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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Drawing;
31using System.Drawing.Imaging;
32using System.IO;
33using System.Reflection;
34using CSJ2K;
35using Nini.Config;
36using log4net;
37using Rednettle.Warp3D;
38using OpenMetaverse;
39using OpenMetaverse.Imaging;
40using OpenMetaverse.Rendering;
41using OpenMetaverse.StructuredData;
42using OpenSim.Framework;
43using OpenSim.Region.Framework.Interfaces;
44using OpenSim.Region.Framework.Scenes;
45using OpenSim.Region.Physics.Manager;
46using OpenSim.Services.Interfaces;
47
48using WarpRenderer = global::Warp3D.Warp3D;
49
50namespace OpenSim.Region.CoreModules.World.Warp3DMap
51{
52 public class Warp3DImageModule : IMapImageGenerator, INonSharedRegionModule
53 {
54 private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3");
55 private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216);
56
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
60 private Scene m_scene;
61 private IRendering m_primMesher;
62 private IConfigSource m_config;
63 private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>();
64 private bool m_useAntiAliasing = false; // TODO: Make this a config option
65 private bool m_Enabled = false;
66
67 #region IRegionModule Members
68
69 public void Initialise(IConfigSource source)
70 {
71 m_config = source;
72
73 IConfig startupConfig = m_config.Configs["Startup"];
74 if (startupConfig.GetString("MapImageModule", "MapImageModule") != "Warp3DImageModule")
75 return;
76
77 m_Enabled = true;
78 }
79
80 public void AddRegion(Scene scene)
81 {
82 if (!m_Enabled)
83 return;
84
85 m_scene = scene;
86
87 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
88 if (renderers.Count > 0)
89 {
90 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
91 m_log.Debug("[MAPTILE]: Loaded prim mesher " + m_primMesher.ToString());
92 }
93 else
94 {
95 m_log.Debug("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
96 }
97
98 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
99 }
100
101 public void RegionLoaded(Scene scene)
102 {
103 }
104
105 public void RemoveRegion(Scene scene)
106 {
107 }
108
109 public void Close()
110 {
111 }
112
113 public string Name
114 {
115 get { return "Warp3DImageModule"; }
116 }
117
118 public Type ReplaceableInterface
119 {
120 get { return null; }
121 }
122
123 #endregion
124
125 #region IMapImageGenerator Members
126
127 public Bitmap CreateMapTile()
128 {
129 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
130 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
131 return CreateMapTile(viewport, false);
132 }
133
134 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
135 {
136 Viewport viewport = new Viewport(camPos, camDir, fov, (float)Constants.RegionSize, 0.1f, width, height);
137 return CreateMapTile(viewport, useTextures);
138 }
139
140 public Bitmap CreateMapTile(Viewport viewport, bool useTextures)
141 {
142 bool drawPrimVolume = true;
143 bool textureTerrain = true;
144
145 try
146 {
147 IConfig startupConfig = m_config.Configs["Startup"];
148 drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
149 textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
150 }
151 catch
152 {
153 m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
154 }
155
156 m_colors.Clear();
157
158 int width = viewport.Width;
159 int height = viewport.Height;
160
161 if (m_useAntiAliasing)
162 {
163 width *= 2;
164 height *= 2;
165 }
166
167 WarpRenderer renderer = new WarpRenderer();
168 renderer.CreateScene(width, height);
169 renderer.Scene.autoCalcNormals = false;
170
171 #region Camera
172
173 warp_Vector pos = ConvertVector(viewport.Position);
174 pos.z -= 0.001f; // Works around an issue with the Warp3D camera
175 warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection));
176
177 renderer.Scene.defaultCamera.setPos(pos);
178 renderer.Scene.defaultCamera.lookAt(lookat);
179
180 if (viewport.Orthographic)
181 {
182 renderer.Scene.defaultCamera.isOrthographic = true;
183 renderer.Scene.defaultCamera.orthoViewWidth = viewport.OrthoWindowWidth;
184 renderer.Scene.defaultCamera.orthoViewHeight = viewport.OrthoWindowHeight;
185 }
186 else
187 {
188 float fov = viewport.FieldOfView;
189 fov *= 1.75f; // FIXME: ???
