aboutsummaryrefslogtreecommitdiffstatshomepage
diff options
context:
space:
mode:
Diffstat (limited to '')
-rw-r--r--CONTRIBUTORS.txt1
-rw-r--r--OpenSim/Region/Environment/Modules/World/Terrain/TerrainUtil.cs4
-rw-r--r--OpenSim/Region/Environment/Modules/World/WorldMap/IMapTileTerrainRenderer.cs39
-rw-r--r--OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs203
-rw-r--r--OpenSim/Region/Environment/Modules/World/WorldMap/ShadedMapTileRenderer.cs254
-rw-r--r--OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs386
-rw-r--r--bin/OpenSim.ini.example2
7 files changed, 707 insertions, 182 deletions
diff --git a/CONTRIBUTORS.txt b/CONTRIBUTORS.txt
index 83678c8..a3413a1 100644
--- a/CONTRIBUTORS.txt
+++ b/CONTRIBUTORS.txt
@@ -59,6 +59,7 @@ Patches
59* YZh 59* YZh
60* Grumly57 60* Grumly57
61* Junta Kohime 61* Junta Kohime
62* Homer_Horwitz
62 63
63 64
64LSL Devs 65LSL Devs
diff --git a/OpenSim/Region/Environment/Modules/World/Terrain/TerrainUtil.cs b/OpenSim/Region/Environment/Modules/World/Terrain/TerrainUtil.cs
index 4cb828e..def28eb 100644
--- a/OpenSim/Region/Environment/Modules/World/Terrain/TerrainUtil.cs
+++ b/OpenSim/Region/Environment/Modules/World/Terrain/TerrainUtil.cs
@@ -95,7 +95,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
95 return (x * (1.0 - z)) + (y * z); 95 return (x * (1.0 - z)) + (y * z);
96 } 96 }
97 97
98 private static double InterpolatedNoise(double x, double y) 98 public static double InterpolatedNoise(double x, double y)
99 { 99 {
100 int integer_X = (int) (x); 100 int integer_X = (int) (x);
101 double fractional_X = x - integer_X; 101 double fractional_X = x - integer_X;
@@ -128,4 +128,4 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
128 return total; 128 return total;
129 } 129 }
130 } 130 }
131} \ No newline at end of file 131}
diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/IMapTileTerrainRenderer.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/IMapTileTerrainRenderer.cs
new file mode 100644
index 0000000..bebcc52
--- /dev/null
+++ b/OpenSim/Region/Environment/Modules/World/WorldMap/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 OpenSim 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 OpenSim.Region.Environment.Scenes;
30using Nini.Config;
31
32namespace OpenSim.Region.Environment
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/Environment/Modules/World/WorldMap/MapImageModule.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
index 38c52f0..2ae4174 100644
--- a/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
+++ b/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
@@ -69,29 +69,47 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
69 69
70 private Scene m_scene; 70 private Scene m_scene;
71 private IConfigSource m_config; 71 private IConfigSource m_config;
72 private IMapTileTerrainRenderer terrainRenderer;
72 73
73 #region IMapImageGenerator Members 74 #region IMapImageGenerator Members
74 75
75 public byte[] WriteJpeg2000Image(string gradientmap) 76 public byte[] WriteJpeg2000Image(string gradientmap)
76 { 77 {
77 byte[] imageData = null; 78 byte[] imageData = null;
78 Bitmap mapbmp = new Bitmap(256, 256);
79
80 //Bitmap bmp = TerrainToBitmap(gradientmap);
81 mapbmp = TerrainToBitmap2(m_scene,mapbmp);
82 79
83 bool drawPrimVolume = true; 80 bool drawPrimVolume = true;
81 bool textureTerrain = true;
84 82
85 try 83 try
86 { 84 {
87 IConfig startupConfig = m_config.Configs["Startup"]; 85 IConfig startupConfig = m_config.Configs["Startup"];
88 drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true); 86 drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
87 textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
89 } 88 }
90 catch (Exception) 89 catch (Exception)
91 { 90 {
92 m_log.Warn("Failed to load StartupConfig"); 91 m_log.Warn("Failed to load StartupConfig");
