diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs index 957a1df..615befc 100644 --- a/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs +++ b/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs | |||
@@ -82,10 +82,10 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap | |||
82 | // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV) | 82 | // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV) |
83 | public Color toColor() | 83 | public Color toColor() |
84 | { | 84 | { |
85 | if(s < 0f) Console.WriteLine("S < 0: " + s); | 85 | if (s < 0f) Console.WriteLine("S < 0: " + s); |
86 | else if(s > 1f) Console.WriteLine("S > 1: " + s); | 86 | else if (s > 1f) Console.WriteLine("S > 1: " + s); |
87 | if(v < 0f) Console.WriteLine("V < 0: " + v); | 87 | if (v < 0f) Console.WriteLine("V < 0: " + v); |
88 | else if(v > 1f) Console.WriteLine("V > 1: " + v); | 88 | else if (v > 1f) Console.WriteLine("V > 1: " + v); |
89 | 89 | ||
90 | float f = h / 60f; | 90 | float f = h / 60f; |
91 | int sector = (int)f % 6; | 91 | int sector = (int)f % 6; |
@@ -95,7 +95,7 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap | |||
95 | int ti = (int)(v * (1f - (1f - f) * s) * 255f); | 95 | int ti = (int)(v * (1f - (1f - f) * s) * 255f); |
96 | int vi = (int)(v * 255f); | 96 | int vi = (int)(v * 255f); |
97 | 97 | ||
98 | switch(sector) | 98 | switch (sector) |
99 | { | 99 | { |
100 | case 0: | 100 | case 0: |
101 | return Color.FromArgb(vi, ti, pi); | 101 | return Color.FromArgb(vi, ti, pi); |
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap | |||
168 | { | 168 | { |
169 | AssetBase asset = m_scene.AssetCache.GetAsset(id, true); | 169 | AssetBase asset = m_scene.AssetCache.GetAsset(id, true); |
170 | m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null); | 170 | m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null); |
171 | if(asset == null) return null; | 171 | if (asset == null) return null; |
172 | return new Bitmap(OpenJPEG.DecodeToImage(asset.Data)); | 172 | return new Bitmap(OpenJPEG.DecodeToImage(asset.Data)); |
173 | } | 173 | } |
174 | 174 | ||
@@ -179,9 +179,9 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap | |||
179 | // color-channel, so 2^24 is the maximum value we can get, adding everything. | 179 | // color-channel, so 2^24 is the maximum value we can get, adding everything. |
180 | // int is be big enough for that. | 180 | // int is be big enough for that. |
181 | int r = 0, g = 0, b = 0; | 181 | int r = 0, g = 0, b = 0; |
182 | for(int y = 0; y < bmp.Height; ++y) | 182 | for (int y = 0; y < bmp.Height; ++y) |
183 | { | 183 | { |
184 | for(int x = 0; x < bmp.Width; ++x) | 184 | for (int x = 0; x < bmp.Width; ++x) |
185 | { | 185 | { |
186 | Color c = bmp.GetPixel(x, y); | 186 | Color c = bmp.GetPixel(x, y); |
187 | r += (int)c.R & 0xff; | 187 | r += (int)c.R & 0xff; |
@@ -218,14 +218,14 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap | |||
218 | 218 | ||
219 | // interpolate two colors in HSV space and return the resulting color | 219 | // interpolate two colors in HSV space and return the resulting color |
220 | private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) { | 220 | private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) { |
221 | if(ratio <= 0f) return c1; | 221 | if (ratio <= 0f) return c1; |
222 | if(ratio >= 1f) return c2; | 222 | if (ratio >= 1f) return c2; |
223 | 223 | ||
224 | // make sure we are on the same side on the hue-circle for interpolation | 224 | // make sure we are on the same side on the hue-circle for interpolation |
225 | // We change the hue of the parameters here, but we don't change the color | 225 | // We change the hue of the parameters here, but we don't change the color |
226 | // represented by that value | 226 | // represented by that value |
227 | if(c1.h - c2.h > 180f) c1.h -= 360f; | 227 | if (c1.h - c2.h > 180f) c1.h -= 360f; |
228 | else if(c2.h - c1.h > 180f) c1.h += 360f; | 228 | else if (c2.h - c1.h > 180f) c1.h += 360f; |
229 | 229 | ||
230 | return new HSV(c1.h * (1f - ratio) + c2.h * ratio, | 230 | return new HSV(c1.h * (1f - ratio) + c2.h * ratio, |
231 | c1.s * (1f - ratio) + c2.s * ratio, | 231 | c1.s * (1f - ratio) + c2.s * ratio, |
@@ -321,16 +321,16 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap | |||
321 | } | 321 | } |
322 | 322 | ||
323 | HSV hsv; | 323 | HSV hsv; |
324 | if(hmod <= low) hsv = hsv1; // too low | 324 | if (hmod <= low) hsv = hsv1; // too low |
325 | else if(hmod >= high) hsv = hsv4; // too high | 325 | else if (hmod >= high) hsv = hsv4; // too high |
326 | else | 326 | else |
327 | { | 327 | { |
328 | // HSV-interpolate along the colors | 328 | // HSV-interpolate along the colors |
329 | // first, rescale h to 0.0 - 1.0 | 329 | // first, rescale h to 0.0 - 1.0 |
330 | hmod = (hmod - low) / (high - low); | 330 | hmod = (hmod - low) / (high - low); |
331 | // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4 | 331 | // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4 |
332 | if(hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f); | 332 | if (hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f); |
333 | else if(hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f); | 333 | else if (hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f); |
334 | else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f); | 334 | else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f); |
335 | } | 335 | } |
336 | 336 | ||