diff options
Diffstat (limited to 'OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs | 343 |
1 files changed, 343 insertions, 0 deletions
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs new file mode 100644 index 0000000..7bf675d --- /dev/null +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs | |||
@@ -0,0 +1,343 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Diagnostics; | ||
30 | using System.Drawing; | ||
31 | using System.Drawing.Imaging; | ||
32 | using log4net; | ||
33 | using OpenMetaverse; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Services.Interfaces; | ||
36 | |||
37 | namespace OpenSim.Region.CoreModules.World.Warp3DMap | ||
38 | { | ||
39 | public static class TerrainSplat | ||
40 | { | ||
41 | #region Constants | ||
42 | |||
43 | private static readonly UUID DIRT_DETAIL = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5"); | ||
44 | private static readonly UUID GRASS_DETAIL = new UUID("63338ede-0037-c4fd-855b-015d77112fc8"); | ||
45 | private static readonly UUID MOUNTAIN_DETAIL = new UUID("303cd381-8560-7579-23f1-f0a880799740"); | ||
46 | private static readonly UUID ROCK_DETAIL = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c"); | ||
47 | |||
48 | private static readonly UUID[] DEFAULT_TERRAIN_DETAIL = new UUID[] | ||
49 | { | ||
50 | DIRT_DETAIL, | ||
51 | GRASS_DETAIL, | ||
52 | MOUNTAIN_DETAIL, | ||
53 | ROCK_DETAIL | ||
54 | }; | ||
55 | |||
56 | private static readonly Color[] DEFAULT_TERRAIN_COLOR = new Color[] | ||
57 | { | ||
58 | Color.FromArgb(255, 164, 136, 117), | ||
59 | Color.FromArgb(255, 65, 87, 47), | ||
60 | Color.FromArgb(255, 157, 145, 131), | ||
61 | Color.FromArgb(255, 125, 128, 130) | ||
62 | }; | ||
63 | |||
64 | private static readonly UUID TERRAIN_CACHE_MAGIC = new UUID("2c0c7ef2-56be-4eb8-aacb-76712c535b4b"); | ||
65 | |||
66 | #endregion Constants | ||
67 | |||
68 | private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name); | ||
69 | |||
70 | /// <summary> | ||
71 | /// Builds a composited terrain texture given the region texture | ||
72 | /// and heightmap settings | ||
73 | /// </summary> | ||
74 | /// <param name="heightmap">Terrain heightmap</param> | ||
75 | /// <param name="regionInfo">Region information including terrain texture parameters</param> | ||
76 | /// <returns>A composited 256x256 RGB texture ready for rendering</returns> | ||
77 | /// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting | ||
78 | /// </remarks> | ||
79 | public static Bitmap Splat(float[] heightmap, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain) | ||
80 | { | ||
81 | Debug.Assert(heightmap.Length == 256 * 256); | ||
82 | Debug.Assert(textureIDs.Length == 4); | ||
83 | Debug.Assert(startHeights.Length == 4); | ||
84 | Debug.Assert(heightRanges.Length == 4); | ||
85 | |||
86 | Bitmap[] detailTexture = new Bitmap[4]; | ||
87 | |||
88 | if (textureTerrain) | ||
89 | { | ||
90 | // Swap empty terrain textureIDs with default IDs | ||
91 | for (int i = 0; i < textureIDs.Length; i++) | ||
92 | { | ||
93 | if (textureIDs[i] == UUID.Zero) | ||
94 | textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i]; | ||
95 | } | ||
96 | |||
97 | #region Texture Fetching | ||
98 | |||
99 | if (assetService != null) | ||
100 | { | ||
101 | for (int i = 0; i < 4; i++) | ||
102 | { | ||
103 | AssetBase asset; | ||
104 | UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]); | ||
105 | |||
106 | // Try to fetch a cached copy of the decoded/resized version of this texture | ||
107 | asset = assetService.GetCached(cacheID.ToString()); | ||
108 | if (asset != null) | ||
109 | { | ||
110 | try | ||
111 | { | ||
112 | using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data)) | ||
113 | detailTexture[i] = (Bitmap)Image.FromStream(stream); | ||
114 | } | ||
115 | catch (Exception ex) | ||
116 | { | ||
117 | m_log.Warn("Failed to decode cached terrain texture " + cacheID + | ||
118 | " (textureID: " + textureIDs[i] + "): " + ex.Message); | ||
