the Warp3D camera | ||
151 | warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection)); | ||
152 | |||
153 | renderer.Scene.defaultCamera.setPos(pos); | ||
154 | renderer.Scene.defaultCamera.lookAt(lookat); | ||
155 | |||
156 | if (viewport.Orthographic) | ||
157 | { | ||
158 | renderer.Scene.defaultCamera.isOrthographic = true; | ||
159 | renderer.Scene.defaultCamera.orthoViewWidth = viewport.OrthoWindowWidth; | ||
160 | renderer.Scene.defaultCamera.orthoViewHeight = viewport.OrthoWindowHeight; | ||
161 | } | ||
162 | else | ||
163 | { | ||
164 | float fov = viewport.FieldOfView; | ||
165 | fov *= 1.75f; // FIXME: ??? | ||
166 | renderer.Scene.defaultCamera.setFov(fov); | ||
167 | } | ||
168 | |||
169 | #endregion Camera | ||
170 | |||
171 | renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(0.2f, 0.2f, 1f), 0xffffff, 320, 80)); | ||
172 | renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 100, 40)); | ||
173 | |||
174 | CreateWater(renderer); | ||
175 | CreateTerrain(renderer, textureTerrain); | ||
176 | if (drawPrimVolume) | ||
177 | CreateAllPrims(renderer); | ||
178 | |||
179 | renderer.Render(); | ||
180 | Bitmap bitmap = renderer.Scene.getImage(); | ||
181 | |||
182 | if (m_useAntiAliasing) | ||
183 | bitmap = ImageUtils.ResizeImage(bitmap, viewport.Width, viewport.Height); | ||
184 | |||
185 | return bitmap; | ||
186 | } | ||
187 | |||
188 | public byte[] WriteJpeg2000Image() | ||
189 | { | ||
190 | try | ||
191 | { | ||
192 | using (Bitmap mapbmp = CreateMapTile()) | ||
193 | return OpenJPEG.EncodeFromImage(mapbmp, true); | ||
194 | } | ||
195 | catch (Exception e) | ||
196 | { | ||
197 | // JPEG2000 encoder failed | ||
198 | m_log.Error("[MAPTILE]: Failed generating terrain map: " + e); | ||
199 | } | ||
200 | |||
201 | return null; | ||
202 | } | ||
203 | |||
204 | #endregion | ||
205 | |||
206 | #region Rendering Methods | ||
207 | |||
208 | private void CreateWater(WarpRenderer renderer) | ||
209 | { | ||
210 | float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight; | ||
211 | |||
212 | renderer.AddPlane("Water", 256f * 0.5f); | ||
213 | renderer.Scene.sceneobject("Water").setPos(127.5f, waterHeight, 127.5f); | ||
214 | |||
215 | renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR)); | ||
216 | renderer.Scene.material("WaterColor").setTransparency((byte)((1f - WATER_COLOR.A) * 255f)); | ||
217 | renderer.SetObjectMaterial("Water", "WaterColor"); | ||
218 | } | ||
219 | |||
220 | private void CreateTerrain(WarpRenderer renderer, bool textureTerrain) | ||
221 | { | ||
222 | ITerrainChannel terrain = m_scene.Heightmap; | ||
223 | float[] heightmap = terrain.GetFloatsSerialised(); | ||
224 | |||
225 | warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2); | ||
226 | |||
227 | for (int y = 0; y < 256; y++) | ||
228 | { | ||
229 | for (int x = 0; x < 256; x++) | ||
230 | { | ||
231 | int v = y * 256 + x; | ||
232 | float height = heightmap[v]; | ||
233 | |||
234 | warp_Vector pos = ConvertVector(new Vector3(x, y, height)); | ||
235 | obj.addVertex(new warp_Vertex(pos, (float)x / 255f, (float)(255 - y) / 255f)); | ||
236 | } | ||
237 | } | ||
238 | |||
239 | for (int y = 0; y < 256; y++) | ||
240 | { | ||
241 | for (int x = 0; x < 256; x++) | ||
242 | { | ||
243 | if (x < 255 && y < 255) | ||
244 | { | ||
245 | int v = y * 256 + x; | ||
246 | |||
247 | // Normal | ||
248 | Vector3 v1 = new Vector3(x, y, heightmap[y * 256 + x]); | ||
249 | Vector3 v2 = new Vector3(x + 1, y, heightmap[y * 256 + x + 1]); | ||
250 | Vector3 v3 = new Vector3(x, y + 1, heightmap[(y + 1) * 256 + x]); | ||
251 | warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3)); | ||
252 | norm = norm.reverse(); | ||
253 | obj.vertex(v).n = norm; | ||
254 | |||
255 | // Triangle 1 | ||
256 | obj.addTriangle( | ||
257 | v, | ||
258 | v + 1, | ||
259 | v + 256); | ||
260 | |||
261 | // Triangle 2 | ||
262 | obj.addTriangle( | ||
263 | v + 256 + 1, | ||
264 | v + 256, | ||
265 | v + 1); | ||
266 | } | ||
267 | } | ||
268 | } | ||
269 | |||
270 | renderer.Scene.addObject("Terrain", obj); | ||
271 | |||
272 | UUID[] textureIDs = new UUID[4]; | ||
273 | float[] startHeights = new float[4]; | ||
274 | float[] heightRanges = new float[4]; | ||
275 | |||
276 | RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings; | ||
277 | |||
278 | textureIDs[0] = regionInfo.TerrainTexture1; | ||
279 | textureIDs[1] = regionInfo.TerrainTexture2; | ||
280 | textureIDs[2] = regionInfo.TerrainTexture3; | ||
281 | textureIDs[3] = regionInfo.TerrainTexture4; | ||
282 | |||
283 | startHeights[0] = (float)regionInfo.Elevation1SW; | ||
284 | startHeights[1] = (float)regionInfo.Elevation1NW; | ||
285 | startHeights[2] = (float)regionInfo.Elevation1SE; | ||
286 | startHeights[3] = (float)regionInfo.Elevation1NE; | ||
287 | |||
288 | heightRanges[0] = (float)regionInfo.Elevation2SW; | ||
289 | heightRanges[1] = (float)regionInfo.Elevation2NW; | ||
290 | heightRanges[2] = (float)regionInfo.Elevation2SE; | ||
291 | heightRanges[3] = (float)regionInfo.Elevation2NE; | ||
292 | |||
293 | uint globalX, globalY; | ||
294 | Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); | ||
295 | |||
