diff options
Diffstat (limited to 'OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs | 436 |
1 files changed, 229 insertions, 207 deletions
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs index df5ac92..9534ad3 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs | |||
@@ -1,4 +1,4 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
@@ -32,6 +32,7 @@ using System.Drawing.Imaging; | |||
32 | using log4net; | 32 | using log4net; |
33 | using OpenMetaverse; | 33 | using OpenMetaverse; |
34 | using OpenSim.Framework; | 34 | using OpenSim.Framework; |
35 | using OpenSim.Region.Framework.Interfaces; | ||
35 | using OpenSim.Services.Interfaces; | 36 | using OpenSim.Services.Interfaces; |
36 | 37 | ||
37 | namespace OpenSim.Region.CoreModules.World.Warp3DMap | 38 | namespace OpenSim.Region.CoreModules.World.Warp3DMap |
@@ -66,261 +67,271 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
66 | #endregion Constants | 67 | #endregion Constants |
67 | 68 | ||
68 | private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name); | 69 | private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name); |
70 | private static string LogHeader = "[WARP3D TERRAIN SPLAT]"; | ||
69 | 71 | ||
70 | /// <summary> | 72 | /// <summary> |
71 | /// Builds a composited terrain texture given the region texture | 73 | /// Builds a composited terrain texture given the region texture |
72 | /// and heightmap settings | 74 | /// and heightmap settings |
73 | /// </summary> | 75 | /// </summary> |
74 | /// <param name="heightmap">Terrain heightmap</param> | 76 | /// <param name="terrain">Terrain heightmap</param> |
75 | /// <param name="regionInfo">Region information including terrain texture parameters</param> | 77 | /// <param name="regionInfo">Region information including terrain texture parameters</param> |
76 | /// <returns>A composited 256x256 RGB texture ready for rendering</returns> | 78 | /// <returns>A 256x256 square RGB texture ready for rendering</returns> |
77 | /// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting | 79 | /// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting |
80 | /// Note we create a 256x256 dimension texture even if the actual terrain is larger. | ||
78 | /// </remarks> | 81 | /// </remarks> |
79 | public static Bitmap Splat(float[] heightmap, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain) | 82 | public static Bitmap Splat(ITerrainChannel terrain, |
83 | UUID[] textureIDs, float[] startHeights, float[] heightRanges, | ||
84 | Vector3d regionPosition, IAssetService assetService, bool textureTerrain) | ||
80 | { | 85 | { |
81 | Debug.Assert(heightmap.Length == 256 * 256); | ||
82 | Debug.Assert(textureIDs.Length == 4); | 86 | Debug.Assert(textureIDs.Length == 4); |
83 | Debug.Assert(startHeights.Length == 4); | 87 | Debug.Assert(startHeights.Length == 4); |
84 | Debug.Assert(heightRanges.Length == 4); | 88 | Debug.Assert(heightRanges.Length == 4); |
85 | 89 | ||
86 | Bitmap[] detailTexture = new Bitmap[4]; | 90 | Bitmap[] detailTexture = new Bitmap[4]; |
87 | Bitmap output = null; | ||
88 | BitmapData outputData = null; | ||
89 | 91 | ||
90 | try | 92 | if (textureTerrain) |
91 | { | 93 | { |
92 | if (textureTerrain) | 94 | // Swap empty terrain textureIDs with default IDs |
95 | for (int i = 0; i < textureIDs.Length; i++) | ||
93 | { | 96 | { |
94 | // Swap empty terrain textureIDs with default IDs | 97 | if (textureIDs[i] == UUID.Zero) |
95 | for (int i = 0; i < textureIDs.Length; i++) | 98 | textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i]; |
96 | { | 99 | } |
97 | if (textureIDs[i] == UUID.Zero) | 100 | |
98 | textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i]; | 101 | #region Texture Fetching |
99 | } | 102 | |
100 | 103 | if (assetService != null) | |
101 | #region Texture Fetching | 104 | { |
102 | 105 | for (int i = 0; i < 4; i++) | |
103 | if (assetService != null) | ||
104 | { | 106 | { |
105 | for (int i = 0; i < 4; i++) | 107 | AssetBase asset; |
108 | UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]); | ||
109 | |||
110 | // Try to fetch a cached copy of the decoded/resized version of this texture | ||
