From 0133619af291f691bba5871993e2b765879e64be Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Sat, 2 Oct 2010 17:02:02 -0700
Subject: Attempt at fixing mantis #5057 -- CPU pinned high with HGAssetBroker.
---
.../ServiceConnectorsOut/Asset/HGAssetBroker.cs | 55 +++++++++++++---------
1 file changed, 34 insertions(+), 21 deletions(-)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs
index 034e692..e31be21 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Asset/HGAssetBroker.cs
@@ -219,11 +219,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
else
asset = m_GridService.Get(id);
- if (asset != null)
- {
- if (m_Cache != null)
- m_Cache.Cache(asset);
- }
+ if (m_Cache != null)
+ m_Cache.Cache(asset);
return asset;
}
@@ -273,18 +270,10 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
}
if (IsHG(id))
- asset = m_HGService.Get(id);
+ return m_HGService.GetData(id);
else
- asset = m_GridService.Get(id);
-
- if (asset != null)
- {
- if (m_Cache != null)
- m_Cache.Cache(asset);
- return asset.Data;
- }
+ return m_GridService.GetData(id);
- return null;
}
public bool Get(string id, Object sender, AssetRetrieved handler)
@@ -304,7 +293,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
{
return m_HGService.Get(id, sender, delegate (string assetID, Object s, AssetBase a)
{
- if (a != null && m_Cache != null)
+ if (m_Cache != null)
m_Cache.Cache(a);
handler(assetID, s, a);
});
@@ -313,7 +302,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
{
return m_GridService.Get(id, sender, delegate (string assetID, Object s, AssetBase a)
{
- if (a != null && m_Cache != null)
+ if (m_Cache != null)
m_Cache.Cache(a);
handler(assetID, s, a);
});
@@ -331,12 +320,30 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
m_Cache.Cache(asset);
if (asset.Temporary || asset.Local)
+ {
+ if (m_Cache != null)
+ m_Cache.Cache(asset);
return asset.ID;
+ }
+ string id = string.Empty;
if (IsHG(asset.ID))
- return m_HGService.Store(asset);
+ id = m_HGService.Store(asset);
else
- return m_GridService.Store(asset);
+ id = m_GridService.Store(asset);
+
+ if (id != String.Empty)
+ {
+ // Placing this here, so that this work with old asset servers that don't send any reply back
+ // SynchronousRestObjectRequester returns somethins that is not an empty string
+ if (id != null)
+ asset.ID = id;
+
+ if (m_Cache != null)
+ m_Cache.Cache(asset);
+ }
+ return id;
+
}
public bool UpdateContent(string id, byte[] data)
@@ -363,10 +370,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
if (m_Cache != null)
m_Cache.Expire(id);
+ bool result = false;
if (IsHG(id))
- return m_HGService.Delete(id);
+ result = m_HGService.Delete(id);
else
- return m_GridService.Delete(id);
+ result = m_GridService.Delete(id);
+
+ if (result && m_Cache != null)
+ m_Cache.Expire(id);
+
+ return result;
}
#region IHyperAssetService
--
cgit v1.1
From ab4be3ffdfd8f68e5650077eeb75d155a0223f53 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sun, 3 Oct 2010 16:34:17 +0100
Subject: Initial port of the Warp3D map tile renderer
---
.../Resources/CoreModulePlugin.addin.xml | 1 +
.../World/WorldMap/IMapTileTerrainRenderer.cs | 39 --
.../CoreModules/World/WorldMap/MapImageModule.cs | 588 ---------------------
.../World/WorldMap/ShadedMapTileRenderer.cs | 244 ---------
.../World/WorldMap/TexturedMapTileRenderer.cs | 418 ---------------
.../CoreModules/World/WorldMap/WorldMapModule.cs | 2 +-
OpenSim/Region/Framework/Interfaces/ITerrain.cs | 4 +-
.../SimianGrid/SimianGridServiceConnector.cs | 2 +-
prebuild.xml | 3 +
9 files changed, 8 insertions(+), 1293 deletions(-)
delete mode 100644 OpenSim/Region/CoreModules/World/WorldMap/IMapTileTerrainRenderer.cs
delete mode 100644 OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs
delete mode 100644 OpenSim/Region/CoreModules/World/WorldMap/ShadedMapTileRenderer.cs
delete mode 100644 OpenSim/Region/CoreModules/World/WorldMap/TexturedMapTileRenderer.cs
diff --git a/OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml b/OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml
index ee07075..e85e4e9 100644
--- a/OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml
+++ b/OpenSim/Region/CoreModules/Resources/CoreModulePlugin.addin.xml
@@ -18,6 +18,7 @@
+
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/IMapTileTerrainRenderer.cs b/OpenSim/Region/CoreModules/World/WorldMap/IMapTileTerrainRenderer.cs
deleted file mode 100644
index de9bb1d..0000000
--- a/OpenSim/Region/CoreModules/World/WorldMap/IMapTileTerrainRenderer.cs
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System.Drawing;
-using Nini.Config;
-using OpenSim.Region.Framework.Scenes;
-
-namespace OpenSim.Region.CoreModules.World.WorldMap
-{
- public interface IMapTileTerrainRenderer
- {
- void Initialise(Scene scene, IConfigSource config);
- void TerrainToBitmap(Bitmap mapbmp);
- }
-}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs
deleted file mode 100644
index c83ac85..0000000
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapImageModule.cs
+++ /dev/null
@@ -1,588 +0,0 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Collections.Generic;
-using System.Drawing;
-using System.Reflection;
-using log4net;
-using Nini.Config;
