diff options
Diffstat (limited to '')
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 | ||
64 | LSL Devs | 65 | LSL 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 | |||
28 | using System.Drawing; | ||
29 | using OpenSim.Region.Environment.Scenes; | ||
30 | using Nini.Config; | ||
31 | |||
32 | namespace 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 | |||
28 | using System; | ||
29 | using System.Collections; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Drawing; | ||
32 | using System.Drawing.Drawing2D; | ||
33 | using System.Drawing.Imaging; | ||
34 | using System.Reflection; | ||
35 | using Axiom.Math; | ||
36 | using Nini.Config; | ||
37 | using log4net; | ||
38 | using OpenJPEGNet; | ||
39 | using OpenSim.Region.Environment.Interfaces; | ||
40 | using OpenSim.Region.Environment.Scenes; | ||
41 | using libsecondlife; | ||
42 | |||
43 | namespace 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 | |||
28 | using System; | ||
29 | using System.Collections; | ||
30 | using System.Collections.Generic; | ||
31 | using System.Drawing; | ||
32 | using System.Drawing.Drawing2D; | ||
33 | using System.Drawing.Imaging; | ||
34 | using System.Reflection; | ||
35 | using Axiom.Math; | ||
36 | using Nini.Config; | ||
37 | using log4net; | ||
38 | using OpenJPEGNet; | ||
39 | using OpenSim.Framework; | ||
40 | using OpenSim.Region.Environment.Interfaces; | ||
41 | using OpenSim.Region.Environment.Scenes; | ||
42 | using OpenSim.Region.Environment.Modules.World.Terrain; | ||
43 | using libsecondlife; | ||
44 | |||
45 | namespace 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. |
27 | DrawPrimOnMapTile = true | 27 | DrawPrimOnMapTile = true |
28 | ; Use terrain texture for maptiles if true, use shaded green if false | ||
29 | TextureOnMapTile = 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 |
30 | NonPhysicalPrimMax = 256 | 32 | NonPhysicalPrimMax = 256 |