93 } 92 }
94 93
94 if (textureTerrain)
95 {
96 terrainRenderer = new TexturedMapTileRenderer();
97 }
98 else
99 {
100 terrainRenderer = new ShadedMapTileRenderer();
101 }
102 terrainRenderer.Initialise(m_scene, m_config);
103
104 Bitmap mapbmp = new Bitmap(256, 256);
105 //long t = System.Environment.TickCount;
106 //for(int i = 0; i < 10; ++i) {
107 terrainRenderer.TerrainToBitmap(mapbmp);
108 //}
109 //t = System.Environment.TickCount - t;
110 //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
111
112
95 if (drawPrimVolume) 113 if (drawPrimVolume)
96 { 114 {
97 DrawObjectVolume(m_scene, mapbmp); 115 DrawObjectVolume(m_scene, mapbmp);
@@ -181,181 +199,6 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap
181// } 199// }
182// } 200// }
183 201
184 private Bitmap TerrainToBitmap2(Scene whichScene, Bitmap mapbmp)
185 {
186 int tc = System.Environment.TickCount;
187 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
188
189 double[,] hm = whichScene.Heightmap.GetDoubles();
190 bool ShadowDebugContinue = true;
191
192 bool terraincorruptedwarningsaid = false;
193
194 float low = 255;
195 float high = 0;
196 for (int x = 0; x < 256; x++)
197 {
198 for (int y = 0; y < 256; y++)
199 {
200 float hmval = (float)hm[x, y];
201 if (hmval < low)
202 low = hmval;
203 if (hmval > high)
204 high = hmval;
205 }
206 }
207
208 float mid = (high + low) * 0.5f;
209
210 // temporary initializer
211 float hfvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight;
212 float hfvaluecompare = hfvalue;
213 float hfdiff = hfvalue;
214 int hfdiffi = 0;
215
216
217 for (int x = 0; x < 256; x++)
218 {
219 //int tc = System.Environment.TickCount;
220 for (int y = 0; y < 256; y++)
221 {
222 float heightvalue = (float)hm[x, y];
223
224 if (heightvalue > (float)whichScene.RegionInfo.RegionSettings.WaterHeight)
225 {
226 // scale height value
227 heightvalue = low + mid * (heightvalue - low) / mid;
228
229 if (heightvalue > 255)
230 heightvalue = 255;
231
232 if (heightvalue < 0)
233 heightvalue = 0;
234
235 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
236 heightvalue = 0;
237
238 try
239 {
240 Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
241
242 // Y flip the cordinates
243 mapbmp.SetPixel(x, (256 - y) - 1, green);
244
245 //X
246 // .
247 //
248 // Shade the terrain for shadows
249 if ((x - 1 > 0) && (y - 1 > 0))
250 {
251 hfvalue = (float)hm[x, y];
252 hfvaluecompare = (float)hm[x - 1, y - 1];
253
254 if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
255 hfvalue = 0;
256
257 if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
258 hfvaluecompare = 0;
259
260 hfdiff = hfvaluecompare - hfvalue;
261
262 if (hfdiff > 0.3f)
263 {
264 }
265 else if (hfdiff < -0.3f)
266 {
267 // We have to desaturate and blacken the land at the same time
268 // we use floats, colors use bytes, so shrink are space down to
269 // 0-255
270
271
272 try
273 {
274 hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
275 if (hfdiff % 1 != 0)
276 {
277 hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
278 }
279 }
280 catch (System.OverflowException)
281 {
282 m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
283 ShadowDebugContinue = false;
284 }
285
286 if (ShadowDebugContinue)
287 {
288 if ((256 - y) - 1 > 0)
289 {
290 Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1);
291
292 int r = Shade.R;
293
294 int g = Shade.G;
295 int b = Shade.B;
296 Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0);
297 mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade);
298 }
299 }
300 }
301 }
302 }
303 catch (System.ArgumentException)
304 {
305 if (!terraincorruptedwarningsaid)
306 {
307 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", whichScene.RegionInfo.RegionName);
308 terraincorruptedwarningsaid = true;
309 }
310 Color black = Color.Black;
311 mapbmp.SetPixel(x, (256 - y) - 1, black);