296 | Bitmap image = TerrainSplat.Splat(heightmap, textureIDs, startHeights, heightRanges, new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain); | ||
297 | warp_Texture texture = new warp_Texture(image); | ||
298 | warp_Material material = new warp_Material(texture); | ||
299 | material.setReflectivity(50); | ||
300 | renderer.Scene.addMaterial("TerrainColor", material); | ||
301 | renderer.SetObjectMaterial("Terrain", "TerrainColor"); | ||
302 | } | ||
303 | |||
304 | private void CreateAllPrims(WarpRenderer renderer) | ||
305 | { | ||
306 | if (m_primMesher == null) | ||
307 | return; | ||
308 | |||
309 | m_scene.ForEachSOG( | ||
310 | delegate(SceneObjectGroup group) | ||
311 | { | ||
312 | CreatePrim(renderer, group.RootPart); | ||
313 | foreach (SceneObjectPart child in group.Children.Values) | ||
314 | CreatePrim(renderer, child); | ||
315 | } | ||
316 | ); | ||
317 | } | ||
318 | |||
319 | private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim) | ||
320 | { | ||
321 | const float MIN_SIZE = 2f; | ||
322 | |||
323 | if ((PCode)prim.Shape.PCode != PCode.Prim) | ||
324 | return; | ||
325 | if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE) | ||
326 | return; | ||
327 | |||
328 | Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset); | ||
329 | FacetedMesh renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); | ||
330 | if (renderMesh == null) | ||
331 | return; | ||
332 | |||
333 | warp_Vector primPos = ConvertVector(prim.AbsolutePosition); | ||
334 | warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset); | ||
335 | |||
336 | warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); | ||
337 | |||
338 | if (prim.ParentID != 0) | ||
339 | { | ||
340 | SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId); | ||
341 | if (group != null) | ||
342 | m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset))); | ||
343 | } | ||
344 | |||
345 | warp_Vector primScale = ConvertVector(prim.Scale); | ||
346 | |||
347 | string primID = prim.UUID.ToString(); | ||
348 | |||
349 | // Create the prim faces | ||
350 | for (int i = 0; i < renderMesh.Faces.Count; i++) | ||
351 | { | ||
352 | Face face = renderMesh.Faces[i]; | ||
353 | string meshName = primID + "-Face-" + i.ToString(); | ||
354 | |||
355 | warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3); | ||
356 | |||
357 | for (int j = 0; j < face.Vertices.Count; j++) | ||
358 | { | ||
359 | Vertex v = face.Vertices[j]; | ||
360 | |||
361 | warp_Vector pos = ConvertVector(v.Position); | ||
362 | warp_Vector norm = ConvertVector(v.Normal); | ||
363 | |||
364 | if (prim.Shape.SculptTexture == UUID.Zero) | ||
365 | norm = norm.reverse(); | ||
366 | warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y); | ||
367 | |||
368 | faceObj.addVertex(vert); | ||
369 | } | ||
370 | |||
371 | for (int j = 0; j < face.Indices.Count; j += 3) | ||
372 | { | ||
373 | faceObj.addTriangle( | ||
374 | face.Indices[j + 0], | ||
375 | face.Indices[j + 1], | ||
376 | face.Indices[j + 2]); | ||
377 | } | ||
378 | |||
379 | Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); | ||
380 | Color4 faceColor = GetFaceColor(teFace); | ||
381 | string materialName = GetOrCreateMaterial(renderer, faceColor); | ||
382 | |||
383 | faceObj.transform(m); | ||
384 | faceObj.setPos(primPos); | ||
385 | faceObj.scaleSelf(primScale.x, primScale.y, primScale.z); | ||
386 | |||
387 | renderer.Scene.addObject(meshName, faceObj); | ||
388 | |||
389 | renderer.SetObjectMaterial(meshName, materialName); | ||
390 | } | ||
391 | } | ||
392 | |||
393 | private Color4 GetFaceColor(Primitive.TextureEntryFace face) | ||
394 | { | ||
395 | Color4 color; | ||
396 | |||
397 | if (face.TextureID == UUID.Zero) | ||
398 | return face.RGBA; | ||
399 | |||
400 | if (!m_colors.TryGetValue(face.TextureID, out color)) | ||
401 | { | ||
402 | bool fetched = false; | ||
403 | |||
404 | // Attempt to fetch the texture metadata | ||
405 | UUID metadataID = UUID.Combine(face.TextureID, TEXTURE_METADATA_MAGIC); | ||
406 | AssetBase metadata = m_scene.AssetService.GetCached(metadataID.ToString()); | ||
407 | if (metadata != null) | ||
408 | { | ||
409 | OSDMap map = null; | ||
410 | try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { } | ||
411 | |||
412 | if (map != null) | ||
413 | { | ||
414 | color = map["X-JPEG2000-RGBA"].AsColor4(); | ||
415 | fetched = true; | ||
416 | } | ||
417 | } | ||
418 | |||
419 | if (!fetched) | ||
420 | { | ||
421 | // Fetch the texture, decode and get the average color, | ||
422 | // then save it to a temporary metadata asset | ||
423 | AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString()); | ||
424 | if (textureAsset != null) | ||
425 | { | ||
426 | int width, height; | ||
427 | color = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height); | ||
428 | |||
429 | OSDMap data = new OSDMap { { "X-JPEG2000-RGBA", OSD.FromColor4(color) } }; | ||
430 | metadata = new AssetBase | ||
431 | { | ||
432 | Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)), | ||
433 | Description = "Metadata for JPEG2000 texture " + face.TextureID.ToString(), | ||
434 | Flags = AssetFlags.Collectable, | ||
435 | FullID = metadataID, | ||