190 renderer.Scene.defaultCamera.setFov(fov);
191 }
192
193 #endregion Camera
194
195 renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(1.0f, 0.5f, 1f), 0xffffff, 0, 320, 40));
196 renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40));
197
198 CreateWater(renderer);
199 CreateTerrain(renderer, textureTerrain);
200 if (drawPrimVolume)
201 CreateAllPrims(renderer, useTextures);
202
203 renderer.Render();
204 Bitmap bitmap = renderer.Scene.getImage();
205
206 if (m_useAntiAliasing)
207 {
208 using (Bitmap origBitmap = bitmap)
209 bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height);
210 }
211
212 return bitmap;
213 }
214
215 public byte[] WriteJpeg2000Image()
216 {
217 try
218 {
219 using (Bitmap mapbmp = CreateMapTile())
220 return OpenJPEG.EncodeFromImage(mapbmp, true);
221 }
222 catch (Exception e)
223 {
224 // JPEG2000 encoder failed
225 m_log.Error("[MAPTILE]: Failed generating terrain map: " + e);
226 }
227
228 return null;
229 }
230
231 #endregion
232
233 #region Rendering Methods
234
235 private void CreateWater(WarpRenderer renderer)
236 {
237 float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
238
239 renderer.AddPlane("Water", 256f * 0.5f);
240 renderer.Scene.sceneobject("Water").setPos(127.5f, waterHeight, 127.5f);
241
242 renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR));
243 renderer.Scene.material("WaterColor").setReflectivity(0); // match water color with standard map module thanks lkalif
244 renderer.Scene.material("WaterColor").setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
245 renderer.SetObjectMaterial("Water", "WaterColor");
246 }
247
248 private void CreateTerrain(WarpRenderer renderer, bool textureTerrain)
249 {
250 ITerrainChannel terrain = m_scene.Heightmap;
251 float[] heightmap = terrain.GetFloatsSerialised();
252
253 warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2);
254
255 for (int y = 0; y < 256; y++)
256 {
257 for (int x = 0; x < 256; x++)
258 {
259 int v = y * 256 + x;
260 float height = heightmap[v];
261
262 warp_Vector pos = ConvertVector(new Vector3(x, y, height));
263 obj.addVertex(new warp_Vertex(pos, (float)x / 255f, (float)(255 - y) / 255f));
264 }
265 }
266
267 for (int y = 0; y < 256; y++)
268 {
269 for (int x = 0; x < 256; x++)
270 {
271 if (x < 255 && y < 255)
272 {
273 int v = y * 256 + x;
274
275 // Normal
276 Vector3 v1 = new Vector3(x, y, heightmap[y * 256 + x]);
277 Vector3 v2 = new Vector3(x + 1, y, heightmap[y * 256 + x + 1]);
278 Vector3 v3 = new Vector3(x, y + 1, heightmap[(y + 1) * 256 + x]);
279 warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3));
280 norm = norm.reverse();
281 obj.vertex(v).n = norm;
282
283 // Triangle 1
284 obj.addTriangle(
285 v,
286 v + 1,
287 v + 256);
288
289 // Triangle 2
290 obj.addTriangle(
291 v + 256 + 1,
292 v + 256,
293 v + 1);
294 }
295 }
296 }
297
298 renderer.Scene.addObject("Terrain", obj);
299
300 UUID[] textureIDs = new UUID[4];
301 float[] startHeights = new float[4];
302 float[] heightRanges = new float[4];
303
304 RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
305
306 textureIDs[0] = regionInfo.TerrainTexture1;
307 textureIDs[1] = regionInfo.TerrainTexture2;
308 textureIDs[2] = regionInfo.TerrainTexture3;
309 textureIDs[3] = regionInfo.TerrainTexture4;
310
311 startHeights[0] = (float)regionInfo.Elevation1SW;
312 startHeights[1] = (float)regionInfo.Elevation1NW;
313 startHeights[2] = (float)regionInfo.Elevation1SE;
314 startHeights[3] = (float)regionInfo.Elevation1NE;
315
316 heightRanges[0] = (float)regionInfo.Elevation2SW;
317 heightRanges[1] = (float)regionInfo.Elevation2NW;
318 heightRanges[2] = (float)regionInfo.Elevation2SE;
319 heightRanges[3] = (float)regionInfo.Elevation2NE;
320
321 uint globalX, globalY;
322 Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
323
324 warp_Texture texture;
325
326 using (
327 Bitmap image
328 = TerrainSplat.Splat(
329 heightmap, textureIDs, startHeights, heightRanges,
330 new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
331 {
332 texture = new warp_Texture(image);
333 }
334
335 warp_Material material = new warp_Material(texture);
336 material.setReflectivity(50);
337 renderer.Scene.addMaterial("TerrainColor", material);
338 renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
339 renderer.SetObjectMaterial("Terrain", "TerrainColor");
340 }
341
342 private void CreateAllPrims(WarpRenderer renderer, bool useTextures)
343 {
344 if (m_primMesher == null)
345 return;
346
347 m_scene.ForEachSOG(
348 delegate(SceneObjectGroup group)
349 {
350 CreatePrim(renderer, group.RootPart, useTextures);