312 }
313 }
314 else
315 {
316 // We're under the water level with the terrain, so paint water instead of land
317
318 // Y flip the cordinates
319 heightvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight - heightvalue;
320 if (heightvalue > 19)
321 heightvalue = 19;
322 if (heightvalue < 0)
323 heightvalue = 0;
324
325 heightvalue = 100 - (heightvalue * 100) / 19;
326
327 if (heightvalue > 255)
328 heightvalue = 255;
329
330 if (heightvalue < 0)
331 heightvalue = 0;
332
333 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
334 heightvalue = 0;
335
336 try
337 {
338 Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
339 mapbmp.SetPixel(x, (256 - y) - 1, water);
340 }
341 catch (System.ArgumentException)
342 {
343 if (!terraincorruptedwarningsaid)
344 {
345 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", whichScene.RegionInfo.RegionName);
346 terraincorruptedwarningsaid = true;
347 }
348 Color black = Color.Black;
349 mapbmp.SetPixel(x, (256 - y) - 1, black);
350 }
351 }
352 }
353 }
354 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
355
356 return mapbmp;
357 }
358
359 private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp) 202 private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
360 { 203 {
361 int tc = 0; 204 int tc = 0;
diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/ShadedMapTileRenderer.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/ShadedMapTileRenderer.cs
new file mode 100644
index 0000000..253a7f5
--- /dev/null
+++ b/OpenSim/Region/Environment/Modules/World/WorldMap/ShadedMapTileRenderer.cs
@@ -0,0 +1,254 @@
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 OpenSim 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;
30using System.Collections.Generic;
31using System.Drawing;
32using System.Drawing.Drawing2D;
33using System.Drawing.Imaging;
34using System.Reflection;
35using Axiom.Math;
36using Nini.Config;
37using log4net;
38using OpenJPEGNet;
39using OpenSim.Region.Environment.Interfaces;
40using OpenSim.Region.Environment.Scenes;
41using libsecondlife;
42
43namespace OpenSim.Region.Environment.Modules.World.WorldMap
44{
45 public class ShadedMapTileRenderer : IMapTileTerrainRenderer
46 {
47 private static readonly ILog m_log =
48 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49
50 private Scene m_scene;
51 //private IConfigSource m_config; // not used currently
52
53 public void Initialise(Scene scene, IConfigSource config)
54 {
55 m_scene = scene;
56 // m_config = config; // not used currently
57 }
58
59 public void TerrainToBitmap(Bitmap mapbmp)
60 {
61 int tc = System.Environment.TickCount;
62 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
63
64 double[,] hm = m_scene.Heightmap.GetDoubles();
65 bool ShadowDebugContinue = true;
66
67 bool terraincorruptedwarningsaid = false;
68
69 float low = 255;
70 float high = 0;
71 for (int x = 0; x < 256; x++)
72 {
73 for (int y = 0; y < 256; y++)
74 {
75 float hmval = (float)hm[x, y];
76 if (hmval < low)
77 low = hmval;
78 if (hmval > high)
79 high = hmval;
80 }
81 }
82
83 float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
84
85 for (int x = 0; x < 256; x++)
86 {
87 for (int y = 0; y < 256; y++)
88 {
89 // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
90 int yr = 255 - y;
91
92 float heightvalue = (float)hm[x, y];
93
94 if (heightvalue > waterHeight)
95 {
96 // scale height value
97 // No, that doesn't scale it:
98 // heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue
99
100
101
102 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
103 heightvalue = 0;
104 else if (heightvalue > 255f)
105 heightvalue = 255f;
106 else if (heightvalue < 0f)
107 heightvalue = 0f;
108
109 Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
110
111 mapbmp.SetPixel(x, yr, color);
112
113 try
114 {
115 //X
116 // .