436 | ID = metadataID.ToString(), | ||
437 | Local = true, | ||
438 | Temporary = true, | ||
439 | Name = String.Empty, | ||
440 | Type = (sbyte)AssetType.Unknown | ||
441 | }; | ||
442 | m_scene.AssetService.Store(metadata); | ||
443 | } | ||
444 | else | ||
445 | { | ||
446 | color = new Color4(0.5f, 0.5f, 0.5f, 1.0f); | ||
447 | } | ||
448 | } | ||
449 | |||
450 | m_colors[face.TextureID] = color; | ||
451 | } | ||
452 | |||
453 | return color * face.RGBA; | ||
454 | } | ||
455 | |||
456 | private string GetOrCreateMaterial(WarpRenderer renderer, Color4 color) | ||
457 | { | ||
458 | string name = color.ToString(); | ||
459 | |||
460 | warp_Material material = renderer.Scene.material(name); | ||
461 | if (material != null) | ||
462 | return name; | ||
463 | |||
464 | renderer.AddMaterial(name, ConvertColor(color)); | ||
465 | if (color.A < 1f) | ||
466 | renderer.Scene.material(name).setTransparency((byte)((1f - color.A) * 255f)); | ||
467 | return name; | ||
468 | } | ||
469 | |||
470 | #endregion Rendering Methods | ||
471 | |||
472 | #region Static Helpers | ||
473 | |||
474 | private static warp_Vector ConvertVector(Vector3 vector) | ||
475 | { | ||
476 | return new warp_Vector(vector.X, vector.Z, vector.Y); | ||
477 | } | ||
478 | |||
479 | private static warp_Quaternion ConvertQuaternion(Quaternion quat) | ||
480 | { | ||
481 | return new warp_Quaternion(quat.X, quat.Z, quat.Y, -quat.W); | ||
482 | } | ||
483 | |||
484 | private static int ConvertColor(Color4 color) | ||
485 | { | ||
486 | int c = warp_Color.getColor((byte)(color.R * 255f), (byte)(color.G * 255f), (byte)(color.B * 255f)); | ||
487 | if (color.A < 1f) | ||
488 | c |= (byte)(color.A * 255f) << 24; | ||
489 | |||
490 | return c; | ||
491 | } | ||
492 | |||
493 | private static Vector3 SurfaceNormal(Vector3 c1, Vector3 c2, Vector3 c3) | ||
494 | { | ||
495 | Vector3 edge1 = new Vector3(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); | ||
496 | Vector3 edge2 = new Vector3(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); | ||
497 | |||
498 | Vector3 normal = Vector3.Cross(edge1, edge2); | ||
499 | normal.Normalize(); | ||
500 | |||
501 | return normal; | ||
502 | } | ||
503 | |||
504 | public static Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height) | ||
505 | { | ||
506 | ulong r = 0; | ||
507 | ulong g = 0; | ||
508 | ulong b = 0; | ||
509 | ulong a = 0; | ||
510 | |||
511 | using (MemoryStream stream = new MemoryStream(j2kData)) | ||
512 | { | ||
513 | try | ||
514 | { | ||
515 | Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream); | ||
516 | width = bitmap.Width; | ||
517 | height = bitmap.Height; | ||
518 | |||
519 | BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat); | ||
520 | int pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4; | ||
521 | |||
522 | // Sum up the individual channels | ||
523 | unsafe | ||
524 | { | ||
525 | if (pixelBytes == 4) | ||
526 | { | ||
527 | for (int y = 0; y < height; y++) | ||
528 | { | ||
529 | byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); | ||
530 | |||
531 | for (int x = 0; x < width; x++) | ||
532 | { | ||
533 | b += row[x * pixelBytes + 0]; | ||
534 | g += row[x * pixelBytes + 1]; | ||
535 | r += row[x * pixelBytes + 2]; | ||
536 | a += row[x * pixelBytes + 3]; | ||
537 | } | ||
538 | } | ||
539 | } | ||
540 | else | ||
541 | { | ||
542 | for (int y = 0; y < height; y++) | ||
543 | { | ||
544 | byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); | ||
545 | |||
546 | for (int x = 0; x < width; x++) | ||
547 | { | ||
548 | b += row[x * pixelBytes + 0]; | ||
549 | g += row[x * pixelBytes + 1]; | ||
550 | r += row[x * pixelBytes + 2]; | ||
551 | } | ||
552 | } | ||
553 | } | ||
554 | } | ||
555 | |||
556 | // Get the averages for each channel | ||
557 | const decimal OO_255 = 1m / 255m; | ||
558 | decimal totalPixels = (decimal)(width * height); | ||
559 | |||
560 | decimal rm = ((decimal)r / totalPixels) * OO_255; | ||
561 | decimal gm = ((decimal)g / totalPixels) * OO_255; | ||
562 | decimal bm = ((decimal)b / totalPixels) * OO_255; | ||
563 | decimal am = ((decimal)a / totalPixels) * OO_255; | ||
564 | |||
565 | if (pixelBytes == 3) | ||
566 | am = 1m; | ||
567 | |||
568 | return new Color4((float)rm, (float)gm, (float)bm, (float)am); | ||
569 | } | ||
570 | catch (Exception ex) | ||
571 | { | ||
572 | m_log.WarnFormat("[MAPTILE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}", textureID, j2kData.Length, ex.Message); | ||
573 | width = 0; | ||
574 | height = 0; | ||
575 | return new Color4(0.5f, 0.5f, 0.5f, 1.0f); | ||
576 | } | ||
577 | } | ||
578 | } | ||
579 | |||
580 | #endregion Static Helpers | ||
581 | } | ||
582 | |||
583 | public static class ImageUtils | ||
584 | { | ||
585 | /// <summary> | ||
586 | /// Performs bilinear interpolation between four values | ||
587 | /// </summary> | ||
588 | /// <param name="v00">First, or top left value</param> | ||
589 | /// <param name="v01">Second, or top right value</param> | ||
590 | /// <param name="v10">Third, or bottom left value</param> | ||
591 | /// <param name="v11">Fourth, or bottom right value</param> | ||
