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-rw-r--r--OpenSim/Region/Environment/Modules/World/WorldMap/ShadedMapTileRenderer.cs254
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diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/ShadedMapTileRenderer.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/ShadedMapTileRenderer.cs
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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 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
28using System;
29using System.Collections;
30using System.Collections.Generic;
31using System.Drawing;
32using System.Drawing.Drawing2D;
33using System.Drawing.Imaging;
34using System.Reflection;
35using Axiom.Math;
36using Nini.Config;
37using log4net;
38using OpenJPEGNet;
39using OpenSim.Region.Environment.Interfaces;
40using OpenSim.Region.Environment.Scenes;
41using libsecondlife;
42
43namespace 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}