111 | asset = assetService.GetCached(cacheID.ToString()); | ||
112 | if (asset != null) | ||
113 | { | ||
114 | try | ||
115 | { | ||
116 | using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data)) | ||
117 | detailTexture[i] = (Bitmap)Image.FromStream(stream); | ||
118 | } | ||
119 | catch (Exception ex) | ||
120 | { | ||
121 | m_log.Warn("Failed to decode cached terrain texture " + cacheID + | ||
122 | " (textureID: " + textureIDs[i] + "): " + ex.Message); | ||
123 | } | ||
124 | } | ||
125 | |||
126 | if (detailTexture[i] == null) | ||
106 | { | 127 | { |
107 | AssetBase asset; | 128 | // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG |
108 | UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]); | 129 | asset = assetService.Get(textureIDs[i].ToString()); |
109 | |||
110 | // Try to fetch a cached copy of the decoded/resized version of this texture | ||
111 | asset = assetService.GetCached(cacheID.ToString()); | ||
112 | if (asset != null) | 130 | if (asset != null) |
113 | { | 131 | { |
114 | // m_log.DebugFormat( | 132 | // m_log.DebugFormat( |
115 | // "[TERRAIN SPLAT]: Got asset service cached terrain texture {0} {1}", i, asset.ID); | 133 | // "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID); |
116 | 134 | ||
117 | try | 135 | try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); } |
118 | { | ||
119 | using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data)) | ||
120 | detailTexture[i] = (Bitmap)Image.FromStream(stream); | ||
121 | } | ||
122 | catch (Exception ex) | 136 | catch (Exception ex) |
123 | { | 137 | { |
124 | m_log.Warn("Failed to decode cached terrain texture " + cacheID + | 138 | m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message); |
125 | " (textureID: " + textureIDs[i] + "): " + ex.Message); | ||
126 | } | 139 | } |
127 | } | 140 | } |
128 | |||
129 | if (detailTexture[i] == null) | ||
130 | { | ||
131 | // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG | ||
132 | asset = assetService.Get(textureIDs[i].ToString()); | ||
133 | if (asset != null) | ||
134 | { | ||
135 | // m_log.DebugFormat( | ||
136 | // "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID); | ||
137 | 141 | ||
138 | try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); } | 142 | if (detailTexture[i] != null) |
139 | catch (Exception ex) | 143 | { |
144 | // Make sure this texture is the correct size, otherwise resize | ||
145 | if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256) | ||
146 | { | ||
147 | using (Bitmap origBitmap = detailTexture[i]) | ||
140 | { | 148 | { |
141 | m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message); | 149 | detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256); |
142 | } | 150 | } |
143 | } | 151 | } |
144 | 152 | ||
145 | if (detailTexture[i] != null) | 153 | // Save the decoded and resized texture to the cache |
146 | { | 154 | byte[] data; |
147 | // Make sure this texture is the correct size, otherwise resize | 155 | using (System.IO.MemoryStream stream = new System.IO.MemoryStream()) |
148 | if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256) | 156 | { |
149 | { | 157 | detailTexture[i].Save(stream, ImageFormat.Png); |
150 | using (Bitmap origBitmap = detailTexture[i]) | 158 | data = stream.ToArray(); |
151 | { | ||
152 | detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256); | ||
153 | } | ||
154 | } | ||
155 | |||
156 | // Save the decoded and resized texture to the cache | ||
157 | byte[] data; | ||
158 | using (System.IO.MemoryStream stream = new System.IO.MemoryStream()) | ||
159 | { | ||
160 | detailTexture[i].Save(stream, ImageFormat.Png); | ||
161 | data = stream.ToArray(); | ||
162 | } | ||
163 | |||
164 | // Cache a PNG copy of this terrain texture | ||
165 | AssetBase newAsset = new AssetBase | ||
166 | { | ||
167 | Data = data, | ||
168 | Description = "PNG", | ||
169 | Flags = AssetFlags.Collectable, | ||
170 | FullID = cacheID, | ||
171 | ID = cacheID.ToString(), | ||
172 | Local = true, | ||
173 | Name = String.Empty, | ||
174 | Temporary = true, | ||
175 | Type = (sbyte)AssetType.Unknown | ||
176 | }; | ||
