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-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs244
1 files changed, 0 insertions, 244 deletions
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs
deleted file mode 100644
index fef2ef3..0000000
--- a/OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs
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@@ -1,244 +0,0 @@
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.Drawing;
30using System.Reflection;
31using log4net;
32using Nini.Config;
33using OpenSim.Framework;
34using OpenSim.Region.Framework.Scenes;
35
36namespace OpenSim.Region.CoreModules.World.WorldMap
37{
38 public class ShadedMapTileRenderer : IMapTileTerrainRenderer
39 {
40 private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
41
42 private static readonly ILog m_log =
43 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
44
45 private Scene m_scene;
46 //private IConfigSource m_config; // not used currently
47
48 public void Initialise(Scene scene, IConfigSource config)
49 {
50 m_scene = scene;
51 // m_config = config; // not used currently
52 }
53
54 public void TerrainToBitmap(Bitmap mapbmp)
55 {
56 int tc = Environment.TickCount;
57 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
58
59 double[,] hm = m_scene.Heightmap.GetDoubles();
60 bool ShadowDebugContinue = true;
61
62 bool terraincorruptedwarningsaid = false;
63
64 float low = 255;
65 float high = 0;
66 for (int x = 0; x < (int)Constants.RegionSize; x++)
67 {
68 for (int y = 0; y < (int)Constants.RegionSize; y++)
69 {
70 float hmval = (float)hm[x, y];
71 if (hmval < low)
72 low = hmval;
73 if (hmval > high)
74 high = hmval;
75 }
76 }
77
78 float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
79
80 for (int x = 0; x < (int)Constants.RegionSize; x++)
81 {
82 for (int y = 0; y < (int)Constants.RegionSize; y++)
83 {
84 // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
85 int yr = ((int)Constants.RegionSize - 1) - y;
86
87 float heightvalue = (float)hm[x, y];
88
89 if (heightvalue > waterHeight)
90 {
91 // scale height value
92 // No, that doesn't scale it:
93 // heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue
94
95 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
96 heightvalue = 0;
97 else if (heightvalue > 255f)
98 heightvalue = 255f;
99 else if (heightvalue < 0f)
100 heightvalue = 0f;
101
102 Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
103
104 mapbmp.SetPixel(x, yr, color);
105
106 try
107 {
108 //X
109 // .
110 //
111 // Shade the terrain for shadows
112 if (x < ((int)Constants.RegionSize - 1) && yr < ((int)Constants.RegionSize - 1))
113 {
114 float hfvalue = (float)hm[x, y];
115 float hfvaluecompare = 0f;
116
117 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
118 {
119 hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
120 }
121 if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
122 hfvalue = 0f;
123
124 if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
125 hfvaluecompare = 0f;
126
127 float hfdiff = hfvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
128
129 int hfdiffi = 0;
130 int hfdiffihighlight = 0;
131 float highlightfactor = 0.18f;
132
133 try
134 {
135 // hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
136 hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1;
137 if (hfdiff % 1f != 0)
138 {
139 // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
140 hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1);
141 }
142
143 hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1;
144 if (hfdiff % 1f != 0)
145 {
146 // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
147 hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1);
148 }
149 }
150 catch (OverflowException)
151 {
152 m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
153 ShadowDebugContinue = false;
154 }
155
156 if (hfdiff > 0.3f)
157 {
158 // NE is lower than here
159 // We have to desaturate and lighten the land at the same time
160 // we use floats, colors use bytes, so shrink are space down to
161 // 0-255
162
163 if (ShadowDebugContinue)
164 {
165 int r = color.R;
166 int g = color.G;
167 int b = color.B;
168 color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255,
169 (g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255,
170 (b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255);
171 }
172 }
173 else if (hfdiff < -0.3f)
174 {
175 // here is lower than NE:
176 // We have to desaturate and blacken the land at the same time
177 // we use floats, colors use bytes, so shrink are space down to
178 // 0-255
179
180 if (ShadowDebugContinue)
181 {
182 if ((x - 1 > 0) && (yr + 1 < (int)Constants.RegionSize))
183 {
184 color = mapbmp.GetPixel(x - 1, yr + 1);
185 int r = color.R;
186 int g = color.G;
187 int b = color.B;
188 color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0,
189 (g - hfdiffi > 0) ? g - hfdiffi : 0,
190 (b - hfdiffi > 0) ? b - hfdiffi : 0);
191
192 mapbmp.SetPixel(x-1, yr+1, color);
193 }
194 }
195 }
196 }
197 }
198 catch (ArgumentException)
199 {
200 if (!terraincorruptedwarningsaid)
201 {
202 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);
203 terraincorruptedwarningsaid = true;
204 }
205 color = Color.Black;
206 mapbmp.SetPixel(x, yr, color);
207 }
208 }
209 else
210 {
211 // We're under the water level with the terrain, so paint water instead of land
212
213 // Y flip the cordinates
214 heightvalue = waterHeight - heightvalue;
215 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
216 heightvalue = 0f;
217 else if (heightvalue > 19f)
218 heightvalue = 19f;
219 else if (heightvalue < 0f)
220 heightvalue = 0f;
221
222 heightvalue = 100f - (heightvalue * 100f) / 19f;
223
224 try
225 {
226 mapbmp.SetPixel(x, yr, WATER_COLOR);
227 }
228 catch (ArgumentException)
229 {
230 if (!terraincorruptedwarningsaid)
231 {
232 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);
233 terraincorruptedwarningsaid = true;
234 }
235 Color black = Color.Black;
236 mapbmp.SetPixel(x, ((int)Constants.RegionSize - y) - 1, black);
237 }
238 }
239 }
240 }
241 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
242 }
243 }
244}