351 foreach (SceneObjectPart child in group.Parts)
352 CreatePrim(renderer, child, useTextures);
353 }
354 );
355 }
356
357 private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim,
358 bool useTextures)
359 {
360 const float MIN_SIZE = 2f;
361
362 if ((PCode)prim.Shape.PCode != PCode.Prim)
363 return;
364 if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE)
365 return;
366
367 Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
368 FacetedMesh renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
369 if (renderMesh == null)
370 return;
371
372 warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
373 warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset);
374
375 warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
376
377 if (prim.ParentID != 0)
378 {
379 SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId);
380 if (group != null)
381 m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset)));
382 }
383
384 warp_Vector primScale = ConvertVector(prim.Scale);
385
386 string primID = prim.UUID.ToString();
387
388 // Create the prim faces
389 // TODO: Implement the useTextures flag behavior
390 for (int i = 0; i < renderMesh.Faces.Count; i++)
391 {
392 Face face = renderMesh.Faces[i];
393 string meshName = primID + "-Face-" + i.ToString();
394
395 // Avoid adding duplicate meshes to the scene
396 if (renderer.Scene.objectData.ContainsKey(meshName))
397 {
398 continue;
399 }
400
401 warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3);
402
403 for (int j = 0; j < face.Vertices.Count; j++)
404 {
405 Vertex v = face.Vertices[j];
406
407 warp_Vector pos = ConvertVector(v.Position);
408 warp_Vector norm = ConvertVector(v.Normal);
409
410 if (prim.Shape.SculptTexture == UUID.Zero)
411 norm = norm.reverse();
412 warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y);
413
414 faceObj.addVertex(vert);
415 }
416
417 for (int j = 0; j < face.Indices.Count; j += 3)
418 {
419 faceObj.addTriangle(
420 face.Indices[j + 0],
421 face.Indices[j + 1],
422 face.Indices[j + 2]);
423 }
424
425 Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
426 Color4 faceColor = GetFaceColor(teFace);
427 string materialName = GetOrCreateMaterial(renderer, faceColor);
428
429 faceObj.transform(m);
430 faceObj.setPos(primPos);
431 faceObj.scaleSelf(primScale.x, primScale.y, primScale.z);
432
433 renderer.Scene.addObject(meshName, faceObj);
434
435 renderer.SetObjectMaterial(meshName, materialName);
436 }
437 }
438
439 private Color4 GetFaceColor(Primitive.TextureEntryFace face)
440 {
441 Color4 color;
442
443 if (face.TextureID == UUID.Zero)
444 return face.RGBA;
445
446 if (!m_colors.TryGetValue(face.TextureID, out color))
447 {
448 bool fetched = false;
449
450 // Attempt to fetch the texture metadata
451 UUID metadataID = UUID.Combine(face.TextureID, TEXTURE_METADATA_MAGIC);
452 AssetBase metadata = m_scene.AssetService.GetCached(metadataID.ToString());
453 if (metadata != null)
454 {
455 OSDMap map = null;
456 try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { }
457
458 if (map != null)
459 {
460 color = map["X-JPEG2000-RGBA"].AsColor4();
461 fetched = true;
462 }
463 }
464
465 if (!fetched)
466 {
467 // Fetch the texture, decode and get the average color,
468 // then save it to a temporary metadata asset
469 AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
470 if (textureAsset != null)
471 {
472 int width, height;
473 color = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height);
474
475 OSDMap data = new OSDMap { { "X-JPEG2000-RGBA", OSD.FromColor4(color) } };
476 metadata = new AssetBase
477 {
478 Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)),
479 Description = "Metadata for JPEG2000 texture " + face.TextureID.ToString(),
480 Flags = AssetFlags.Collectable,
481 FullID = metadataID,
482 ID = metadataID.ToString(),
483 Local = true,
484 Temporary = true,
485 Name = String.Empty,
486 Type = (sbyte)AssetType.Unknown
487 };
488 m_scene.AssetService.Store(metadata);
489 }
490 else
491 {
492 color = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
493 }
494 }
495
496 m_colors[face.TextureID] = color;
497 }
498
499 return color * face.RGBA;
500 }
501
502 private string GetOrCreateMaterial(WarpRenderer renderer, Color4 color)
503 {
504 string name = color.ToString();
505
506 warp_Material material = renderer.Scene.material(name);
507 if (material != null)
508 return name;
509
510 renderer.AddMaterial(name, ConvertColor(color));
511 if (color.A < 1f)
512 renderer.Scene.material(name).setTransparency((byte)((1f - color.A) * 255f));
513 return name;
514 }
515
516 #endregion Rendering Methods
517
