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authorMelanie2010-10-03 16:34:17 +0100
committerMelanie2010-10-03 16:34:17 +0100
commitab4be3ffdfd8f68e5650077eeb75d155a0223f53 (patch)
treebbb275c6ecea849ee253c7debd80803d12e4dbed /OpenSim/Region
parentSo, the client can have an old idea of the object properties for the object w... (diff)
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Initial port of the Warp3D map tile renderer
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml1
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/IMapTileTerrainRenderer.cs39
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs588
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs244
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/TexturedMapTileRenderer.cs418
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ITerrain.cs4
7 files changed, 4 insertions, 1292 deletions
diff --git a/OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml b/OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml
index ee07075..e85e4e9 100644
--- a/OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml
+++ b/OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml
@@ -18,6 +18,7 @@
18 <RegionModule id="CapabilitiesModule" type="OpenSim.Region.CoreModules.Agent.Capabilities.CapabilitiesModule" /> 18 <RegionModule id="CapabilitiesModule" type="OpenSim.Region.CoreModules.Agent.Capabilities.CapabilitiesModule" />
19 <RegionModule id="TerrainModule" type="OpenSim.Region.CoreModules.World.Terrain.TerrainModule" /> 19 <RegionModule id="TerrainModule" type="OpenSim.Region.CoreModules.World.Terrain.TerrainModule" />
20 <RegionModule id="WorldMapModule" type="OpenSim.Region.CoreModules.World.WorldMap.WorldMapModule" /> 20 <RegionModule id="WorldMapModule" type="OpenSim.Region.CoreModules.World.WorldMap.WorldMapModule" />
21 <RegionModule id="Warp3DImageModule" type="OpenSim.Region.CoreModules.World.Warp3DMap.Warp3DImageModule" />
21 <RegionModule id="HGWorldMapModule" type="OpenSim.Region.CoreModules.Hypergrid.HGWorldMapModule" /> 22 <RegionModule id="HGWorldMapModule" type="OpenSim.Region.CoreModules.Hypergrid.HGWorldMapModule" />
22 <RegionModule id="UrlModule" type="OpenSim.Region.CoreModules.Scripting.LSLHttp.UrlModule" /> 23 <RegionModule id="UrlModule" type="OpenSim.Region.CoreModules.Scripting.LSLHttp.UrlModule" />
23 <RegionModule id="Chat" type="OpenSim.Region.CoreModules.Avatar.Chat.ChatModule" /> 24 <RegionModule id="Chat" type="OpenSim.Region.CoreModules.Avatar.Chat.ChatModule" />
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/IMapTileTerrainRenderer.cs b/OpenSim/Region/CoreModules/World/WorldMap/IMapTileTerrainRenderer.cs
deleted file mode 100644
index de9bb1d..0000000
--- a/OpenSim/Region/CoreModules/World/WorldMap/IMapTileTerrainRenderer.cs
+++ /dev/null
@@ -1,39 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Drawing;
29using Nini.Config;
30using OpenSim.Region.Framework.Scenes;
31
32namespace OpenSim.Region.CoreModules.World.WorldMap
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/WorldMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs
deleted file mode 100644
index c83ac85..0000000
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs
+++ /dev/null
@@ -1,588 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Drawing;
31using System.Reflection;
32using log4net;
33using Nini.Config;
34using OpenMetaverse;
35using OpenMetaverse.Imaging;
36using OpenSim.Framework;
37using OpenSim.Region.Framework.Interfaces;
38using OpenSim.Region.Framework.Scenes;
39
40namespace OpenSim.Region.CoreModules.World.WorldMap
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(string gradientmap)
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(string gradientmap)
117 {
118 try
119 {
120 using (Bitmap mapbmp = CreateMapTile(gradientmap))
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// TODO: unused:
550// #region Deprecated Maptile Generation. Adam may update this
551// private Bitmap TerrainToBitmap(string gradientmap)
552// {
553// Bitmap gradientmapLd = new Bitmap(gradientmap);
554//
555// int pallete = gradientmapLd.Height;
556//
557// Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
558// Color[] colours = new Color[pallete];
559//
560// for (int i = 0; i < pallete; i++)
561// {
562// colours[i] = gradientmapLd.GetPixel(0, i);
563// }
564//
565// lock (m_scene.Heightmap)
566// {
567// ITerrainChannel copy = m_scene.Heightmap;
568// for (int y = 0; y < copy.Height; y++)
569// {
570// for (int x = 0; x < copy.Width; x++)
571// {
572// // 512 is the largest possible height before colours clamp
573// int colorindex = (int) (Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
574//
575// // Handle error conditions
576// if (colorindex > pallete - 1 || colorindex < 0)
577// bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
578// else
579// bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
580// }
581// }
582// ShadeBuildings(bmp);
583// return bmp;
584// }
585// }
586// #endregion
587 }
588}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs
deleted file mode 100644
index fef2ef3..0000000
--- a/OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs
+++ /dev/null
@@ -1,244 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Drawing;
30using System.Reflection;
31using log4net;
32using Nini.Config;
33using OpenSim.Framework;
34using OpenSim.Region.Framework.Scenes;
35
36namespace OpenSim.Region.CoreModules.World.WorldMap
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/WorldMap/TexturedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/WorldMap/TexturedMapTileRenderer.cs
deleted file mode 100644
index 8b34f6e..0000000
--- a/OpenSim/Region/CoreModules/World/WorldMap/TexturedMapTileRenderer.cs
+++ /dev/null
@@ -1,418 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Drawing;
31using System.Reflection;
32using log4net;
33using Nini.Config;
34using OpenMetaverse;
35using OpenMetaverse.Imaging;
36using OpenSim.Framework;
37using OpenSim.Region.Framework.Scenes;
38
39namespace OpenSim.Region.CoreModules.World.WorldMap
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/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index fbc8a50..a182eea 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1011,7 +1011,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1011 if (terrain == null) 1011 if (terrain == null)
1012 return; 1012 return;
1013 1013
1014 byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png"); 1014 byte[] data = terrain.WriteJpeg2000Image();
1015 if (data == null) 1015 if (data == null)
1016 return; 1016 return;
1017 1017
diff --git a/OpenSim/Region/Framework/Interfaces/ITerrain.cs b/OpenSim/Region/Framework/Interfaces/ITerrain.cs
index b42e872..8aacb35 100644
--- a/OpenSim/Region/Framework/Interfaces/ITerrain.cs
+++ b/OpenSim/Region/Framework/Interfaces/ITerrain.cs
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Interfaces
73 73
74 public interface IMapImageGenerator 74 public interface IMapImageGenerator
75 { 75 {
76 System.Drawing.Bitmap CreateMapTile(string gradientmap); 76 System.Drawing.Bitmap CreateMapTile();
77 byte[] WriteJpeg2000Image(string gradientmap); 77 byte[] WriteJpeg2000Image();
78 } 78 }
79} 79}