117 //
118 // Shade the terrain for shadows
119 if (x < 255 && yr < 255)
120 {
121 float hfvalue = (float)hm[x, y];
122 float hfvaluecompare = 0f;
123
124 if ((x + 1 < 256) && (y + 1 < 256))
125 {
126 hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
127 }
128 if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
129 hfvalue = 0f;
130
131 if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
132 hfvaluecompare = 0f;
133
134 float hfdiff = hfvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
135
136 int hfdiffi = 0;
137 int hfdiffihighlight = 0;
138 float highlightfactor = 0.18f;
139
140 try
141 {
142 // hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
143 hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1;
144 if (hfdiff % 1f != 0)
145 {
146 // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
147 hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1);
148 }
149
150 hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1;
151 if (hfdiff % 1f != 0)
152 {
153 // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
154 hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1);
155 }
156 }
157 catch (System.OverflowException)
158 {
159 m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
160 ShadowDebugContinue = false;
161 }
162
163 if (hfdiff > 0.3f)
164 {
165 // NE is lower than here
166 // We have to desaturate and lighten the land at the same time
167 // we use floats, colors use bytes, so shrink are space down to
168 // 0-255
169
170 if (ShadowDebugContinue)
171 {
172 int r = color.R;
173 int g = color.G;
174 int b = color.B;
175 color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255,
176 (g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255,
177 (b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255);
178 }
179 }
180 else if (hfdiff < -0.3f)
181 {
182 // here is lower than NE:
183 // We have to desaturate and blacken the land at the same time
184 // we use floats, colors use bytes, so shrink are space down to
185 // 0-255
186
187 if (ShadowDebugContinue)
188 {
189 if ((x - 1 > 0) && (yr + 1 < 256))
190 {
191 color = mapbmp.GetPixel(x - 1, yr + 1);
192 int r = color.R;
193 int g = color.G;
194 int b = color.B;
195 color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0,
196 (g - hfdiffi > 0) ? g - hfdiffi : 0,
197 (b - hfdiffi > 0) ? b - hfdiffi : 0);
198
199 mapbmp.SetPixel(x-1, yr+1, color);
200 }
201
202 }
203 }
204 }
205 }
206 catch (System.ArgumentException)
207 {
208 if (!terraincorruptedwarningsaid)
209 {
210 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);
211 terraincorruptedwarningsaid = true;
212 }
213 color = Color.Black;
214 mapbmp.SetPixel(x, yr, color);
215 }
216
217 }
218 else
219 {
220 // We're under the water level with the terrain, so paint water instead of land
221
222 // Y flip the cordinates
223 heightvalue = waterHeight - heightvalue;
224 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
225 heightvalue = 0f;
226 else if (heightvalue > 19f)
227 heightvalue = 19f;
228 else if (heightvalue < 0f)
229 heightvalue = 0f;
230
231 heightvalue = 100f - (heightvalue * 100f) / 19f;
232
233 try
234 {
235 Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
236 mapbmp.SetPixel(x, yr, water);
237 }
238 catch (System.ArgumentException)
239 {
240 if (!terraincorruptedwarningsaid)
241 {
242 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);
243 terraincorruptedwarningsaid = true;
244 }
245 Color black = Color.Black;
246 mapbmp.SetPixel(x, (256 - y) - 1, black);
247 }
248 }
249 }
250 }
251 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
252 }
253 }
254}
diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs
new file mode 100644
index 0000000..957a1df
--- /dev/null
+++ b/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs
@@ -0,0 +1,386 @@
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 OpenSim 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;
30using System.Collections.Generic;
31using System.Drawing;
32using System.Drawing.Drawing2D;
33using System.Drawing.Imaging;
34using System.Reflection;
35using Axiom.Math;
36using Nini.Config;
37using log4net;
38using OpenJPEGNet;
39using OpenSim.Framework;
40using OpenSim.Region.Environment.Interfaces;
41using OpenSim.Region.Environment.Scenes;
42using OpenSim.Region.Environment.Modules.World.Terrain;
43using libsecondlife;
44
45namespace OpenSim.Region.Environment.Modules.World.WorldMap
46{
47 // Hue, Saturation, Value; used for color-interpolation
48 struct HSV {