592 | /// <param name="xPercent">Interpolation value on the X axis, between 0.0 and 1.0</param> | ||
593 | /// <param name="yPercent">Interpolation value on fht Y axis, between 0.0 and 1.0</param> | ||
594 | /// <returns>The bilinearly interpolated result</returns> | ||
595 | public static float Bilinear(float v00, float v01, float v10, float v11, float xPercent, float yPercent) | ||
596 | { | ||
597 | return Utils.Lerp(Utils.Lerp(v00, v01, xPercent), Utils.Lerp(v10, v11, xPercent), yPercent); | ||
598 | } | ||
599 | |||
600 | /// <summary> | ||
601 | /// Performs a high quality image resize | ||
602 | /// </summary> | ||
603 | /// <param name="image">Image to resize</param> | ||
604 | /// <param name="width">New width</param> | ||
605 | /// <param name="height">New height</param> | ||
606 | /// <returns>Resized image</returns> | ||
607 | public static Bitmap ResizeImage(Image image, int width, int height) | ||
608 | { | ||
609 | Bitmap result = new Bitmap(width, height); | ||
610 | |||
611 | using (Graphics graphics = Graphics.FromImage(result)) | ||
612 | { | ||
613 | graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality; | ||
614 | graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic; | ||
615 | graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality; | ||
616 | graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality; | ||
617 | |||
618 | graphics.DrawImage(image, 0, 0, result.Width, result.Height); | ||
619 | } | ||
620 | |||
621 | return result; | ||
622 | } | ||
623 | } | ||
624 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Perlin.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Perlin.cs new file mode 100644 index 0000000..af59d7a --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Perlin.cs | |||
@@ -0,0 +1,273 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using OpenMetaverse; | ||
30 | |||
31 | namespace OpenSim.Region.CoreModules.World.Warp3DMap | ||
32 | { | ||
33 | public static class Perlin | ||
34 | { | ||
35 | // We use a hardcoded seed to keep the noise generation consistent between runs | ||
36 | private const int SEED = 42; | ||
37 | |||
38 | private const int SAMPLE_SIZE = 1024; | ||
39 | private const int B = SAMPLE_SIZE; | ||
40 | private const int BM = SAMPLE_SIZE - 1; | ||
41 | private const int N = 0x1000; | ||
42 | |||
43 | private static readonly int[] p = new int[SAMPLE_SIZE + SAMPLE_SIZE + 2]; | ||
44 | private static readonly float[,] g3 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2, 3]; | ||
45 | private static readonly float[,] g2 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2, 2]; | ||
46 | private static readonly float[] g1 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2]; | ||
47 | |||
48 | static Perlin() | ||
49 | { | ||
50 | Random rng = new Random(SEED); | ||
51 | int i, j, k; | ||
52 | |||
53 | for (i = 0; i < B; i++) | ||
54 | { | ||
55 | p[i] = i; | ||
56 | g1[i] = (float)((rng.Next() % (B + B)) - B) / B; | ||
57 | |||
58 | for (j = 0; j < 2; j++) | ||
59 | g2[i, j] = (float)((rng.Next() % (B + B)) - B) / B; | ||
60 | normalize2(g2, i); | ||
61 | |||
62 | for (j = 0; j < 3; j++) | ||
63 | g3[i, j] = (float)((rng.Next() % (B + B)) - B) / B; | ||
64 | normalize3(g3, i); | ||
65 | } | ||
66 | |||
67 | while (--i > 0) | ||
68 | { | ||
69 | k = p[i]; | ||
70 | p[i] = p[j = rng.Next() % B]; | ||
71 | p[j] = k; | ||
72 | } | ||
73 | |||
74 | for (i = 0; i < B + 2; i++) | ||
75 | { | ||
76 | p[B + i] = p[i]; | ||
77 | g1[B + i] = g1[i]; | ||
78 | for (j = 0; j < 2; j++) | ||
79 | g2[B + i, j] = g2[i, j]; | ||
80 | for (j = 0; j < 3; j++) | ||
81 | g3[B + i, j] = g3[i, j]; | ||
82 | } | ||
83 | } | ||
84 | |||
85 | public static float noise1(float arg) | ||
86 | { | ||
87 | int bx0, bx1; | ||
88 | float rx0, rx1, sx, t, u, v, a; | ||
89 | |||
90 | a = arg; | ||
91 | |||
92 | t = arg + N; | ||
93 | bx0 = ((int)t) & BM; | ||
94 | bx1 = (bx0 + 1) & BM; | ||
95 | rx0 = t - (int)t; | ||
96 | rx1 = rx0 - 1f; | ||
97 | |||
98 | sx = s_curve(rx0); | ||
99 | |||
100 | u = rx0 * g1[p[bx0]]; | ||
101 | v = rx1 * g1[p[bx1]]; | ||
102 | |||
103 | return Utils.Lerp(u, v, sx); | ||
104 | } | ||
105 | |||
106 | public static float noise2(float x, float y) | ||
107 | { | ||
108 | int bx0, bx1, by0, by1, b00, b10, b01, b11; | ||
109 | float rx0, rx1, ry0, ry1, sx, sy, a, b, t, u, v; | ||
110 | int i, j; | ||
111 | |||
112 | t = x + N; | ||
113 | bx0 = ((int)t) & BM; | ||
114 | bx1 = (bx0 + 1) & BM; | ||
115 | rx0 = t - (int)t; | ||
116 | rx1 = rx0 - 1f; | ||
117 | |||
118 | t = y + N; | ||
119 | by0 = ((int)t) & BM; | ||
120 | by1 = (by0 + 1) & BM; | ||
121 | ry0 = t - (int)t; | ||
122 | ry1 = ry0 - 1f; | ||
123 | |||
124 | i = p[bx0]; | ||
125 | j = p[bx1]; | ||
126 | |||
127 | b00 = p[i + by0]; | ||
128 | b10 = p[j + by0]; | ||
129 | b01 = p[i + by1]; | ||
130 | b11 = p[j + by1]; | ||
131 | |||
132 | sx = s_curve(rx0); | ||
133 | sy = s_curve(ry0); | ||
134 | |||
135 | u = rx0 * g2[b00, 0] + ry0 * g2[b00, 1]; | ||
136 | v = rx1 * g2[b10, 0] + ry0 * g2[b10, 1]; | ||
137 | a = Utils.Lerp(u, v, sx); | ||
138 | |||
139 | u = rx0 * g2[b01, 0] + ry1 * g2[b01, 1]; | ||
140 | v = rx1 * g2[b11, 0] + ry1 * g2[b11, 1]; | ||