177 | newAsset.Metadata.ContentType = "image/png"; | ||
178 | assetService.Store(newAsset); | ||
179 | } | 159 | } |
160 | |||
161 | // Cache a PNG copy of this terrain texture | ||
162 | AssetBase newAsset = new AssetBase | ||
163 | { | ||
164 | Data = data, | ||
165 | Description = "PNG", | ||
166 | Flags = AssetFlags.Collectable, | ||
167 | FullID = cacheID, | ||
168 | ID = cacheID.ToString(), | ||
169 | Local = true, | ||
170 | Name = String.Empty, | ||
171 | Temporary = true, | ||
172 | Type = (sbyte)AssetType.Unknown | ||
173 | }; | ||
174 | newAsset.Metadata.ContentType = "image/png"; | ||
175 | assetService.Store(newAsset); | ||
180 | } | 176 | } |
181 | } | 177 | } |
182 | } | 178 | } |
183 | |||
184 | #endregion Texture Fetching | ||
185 | } | 179 | } |
186 | 180 | ||
187 | // Fill in any missing textures with a solid color | 181 | #endregion Texture Fetching |
188 | for (int i = 0; i < 4; i++) | 182 | } |
183 | |||
184 | // Fill in any missing textures with a solid color | ||
185 | for (int i = 0; i < 4; i++) | ||
186 | { | ||
187 | if (detailTexture[i] == null) | ||
189 | { | 188 | { |
190 | if (detailTexture[i] == null) | 189 | m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color", |
190 | LogHeader, i); | ||
191 | // Create a solid color texture for this layer | ||
192 | detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb); | ||
193 | using (Graphics gfx = Graphics.FromImage(detailTexture[i])) | ||
191 | { | 194 | { |
192 | // m_log.DebugFormat( | 195 | using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i])) |
193 | // "[TERRAIN SPLAT]: Generating solid colour for missing texture {0}", i); | 196 | gfx.FillRectangle(brush, 0, 0, 256, 256); |
194 | |||
195 | // Create a solid color texture for this layer | ||
196 | detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb); | ||
197 | using (Graphics gfx = Graphics.FromImage(detailTexture[i])) | ||
198 | { | ||
199 | using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i])) | ||
200 | gfx.FillRectangle(brush, 0, 0, 256, 256); | ||
201 | } | ||
202 | } | 197 | } |
203 | } | 198 | } |
204 | 199 | else | |
205 | #region Layer Map | ||
206 | |||
207 | float[] layermap = new float[256 * 256]; | ||
208 | |||
209 | for (int y = 0; y < 256; y++) | ||
210 | { | 200 | { |
211 | for (int x = 0; x < 256; x++) | 201 | if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256) |
212 | { | 202 | { |
213 | float height = heightmap[y * 256 + x]; | 203 | detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256); |
214 | |||
215 | float pctX = (float)x / 255f; | ||
216 | float pctY = (float)y / 255f; | ||
217 | |||
218 | // Use bilinear interpolation between the four corners of start height and | ||
219 | // height range to select the current values at this position | ||
220 | float startHeight = ImageUtils.Bilinear( | ||
221 | startHeights[0], | ||
222 | startHeights[2], | ||
223 | startHeights[1], | ||
224 | startHeights[3], | ||
225 | pctX, pctY); | ||
226 | startHeight = Utils.Clamp(startHeight, 0f, 255f); | ||
227 | |||
228 | float heightRange = ImageUtils.Bilinear( | ||
229 | heightRanges[0], | ||
230 | heightRanges[2], | ||
231 | heightRanges[1], | ||
232 | heightRanges[3], | ||
233 | pctX, pctY); | ||
234 | heightRange = Utils.Clamp(heightRange, 0f, 255f); | ||
235 | |||
236 | // Generate two frequencies of perlin noise based on our global position | ||
237 | // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting | ||
238 | Vector3 vec = new Vector3 | ||
239 | ( | ||
240 | ((float)regionPosition.X + x) * 0.20319f, | ||
241 | ((float)regionPosition.Y + y) * 0.20319f, | ||
242 | height * 0.25f | ||
243 | ); | ||
244 | |||
245 | float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f; | ||
246 | float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f; | ||
247 | float noise = (lowFreq + highFreq) * 2f; | ||
248 | |||
249 | // Combine the current height, generated noise, start height, and height range parameters, then scale all of it | ||
250 | float layer = ((height + noise - startHeight) / heightRange) * 4f; | ||
251 | if (Single.IsNaN(layer)) layer = 0f; | ||
252 | layermap[y * 256 + x] = Utils.Clamp(layer, 0f, 3f); | ||