49 public float h;
50 public float s;
51 public float v;
52
53 public HSV(float h, float s, float v)
54 {
55 this.h = h;
56 this.s = s;
57 this.v = v;
58 }
59
60 // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
61 public HSV(Color c)
62 {
63 float r = c.R / 255f;
64 float g = c.G / 255f;
65 float b = c.B / 255f;
66 float max = Math.Max(Math.Max(r, g), b);
67 float min = Math.Min(Math.Min(r, g), b);
68 float diff = max - min;
69
70 if (max == min) h = 0f;
71 else if (max == r) h = (g - b) / diff * 60f;
72 else if (max == g) h = (b - r) / diff * 60f + 120f;
73 else h = (r - g) / diff * 60f + 240f;
74 if (h < 0f) h += 360f;
75
76 if (max == 0f) s = 0f;
77 else s = diff / max;
78
79 v = max;
80 }
81
82 // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
83 public Color toColor()
84 {
85 if(s < 0f) Console.WriteLine("S < 0: " + s);
86 else if(s > 1f) Console.WriteLine("S > 1: " + s);
87 if(v < 0f) Console.WriteLine("V < 0: " + v);
88 else if(v > 1f) Console.WriteLine("V > 1: " + v);
89
90 float f = h / 60f;
91 int sector = (int)f % 6;
92 f = f - (int)f;
93 int pi = (int)(v * (1f - s) * 255f);
94 int qi = (int)(v * (1f - s * f) * 255f);
95 int ti = (int)(v * (1f - (1f - f) * s) * 255f);
96 int vi = (int)(v * 255f);
97
98 switch(sector)
99 {
100 case 0:
101 return Color.FromArgb(vi, ti, pi);
102 case 1:
103 return Color.FromArgb(qi, vi, pi);
104 case 2:
105 return Color.FromArgb(pi, vi, ti);
106 case 3:
107 return Color.FromArgb(pi, qi, vi);
108 case 4:
109 return Color.FromArgb(ti, pi, vi);
110 default:
111 return Color.FromArgb(vi, pi, qi);
112 }
113 }
114 }
115
116 public class TexturedMapTileRenderer : IMapTileTerrainRenderer
117 {
118 #region Constants
119
120 private static readonly ILog m_log =
121 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
122
123 // some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank").
124 // The color-values were choosen because they "look right" (at least to me) ;-)
125 private static readonly LLUUID defaultTerrainTexture1 = new LLUUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
126 private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118);
127 private static readonly LLUUID defaultTerrainTexture2 = new LLUUID("63338ede-0037-c4fd-855b-015d77112fc8");
128 private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49);
129 private static readonly LLUUID defaultTerrainTexture3 = new LLUUID("303cd381-8560-7579-23f1-f0a880799740");
130 private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141);
131 private static readonly LLUUID defaultTerrainTexture4 = new LLUUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
132 private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
133 private static readonly LLUUID blankTerrainTexture = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f");
134
135 #endregion
136
137
138 private Scene m_scene;
139 // private IConfigSource m_config; // not used currently
140
141 // mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only
142 // added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in
143 // that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one.
144 // TODO does it make sense to use a "real" cache and regenerate missing entries on fetch?
145 private Dictionary<LLUUID, Color> m_mapping;
146
147
148 public void Initialise(Scene scene, IConfigSource source)
149 {
150 m_scene = scene;
151 // m_config = source; // not used currently
152 m_mapping = new Dictionary<LLUUID,Color>();
153 m_mapping.Add(defaultTerrainTexture1, defaultColor1);
154 m_mapping.Add(defaultTerrainTexture2, defaultColor2);
155 m_mapping.Add(defaultTerrainTexture3, defaultColor3);
156 m_mapping.Add(defaultTerrainTexture4, defaultColor4);
157 m_mapping.Add(blankTerrainTexture, Color.White);
158 }
159
160 #region Helpers
161 // This fetches the texture from the asset server synchroneously. That should be ok, as we
162 // call map-creation only in those places:
163 // - on start: We can wait here until the asset server returns the texture
164 // TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway)
165 // TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and
166 // will wait anyway)
167 private Bitmap fetchTexture(LLUUID id)
168 {
169 AssetBase asset = m_scene.AssetCache.GetAsset(id, true);
170 m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null);
171 if(asset == null) return null;
172 return new Bitmap(OpenJPEG.DecodeToImage(asset.Data));
173 }
174
175 // Compute the average color of a texture.