518 #region Static Helpers
519
520 private static warp_Vector ConvertVector(Vector3 vector)
521 {
522 return new warp_Vector(vector.X, vector.Z, vector.Y);
523 }
524
525 private static warp_Quaternion ConvertQuaternion(Quaternion quat)
526 {
527 return new warp_Quaternion(quat.X, quat.Z, quat.Y, -quat.W);
528 }
529
530 private static int ConvertColor(Color4 color)
531 {
532 int c = warp_Color.getColor((byte)(color.R * 255f), (byte)(color.G * 255f), (byte)(color.B * 255f));
533 if (color.A < 1f)
534 c |= (byte)(color.A * 255f) << 24;
535
536 return c;
537 }
538
539 private static Vector3 SurfaceNormal(Vector3 c1, Vector3 c2, Vector3 c3)
540 {
541 Vector3 edge1 = new Vector3(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
542 Vector3 edge2 = new Vector3(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
543
544 Vector3 normal = Vector3.Cross(edge1, edge2);
545 normal.Normalize();
546
547 return normal;
548 }
549
550 public static Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height)
551 {
552 ulong r = 0;
553 ulong g = 0;
554 ulong b = 0;
555 ulong a = 0;
556
557 using (MemoryStream stream = new MemoryStream(j2kData))
558 {
559 try
560 {
561 int pixelBytes;
562
563 using (Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream))
564 {
565 width = bitmap.Width;
566 height = bitmap.Height;
567
568 BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
569 pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4;
570
571 // Sum up the individual channels
572 unsafe
573 {
574 if (pixelBytes == 4)
575 {
576 for (int y = 0; y < height; y++)
577 {
578 byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
579
580 for (int x = 0; x < width; x++)
581 {
582 b += row[x * pixelBytes + 0];
583 g += row[x * pixelBytes + 1];
584 r += row[x * pixelBytes + 2];
585 a += row[x * pixelBytes + 3];
586 }
587 }
588 }
589 else
590 {
591 for (int y = 0; y < height; y++)
592 {
593 byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
594
595 for (int x = 0; x < width; x++)
596 {
597 b += row[x * pixelBytes + 0];
598 g += row[x * pixelBytes + 1];
599 r += row[x * pixelBytes + 2];
600 }
601 }
602 }
603 }
604 }
605
606 // Get the averages for each channel
607 const decimal OO_255 = 1m / 255m;
608 decimal totalPixels = (decimal)(width * height);
609
610 decimal rm = ((decimal)r / totalPixels) * OO_255;
611 decimal gm = ((decimal)g / totalPixels) * OO_255;
612 decimal bm = ((decimal)b / totalPixels) * OO_255;
613 decimal am = ((decimal)a / totalPixels) * OO_255;
614
615 if (pixelBytes == 3)
616 am = 1m;
617
618 return new Color4((float)rm, (float)gm, (float)bm, (float)am);
619 }
620 catch (Exception ex)
621 {
622 m_log.WarnFormat("[MAPTILE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}", textureID, j2kData.Length, ex.Message);
623 width = 0;
624 height = 0;
625 return new Color4(0.5f, 0.5f, 0.5f, 1.0f);
626 }
627 }
628 }
629
630 #endregion Static Helpers
631 }
632
633 public static class ImageUtils
634 {
635 /// <summary>
636 /// Performs bilinear interpolation between four values
637 /// </summary>
638 /// <param name="v00">First, or top left value</param>
639 /// <param name="v01">Second, or top right value</param>
640 /// <param name="v10">Third, or bottom left value</param>
641 /// <param name="v11">Fourth, or bottom right value</param>
642 /// <param name="xPercent">Interpolation value on the X axis, between 0.0 and 1.0</param>
643 /// <param name="yPercent">Interpolation value on fht Y axis, between 0.0 and 1.0</param>
644 /// <returns>The bilinearly interpolated result</returns>
645 public static float Bilinear(float v00, float v01, float v10, float v11, float xPercent, float yPercent)
646 {
647 return Utils.Lerp(Utils.Lerp(v00, v01, xPercent), Utils.Lerp(v10, v11, xPercent), yPercent);
648 }
649
650 /// <summary>
651 /// Performs a high quality image resize
652 /// </summary>
653 /// <param name="image">Image to resize</param>
654 /// <param name="width">New width</param>
655 /// <param name="height">New height</param>
656 /// <returns>Resized image</returns>
657 public static Bitmap ResizeImage(Image image, int width, int height)
658 {
659 Bitmap result = new Bitmap(width, height);
660
661 using (Graphics graphics = Graphics.FromImage(result))
662 {
663 graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
664 graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
665 graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
666 graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
667
668 graphics.DrawImage(image, 0, 0, result.Width, result.Height);
669 }
670
671 return result;
672 }
673 }
674} \ No newline at end of file