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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.Framework;
40using OpenSim.Region.Environment.Interfaces;
41using OpenSim.Region.Environment.Scenes;
42using OpenSim.Region.Environment.Modules.World.Terrain;
43using libsecondlife;
44
45namespace OpenSim.Region.Environment.Modules.World.WorldMap
46{
47 // Hue, Saturation, Value; used for color-interpolation
48 struct HSV {
49 public float h;
50 public float s;
51 public float v;
52
53 public HSV(float h, float s, float v)
54 {
55 this.h = h;
56 this.s = s;
57 this.v = v;
58 }
59
60 // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
61 public HSV(Color c)
62 {
63 float r = c.R / 255f;
64 float g = c.G / 255f;
65 float b = c.B / 255f;
66 float max = Math.Max(Math.Max(r, g), b);
67 float min = Math.Min(Math.Min(r, g), b);
68 float diff = max - min;
69
70 if (max == min) h = 0f;
71 else if (max == r) h = (g - b) / diff * 60f;
72 else if (max == g) h = (b - r) / diff * 60f + 120f;
73 else h = (r - g) / diff * 60f + 240f;
74 if (h < 0f) h += 360f;
75
76 if (max == 0f) s = 0f;
77 else s = diff / max;
78
79 v = max;
80 }
81
82 // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
83 public Color toColor()
84 {
85 if(s < 0f) Console.WriteLine("S < 0: " + s);
86 else if(s > 1f) Console.WriteLine("S > 1: " + s);
87 if(v < 0f) Console.WriteLine("V < 0: " + v);
88 else if(v > 1f) Console.WriteLine("V > 1: " + v);
89
90 float f = h / 60f;
91 int sector = (int)f % 6;
92 f = f - (int)f;
93 int pi = (int)(v * (1f - s) * 255f);
94 int qi = (int)(v * (1f - s * f) * 255f);
95 int ti = (int)(v * (1f - (1f - f) * s) * 255f);
96 int vi = (int)(v * 255f);
97
98 switch(sector)
99 {
100 case 0:
101 return Color.FromArgb(vi, ti, pi);
102 case 1:
103 return Color.FromArgb(qi, vi, pi);
104 case 2:
105 return Color.FromArgb(pi, vi, ti);
106 case 3:
107 return Color.FromArgb(pi, qi, vi);
108 case 4:
109 return Color.FromArgb(ti, pi, vi);
110 default:
111 return Color.FromArgb(vi, pi, qi);
112 }
113 }
114 }
115
116 public class TexturedMapTileRenderer : IMapTileTerrainRenderer
117 {
118 #region Constants
119
120 private static readonly ILog m_log =
121 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
122
123 // some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank").
124 // The color-values were choosen because they "look right" (at least to me) ;-)
125 private static readonly LLUUID defaultTerrainTexture1 = new LLUUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
126 private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118);
127 private static readonly LLUUID defaultTerrainTexture2 = new LLUUID("63338ede-0037-c4fd-855b-015d77112fc8");
128 private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49);
129 private static readonly LLUUID defaultTerrainTexture3 = new LLUUID("303cd381-8560-7579-23f1-f0a880799740");
130 private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141);
131 private static readonly LLUUID defaultTerrainTexture4 = new LLUUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
132 private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
133 private static readonly LLUUID blankTerrainTexture = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f");
134
135 #endregion
136
137
138 private Scene m_scene;
139 // private IConfigSource m_config; // not used currently
140
141 // mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only
142 // added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in
143 // that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one.
144 // TODO does it make sense to use a "real" cache and regenerate missing entries on fetch?