141 | b = Utils.Lerp(u, v, sx); | ||
142 | |||
143 | return Utils.Lerp(a, b, sy); | ||
144 | } | ||
145 | |||
146 | public static float noise3(float x, float y, float z) | ||
147 | { | ||
148 | int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; | ||
149 | float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v; | ||
150 | int i, j; | ||
151 | |||
152 | t = x + N; | ||
153 | bx0 = ((int)t) & BM; | ||
154 | bx1 = (bx0 + 1) & BM; | ||
155 | rx0 = t - (int)t; | ||
156 | rx1 = rx0 - 1f; | ||
157 | |||
158 | t = y + N; | ||
159 | by0 = ((int)t) & BM; | ||
160 | by1 = (by0 + 1) & BM; | ||
161 | ry0 = t - (int)t; | ||
162 | ry1 = ry0 - 1f; | ||
163 | |||
164 | t = z + N; | ||
165 | bz0 = ((int)t) & BM; | ||
166 | bz1 = (bz0 + 1) & BM; | ||
167 | rz0 = t - (int)t; | ||
168 | rz1 = rz0 - 1f; | ||
169 | |||
170 | i = p[bx0]; | ||
171 | j = p[bx1]; | ||
172 | |||
173 | b00 = p[i + by0]; | ||
174 | b10 = p[j + by0]; | ||
175 | b01 = p[i + by1]; | ||
176 | b11 = p[j + by1]; | ||
177 | |||
178 | t = s_curve(rx0); | ||
179 | sy = s_curve(ry0); | ||
180 | sz = s_curve(rz0); | ||
181 | |||
182 | u = rx0 * g3[b00 + bz0, 0] + ry0 * g3[b00 + bz0, 1] + rz0 * g3[b00 + bz0, 2]; | ||
183 | v = rx1 * g3[b10 + bz0, 0] + ry0 * g3[b10 + bz0, 1] + rz0 * g3[b10 + bz0, 2]; | ||
184 | a = Utils.Lerp(u, v, t); | ||
185 | |||
186 | u = rx0 * g3[b01 + bz0, 0] + ry1 * g3[b01 + bz0, 1] + rz0 * g3[b01 + bz0, 2]; | ||
187 | v = rx1 * g3[b11 + bz0, 0] + ry1 * g3[b11 + bz0, 1] + rz0 * g3[b11 + bz0, 2]; | ||
188 | b = Utils.Lerp(u, v, t); | ||
189 | |||
190 | c = Utils.Lerp(a, b, sy); | ||
191 | |||
192 | u = rx0 * g3[b00 + bz1, 0] + ry0 * g3[b00 + bz1, 1] + rz1 * g3[b00 + bz1, 2]; | ||
193 | v = rx1 * g3[b10 + bz1, 0] + ry0 * g3[b10 + bz1, 1] + rz1 * g3[b10 + bz1, 2]; | ||
194 | a = Utils.Lerp(u, v, t); | ||
195 | |||
196 | u = rx0 * g3[b01 + bz1, 0] + ry1 * g3[b01 + bz1, 1] + rz1 * g3[b01 + bz1, 2]; | ||
197 | v = rx1 * g3[b11 + bz1, 0] + ry1 * g3[b11 + bz1, 1] + rz1 * g3[b11 + bz1, 2]; | ||
198 | b = Utils.Lerp(u, v, t); | ||
199 | |||
200 | d = Utils.Lerp(a, b, sy); | ||
201 | return Utils.Lerp(c, d, sz); | ||
202 | } | ||
203 | |||
204 | public static float turbulence1(float x, float freq) | ||
205 | { | ||
206 | float t; | ||
207 | float v; | ||
208 | |||
209 | for (t = 0f; freq >= 1f; freq *= 0.5f) | ||
210 | { | ||
211 | v = freq * x; | ||
212 | t += noise1(v) / freq; | ||
213 | } | ||
214 | return t; | ||
215 | } | ||
216 | |||
217 | public static float turbulence2(float x, float y, float freq) | ||
218 | { | ||
219 | float t; | ||
220 | Vector2 vec; | ||
221 | |||
222 | for (t = 0f; freq >= 1f; freq *= 0.5f) | ||
223 | { | ||
224 | vec.X = freq * x; | ||
225 | vec.Y = freq * y; | ||
226 | t += noise2(vec.X, vec.Y) / freq; | ||
227 | } | ||
228 | return t; | ||
229 | } | ||
230 | |||
231 | public static float turbulence3(float x, float y, float z, float freq) | ||
232 | { | ||
233 | float t; | ||
234 | Vector3 vec; | ||
235 | |||
236 | for (t = 0f; freq >= 1f; freq *= 0.5f) | ||
237 | { | ||
238 | vec.X = freq * x; | ||
239 | vec.Y = freq * y; | ||
240 | vec.Z = freq * z; | ||
241 | t += noise3(vec.X, vec.Y, vec.Z) / freq; | ||
242 | } | ||
243 | return t; | ||
244 | } | ||
245 | |||
246 | private static void normalize2(float[,] v, int i) | ||
247 | { | ||
248 | float s; | ||
249 | |||
250 | s = (float)Math.Sqrt(v[i, 0] * v[i, 0] + v[i, 1] * v[i, 1]); | ||
251 | s = 1.0f / s; | ||
252 | v[i, 0] = v[i, 0] * s; | ||
253 | v[i, 1] = v[i, 1] * s; | ||
254 | } | ||
255 | |||
256 | private static void normalize3(float[,] v, int i) | ||
257 | { | ||
258 | float s; | ||
259 | |||
260 | s = (float)Math.Sqrt(v[i, 0] * v[i, 0] + v[i, 1] * v[i, 1] + v[i, 2] * v[i, 2]); | ||
261 | s = 1.0f / s; | ||
262 | |||
263 | v[i, 0] = v[i, 0] * s; | ||
264 | v[i, 1] = v[i, 1] * s; | ||
265 | v[i, 2] = v[i, 2] * s; | ||
266 | } | ||
267 | |||
268 | private static float s_curve(float t) | ||
269 | { | ||
270 | return t * t * (3f - 2f * t); | ||
271 | } | ||
272 | } | ||
273 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs new file mode 100644 index 0000000..7bf675d --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs | |||
@@ -0,0 +1,343 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Diagnostics; | ||
30 | using System.Drawing; | ||
31 | using System.Drawing.Imaging; | ||
32 | using log4net; | ||
33 | using OpenMetaverse; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Services.Interfaces; | ||
36 | |||
37 | namespace OpenSim.Region.CoreModules.World.Warp3DMap | ||
38 | { | ||
39 | public static class TerrainSplat | ||
40 | { | ||
41 | #region Constants | ||
42 | |||
43 | private static readonly UUID DIRT_DETAIL = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5"); | ||
44 | private static readonly UUID GRASS_DETAIL = new UUID("63338ede-0037-c4fd-855b-015d77112fc8"); | ||
45 | private static readonly UUID MOUNTAIN_DETAIL = new UUID("303cd381-8560-7579-23f1-f0a880799740"); | ||
46 | private static readonly UUID ROCK_DETAIL = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c"); | ||
47 | |||
48 | private static readonly UUID[] DEFAULT_TERRAIN_DETAIL = new UUID[] | ||
49 | { | ||
50 | DIRT_DETAIL, | ||