176 private Color computeAverageColor(Bitmap bmp)
177 {
178 // we have 256 x 256 pixel, each with 256 possible color-values per
179 // color-channel, so 2^24 is the maximum value we can get, adding everything.
180 // int is be big enough for that.
181 int r = 0, g = 0, b = 0;
182 for(int y = 0; y < bmp.Height; ++y)
183 {
184 for(int x = 0; x < bmp.Width; ++x)
185 {
186 Color c = bmp.GetPixel(x, y);
187 r += (int)c.R & 0xff;
188 g += (int)c.G & 0xff;
189 b += (int)c.B & 0xff;
190 }
191 }
192
193 int pixels = bmp.Width * bmp.Height;
194 return Color.FromArgb(r / pixels, g / pixels, b / pixels);
195 }
196
197 // return either the average color of the texture, or the defaultColor if the texturID is invalid
198 // or the texture couldn't be found
199 private Color computeAverageColor(LLUUID textureID, Color defaultColor) {
200 if (textureID == LLUUID.Zero) return defaultColor; // not set
201 if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
202
203 Bitmap bmp = fetchTexture(textureID);
204 Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
205 // store it for future reference
206 m_mapping[textureID] = color;
207
208 return color;
209 }
210
211 // S-curve: f(x) = 3x² - 2x³:
212 // f(0) = 0, f(0.5) = 0.5, f(1) = 1,
213 // f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5,
214 // f''(0.5) = 0, f''(x) != 0 for x != 0.5
215 private float S(float v) {
216 return (v * v * (3f - 2f * v));
217 }
218
219 // interpolate two colors in HSV space and return the resulting color
220 private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) {
221 if(ratio <= 0f) return c1;
222 if(ratio >= 1f) return c2;
223
224 // make sure we are on the same side on the hue-circle for interpolation
225 // We change the hue of the parameters here, but we don't change the color
226 // represented by that value
227 if(c1.h - c2.h > 180f) c1.h -= 360f;
228 else if(c2.h - c1.h > 180f) c1.h += 360f;
229
230 return new HSV(c1.h * (1f - ratio) + c2.h * ratio,
231 c1.s * (1f - ratio) + c2.s * ratio,
232 c1.v * (1f - ratio) + c2.v * ratio);
233 }
234
235 // the heigthfield might have some jumps in values. Rendered land is smooth, though,
236 // as a slope is rendered at that place. So average 4 neighbour values to emulate that.
237 private float getHeight(double[,] hm, int x, int y) {
238 if (x < 255 && y < 255)
239 return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112);
240 else
241 return (float)hm[x, y];
242 }
243 #endregion
244
245 public void TerrainToBitmap(Bitmap mapbmp)
246 {
247 int tc = System.Environment.TickCount;
248 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
249
250 // These textures should be in the AssetCache anyway, as every client conneting to this
251 // region needs them. Except on start, when the map is recreated (before anyone connected),
252 // and on change of the estate settings (textures and terrain values), when the map should
253 // be recreated.