145 private Dictionary<LLUUID, Color> m_mapping;
146
147
148 public void Initialise(Scene scene, IConfigSource source)
149 {
150 m_scene = scene;
151 // m_config = source; // not used currently
152 m_mapping = new Dictionary<LLUUID,Color>();
153 m_mapping.Add(defaultTerrainTexture1, defaultColor1);
154 m_mapping.Add(defaultTerrainTexture2, defaultColor2);
155 m_mapping.Add(defaultTerrainTexture3, defaultColor3);
156 m_mapping.Add(defaultTerrainTexture4, defaultColor4);
157 m_mapping.Add(blankTerrainTexture, Color.White);
158 }
159
160 #region Helpers
161 // This fetches the texture from the asset server synchroneously. That should be ok, as we
162 // call map-creation only in those places:
163 // - on start: We can wait here until the asset server returns the texture
164 // TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway)
165 // TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and
166 // will wait anyway)
167 private Bitmap fetchTexture(LLUUID id)
168 {
169 AssetBase asset = m_scene.AssetCache.GetAsset(id, true);
170 m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null);
171 if(asset == null) return null;
172 return new Bitmap(OpenJPEG.DecodeToImage(asset.Data));
173 }
174
175 // Compute the average color of a texture.
176 private Color computeAverageColor(Bitmap bmp)
177 {
178 // we have 256 x 256 pixel, each with 256 possible color-values per
179 // color-channel, so 2^24 is the maximum value we can get, adding everything.
180 // int is be big enough for that.
181 int r = 0, g = 0, b = 0;
182 for(int y = 0; y < bmp.Height; ++y)
183 {
184 for(int x = 0; x < bmp.Width; ++x)
185 {
186 Color c = bmp.GetPixel(x, y);
187 r += (int)c.R & 0xff;
188 g += (int)c.G & 0xff;
189 b += (int)c.B & 0xff;
190 }
191 }
192
193 int pixels = bmp.Width * bmp.Height;
194 return Color.FromArgb(r / pixels, g / pixels, b / pixels);
195 }
196
197 // return either the average color of the texture, or the defaultColor if the texturID is invalid
198 // or the texture couldn't be found
199 private Color computeAverageColor(LLUUID textureID, Color defaultColor) {
200 if (textureID == LLUUID.Zero) return defaultColor; // not set
201 if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
202
203 Bitmap bmp = fetchTexture(textureID);
204 Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
205 // store it for future reference
206 m_mapping[textureID] = color;
207
208 return color;
209 }
210
211 // S-curve: f(x) = 3x² - 2x³:
212 // f(0) = 0, f(0.5) = 0.5, f(1) = 1,
213 // f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5,
214 // f''(0.5) = 0, f''(x) != 0 for x != 0.5
215 private float S(float v) {
216 return (v * v * (3f - 2f * v));
217 }
218
219 // interpolate two colors in HSV space and return the resulting color
220 private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) {
221 if(ratio <= 0f) return c1;
222 if(ratio >= 1f) return c2;
223
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
226 // represented by that value
227 if(c1.h - c2.h > 180f) c1.h -= 360f;
228 else if(c2.h - c1.h > 180f) c1.h += 360f;
229
230 return new HSV(c1.h * (1f - ratio) + c2.h * ratio,
231 c1.s * (1f - ratio) + c2.s * ratio,
232 c1.v * (1f - ratio) + c2.v * ratio);
233 }
234
235 // the heigthfield might have some jumps in values. Rendered land is smooth, though,
236 // as a slope is rendered at that place. So average 4 neighbour values to emulate that.
237 private float getHeight(double[,] hm, int x, int y) {
238 if (x < 255 && y < 255)
239 return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112);
240 else
241 return (float)hm[x, y];
242 }
243 #endregion
244
245 public void TerrainToBitmap(Bitmap mapbmp)
246 {
247 int tc = System.Environment.TickCount;
248 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
249
250 // These textures should be in the AssetCache anyway, as every client conneting to this
251 // region needs them. Except on start, when the map is recreated (before anyone connected),
252 // and on change of the estate settings (textures and terrain values), when the map should
253 // be recreated.
