From 2b0de66216ca57cf2eac52e777bb362023f8f30a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 6 Jun 2012 04:11:16 +0100 Subject: Actively dispose of Bitmaps in Warp3D image module and world map module once we've finished with them. This might help with memory leakage issues though I suspect it won't. --- .../CoreModules/World/Warp3DMap/MapImageModule.cs | 76 +++-- .../CoreModules/World/Warp3DMap/TerrainSplat.cs | 380 +++++++++++---------- .../CoreModules/World/WorldMap/WorldMapModule.cs | 7 +- 3 files changed, 248 insertions(+), 215 deletions(-) diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs index 4f4e296..3538b46 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs @@ -204,7 +204,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap Bitmap bitmap = renderer.Scene.getImage(); if (m_useAntiAliasing) - bitmap = ImageUtils.ResizeImage(bitmap, viewport.Width, viewport.Height); + { + using (Bitmap origBitmap = bitmap) + bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height); + } return bitmap; } @@ -318,8 +321,17 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap uint globalX, globalY; Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); - Bitmap image = TerrainSplat.Splat(heightmap, textureIDs, startHeights, heightRanges, new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain); - warp_Texture texture = new warp_Texture(image); + warp_Texture texture; + + using ( + Bitmap image + = TerrainSplat.Splat( + heightmap, textureIDs, startHeights, heightRanges, + new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain)) + { + texture = new warp_Texture(image); + } + warp_Material material = new warp_Material(texture); material.setReflectivity(50); renderer.Scene.addMaterial("TerrainColor", material); @@ -546,42 +558,46 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap { try { - Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream); - width = bitmap.Width; - height = bitmap.Height; + int pixelBytes; - BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat); - int pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4; - - // Sum up the individual channels - unsafe + using (Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream)) { - if (pixelBytes == 4) + width = bitmap.Width; + height = bitmap.Height; + + BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat); + pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4; + + // Sum up the individual channels + unsafe { - for (int y = 0; y < height; y++) + if (pixelBytes == 4) { - byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); - - for (int x = 0; x < width; x++) + for (int y = 0; y < height; y++) { - b += row[x * pixelBytes + 0]; - g += row[x * pixelBytes + 1]; - r += row[x * pixelBytes + 2]; - a += row[x * pixelBytes + 3]; + byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); + + for (int x = 0; x < width; x++) + { + b += row[x * pixelBytes + 0]; + g += row[x * pixelBytes + 1]; + r += row[x * pixelBytes + 2]; + a += row[x * pixelBytes + 3]; + } } } - } - else - { - for (int y = 0; y < height; y++) + else { - byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); - - for (int x = 0; x < width; x++) + for (int y = 0; y < height; y++) { - b += row[x * pixelBytes + 0]; - g += row[x * pixelBytes + 1]; - r += row[x * pixelBytes + 2]; + byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); + + for (int x = 0; x < width; x++) + { + b += row[x * pixelBytes + 0]; + g += row[x * pixelBytes + 1]; + r += row[x * pixelBytes + 2]; + } } } } diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs index 7bf675d..91252f7 100644 --- a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs +++ b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs @@ -84,218 +84,234 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap Debug.Assert(heightRanges.Length == 4); Bitmap[] detailTexture = new Bitmap[4]; + Bitmap output = null; + BitmapData outputData = null; - if (textureTerrain) + try { - // Swap empty terrain textureIDs with default IDs - for (int i = 0; i < textureIDs.Length; i++) + if (textureTerrain) { - if (textureIDs[i] == UUID.Zero) - textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i]; - } - - #region Texture Fetching - - if (assetService != null) - { - for (int i = 0; i < 4; i++) + // Swap empty terrain textureIDs with default IDs + for (int i = 0; i < textureIDs.Length; i++) { - AssetBase asset; - UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]); - - // Try to fetch a cached copy of the decoded/resized version of this texture - asset = assetService.GetCached(cacheID.ToString()); - if (asset != null) - { - try - { - using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data)) - detailTexture[i] = (Bitmap)Image.FromStream(stream); - } - catch (Exception ex) - { - m_log.Warn("Failed to decode cached terrain texture " + cacheID + - " (textureID: " + textureIDs[i] + "): " + ex.Message); - } - } - - if (detailTexture[i] == null) + if (textureIDs[i] == UUID.Zero) + textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i]; + } + + #region Texture Fetching + + if (assetService != null) + { + for (int i = 0; i < 4; i++) { - // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG - asset = assetService.Get(textureIDs[i].ToString()); + AssetBase asset; + UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]); + + // Try to fetch a cached copy of the decoded/resized version of this texture + asset = assetService.GetCached(cacheID.ToString()); if (asset != null) { - try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); } + try + { + using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data)) + detailTexture[i] = (Bitmap)Image.FromStream(stream); + } catch (Exception ex) { - m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message); + m_log.Warn("Failed to decode cached terrain texture " + cacheID + + " (textureID: " + textureIDs[i] + "): " + ex.Message); } } - - if (detailTexture[i] != null) + + if (detailTexture[i] == null) { - Bitmap bitmap = detailTexture[i]; - - // Make sure this texture is the correct size, otherwise resize - if (bitmap.Width != 256 || bitmap.Height != 256) - bitmap = ImageUtils.ResizeImage(bitmap, 256, 256); - - // Save the decoded and resized texture to the cache - byte[] data; - using (System.IO.MemoryStream stream = new System.IO.MemoryStream()) + // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG + asset = assetService.Get(textureIDs[i].ToString()); + if (asset != null) { - bitmap.Save(stream, ImageFormat.Png); - data = stream.ToArray(); + try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); } + catch (Exception ex) + { + m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message); + } } - - // Cache a PNG copy of this terrain texture - AssetBase newAsset = new AssetBase + + if (detailTexture[i] != null) { - Data = data, - Description = "PNG", - Flags = AssetFlags.Collectable, - FullID = cacheID, - ID = cacheID.ToString(), - Local = true, - Name = String.Empty, - Temporary = true, - Type = (sbyte)AssetType.Unknown - }; - newAsset.Metadata.ContentType = "image/png"; - assetService.Store(newAsset); + Bitmap bitmap = detailTexture[i]; + + // Make sure this texture is the correct size, otherwise resize + if (bitmap.Width != 256 || bitmap.Height != 256) + { + using (Bitmap origBitmap = bitmap) + { + bitmap = ImageUtils.ResizeImage(origBitmap, 256, 256); + } + } + + // Save the decoded and resized texture to the cache + byte[] data; + using (System.IO.MemoryStream stream = new System.IO.MemoryStream()) + { + bitmap.Save(stream, ImageFormat.Png); + data = stream.ToArray(); + } + + // Cache a PNG copy of this terrain texture + AssetBase newAsset = new AssetBase + { + Data = data, + Description = "PNG", + Flags = AssetFlags.Collectable, + FullID = cacheID, + ID = cacheID.ToString(), + Local = true, + Name = String.Empty, + Temporary = true, + Type = (sbyte)AssetType.Unknown + }; + newAsset.Metadata.ContentType = "image/png"; + assetService.Store(newAsset); + } } } } + + #endregion Texture Fetching } - - #endregion Texture Fetching - } - - // Fill in any missing textures with a solid color - for (int i = 0; i < 4; i++) - { - if (detailTexture[i] == null) + + // Fill in any missing textures with a solid color + for (int i = 0; i < 4; i++) { - // Create a solid color texture for this layer - detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb); - using (Graphics gfx = Graphics.FromImage(detailTexture[i])) + if (detailTexture[i] == null) { - using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i])) - gfx.FillRectangle(brush, 0, 0, 256, 256); + // Create a solid color texture for this layer + detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb); + using (Graphics gfx = Graphics.FromImage(detailTexture[i])) + { + using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i])) + gfx.FillRectangle(brush, 0, 0, 256, 256); + } } } - } - - #region Layer Map - - float[] layermap = new float[256 * 256]; - - for (int y = 0; y < 256; y++) - { - for (int x = 0; x < 256; x++) - { - float height = heightmap[y * 256 + x]; - - float pctX = (float)x / 255f; - float pctY = (float)y / 255f; - - // Use bilinear interpolation between the four corners of start height and - // height range to select the current values at this position - float startHeight = ImageUtils.Bilinear( - startHeights[0], - startHeights[2], - startHeights[1], - startHeights[3], - pctX, pctY); - startHeight = Utils.Clamp(startHeight, 0f, 255f); - - float heightRange = ImageUtils.Bilinear( - heightRanges[0], - heightRanges[2], - heightRanges[1], - heightRanges[3], - pctX, pctY); - heightRange = Utils.Clamp(heightRange, 0f, 255f); - - // Generate two frequencies of perlin noise based on our global position - // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting - Vector3 vec = new Vector3 - ( - ((float)regionPosition.X + x) * 0.20319f, - ((float)regionPosition.Y + y) * 0.20319f, - height * 0.25f - ); - - float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f; - float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f; - float noise = (lowFreq + highFreq) * 2f; - - // Combine the current height, generated noise, start height, and height range parameters, then scale all of it - float layer = ((height + noise - startHeight) / heightRange) * 4f; - if (Single.IsNaN(layer)) layer = 0f; - layermap[y * 256 + x] = Utils.Clamp(layer, 0f, 3f); - } - } - - #endregion Layer Map - - #region Texture Compositing - - Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb); - BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); - - unsafe - { - // Get handles to all of the texture data arrays - BitmapData[] datas = new BitmapData[] - { - detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat), - detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat), - detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat), - detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) - }; - - int[] comps = new int[] - { - (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, - (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, - (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, - (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3 - }; - + + #region Layer Map + + float[] layermap = new float[256 * 256]; + for (int y = 0; y < 256; y++) { for (int x = 0; x < 256; x++) { - float layer = layermap[y * 256 + x]; - - // Select two textures - int l0 = (int)Math.Floor(layer); - int l1 = Math.Min(l0 + 1, 3); - - byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0]; - byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1]; - byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3; - - float aB = *(ptrA + 0); - float aG = *(ptrA + 1); - float aR = *(ptrA + 2); - - float bB = *(ptrB + 0); - float bG = *(ptrB + 1); - float bR = *(ptrB + 2); - - float layerDiff = layer - l0; - - // Interpolate between the two selected textures - *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB)); - *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG)); - *(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR)); + float height = heightmap[y * 256 + x]; + + float pctX = (float)x / 255f; + float pctY = (float)y / 255f; + + // Use bilinear interpolation between the four corners of start height and + // height range to select the current values at this position + float startHeight = ImageUtils.Bilinear( + startHeights[0], + startHeights[2], + startHeights[1], + startHeights[3], + pctX, pctY); + startHeight = Utils.Clamp(startHeight, 0f, 255f); + + float heightRange = ImageUtils.Bilinear( + heightRanges[0], + heightRanges[2], + heightRanges[1], + heightRanges[3], + pctX, pctY); + heightRange = Utils.Clamp(heightRange, 0f, 255f); + + // Generate two frequencies of perlin noise based on our global position + // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting + Vector3 vec = new Vector3 + ( + ((float)regionPosition.X + x) * 0.20319f, + ((float)regionPosition.Y + y) * 0.20319f, + height * 0.25f + ); + + float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f; + float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f; + float noise = (lowFreq + highFreq) * 2f; + + // Combine the current height, generated noise, start height, and height range parameters, then scale all of it + float layer = ((height + noise - startHeight) / heightRange) * 4f; + if (Single.IsNaN(layer)) layer = 0f; + layermap[y * 256 + x] = Utils.Clamp(layer, 0f, 3f); } } - + + #endregion Layer Map + + #region Texture Compositing + + output = new Bitmap(256, 256, PixelFormat.Format24bppRgb); + outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); + + unsafe + { + // Get handles to all of the texture data arrays + BitmapData[] datas = new BitmapData[] + { + detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat), + detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat), + detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat), + detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) + }; + + int[] comps = new int[] + { + (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, + (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, + (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, + (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3 + }; + + for (int y = 0; y < 256; y++) + { + for (int x = 0; x < 256; x++) + { + float layer = layermap[y * 256 + x]; + + // Select two textures + int l0 = (int)Math.Floor(layer); + int l1 = Math.Min(l0 + 1, 3); + + byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0]; + byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1]; + byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3; + + float aB = *(ptrA + 0); + float aG = *(ptrA + 1); + float aR = *(ptrA + 2); + + float bB = *(ptrB + 0); + float bG = *(ptrB + 1); + float bR = *(ptrB + 2); + + float layerDiff = layer - l0; + + // Interpolate between the two selected textures + *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB)); + *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG)); + *(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR)); + } + } + + for (int i = 0; i < 4; i++) + detailTexture[i].UnlockBits(datas[i]); + } + } + finally + { for (int i = 0; i < 4; i++) - detailTexture[i].UnlockBits(datas[i]); + if (detailTexture[i] != null) + detailTexture[i].Dispose(); } output.UnlockBits(outputData); diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs index 2335bea..c1c6b49 100644 --- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs +++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs @@ -1343,14 +1343,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap if (terrain == null) return; + m_log.DebugFormat("[WORLDMAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName); + byte[] data = terrain.WriteJpeg2000Image(); if (data == null) return; byte[] overlay = GenerateOverlay(); - m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE"); - UUID terrainImageID = UUID.Random(); UUID parcelImageID = UUID.Zero; @@ -1365,7 +1365,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap asset.Flags = AssetFlags.Maptile; // Store the new one - m_log.DebugFormat("[WORLDMAP]: Storing map tile {0}", asset.ID); + m_log.DebugFormat("[WORLDMAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName); + m_scene.AssetService.Store(asset); if (overlay != null) -- cgit v1.1