254 RegionSettings settings = m_scene.RegionInfo.RegionSettings;
255
256 // the four terrain colors as HSVs for interpolation
257 HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1));
258 HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
259 HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
260 HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));
261
262 float levelNElow = (float)settings.Elevation1NE;
263 float levelNEhigh = (float)settings.Elevation2NE;
264
265 float levelNWlow = (float)settings.Elevation1NW;
266 float levelNWhigh = (float)settings.Elevation2NW;
267
268 float levelSElow = (float)settings.Elevation1SE;
269 float levelSEhigh = (float)settings.Elevation2SE;
270
271 float levelSWlow = (float)settings.Elevation1SW;
272 float levelSWhigh = (float)settings.Elevation2SW;
273
274 float waterHeight = (float)settings.WaterHeight;
275
276 double[,] hm = m_scene.Heightmap.GetDoubles();
277
278 for (int x = 0; x < 256; x++)
279 {
280 float columnRatio = x / 255f; // 0 - 1, for interpolation
281 for (int y = 0; y < 256; y++)
282 {
283 float rowRatio = y / 255f; // 0 - 1, for interpolation
284
285 // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
286 int yr = 255 - y;
287
288 float heightvalue = getHeight(hm, x, y);
289 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
290 heightvalue = 0;
291
292 if (heightvalue > waterHeight)
293 {
294 // add a bit noise for breaking up those flat colors:
295 // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast)
296 // - a small-scale noise, for bringing in some small scale variation
297 //float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0
298 //float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f;
299 //float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f;
300 float hmod =
301 heightvalue +
302 (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3
303 S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10
304
305 // find the low/high values for this point (interpolated bilinearily)
306 // (and remember, x=0,y=0 is SW)
307 float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) +
308 levelSElow * (1f - rowRatio) * columnRatio +
309 levelNWlow * rowRatio * (1f - columnRatio) +
310 levelNElow * rowRatio * columnRatio;
311 float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) +
312 levelSEhigh * (1f - rowRatio) * columnRatio +
313 levelNWhigh * rowRatio * (1f - columnRatio) +
314 levelNEhigh * rowRatio * columnRatio;
315 if (high < low)
316 {
317 // someone tried to fool us. High value should be higher than low every time
318 float tmp = high;
319 high = low;
320 low = tmp;
321 }
322
323 HSV hsv;
324 if(hmod <= low) hsv = hsv1; // too low
325 else if(hmod >= high) hsv = hsv4; // too high
326 else
327 {
328 // HSV-interpolate along the colors
329 // first, rescale h to 0.0 - 1.0
330 hmod = (hmod - low) / (high - low);
331 // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4
332 if(hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f);
333 else if(hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f);
334 else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f);
335 }
336
337 // Shade the terrain for shadows
338 if (x < 255 && y < 255)
339 {
340 float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there
341 if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
342 hfvaluecompare = 0f;
343
344 float hfdiff = heightvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
345 hfdiff *= 0.06f; // some random factor so "it looks good"
346 if (hfdiff > 0.02f)
347 {
348 float highlightfactor = 0.18f;
349 // NE is lower than here
350 // We have to desaturate and lighten the land at the same time
351 hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f;
352 hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f;
353 }
354 else if (hfdiff < -0.02f)
355 {
356 // here is lower than NE:
357 // We have to desaturate and blacken the land at the same time
358 hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f;
359 hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f;
360 }
361 }
362 mapbmp.SetPixel(x, yr, hsv.toColor());
363 }
364 else
365 {
366 // We're under the water level with the terrain, so paint water instead of land
367
368 heightvalue = waterHeight - heightvalue;
369 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
370 heightvalue = 0f;
371 else if (heightvalue > 19f)
372 heightvalue = 19f;
373 else if (heightvalue < 0f)
374 heightvalue = 0f;
375
376 heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0
377
378 Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
379 mapbmp.SetPixel(x, yr, water);
380 }
381 }
382 }
383 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
384 }
385 }
386}
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 01633fa..eb1cc0b 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -25,6 +25,8 @@ region_info_source = "filesystem"
25; Draw objects on maptile. This step might take a long time if you've got a huge amount of 25; Draw objects on maptile. This step might take a long time if you've got a huge amount of
26; objects, so you can turn it off here if you'd like. 26; objects, so you can turn it off here if you'd like.
27DrawPrimOnMapTile = true 27DrawPrimOnMapTile = true
28; Use terrain texture for maptiles if true, use shaded green if false
29TextureOnMapTile = false
28 30
29; Maximum total size, and maximum size where a prim can be physical 31; Maximum total size, and maximum size where a prim can be physical
30NonPhysicalPrimMax = 256 32NonPhysicalPrimMax = 256