51 | GRASS_DETAIL, | ||
52 | MOUNTAIN_DETAIL, | ||
53 | ROCK_DETAIL | ||
54 | }; | ||
55 | |||
56 | private static readonly Color[] DEFAULT_TERRAIN_COLOR = new Color[] | ||
57 | { | ||
58 | Color.FromArgb(255, 164, 136, 117), | ||
59 | Color.FromArgb(255, 65, 87, 47), | ||
60 | Color.FromArgb(255, 157, 145, 131), | ||
61 | Color.FromArgb(255, 125, 128, 130) | ||
62 | }; | ||
63 | |||
64 | private static readonly UUID TERRAIN_CACHE_MAGIC = new UUID("2c0c7ef2-56be-4eb8-aacb-76712c535b4b"); | ||
65 | |||
66 | #endregion Constants | ||
67 | |||
68 | private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name); | ||
69 | |||
70 | /// <summary> | ||
71 | /// Builds a composited terrain texture given the region texture | ||
72 | /// and heightmap settings | ||
73 | /// </summary> | ||
74 | /// <param name="heightmap">Terrain heightmap</param> | ||
75 | /// <param name="regionInfo">Region information including terrain texture parameters</param> | ||
76 | /// <returns>A composited 256x256 RGB texture ready for rendering</returns> | ||
77 | /// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting | ||
78 | /// </remarks> | ||
79 | public static Bitmap Splat(float[] heightmap, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain) | ||
80 | { | ||
81 | Debug.Assert(heightmap.Length == 256 * 256); | ||
82 | Debug.Assert(textureIDs.Length == 4); | ||
83 | Debug.Assert(startHeights.Length == 4); | ||
84 | Debug.Assert(heightRanges.Length == 4); | ||
85 | |||
86 | Bitmap[] detailTexture = new Bitmap[4]; | ||
87 | |||
88 | if (textureTerrain) | ||
89 | { | ||
90 | // Swap empty terrain textureIDs with default IDs | ||
91 | for (int i = 0; i < textureIDs.Length; i++) | ||
92 | { | ||
93 | if (textureIDs[i] == UUID.Zero) | ||
94 | textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i]; | ||
95 | } | ||
96 | |||
97 | #region Texture Fetching | ||
98 | |||
99 | if (assetService != null) | ||
100 | { | ||
101 | for (int i = 0; i < 4; i++) | ||
102 | { | ||
103 | AssetBase asset; | ||
104 | UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]); | ||
105 | |||
106 | // Try to fetch a cached copy of the decoded/resized version of this texture | ||
107 | asset = assetService.GetCached(cacheID.ToString()); | ||
108 | if (asset != null) | ||
109 | { | ||
110 | try | ||
111 | { | ||
112 | using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data)) | ||
113 | detailTexture[i] = (Bitmap)Image.FromStream(stream); | ||
114 | } | ||
115 | catch (Exception ex) | ||
116 | { | ||
117 | m_log.Warn("Failed to decode cached terrain texture " + cacheID + | ||
118 | " (textureID: " + textureIDs[i] + "): " + ex.Message); | ||
119 | } | ||
120 | } | ||
121 | |||
122 | if (detailTexture[i] == null) | ||
123 | { | ||
124 | // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG | ||
125 | asset = assetService.Get(textureIDs[i].ToString()); | ||
126 | if (asset != null) | ||
127 | { | ||
128 | try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); } | ||
129 | catch (Exception ex) | ||
130 | { | ||
131 | m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message); | ||
132 | } | ||
133 | } | ||
134 | |||
135 | if (detailTexture[i] != null) | ||
136 | { | ||
137 | Bitmap bitmap = detailTexture[i]; | ||
138 | |||
139 | // Make sure this texture is the correct size, otherwise resize | ||
140 | if (bitmap.Width != 256 || bitmap.Height != 256) | ||
141 | bitmap = ImageUtils.ResizeImage(bitmap, 256, 256); | ||
142 | |||
143 | // Save the decoded and resized texture to the cache | ||
144 | byte[] data; | ||
145 | using (System.IO.MemoryStream stream = new System.IO.MemoryStream()) | ||
146 | { | ||
147 | bitmap.Save(stream, ImageFormat.Png); | ||
148 | data = stream.ToArray(); | ||
149 | } | ||
150 | |||
151 | // Cache a PNG copy of this terrain texture | ||
152 | AssetBase newAsset = new AssetBase | ||
153 | { | ||
154 | Data = data, | ||
155 | Description = "PNG", | ||
156 | Flags = AssetFlags.Collectable, | ||
157 | FullID = cacheID, | ||
158 | ID = cacheID.ToString(), | ||
159 | Local = true, | ||
160 | Name = String.Empty, | ||
161 | Temporary = true, | ||
162 | Type = (sbyte)AssetType.Unknown | ||
163 | }; | ||
164 | newAsset.Metadata.ContentType = "image/png"; | ||
165 | assetService.Store(newAsset); | ||
166 | } | ||
167 | } | ||
168 | } | ||
169 | } | ||
170 | |||
171 | #endregion Texture Fetching | ||
172 | } | ||
173 | |||
174 | // Fill in any missing textures with a solid color | ||
175 | for (int i = 0; i < 4; i++) | ||
176 | { | ||
177 | if (detailTexture[i] == null) | ||
178 | { | ||
179 | // Create a solid color texture for this layer | ||
180 | detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb); | ||
181 | using (Graphics gfx = Graphics.FromImage(detailTexture[i])) | ||
182 | { | ||
183 | using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i])) | ||
184 | gfx.FillRectangle(brush, 0, 0, 256, 256); | ||
185 | } | ||
186 | } | ||
187 | } | ||
188 | |||
189 | #region Layer Map | ||
190 | |||
191 | float[] layermap = new float[256 * 256]; | ||
192 | |||
193 | for (int y = 0; y < 256; y++) | ||
194 | { | ||
195 | for (int x = 0; x < 256; x++) | ||
196 | { | ||