253 | } | 204 | } |
254 | } | 205 | } |
255 | 206 | } | |
256 | #endregion Layer Map | 207 | |
257 | 208 | #region Layer Map | |
258 | #region Texture Compositing | 209 | |
259 | 210 | float[,] layermap = new float[256, 256]; | |
260 | output = new Bitmap(256, 256, PixelFormat.Format24bppRgb); | 211 | |
261 | outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); | 212 | // Scale difference between actual region size and the 256 texture being created |
262 | 213 | int xFactor = terrain.Width / 256; | |
263 | unsafe | 214 | int yFactor = terrain.Height / 256; |
215 | |||
216 | // Create 'layermap' where each value is the fractional layer number to place | ||
217 | // at that point. For instance, a value of 1.345 gives the blending of | ||
218 | // layer 1 and layer 2 for that point. | ||
219 | for (int y = 0; y < 256; y++) | ||
220 | { | ||
221 | for (int x = 0; x < 256; x++) | ||
264 | { | 222 | { |
265 | // Get handles to all of the texture data arrays | 223 | float height = (float)terrain[x * xFactor, y * yFactor]; |
266 | BitmapData[] datas = new BitmapData[] | 224 | |
267 | { | 225 | float pctX = (float)x / 255f; |
268 | detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat), | 226 | float pctY = (float)y / 255f; |
269 | detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat), | 227 | |
270 | detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat), | 228 | // Use bilinear interpolation between the four corners of start height and |
271 | detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) | 229 | // height range to select the current values at this position |
272 | }; | 230 | float startHeight = ImageUtils.Bilinear( |
273 | 231 | startHeights[0], | |
274 | int[] comps = new int[] | 232 | startHeights[2], |
275 | { | 233 | startHeights[1], |
276 | (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, | 234 | startHeights[3], |
277 | (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, | 235 | pctX, pctY); |
278 | (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, | 236 | startHeight = Utils.Clamp(startHeight, 0f, 255f); |
279 | (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3 | 237 | |
280 | }; | 238 | float heightRange = ImageUtils.Bilinear( |
281 | 239 | heightRanges[0], | |
282 | for (int y = 0; y < 256; y++) | 240 | heightRanges[2], |
283 | { | 241 | heightRanges[1], |
284 | for (int x = 0; x < 256; x++) | 242 | heightRanges[3], |
285 | { | 243 | pctX, pctY); |
286 | float layer = layermap[y * 256 + x]; | 244 | heightRange = Utils.Clamp(heightRange, 0f, 255f); |
287 | 245 | ||
288 | // Select two textures | 246 | // Generate two frequencies of perlin noise based on our global position |
289 | int l0 = (int)Math.Floor(layer); | 247 | // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting |
290 | int l1 = Math.Min(l0 + 1, 3); | 248 | Vector3 vec = new Vector3 |
291 | 249 | ( | |
292 | byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0]; | 250 | ((float)regionPosition.X + (x * xFactor)) * 0.20319f, |
293 | byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1]; | 251 | ((float)regionPosition.Y + (y * yFactor)) * 0.20319f, |
294 | byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3; | 252 | height * 0.25f |
295 | 253 | ); | |
296 | float aB = *(ptrA + 0); | 254 | |
297 | float aG = *(ptrA + 1); | 255 | float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f; |
298 | float aR = *(ptrA + 2); | 256 | float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f; |
299 | 257 | float noise = (lowFreq + highFreq) * 2f; | |
300 | float bB = *(ptrB + 0); | 258 | |
301 | float bG = *(ptrB + 1); | 259 | // Combine the current height, generated noise, start height, and height range parameters, then scale all of it |
302 | float bR = *(ptrB + 2); | 260 | float layer = ((height + noise - startHeight) / heightRange) * 4f; |
303 | 261 | if (Single.IsNaN(layer)) | |
304 | float layerDiff = layer - l0; | 262 | layer = 0f; |
305 | 263 | layermap[x, y] = Utils.Clamp(layer, 0f, 3f); | |
306 | // Interpolate between the two selected textures | ||
307 | *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB)); | ||