-using OpenMetaverse;
-using OpenMetaverse.Imaging;
-using OpenSim.Framework;
-using OpenSim.Region.Framework.Interfaces;
-using OpenSim.Region.Framework.Scenes;
-
-namespace OpenSim.Region.CoreModules.World.WorldMap
-{
- public enum DrawRoutine
- {
- Rectangle,
- Polygon,
- Ellipse
- }
-
- public struct face
- {
- public Point[] pts;
- }
-
- public struct DrawStruct
- {
- public DrawRoutine dr;
- public Rectangle rect;
- public SolidBrush brush;
- public face[] trns;
- }
-
- public class MapImageModule : IMapImageGenerator, IRegionModule
- {
- private static readonly ILog m_log =
- LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- private Scene m_scene;
- private IConfigSource m_config;
- private IMapTileTerrainRenderer terrainRenderer;
-
- #region IMapImageGenerator Members
-
- public Bitmap CreateMapTile(string gradientmap)
- {
- bool drawPrimVolume = true;
- bool textureTerrain = false;
-
- try
- {
- IConfig startupConfig = m_config.Configs["Startup"];
- drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
- textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
- }
- catch
- {
- m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
- }
-
- if (textureTerrain)
- {
- terrainRenderer = new TexturedMapTileRenderer();
- }
- else
- {
- terrainRenderer = new ShadedMapTileRenderer();
- }
- terrainRenderer.Initialise(m_scene, m_config);
-
- Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
- //long t = System.Environment.TickCount;
- //for (int i = 0; i < 10; ++i) {
- terrainRenderer.TerrainToBitmap(mapbmp);
- //}
- //t = System.Environment.TickCount - t;
- //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
-
-
- if (drawPrimVolume)
- {
- DrawObjectVolume(m_scene, mapbmp);
- }
-
- return mapbmp;
- }
-
- public byte[] WriteJpeg2000Image(string gradientmap)
- {
- try
- {
- using (Bitmap mapbmp = CreateMapTile(gradientmap))
- return OpenJPEG.EncodeFromImage(mapbmp, true);
- }
- catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
- {
- m_log.Error("Failed generating terrain map: " + e);
- }
-
- return null;
- }
-
- #endregion
-
- #region IRegionModule Members
-
- public void Initialise(Scene scene, IConfigSource source)
- {
- m_scene = scene;
- m_config = source;
-
- IConfig startupConfig = m_config.Configs["Startup"];
- if (startupConfig.GetString("MapImageModule", "MapImageModule") !=
- "MapImageModule")
- return;
-
- m_scene.RegisterModuleInterface(this);
- }
-
- public void PostInitialise()
- {
- }
-
- public void Close()
- {
- }
-
- public string Name
- {
- get { return "MapImageModule"; }
- }
-
- public bool IsSharedModule
- {
- get { return false; }
- }
-
- #endregion
-
-// TODO: unused:
-// private void ShadeBuildings(Bitmap map)
-// {
-// lock (map)
-// {
-// lock (m_scene.Entities)
-// {
-// foreach (EntityBase entity in m_scene.Entities.Values)
-// {
-// if (entity is SceneObjectGroup)
-// {
-// SceneObjectGroup sog = (SceneObjectGroup) entity;
-//
-// foreach (SceneObjectPart primitive in sog.Children.Values)
-// {
-// int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
-// int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
-// int w = (int) primitive.Scale.X;
-// int h = (int) primitive.Scale.Y;
-//
-// int dx;
-// for (dx = x; dx < x + w; dx++)
-// {
-// int dy;
-// for (dy = y; dy < y + h; dy++)
-// {
-// if (x < 0 || y < 0)
-// continue;
-// if (x >= map.Width || y >= map.Height)
-// continue;
-//
-// map.SetPixel(dx, dy, Color.DarkGray);
-// }
-// }
-// }
-// }
-// }
-// }
-// }
-// }
-
- private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
- {
- int tc = 0;
- double[,] hm = whichScene.Heightmap.GetDoubles();
- tc = Environment.TickCount;
- m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
- EntityBase[] objs = whichScene.GetEntities();
- Dictionary z_sort = new Dictionary();
- //SortedList z_sort = new SortedList();
- List z_sortheights = new List();
- List z_localIDs = new List();
-
- lock (objs)
- {
- foreach (EntityBase obj in objs)
- {
- // Only draw the contents of SceneObjectGroup
- if (obj is SceneObjectGroup)
- {
- SceneObjectGroup mapdot = (SceneObjectGroup)obj;
- Color mapdotspot = Color.Gray; // Default color when prim color is white
-
- // Loop over prim in group
- foreach (SceneObjectPart part in mapdot.Parts)
- {
- if (part == null)
- continue;
-
- // Draw if the object is at least 1 meter wide in any direction
- if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
- {
- // Try to get the RGBA of the default texture entry..
- //
- try
- {
- // get the null checks out of the way
- // skip the ones that break
- if (part == null)
- continue;
-
- if (part.Shape == null)
- continue;
-
- if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
- continue; // eliminates trees from this since we don't really have a good tree representation
- // if you want tree blocks on the map comment the above line and uncomment the below line
- //mapdotspot = Color.PaleGreen;
-
- Primitive.TextureEntry textureEntry = part.Shape.Textures;
-
- if (textureEntry == null || textureEntry.DefaultTexture == null)
- continue;
-
- Color4 texcolor = textureEntry.DefaultTexture.RGBA;
-
- // Not sure why some of these are null, oh well.