197 | float height = heightmap[y * 256 + x]; | ||
198 | |||
199 | float pctX = (float)x / 255f; | ||
200 | float pctY = (float)y / 255f; | ||
201 | |||
202 | // Use bilinear interpolation between the four corners of start height and | ||
203 | // height range to select the current values at this position | ||
204 | float startHeight = ImageUtils.Bilinear( | ||
205 | startHeights[0], | ||
206 | startHeights[2], | ||
207 | startHeights[1], | ||
208 | startHeights[3], | ||
209 | pctX, pctY); | ||
210 | startHeight = Utils.Clamp(startHeight, 0f, 255f); | ||
211 | |||
212 | float heightRange = ImageUtils.Bilinear( | ||
213 | heightRanges[0], | ||
214 | heightRanges[2], | ||
215 | heightRanges[1], | ||
216 | heightRanges[3], | ||
217 | pctX, pctY); | ||
218 | heightRange = Utils.Clamp(heightRange, 0f, 255f); | ||
219 | |||
220 | // Generate two frequencies of perlin noise based on our global position | ||
221 | // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting | ||
222 | Vector3 vec = new Vector3 | ||
223 | ( | ||
224 | ((float)regionPosition.X + x) * 0.20319f, | ||
225 | ((float)regionPosition.Y + y) * 0.20319f, | ||
226 | height * 0.25f | ||
227 | ); | ||
228 | |||
229 | float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f; | ||
230 | float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f; | ||
231 | float noise = (lowFreq + highFreq) * 2f; | ||
232 | |||
233 | // Combine the current height, generated noise, start height, and height range parameters, then scale all of it | ||
234 | float layer = ((height + noise - startHeight) / heightRange) * 4f; | ||
235 | if (Single.IsNaN(layer)) layer = 0f; | ||
236 | layermap[y * 256 + x] = Utils.Clamp(layer, 0f, 3f); | ||
237 | } | ||
238 | } | ||
239 | |||
240 | #endregion Layer Map | ||
241 | |||
242 | #region Texture Compositing | ||
243 | |||
244 | Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb); | ||
245 | BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); | ||
246 | |||
247 | unsafe | ||
248 | { | ||
249 | // Get handles to all of the texture data arrays | ||
250 | BitmapData[] datas = new BitmapData[] | ||
251 | { | ||
252 | detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat), | ||
253 | detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat), | ||
254 | detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat), | ||
255 | detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) | ||
256 | }; | ||
257 | |||
258 | int[] comps = new int[] | ||
259 | { | ||
260 | (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, | ||
261 | (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, | ||
262 | (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, | ||
263 | (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3 | ||
264 | }; | ||
265 | |||
266 | for (int y = 0; y < 256; y++) | ||
267 | { | ||
268 | for (int x = 0; x < 256; x++) | ||
269 | { | ||
270 | float layer = layermap[y * 256 + x]; | ||
271 | |||
272 | // Select two textures | ||
273 | int l0 = (int)Math.Floor(layer); | ||
274 | int l1 = Math.Min(l0 + 1, 3); | ||
275 | |||
276 | byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0]; | ||
277 | byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1]; | ||
278 | byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3; | ||
279 | |||
280 | float aB = *(ptrA + 0); | ||
281 | float aG = *(ptrA + 1); | ||
282 | float aR = *(ptrA + 2); | ||
283 | |||
284 | float bB = *(ptrB + 0); | ||
285 | float bG = *(ptrB + 1); | ||
286 | float bR = *(ptrB + 2); | ||
287 | |||
288 | float layerDiff = layer - l0; | ||
289 | |||
290 | // Interpolate between the two selected textures | ||
291 | *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB)); | ||
292 | *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG)); | ||
293 | *(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR)); | ||
294 | } | ||
295 | } | ||
296 | |||
297 | for (int i = 0; i < 4; i++) | ||
298 | detailTexture[i].UnlockBits(datas[i]); | ||
299 | } | ||
300 | |||
301 | output.UnlockBits(outputData); | ||
302 | |||
303 | // We generated the texture upside down, so flip it | ||
304 | output.RotateFlip(RotateFlipType.RotateNoneFlipY); | ||
305 | |||
306 | #endregion Texture Compositing | ||
307 | |||
308 | return output; | ||
309 | } | ||
310 | |||
311 | public static Bitmap SplatSimple(float[] heightmap) | ||
312 | { | ||
313 | const float BASE_HSV_H = 93f / 360f; | ||
314 | const float BASE_HSV_S = 44f / 100f; | ||
315 | const float BASE_HSV_V = 34f / 100f; | ||
316 | |||
317 | Bitmap img = new Bitmap(256, 256); | ||
318 | BitmapData bitmapData = img.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); | ||
319 | |||
320 | unsafe | ||
321 | { | ||
322 | for (int y = 255; y >= 0; y--) | ||
323 | { | ||
324 | for (int x = 0; x < 256; x++) | ||
325 | { | ||
326 | float normHeight = heightmap[y * 256 + x] / 255f; | ||
327 | normHeight = Utils.Clamp(normHeight, BASE_HSV_V, 1.0f); | ||
328 | |||
329 | Color4 color = Color4.FromHSV(BASE_HSV_H, BASE_HSV_S, normHeight); | ||
330 | |||
331 | byte* ptr = (byte*)bitmapData.Scan0 + y * bitmapData.Stride + x * 3; | ||
332 | *(ptr + 0) = (byte)(color.B * 255f); | ||