119 | } | ||
120 | } | ||
121 | |||
122 | if (detailTexture[i] == null) | ||
123 | { | ||
124 | // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG | ||
125 | asset = assetService.Get(textureIDs[i].ToString()); | ||
126 | if (asset != null) | ||
127 | { | ||
128 | try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); } | ||
129 | catch (Exception ex) | ||
130 | { | ||
131 | m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message); | ||
132 | } | ||
133 | } | ||
134 | |||
135 | if (detailTexture[i] != null) | ||
136 | { | ||
137 | Bitmap bitmap = detailTexture[i]; | ||
138 | |||
139 | // Make sure this texture is the correct size, otherwise resize | ||
140 | if (bitmap.Width != 256 || bitmap.Height != 256) | ||
141 | bitmap = ImageUtils.ResizeImage(bitmap, 256, 256); | ||
142 | |||
143 | // Save the decoded and resized texture to the cache | ||
144 | byte[] data; | ||
145 | using (System.IO.MemoryStream stream = new System.IO.MemoryStream()) | ||
146 | { | ||
147 | bitmap.Save(stream, ImageFormat.Png); | ||
148 | data = stream.ToArray(); | ||
149 | } | ||
150 | |||
151 | // Cache a PNG copy of this terrain texture | ||
152 | AssetBase newAsset = new AssetBase | ||
153 | { | ||
154 | Data = data, | ||
155 | Description = "PNG", | ||
156 | Flags = AssetFlags.Collectable, | ||
157 | FullID = cacheID, | ||
158 | ID = cacheID.ToString(), | ||
159 | Local = true, | ||
160 | Name = String.Empty, | ||
161 | Temporary = true, | ||
162 | Type = (sbyte)AssetType.Unknown | ||
163 | }; | ||
164 | newAsset.Metadata.ContentType = "image/png"; | ||
165 | assetService.Store(newAsset); | ||
166 | } | ||
167 | } | ||
168 | } | ||
169 | } | ||
170 | |||
171 | #endregion Texture Fetching | ||
172 | } | ||
173 | |||
174 | // Fill in any missing textures with a solid color | ||
175 | for (int i = 0; i < 4; i++) | ||
176 | { | ||
177 | if (detailTexture[i] == null) | ||
178 | { | ||
179 | // Create a solid color texture for this layer | ||
180 | detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb); | ||
181 | using (Graphics gfx = Graphics.FromImage(detailTexture[i])) | ||
182 | { | ||
183 | using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i])) | ||
184 | gfx.FillRectangle(brush, 0, 0, 256, 256); | ||
185 | } | ||
186 | } | ||
187 | } | ||
188 | |||
189 | #region Layer Map | ||
190 | |||
191 | float[] layermap = new float[256 * 256]; | ||
192 | |||
193 | for (int y = 0; y < 256; y++) | ||
194 | { | ||
195 | for (int x = 0; x < 256; x++) | ||
196 | { | ||
197 | float height = heightmap[y * 256 + x]; | ||
198 | |||
199 | float pctX = (float)x / 255f; | ||
200 | float pctY = (float)y / 255f; | ||
201 | |||
202 | // Use bilinear interpolation between the four corners of start height and | ||
203 | // height range to select the current values at this position | ||
204 | float startHeight = ImageUtils.Bilinear( | ||
205 | startHeights[0], | ||
206 | startHeights[2], | ||
207 | startHeights[1], | ||
208 | startHeights[3], | ||
209 | pctX, pctY); | ||
210 | startHeight = Utils.Clamp(startHeight, 0f, 255f); | ||
211 | |||
212 | float heightRange = ImageUtils.Bilinear( | ||
213 | heightRanges[0], | ||
214 | heightRanges[2], | ||
215 | heightRanges[1], | ||
216 | heightRanges[3], | ||
217 | pctX, pctY); | ||
218 | heightRange = Utils.Clamp(heightRange, 0f, 255f); | ||
219 | |||
220 | // Generate two frequencies of perlin noise based on our global position | ||
221 | // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting | ||
222 | Vector3 vec = new Vector3 | ||
223 | ( | ||
224 | ((float)regionPosition.X + x) * 0.20319f, | ||
225 | ((float)regionPosition.Y + y) * 0.20319f, | ||
226 | height * 0.25f | ||
227 | ); | ||
228 | |||
229 | float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f; | ||
230 | float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f; | ||
231 | float noise = (lowFreq + highFreq) * 2f; | ||
232 | |||