308 | *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG)); | ||
309 | *(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR)); | ||
310 | } | ||
311 | } | ||
312 | |||
313 | for (int i = 0; i < 4; i++) | ||
314 | detailTexture[i].UnlockBits(datas[i]); | ||
315 | } | 264 | } |
316 | } | 265 | } |
317 | finally | 266 | |
267 | #endregion Layer Map | ||
268 | |||
269 | #region Texture Compositing | ||
270 | |||
271 | Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb); | ||
272 | BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); | ||
273 | |||
274 | // Unsafe work as we lock down the source textures for quicker access and access the | ||
275 | // pixel data directly | ||
276 | unsafe | ||
318 | { | 277 | { |
319 | for (int i = 0; i < 4; i++) | 278 | // Get handles to all of the texture data arrays |
320 | if (detailTexture[i] != null) | 279 | BitmapData[] datas = new BitmapData[] |
321 | detailTexture[i].Dispose(); | 280 | { |
281 | detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat), | ||
282 | detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat), | ||
283 | detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat), | ||
284 | detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) | ||
285 | }; | ||
286 | |||
287 | // Compute size of each pixel data (used to address into the pixel data array) | ||
288 | int[] comps = new int[] | ||
289 | { | ||
290 | (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, | ||
291 | (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, | ||
292 | (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, | ||
293 | (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3 | ||
294 | }; | ||
295 | |||
296 | for (int y = 0; y < 256; y++) | ||
297 | { | ||
298 | for (int x = 0; x < 256; x++) | ||
299 | { | ||
300 | float layer = layermap[x, y]; | ||
301 | |||
302 | // Select two textures | ||
303 | int l0 = (int)Math.Floor(layer); | ||
304 | int l1 = Math.Min(l0 + 1, 3); | ||
305 | |||
306 | byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0]; | ||
307 | byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1]; | ||
308 | byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3; | ||
309 | |||
310 | float aB = *(ptrA + 0); | ||
311 | float aG = *(ptrA + 1); | ||
312 | float aR = *(ptrA + 2); | ||
313 | |||
314 | float bB = *(ptrB + 0); | ||
315 | float bG = *(ptrB + 1); | ||
316 | float bR = *(ptrB + 2); | ||
317 | |||
318 | float layerDiff = layer - l0; | ||
319 | |||
320 | // Interpolate between the two selected textures | ||
321 | *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB)); | ||
322 | *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG)); | ||
323 | *(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR)); | ||
324 | } | ||
325 | } | ||
326 | |||
327 | for (int i = 0; i < detailTexture.Length; i++) | ||
328 | detailTexture[i].UnlockBits(datas[i]); | ||
322 | } | 329 | } |
323 | 330 | ||
331 | for (int i = 0; i < detailTexture.Length; i++) | ||
332 | if (detailTexture[i] != null) | ||
333 | detailTexture[i].Dispose(); | ||
334 | |||
324 | output.UnlockBits(outputData); | 335 | output.UnlockBits(outputData); |
325 | 336 | ||
326 | // We generated the texture upside down, so flip it | 337 | // We generated the texture upside down, so flip it |
@@ -331,6 +342,17 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap | |||
331 | return output; | 342 | return output; |
332 | } | 343 | } |
333 | 344 | ||
345 | public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight) | ||
346 | { | ||
347 | m_log.DebugFormat("{0} ResizeBitmap. From <{1},{2}> to <{3},{4}>", | ||
348 | LogHeader, b.Width, b.Height, nWidth, nHeight); | ||
349 | Bitmap result = new Bitmap(nWidth, nHeight); | ||
350 | using (Graphics g = Graphics.FromImage(result)) | ||
351 | g.DrawImage(b, 0, 0, nWidth, nHeight); | ||
352 | b.Dispose(); | ||
353 | return result; | ||
354 | } | ||
355 | |||
334 | public static Bitmap SplatSimple(float[] heightmap) | 356 | public static Bitmap SplatSimple(float[] heightmap) |
335 | { | 357 | { |
336 | const float BASE_HSV_H = 93f / 360f; | 358 | const float BASE_HSV_H = 93f / 360f; |