-
- int colorr = 255 - (int)(texcolor.R * 255f);
- int colorg = 255 - (int)(texcolor.G * 255f);
- int colorb = 255 - (int)(texcolor.B * 255f);
-
- if (!(colorr == 255 && colorg == 255 && colorb == 255))
- {
- //Try to set the map spot color
- try
- {
- // If the color gets goofy somehow, skip it *shakes fist at Color4
- mapdotspot = Color.FromArgb(colorr, colorg, colorb);
- }
- catch (ArgumentException)
- {
- }
- }
- }
- catch (IndexOutOfRangeException)
- {
- // Windows Array
- }
- catch (ArgumentOutOfRangeException)
- {
- // Mono Array
- }
-
- Vector3 pos = part.GetWorldPosition();
-
- // skip prim outside of retion
- if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
- continue;
-
- // skip prim in non-finite position
- if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
- Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
- continue;
-
- // Figure out if object is under 256m above the height of the terrain
- bool isBelow256AboveTerrain = false;
-
- try
- {
- isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
- }
- catch (Exception)
- {
- }
-
- if (isBelow256AboveTerrain)
- {
- // Translate scale by rotation so scale is represented properly when object is rotated
- Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
- Vector3 scale = new Vector3();
- Vector3 tScale = new Vector3();
- Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
-
- Quaternion llrot = part.GetWorldRotation();
- Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
- scale = lscale * rot;
-
- // negative scales don't work in this situation
- scale.X = Math.Abs(scale.X);
- scale.Y = Math.Abs(scale.Y);
- scale.Z = Math.Abs(scale.Z);
-
- // This scaling isn't very accurate and doesn't take into account the face rotation :P
- int mapdrawstartX = (int)(pos.X - scale.X);
- int mapdrawstartY = (int)(pos.Y - scale.Y);
- int mapdrawendX = (int)(pos.X + scale.X);
- int mapdrawendY = (int)(pos.Y + scale.Y);
-
- // If object is beyond the edge of the map, don't draw it to avoid errors
- if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
- || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
- || mapdrawendY > ((int)Constants.RegionSize - 1))
- continue;
-
-#region obb face reconstruction part duex
- Vector3[] vertexes = new Vector3[8];
-
- // float[] distance = new float[6];
- Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
- Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
- Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
- Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
-
- tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
- scale = ((tScale * rot));
- vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
- // vertexes[0].x = pos.X + vertexes[0].x;
- //vertexes[0].y = pos.Y + vertexes[0].y;
- //vertexes[0].z = pos.Z + vertexes[0].z;
-
- FaceA[0] = vertexes[0];
- FaceB[3] = vertexes[0];
- FaceA[4] = vertexes[0];
-
- tScale = lscale;
- scale = ((tScale * rot));
- vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
- // vertexes[1].x = pos.X + vertexes[1].x;
- // vertexes[1].y = pos.Y + vertexes[1].y;
- //vertexes[1].z = pos.Z + vertexes[1].z;
-
- FaceB[0] = vertexes[1];
- FaceA[1] = vertexes[1];
- FaceC[4] = vertexes[1];
-
- tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
- scale = ((tScale * rot));
-
- vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
- //vertexes[2].x = pos.X + vertexes[2].x;
- //vertexes[2].y = pos.Y + vertexes[2].y;
- //vertexes[2].z = pos.Z + vertexes[2].z;
-
- FaceC[0] = vertexes[2];
- FaceD[3] = vertexes[2];
- FaceC[5] = vertexes[2];
-
- tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
- scale = ((tScale * rot));
- vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
- //vertexes[3].x = pos.X + vertexes[3].x;
- // vertexes[3].y = pos.Y + vertexes[3].y;
- // vertexes[3].z = pos.Z + vertexes[3].z;
-
- FaceD[0] = vertexes[3];
- FaceC[1] = vertexes[3];
- FaceA[5] = vertexes[3];
-
- tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
- scale = ((tScale * rot));
- vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
- // vertexes[4].x = pos.X + vertexes[4].x;
- // vertexes[4].y = pos.Y + vertexes[4].y;
- // vertexes[4].z = pos.Z + vertexes[4].z;
-
- FaceB[1] = vertexes[4];
- FaceA[2] = vertexes[4];
- FaceD[4] = vertexes[4];
-
- tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
- scale = ((tScale * rot));
- vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
- // vertexes[5].x = pos.X + vertexes[5].x;
- // vertexes[5].y = pos.Y + vertexes[5].y;
- // vertexes[5].z = pos.Z + vertexes[5].z;
-
- FaceD[1] = vertexes[5];
- FaceC[2] = vertexes[5];
- FaceB[5] = vertexes[5];
-
- tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
- scale = ((tScale * rot));
- vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
- // vertexes[6].x = pos.X + vertexes[6].x;
- // vertexes[6].y = pos.Y + vertexes[6].y;
- // vertexes[6].z = pos.Z + vertexes[6].z;
-
- FaceB[2] = vertexes[6];
- FaceA[3] = vertexes[6];
- FaceB[4] = vertexes[6];
-
- tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
- scale = ((tScale * rot));
- vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
-
- // vertexes[7].x = pos.X + vertexes[7].x;
- // vertexes[7].y = pos.Y + vertexes[7].y;
- // vertexes[7].z = pos.Z + vertexes[7].z;
-
- FaceD[2] = vertexes[7];
- FaceC[3] = vertexes[7];
- FaceD[5] = vertexes[7];
-#endregion
-
- //int wy = 0;
-
- //bool breakYN = false; // If we run into an error drawing, break out of the
- // loop so we don't lag to death on error handling
- DrawStruct ds = new DrawStruct();
- ds.brush = new SolidBrush(mapdotspot);
- //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
-
- ds.trns = new face[FaceA.Length];
-
- for (int i = 0; i < FaceA.Length; i++)
- {
- Point[] working = new Point[5];
- working[0] = project(FaceA[i], axPos);
- working[1] = project(FaceB[i], axPos);
- working[2] = project(FaceD[i], axPos);
- working[3] = project(FaceC[i], axPos);
- working[4] = project(FaceA[i], axPos);
-
- face workingface = new face();
- workingface.pts = working;
-
- ds.trns[i] = workingface;
- }
-
- z_sort.Add(part.LocalId, ds);
- z_localIDs.Add(part.LocalId);
- z_sortheights.Add(pos.Z);
-
- //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
- //{
- //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
- //{
- //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
- //try
- //{
- // Remember, flip the y!
- // mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
- //}
- //catch (ArgumentException)
- //{
- // breakYN = true;
- //}
-
- //if (breakYN)
- // break;
- //}
-
- //if (breakYN)
- // break;
- //}
- } // Object is within 256m Z of terrain
- } // object is at least a meter wide
- } // loop over group children
- } // entitybase is sceneobject group
- } // foreach loop over entities
-
- float[] sortedZHeights = z_sortheights.ToArray();
- uint[] sortedlocalIds = z_localIDs.ToArray();
-
- // Sort prim by Z position
- Array.Sort(sortedZHeights, sortedlocalIds);
-
- Graphics g = Graphics.FromImage(mapbmp);
-
- for (int s = 0; s < sortedZHeights.Length; s++)
- {
- if (z_sort.ContainsKey(sortedlocalIds[s]))
- {
- DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
- for (int r = 0; r < rectDrawStruct.trns.Length; r++)
- {
- g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
- }
- //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
- }
- }
-
- g.Dispose();
- } // lock entities objs
-
- m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
- return mapbmp;
- }
-
- private Point project(Vector3 point3d, Vector3 originpos)
- {
- Point returnpt = new Point();
- //originpos = point3d;
- //int d = (int)(256f / 1.5f);
-
- //Vector3 topos = new Vector3(0, 0, 0);
- // float z = -point3d.z - topos.z;
-
- returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
- returnpt.Y = (int)(((int)Constants.RegionSize - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
-
- return returnpt;
- }
-
-// TODO: unused:
-// #region Deprecated Maptile Generation. Adam may update this
-// private Bitmap TerrainToBitmap(string gradientmap)
-// {
-// Bitmap gradientmapLd = new Bitmap(gradientmap);
-//
-// int pallete = gradientmapLd.Height;
-//
-// Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
-// Color[] colours = new Color[pallete];
-//
-// for (int i = 0; i < pallete; i++)
-// {
-// colours[i] = gradientmapLd.GetPixel(0, i);
-// }
-//
-// lock (m_scene.Heightmap)
-// {
-// ITerrainChannel copy = m_scene.Heightmap;
-// for (int y = 0; y < copy.Height; y++)
-// {
-// for (int x = 0; x < copy.Width; x++)
-// {
-// // 512 is the largest possible height before colours clamp
-// int colorindex = (int) (Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
-//
-// // Handle error conditions
-// if (colorindex > pallete - 1 || colorindex < 0)
-// bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
-// else
-// bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
-// }
-// }
-// ShadeBuildings(bmp);
-// return bmp;
-// }
-// }
-// #endregion
- }
-}
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
+++ /dev/null
@@ -1,244 +0,0 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Drawing;
-using System.Reflection;
-using log4net;
-using Nini.Config;
-using OpenSim.Framework;
-using OpenSim.Region.Framework.Scenes;
-
-namespace OpenSim.Region.CoreModules.World.WorldMap
-{
- public class ShadedMapTileRenderer : IMapTileTerrainRenderer
- {
- private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
-
- private static readonly ILog m_log =
- LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- private Scene m_scene;
- //private IConfigSource m_config; // not used currently
-
- public void Initialise(Scene scene, IConfigSource config)
- {
- m_scene = scene;
- // m_config = config; // not used currently
- }
-
- public void TerrainToBitmap(Bitmap mapbmp)
- {
- int tc = Environment.TickCount;
- m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
-
- double[,] hm = m_scene.Heightmap.GetDoubles();
- bool ShadowDebugContinue = true;
-
- bool terraincorruptedwarningsaid = false;
-
- float low = 255;
- float high = 0;
- for (int x = 0; x < (int)Constants.RegionSize; x++)
- {
- for (int y = 0; y < (int)Constants.RegionSize; y++)
- {
- float hmval = (float)hm[x, y];
- if (hmval < low)
- low = hmval;
- if (hmval > high)
- high = hmval;
- }
- }
-
- float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
-
- for (int x = 0; x < (int)Constants.RegionSize; x++)
- {
- for (int y = 0; y < (int)Constants.RegionSize; y++)
- {
- // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
- int yr = ((int)Constants.RegionSize - 1) - y;
-
- float heightvalue = (float)hm[x, y];
-
- if (heightvalue > waterHeight)
- {
- // scale height value
- // No, that doesn't scale it:
- // heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue
-
- if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
- heightvalue = 0;
- else if (heightvalue > 255f)
- heightvalue = 255f;
- else if (heightvalue < 0f)
- heightvalue = 0f;
-
- Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
-
- mapbmp.SetPixel(x, yr, color);
-
- try
- {
- //X
- // .
- //
- // Shade the terrain for shadows
- if (x < ((int)Constants.RegionSize - 1) && yr < ((int)Constants.RegionSize - 1))
- {
- float hfvalue = (float)hm[x, y];
- float hfvaluecompare = 0f;
-
- if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
- {
- hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
- }
- if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
- hfvalue = 0f;
-
- if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
- hfvaluecompare = 0f;
-
- float hfdiff = hfvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
-
- int hfdiffi = 0;
- int hfdiffihighlight = 0;
- float highlightfactor = 0.18f;
-
- try
- {
- // hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
- hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1;
- if (hfdiff % 1f != 0)
- {
- // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
- hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1);
- }
-
- hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1;
- if (hfdiff % 1f != 0)
- {
- // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
- hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1);
- }
- }
- catch (OverflowException)
- {
- m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
- ShadowDebugContinue = false;
- }
-
- if (hfdiff > 0.3f)
- {
- // NE is lower than here
- // We have to desaturate and lighten the land at the same time
- // we use floats, colors use bytes, so shrink are space down to
- // 0-255
-
- if (ShadowDebugContinue)
- {
- int r = color.R;
- int g = color.G;
- int b = color.B;
- color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255,
- (g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255,
- (b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255);
- }
- }
- else if (hfdiff < -0.3f)
- {
- // here is lower than NE:
- // We have to desaturate and blacken the land at the same time
- // we use floats, colors use bytes, so shrink are space down to
- // 0-255
-
- if (ShadowDebugContinue)
- {
- if ((x - 1 > 0) && (yr + 1 < (int)Constants.RegionSize))
- {
- color = mapbmp.GetPixel(x - 1, yr + 1);
- int r = color.R;
- int g = color.G;
- int b = color.B;
- color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0,