254 RegionSettings settings = m_scene.RegionInfo.RegionSettings;
255
256 // the four terrain colors as HSVs for interpolation
257 HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1));
258 HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
259 HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
260 HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));
261
262 float levelNElow = (float)settings.Elevation1NE;
263 float levelNEhigh = (float)settings.Elevation2NE;
264
265 float levelNWlow = (float)settings.Elevation1NW;
266 float levelNWhigh = (float)settings.Elevation2NW;
267
268 float levelSElow = (float)settings.Elevation1SE;
269 float levelSEhigh = (float)settings.Elevation2SE;
270
271 float levelSWlow = (float)settings.Elevation1SW;
272 float levelSWhigh = (float)settings.Elevation2SW;
273
274 float waterHeight = (float)settings.WaterHeight;
275
276 double[,] hm = m_scene.Heightmap.GetDoubles();
277
278 for (int x = 0; x < 256; x++)
279 {
280 float columnRatio = x / 255f; // 0 - 1, for interpolation
281 for (int y = 0; y < 256; y++)
282 {
283 float rowRatio = y / 255f; // 0 - 1, for interpolation
284
285 // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
286 int yr = 255 - y;
287
288 float heightvalue = getHeight(hm, x, y);
289 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
290 heightvalue = 0;
291
292 if (heightvalue > waterHeight)
293 {
294 // add a bit noise for breaking up those flat colors:
295 // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast)
296 // - a small-scale noise, for bringing in some small scale variation
297 //float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0
298 //float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f;
299 //float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f;
300 float hmod =
301 heightvalue +
302 (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3
303 S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10
304
305 // find the low/high values for this point (interpolated bilinearily)
306 // (and remember, x=0,y=0 is SW)
307 float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) +
308 levelSElow * (1f - rowRatio) * columnRatio +
309 levelNWlow * rowRatio * (1f - columnRatio) +
310 levelNElow * rowRatio * columnRatio;
311 float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) +
312 levelSEhigh * (1f - rowRatio) * columnRatio +
313 levelNWhigh * rowRatio * (1f - columnRatio) +
314 levelNEhigh * rowRatio * columnRatio;
315 if (high < low)
316 {
317 // someone tried to fool us. High value should be higher than low every time
318 float tmp = high;
319 high = low;
320 low = tmp;
321 }
322
323 HSV hsv;
324 if(hmod <= low) hsv = hsv1; // too low
325 else if(hmod >= high) hsv = hsv4; // too high
326 else
327 {
328 // HSV-interpolate along the colors
329 // first, rescale h to 0.0 - 1.0
330 hmod = (hmod - low) / (high - low);
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);
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);
335 }
336
337 // Shade the terrain for shadows
338 if (x < 255 && y < 255)
339 {
340 float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there
341 if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
342 hfvaluecompare = 0f;
343
344 float hfdiff = heightvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
345 hfdiff *= 0.06f; // some random factor so "it looks good"
346 if (hfdiff > 0.02f)
347 {
348 float highlightfactor = 0.18f;
349 // NE is lower than here
350 // We have to desaturate and lighten the land at the same time
351 hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f;
352 hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f;
353 }
354 else if (hfdiff < -0.02f)
355 {
356 // here is lower than NE:
357 // We have to desaturate and blacken the land at the same time
358 hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f;
359 hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f;
360 }
361 }
362 mapbmp.SetPixel(x, yr, hsv.toColor());
363 }
364 else
365 {
366 // We're under the water level with the terrain, so paint water instead of land
367
368 heightvalue = waterHeight - heightvalue;
369 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
370 heightvalue = 0f;
371 else if (heightvalue > 19f)
372 heightvalue = 19f;
373 else if (heightvalue < 0f)
374 heightvalue = 0f;
375
376 heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0
377
378 Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
379 mapbmp.SetPixel(x, yr, water);
380 }
381 }
382 }
383 m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
384 }
385 }
386}