333 | *(ptr + 1) = (byte)(color.G * 255f); | ||
334 | *(ptr + 2) = (byte)(color.R * 255f); | ||
335 | } | ||
336 | } | ||
337 | } | ||
338 | |||
339 | img.UnlockBits(bitmapData); | ||
340 | return img; | ||
341 | } | ||
342 | } | ||
343 | } | ||
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Viewport.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Viewport.cs new file mode 100644 index 0000000..472f86e --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Viewport.cs | |||
@@ -0,0 +1,165 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Drawing; | ||
30 | using OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.CoreModules.World.Warp3DMap | ||
33 | { | ||
34 | public class Viewport | ||
35 | { | ||
36 | private const float DEG_TO_RAD = (float)Math.PI / 180f; | ||
37 | private static readonly Vector3 UP_DIRECTION = Vector3.UnitZ; | ||
38 | |||
39 | public Vector3 Position; | ||
40 | public Vector3 LookDirection; | ||
41 | public float FieldOfView; | ||
42 | public float NearPlaneDistance; | ||
43 | public float FarPlaneDistance; | ||
44 | public int Width; | ||
45 | public int Height; | ||
46 | public bool Orthographic; | ||
47 | public float OrthoWindowWidth; | ||
48 | public float OrthoWindowHeight; | ||
49 | |||
50 | public Viewport(Vector3 position, Vector3 lookDirection, float fieldOfView, float farPlaneDist, float nearPlaneDist, int width, int height) | ||
51 | { | ||
52 | // Perspective projection mode | ||
53 | Position = position; | ||
54 | LookDirection = lookDirection; | ||
55 | FieldOfView = fieldOfView; | ||
56 | FarPlaneDistance = farPlaneDist; | ||
57 | NearPlaneDistance = nearPlaneDist; | ||
58 | Width = width; | ||
59 | Height = height; | ||
60 | } | ||
61 | |||
62 | public Viewport(Vector3 position, Vector3 lookDirection, float farPlaneDist, float nearPlaneDist, int width, int height, float orthoWindowWidth, float orthoWindowHeight) | ||
63 | { | ||
64 | // Orthographic projection mode | ||
65 | Position = position; | ||
66 | LookDirection = lookDirection; | ||
67 | FarPlaneDistance = farPlaneDist; | ||
68 | NearPlaneDistance = nearPlaneDist; | ||
69 | Width = width; | ||
70 | Height = height; | ||
71 | OrthoWindowWidth = orthoWindowWidth; | ||
72 | OrthoWindowHeight = orthoWindowHeight; | ||
73 | Orthographic = true; | ||
74 | } | ||
75 | |||
76 | public Point VectorToScreen(Vector3 v) | ||
77 | { | ||
78 | Matrix4 m = GetWorldToViewportMatrix(); | ||
79 | Vector3 screenPoint = v * m; | ||
80 | return new Point((int)screenPoint.X, (int)screenPoint.Y); | ||
81 | } | ||
82 | |||
83 | public Matrix4 GetWorldToViewportMatrix() | ||
84 | { | ||
85 | Matrix4 result = GetViewMatrix(); | ||
86 | result *= GetPerspectiveProjectionMatrix(); | ||
87 | result *= GetViewportMatrix(); | ||
88 | |||
89 | return result; | ||
90 | } | ||
91 | |||
92 | public Matrix4 GetViewMatrix() | ||
93 | { | ||
94 | Vector3 zAxis = -LookDirection; | ||
95 | zAxis.Normalize(); | ||
96 | |||
97 | Vector3 xAxis = Vector3.Cross(UP_DIRECTION, zAxis); | ||
98 | xAxis.Normalize(); | ||
99 | |||
100 | Vector3 yAxis = Vector3.Cross(zAxis, xAxis); | ||
101 | |||
102 | Vector3 position = Position; | ||
103 | float offsetX = -Vector3.Dot(xAxis, position); | ||
104 | float offsetY = -Vector3.Dot(yAxis, position); | ||
105 | float offsetZ = -Vector3.Dot(zAxis, position); | ||
106 | |||
107 | return new Matrix4( | ||
108 | xAxis.X, yAxis.X, zAxis.X, 0f, | ||
109 | xAxis.Y, yAxis.Y, zAxis.Y, 0f, | ||
110 | xAxis.Z, yAxis.Z, zAxis.Z, 0f, | ||
111 | offsetX, offsetY, offsetZ, 1f); | ||
112 | } | ||
113 | |||
114 | public Matrix4 GetPerspectiveProjectionMatrix() | ||
115 | { | ||
116 | float aspectRatio = (float)Width / (float)Height; | ||
117 | |||
118 | float hFoV = FieldOfView * DEG_TO_RAD; | ||
119 | float zn = NearPlaneDistance; | ||
120 | float zf = FarPlaneDistance; | ||
121 | |||
122 | float xScale = 1f / (float)Math.Tan(hFoV / 2f); | ||
123 | float yScale = aspectRatio * xScale; | ||
124 | float m33 = (zf == double.PositiveInfinity) ? -1 : (zf / (zn - zf)); | ||
125 | float m43 = zn * m33; | ||
126 | |||
127 | return new Matrix4( | ||
128 | xScale, 0f, 0f, 0f, | ||
129 | 0f, yScale, 0f, 0f, | ||
130 | 0f, 0f, m33, -1f, | ||
131 | 0f, 0f, m43, 0f); | ||
132 | } | ||
133 | |||
134 | public Matrix4 GetOrthographicProjectionMatrix(float aspectRatio) | ||
135 | { | ||
136 | float w = Width; | ||
137 | float h = Height; | ||
138 | float zn = NearPlaneDistance; | ||
139 | float zf = FarPlaneDistance; | ||
140 | |||
141 | float m33 = 1 / (zn - zf); | ||
142 | float m43 = zn * m33; | ||
143 | |||
144 | return new Matrix4( | ||
145 | 2f / w, 0f, 0f, 0f, | ||
146 | 0f, 2f / h, 0f, 0f, | ||
147 | 0f, 0f, m33, 0f, | ||
148 | 0f, 0f, m43, 1f); | ||
149 | } | ||
150 | |||
151 | public Matrix4 GetViewportMatrix() | ||
152 | { | ||
153 | float scaleX = (float)Width * 0.5f; | ||
154 | float scaleY = (float)Height * 0.5f; | ||
155 | float offsetX = 0f + scaleX; | ||
156 | float offsetY = 0f + scaleY; | ||
157 | |||
158 | return new Matrix4( | ||
159 | scaleX, 0f, 0f, 0f, | ||
160 | 0f, -scaleY, 0f, 0f, | ||
161 | 0f, 0f, 1f, 0f, | ||
162 | offsetX, offsetY, 0f, 1f); | ||
163 | } | ||
164 | } | ||
165 | } | ||