- (g - hfdiffi > 0) ? g - hfdiffi : 0,
- (b - hfdiffi > 0) ? b - hfdiffi : 0);
-
- mapbmp.SetPixel(x-1, yr+1, color);
- }
- }
- }
- }
- }
- catch (ArgumentException)
- {
- if (!terraincorruptedwarningsaid)
- {
- 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);
- terraincorruptedwarningsaid = true;
- }
- color = Color.Black;
- mapbmp.SetPixel(x, yr, color);
- }
- }
- else
- {
- // We're under the water level with the terrain, so paint water instead of land
-
- // Y flip the cordinates
- heightvalue = waterHeight - heightvalue;
- if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
- heightvalue = 0f;
- else if (heightvalue > 19f)
- heightvalue = 19f;
- else if (heightvalue < 0f)
- heightvalue = 0f;
-
- heightvalue = 100f - (heightvalue * 100f) / 19f;
-
- try
- {
- mapbmp.SetPixel(x, yr, WATER_COLOR);
- }
- catch (ArgumentException)
- {
- if (!terraincorruptedwarningsaid)
- {
- 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);
- terraincorruptedwarningsaid = true;
- }
- Color black = Color.Black;
- mapbmp.SetPixel(x, ((int)Constants.RegionSize - y) - 1, black);
- }
- }
- }
- }
- m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
- }
- }
-}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/TexturedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/WorldMap/TexturedMapTileRenderer.cs
deleted file mode 100644
index 8b34f6e..0000000
--- a/OpenSim/Region/CoreModules/World/WorldMap/TexturedMapTileRenderer.cs
+++ /dev/null
@@ -1,418 +0,0 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Collections.Generic;
-using System.Drawing;
-using System.Reflection;
-using log4net;
-using Nini.Config;
-using OpenMetaverse;
-using OpenMetaverse.Imaging;
-using OpenSim.Framework;
-using OpenSim.Region.Framework.Scenes;
-
-namespace OpenSim.Region.CoreModules.World.WorldMap
-{
- // Hue, Saturation, Value; used for color-interpolation
- struct HSV {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- public float h;
- public float s;
- public float v;
-
- public HSV(float h, float s, float v)
- {
- this.h = h;
- this.s = s;
- this.v = v;
- }
-
- // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
- public HSV(Color c)
- {
- float r = c.R / 255f;
- float g = c.G / 255f;
- float b = c.B / 255f;
- float max = Math.Max(Math.Max(r, g), b);
- float min = Math.Min(Math.Min(r, g), b);
- float diff = max - min;
-
- if (max == min) h = 0f;
- else if (max == r) h = (g - b) / diff * 60f;
- else if (max == g) h = (b - r) / diff * 60f + 120f;
- else h = (r - g) / diff * 60f + 240f;
- if (h < 0f) h += 360f;
-
- if (max == 0f) s = 0f;
- else s = diff / max;
-
- v = max;
- }
-
- // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
- public Color toColor()
- {
- if (s < 0f) m_log.Debug("S < 0: " + s);
- else if (s > 1f) m_log.Debug("S > 1: " + s);
- if (v < 0f) m_log.Debug("V < 0: " + v);
- else if (v > 1f) m_log.Debug("V > 1: " + v);
-
- float f = h / 60f;
- int sector = (int)f % 6;
- f = f - (int)f;
- int pi = (int)(v * (1f - s) * 255f);
- int qi = (int)(v * (1f - s * f) * 255f);
- int ti = (int)(v * (1f - (1f - f) * s) * 255f);
- int vi = (int)(v * 255f);
-
- if (pi < 0) pi = 0;
- if (pi > 255) pi = 255;
- if (qi < 0) qi = 0;
- if (qi > 255) qi = 255;
- if (ti < 0) ti = 0;
- if (ti > 255) ti = 255;
- if (vi < 0) vi = 0;
- if (vi > 255) vi = 255;
-
- switch (sector)
- {
- case 0:
- return Color.FromArgb(vi, ti, pi);
- case 1:
- return Color.FromArgb(qi, vi, pi);
- case 2:
- return Color.FromArgb(pi, vi, ti);
- case 3:
- return Color.FromArgb(pi, qi, vi);
- case 4:
- return Color.FromArgb(ti, pi, vi);
- default:
- return Color.FromArgb(vi, pi, qi);
- }
- }
- }
-
- public class TexturedMapTileRenderer : IMapTileTerrainRenderer
- {
- #region Constants
-
- private static readonly ILog m_log =
- LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
-
- // some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank").
- // The color-values were choosen because they "look right" (at least to me) ;-)
- private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
- private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118);
- private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
- private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49);
- private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740");
- private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141);
- private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
- private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
-
- private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
-
- #endregion
-
-
- private Scene m_scene;
- // private IConfigSource m_config; // not used currently
-
- // mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only
- // added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in
- // that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one.
- // TODO does it make sense to use a "real" cache and regenerate missing entries on fetch?
- private Dictionary m_mapping;
-
-
- public void Initialise(Scene scene, IConfigSource source)
- {
- m_scene = scene;
- // m_config = source; // not used currently
- m_mapping = new Dictionary();
- m_mapping.Add(defaultTerrainTexture1, defaultColor1);
- m_mapping.Add(defaultTerrainTexture2, defaultColor2);
- m_mapping.Add(defaultTerrainTexture3, defaultColor3);
- m_mapping.Add(defaultTerrainTexture4, defaultColor4);
- m_mapping.Add(Util.BLANK_TEXTURE_UUID, Color.White);
- }
-
- #region Helpers
- // This fetches the texture from the asset server synchroneously. That should be ok, as we
- // call map-creation only in those places:
- // - on start: We can wait here until the asset server returns the texture
- // TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway)
- // TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and
- // will wait anyway)
- private Bitmap fetchTexture(UUID id)
- {
- AssetBase asset = m_scene.AssetService.Get(id.ToString());
- m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null);
- if (asset == null) return null;
-
- ManagedImage managedImage;
- Image image;
-
- try
- {
- if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
- return new Bitmap(image);
- else
- return null;
- }
- catch (DllNotFoundException)
- {
- m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is emtpy for {0}", id);
-
- }
- catch (IndexOutOfRangeException)
- {
- m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is emtpy for {0}", id);
-
- }
- catch (Exception)
- {
- m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is emtpy for {0}", id);
-
- }
- return null;
-
- }
-
- // Compute the average color of a texture.
- private Color computeAverageColor(Bitmap bmp)
- {
- // we have 256 x 256 pixel, each with 256 possible color-values per
- // color-channel, so 2^24 is the maximum value we can get, adding everything.
- // int is be big enough for that.