233 | // Combine the current height, generated noise, start height, and height range parameters, then scale all of it | ||
234 | float layer = ((height + noise - startHeight) / heightRange) * 4f; | ||
235 | if (Single.IsNaN(layer)) layer = 0f; | ||
236 | layermap[y * 256 + x] = Utils.Clamp(layer, 0f, 3f); | ||
237 | } | ||
238 | } | ||
239 | |||
240 | #endregion Layer Map | ||
241 | |||
242 | #region Texture Compositing | ||
243 | |||
244 | Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb); | ||
245 | BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); | ||
246 | |||
247 | unsafe | ||
248 | { | ||
249 | // Get handles to all of the texture data arrays | ||
250 | BitmapData[] datas = new BitmapData[] | ||
251 | { | ||
252 | detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat), | ||
253 | detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat), | ||
254 | detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat), | ||
255 | detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) | ||
256 | }; | ||
257 | |||
258 | int[] comps = new int[] | ||
259 | { | ||
260 | (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, | ||
261 | (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, | ||
262 | (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, | ||
263 | (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3 | ||
264 | }; | ||
265 | |||
266 | for (int y = 0; y < 256; y++) | ||
267 | { | ||
268 | for (int x = 0; x < 256; x++) | ||
269 | { | ||
270 | float layer = layermap[y * 256 + x]; | ||
271 | |||
272 | // Select two textures | ||
273 | int l0 = (int)Math.Floor(layer); | ||
274 | int l1 = Math.Min(l0 + 1, 3); | ||
275 | |||
276 | byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0]; | ||
277 | byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1]; | ||
278 | byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3; | ||
279 | |||
280 | float aB = *(ptrA + 0); | ||
281 | float aG = *(ptrA + 1); | ||
282 | float aR = *(ptrA + 2); | ||
283 | |||
284 | float bB = *(ptrB + 0); | ||
285 | float bG = *(ptrB + 1); | ||
286 | float bR = *(ptrB + 2); | ||
287 | |||
288 | float layerDiff = layer - l0; | ||
289 | |||
290 | // Interpolate between the two selected textures | ||
291 | *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB)); | ||
292 | *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG)); | ||
293 | *(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR)); | ||
294 | } | ||
295 | } | ||
296 | |||
297 | for (int i = 0; i < 4; i++) | ||
298 | detailTexture[i].UnlockBits(datas[i]); | ||
299 | } | ||
300 | |||
301 | output.UnlockBits(outputData); | ||
302 | |||
303 | // We generated the texture upside down, so flip it | ||
304 | output.RotateFlip(RotateFlipType.RotateNoneFlipY); | ||
305 | |||
306 | #endregion Texture Compositing | ||
307 | |||
308 | return output; | ||
309 | } | ||
310 | |||
311 | public static Bitmap SplatSimple(float[] heightmap) | ||
312 | { | ||
313 | const float BASE_HSV_H = 93f / 360f; | ||
314 | const float BASE_HSV_S = 44f / 100f; | ||
315 | const float BASE_HSV_V = 34f / 100f; | ||
316 | |||
317 | Bitmap img = new Bitmap(256, 256); | ||
318 | BitmapData bitmapData = img.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); | ||
319 | |||
320 | unsafe | ||
321 | { | ||
322 | for (int y = 255; y >= 0; y--) | ||
323 | { | ||
324 | for (int x = 0; x < 256; x++) | ||
325 | { | ||
326 | float normHeight = heightmap[y * 256 + x] / 255f; | ||
327 | normHeight = Utils.Clamp(normHeight, BASE_HSV_V, 1.0f); | ||
328 | |||
329 | Color4 color = Color4.FromHSV(BASE_HSV_H, BASE_HSV_S, normHeight); | ||
330 | |||
331 | byte* ptr = (byte*)bitmapData.Scan0 + y * bitmapData.Stride + x * 3; | ||
332 | *(ptr + 0) = (byte)(color.B * 255f); | ||
333 | *(ptr + 1) = (byte)(color.G * 255f); | ||
334 | *(ptr + 2) = (byte)(color.R * 255f); | ||
335 | } | ||
336 | } | ||
337 | } | ||
338 | |||
339 | img.UnlockBits(bitmapData); | ||
340 | return img; | ||
341 | } | ||
342 | } | ||
343 | } | ||