- int r = 0, g = 0, b = 0;
- for (int y = 0; y < bmp.Height; ++y)
- {
- for (int x = 0; x < bmp.Width; ++x)
- {
- Color c = bmp.GetPixel(x, y);
- r += (int)c.R & 0xff;
- g += (int)c.G & 0xff;
- b += (int)c.B & 0xff;
- }
- }
-
- int pixels = bmp.Width * bmp.Height;
- return Color.FromArgb(r / pixels, g / pixels, b / pixels);
- }
-
- // return either the average color of the texture, or the defaultColor if the texturID is invalid
- // or the texture couldn't be found
- private Color computeAverageColor(UUID textureID, Color defaultColor) {
- if (textureID == UUID.Zero) return defaultColor; // not set
- if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
-
- Bitmap bmp = fetchTexture(textureID);
- Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
- // store it for future reference
- m_mapping[textureID] = color;
-
- return color;
- }
-
- // S-curve: f(x) = 3x² - 2x³:
- // f(0) = 0, f(0.5) = 0.5, f(1) = 1,
- // f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5,
- // f''(0.5) = 0, f''(x) != 0 for x != 0.5
- private float S(float v) {
- return (v * v * (3f - 2f * v));
- }
-
- // interpolate two colors in HSV space and return the resulting color
- private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) {
- if (ratio <= 0f) return c1;
- if (ratio >= 1f) return c2;
-
- // make sure we are on the same side on the hue-circle for interpolation
- // We change the hue of the parameters here, but we don't change the color
- // represented by that value
- if (c1.h - c2.h > 180f) c1.h -= 360f;
- else if (c2.h - c1.h > 180f) c1.h += 360f;
-
- return new HSV(c1.h * (1f - ratio) + c2.h * ratio,
- c1.s * (1f - ratio) + c2.s * ratio,
- c1.v * (1f - ratio) + c2.v * ratio);
- }
-
- // the heigthfield might have some jumps in values. Rendered land is smooth, though,
- // as a slope is rendered at that place. So average 4 neighbour values to emulate that.
- private float getHeight(double[,] hm, int x, int y) {
- if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
- return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112);
- else
- return (float)hm[x, y];
- }
- #endregion
-
- public void TerrainToBitmap(Bitmap mapbmp)
- {
- int tc = Environment.TickCount;
- m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
-
- // These textures should be in the AssetCache anyway, as every client conneting to this
- // region needs them. Except on start, when the map is recreated (before anyone connected),
- // and on change of the estate settings (textures and terrain values), when the map should
- // be recreated.
- RegionSettings settings = m_scene.RegionInfo.RegionSettings;
-
- // the four terrain colors as HSVs for interpolation
- HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1));
- HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
- HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
- HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));
-
- float levelNElow = (float)settings.Elevation1NE;
- float levelNEhigh = (float)settings.Elevation2NE;
-
- float levelNWlow = (float)settings.Elevation1NW;
- float levelNWhigh = (float)settings.Elevation2NW;
-
- float levelSElow = (float)settings.Elevation1SE;
- float levelSEhigh = (float)settings.Elevation2SE;
-
- float levelSWlow = (float)settings.Elevation1SW;
- float levelSWhigh = (float)settings.Elevation2SW;
-
- float waterHeight = (float)settings.WaterHeight;
-
- double[,] hm = m_scene.Heightmap.GetDoubles();
-
- for (int x = 0; x < (int)Constants.RegionSize; x++)
- {
- float columnRatio = x / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
- for (int y = 0; y < (int)Constants.RegionSize; y++)
- {
- float rowRatio = y / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
-
- // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
- int yr = ((int)Constants.RegionSize - 1) - y;
-
- float heightvalue = getHeight(hm, x, y);
- if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
- heightvalue = 0;
-
- if (heightvalue > waterHeight)
- {
- // add a bit noise for breaking up those flat colors:
- // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast)
- // - a small-scale noise, for bringing in some small scale variation
- //float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0
- //float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f;
- //float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f;
- float hmod =
- heightvalue +
- (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3
- S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10
-
- // find the low/high values for this point (interpolated bilinearily)
- // (and remember, x=0,y=0 is SW)
- float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) +
- levelSElow * (1f - rowRatio) * columnRatio +
- levelNWlow * rowRatio * (1f - columnRatio) +
- levelNElow * rowRatio * columnRatio;
- float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) +
- levelSEhigh * (1f - rowRatio) * columnRatio +
- levelNWhigh * rowRatio * (1f - columnRatio) +
- levelNEhigh * rowRatio * columnRatio;
- if (high < low)
- {
- // someone tried to fool us. High value should be higher than low every time
- float tmp = high;
- high = low;
- low = tmp;
- }
-
- HSV hsv;
- if (hmod <= low) hsv = hsv1; // too low
- else if (hmod >= high) hsv = hsv4; // too high
- else
- {
- // HSV-interpolate along the colors
- // first, rescale h to 0.0 - 1.0
- hmod = (hmod - low) / (high - low);
- // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4
- if (hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f);
- else if (hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f);
- else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f);
- }
-
- // Shade the terrain for shadows
- if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
- {
- float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there
- if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
- hfvaluecompare = 0f;
-
- float hfdiff = heightvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
- hfdiff *= 0.06f; // some random factor so "it looks good"
- if (hfdiff > 0.02f)
- {
- float highlightfactor = 0.18f;
- // NE is lower than here
- // We have to desaturate and lighten the land at the same time
- hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f;
- hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f;
- }
- else if (hfdiff < -0.02f)
- {
- // here is lower than NE:
- // We have to desaturate and blacken the land at the same time
- hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f;
- hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f;
- }
- }
- mapbmp.SetPixel(x, yr, hsv.toColor());
- }
- else
- {
- // We're under the water level with the terrain, so paint water instead of land
-
- heightvalue = waterHeight - heightvalue;
- if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
- heightvalue = 0f;
- else if (heightvalue > 19f)
- heightvalue = 19f;
- else if (heightvalue < 0f)
- heightvalue = 0f;
-
- heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0
-
- mapbmp.SetPixel(x, yr, WATER_COLOR);
- }
- }
- }
- m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
- }
- }
-}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index fbc8a50..a182eea 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1011,7 +1011,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
if (terrain == null)
return;
- byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
+ byte[] data = terrain.WriteJpeg2000Image();
if (data == null)
return;
diff --git a/OpenSim/Region/Framework/Interfaces/ITerrain.cs b/OpenSim/Region/Framework/Interfaces/ITerrain.cs
index b42e872..8aacb35 100644
--- a/OpenSim/Region/Framework/Interfaces/ITerrain.cs
+++ b/OpenSim/Region/Framework/Interfaces/ITerrain.cs
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IMapImageGenerator
{
- System.Drawing.Bitmap CreateMapTile(string gradientmap);
- byte[] WriteJpeg2000Image(string gradientmap);
+ System.Drawing.Bitmap CreateMapTile();
+ byte[] WriteJpeg2000Image();
}
}
diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
index 4409d5c..168b233 100644
--- a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
+++ b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
@@ -413,7 +413,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
return;
}
- using (Image mapTile = tileGenerator.CreateMapTile("defaultstripe.png"))
+ using (Image mapTile = tileGenerator.CreateMapTile())
{
using (MemoryStream stream = new MemoryStream())
{
diff --git a/prebuild.xml b/prebuild.xml
index 530c417..5746890 100644
--- a/prebuild.xml
+++ b/prebuild.xml
@@ -1370,11 +1370,13 @@
../../../bin/
+ true
../../../bin/
+ true
@@ -1389,6 +1391,7 @@
+
--
cgit v1.1
From 27340f616edfc2c6c199cb9d550b0ca3f67d2c6f Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sun, 3 Oct 2010 16:34:55 +0100
Subject: Addign the new / renamed files for previous commit
---
.../World/LegacyMap/IMapTileTerrainRenderer.cs | 39 ++
.../CoreModules/World/LegacyMap/MapImageModule.cs | 549 ++++++++++++++++++
.../World/LegacyMap/ShadedMapTileRenderer.cs | 244 ++++++++
.../World/LegacyMap/TexturedMapTileRenderer.cs | 418 ++++++++++++++
.../CoreModules/World/Warp3DMap/MapImageModule.cs | 624 +++++++++++++++++++++
.../Region/CoreModules/World/Warp3DMap/Perlin.cs | 273 +++++++++
.../CoreModules/World/Warp3DMap/TerrainSplat.cs | 343 +++++++++++
.../Region/CoreModules/World/Warp3DMap/Viewport.cs | 165 ++++++
8 files changed, 2655 insertions(+)
create mode 100644 OpenSim/Region/CoreModules/World/LegacyMap/IMapTileTerrainRenderer.cs
create mode 100644 OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs
create mode 100644 OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs
create mode 100644 OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs
create mode 100644 OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
create mode 100644 OpenSim/Region/CoreModules/World/Warp3DMap/Perlin.cs
create mode 100644 OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs
create mode 100644 OpenSim/Region/CoreModules/World/Warp3DMap/Viewport.cs
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/IMapTileTerrainRenderer.cs b/OpenSim/Region/CoreModules/World/LegacyMap/IMapTileTerrainRenderer.cs
new file mode 100644
index 0000000..e892b14
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/LegacyMap/IMapTileTerrainRenderer.cs
@@ -0,0 +1,39 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System.Drawing;
+using Nini.Config;
+using OpenSim.Region.Framework.Scenes;
+
+namespace OpenSim.Region.CoreModules.World.LegacyMap
+{
+ public interface IMapTileTerrainRenderer
+ {
+ void Initialise(Scene scene, IConfigSource config);
+ void TerrainToBitmap(Bitmap mapbmp);
+ }
+}
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs
new file mode 100644
index 0000000..9e6e366
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/LegacyMap/MapImageModule.cs
@@ -0,0 +1,549 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Drawing;
+using System.Reflection;
+using log4net;
+using Nini.Config;
+using OpenMetaverse;
+using OpenMetaverse.Imaging;
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+
+namespace OpenSim.Region.CoreModules.World.LegacyMap
+{
+ public enum DrawRoutine
+ {
+ Rectangle,
+ Polygon,
+ Ellipse
+ }
+
+ public struct face
+ {
+ public Point[] pts;
+ }
+
+ public struct DrawStruct
+ {
+ public DrawRoutine dr;
+ public Rectangle rect;
+ public SolidBrush brush;
+ public face[] trns;
+ }
+
+ public class MapImageModule : IMapImageGenerator, IRegionModule
+ {
+ private static readonly ILog m_log =
+ LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ private Scene m_scene;
+ private IConfigSource m_config;
+ private IMapTileTerrainRenderer terrainRenderer;
+
+ #region IMapImageGenerator Members
+
+ public Bitmap CreateMapTile()
+ {
+ bool drawPrimVolume = true;
+ bool textureTerrain = false;
+
+ try
+ {
+ IConfig startupConfig = m_config.Configs["Startup"];
+ drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
+ textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
+ }
+ catch
+ {
+ m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
+ }
+
+ if (textureTerrain)
+ {
+ terrainRenderer = new TexturedMapTileRenderer();
+ }
+ else
+ {
+ terrainRenderer = new ShadedMapTileRenderer();
+ }
+ terrainRenderer.Initialise(m_scene, m_config);
+
+ Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
+ //long t = System.Environment.TickCount;
+ //for (int i = 0; i < 10; ++i) {
+ terrainRenderer.TerrainToBitmap(mapbmp);
+ //}
+ //t = System.Environment.TickCount - t;
+ //m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
+
+
+ if (drawPrimVolume)
+ {
+ DrawObjectVolume(m_scene, mapbmp);
+ }
+
+ return mapbmp;
+ }
+
+ public byte[] WriteJpeg2000Image()
+ {
+ try
+ {
+ using (Bitmap mapbmp = CreateMapTile())
+ return OpenJPEG.EncodeFromImage(mapbmp, true);
+ }
+ catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
+ {
+ m_log.Error("Failed generating terrain map: " + e);
+ }
+
+ return null;
+ }
+
+ #endregion
+
+ #region IRegionModule Members
+
+ public void Initialise(Scene scene, IConfigSource source)
+ {
+ m_scene = scene;
+ m_config = source;
+
+ IConfig startupConfig = m_config.Configs["Startup"];
+ if (startupConfig.GetString("MapImageModule", "MapImageModule") !=
+ "MapImageModule")
+ return;
+
+ m_scene.RegisterModuleInterface(this);
+ }
+
+ public void PostInitialise()
+ {
+ }
+
+ public void Close()
+ {
+ }
+
+ public string Name
+ {
+ get { return "MapImageModule"; }
+ }
+
+ public bool IsSharedModule
+ {
+ get { return false; }
+ }
+
+ #endregion
+
+// TODO: unused:
+// private void ShadeBuildings(Bitmap map)
+// {
+// lock (map)
+// {
+// lock (m_scene.Entities)
+// {
+// foreach (EntityBase entity in m_scene.Entities.Values)
+// {
+// if (entity is SceneObjectGroup)
+// {
+// SceneObjectGroup sog = (SceneObjectGroup) entity;
+//
+// foreach (SceneObjectPart primitive in sog.Children.Values)
+// {
+// int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
+// int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
+// int w = (int) primitive.Scale.X;
+// int h = (int) primitive.Scale.Y;
+//
+// int dx;
+// for (dx = x; dx < x + w; dx++)
+// {
+// int dy;
+// for (dy = y; dy < y + h; dy++)
+// {
+// if (x < 0 || y < 0)
+// continue;
+// if (x >= map.Width || y >= map.Height)
+// continue;
+//
+// map.SetPixel(dx, dy, Color.DarkGray);
+// }
+// }
+// }
+// }
+// }
+// }
+// }
+// }
+
+ private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
+ {
+ int tc = 0;
+ double[,] hm = whichScene.Heightmap.GetDoubles();
+ tc = Environment.TickCount;
+ m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
+ EntityBase[] objs = whichScene.GetEntities();
+ Dictionary z_sort = new Dictionary();
+ //SortedList z_sort = new SortedList();
+ List z_sortheights = new List();
+ List z_localIDs = new List();
+
+ lock (objs)
+ {
+ foreach (EntityBase obj in objs)
+ {
+ // Only draw the contents of SceneObjectGroup
+ if (obj is SceneObjectGroup)
+ {
+ SceneObjectGroup mapdot = (SceneObjectGroup)obj;
+ Color mapdotspot = Color.Gray; // Default color when prim color is white
+
+ // Loop over prim in group
+ foreach (SceneObjectPart part in mapdot.Parts)
+ {
+ if (part == null)
+ continue;
+
+ // Draw if the object is at least 1 meter wide in any direction
+ if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
+ {
+ // Try to get the RGBA of the default texture entry..
+ //
+ try
+ {
+ // get the null checks out of the way
+ // skip the ones that break
+ if (part == null)
+ continue;
+
+ if (part.Shape == null)
+ continue;
+
+ if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
+ continue; // eliminates trees from this since we don't really have a good tree representation
+ // if you want tree blocks on the map comment the above line and uncomment the below line
+ //mapdotspot = Color.PaleGreen;
+
+ Primitive.TextureEntry textureEntry = part.Shape.Textures;
+
+ if (textureEntry == null || textureEntry.DefaultTexture == null)
+ continue;
+
+ Color4 texcolor = textureEntry.DefaultTexture.RGBA;
+
+ // Not sure why some of these are null, oh well.
+
+ int colorr = 255 - (int)(texcolor.R * 255f);
+ int colorg = 255 - (int)(texcolor.G * 255f);
+ int colorb = 255 - (int)(texcolor.B * 255f);
+
+ if (!(colorr == 255 && colorg == 255 && colorb == 255))
+ {
+ //Try to set the map spot color
+ try
+ {
+ // If the color gets goofy somehow, skip it *shakes fist at Color4
+ mapdotspot = Color.FromArgb(colorr, colorg, colorb);
+ }
+ catch (ArgumentException)
+ {
+ }
+ }
+ }
+ catch (IndexOutOfRangeException)
+ {
+ // Windows Array
+ }
+ catch (ArgumentOutOfRangeException)
+ {
+ // Mono Array
+ }
+
+ Vector3 pos = part.GetWorldPosition();
+
+ // skip prim outside of retion
+ if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
+ continue;
+
+ // skip prim in non-finite position
+ if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
+ Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
+ continue;
+
+ // Figure out if object is under 256m above the height of the terrain
+ bool isBelow256AboveTerrain = false;
+
+ try
+ {
+ isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
+ }
+ catch (Exception)
+ {
+ }
+
+ if (isBelow256AboveTerrain)
+ {
+ // Translate scale by rotation so scale is represented properly when object is rotated
+ Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
+ Vector3 scale = new Vector3();
+ Vector3 tScale = new Vector3();
+ Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
+
+ Quaternion llrot = part.GetWorldRotation();
+ Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
+ scale = lscale * rot;
+
+ // negative scales don't work in this situation
+ scale.X = Math.Abs(scale.X);
+ scale.Y = Math.Abs(scale.Y);
+ scale.Z = Math.Abs(scale.Z);
+
+ // This scaling isn't very accurate and doesn't take into account the face rotation :P
+ int mapdrawstartX = (int)(pos.X - scale.X);
+ int mapdrawstartY = (int)(pos.Y - scale.Y);
+ int mapdrawendX = (int)(pos.X + scale.X);
+ int mapdrawendY = (int)(pos.Y + scale.Y);
+
+ // If object is beyond the edge of the map, don't draw it to avoid errors
+ if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
+ || mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
+ || mapdrawendY > ((int)Constants.RegionSize - 1))
+ continue;
+
+#region obb face reconstruction part duex
+ Vector3[] vertexes = new Vector3[8];
+
+ // float[] distance = new float[6];
+ Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
+ Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
+ Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
+ Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
+
+ tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
+ scale = ((tScale * rot));
+ vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+ // vertexes[0].x = pos.X + vertexes[0].x;
+ //vertexes[0].y = pos.Y + vertexes[0].y;
+ //vertexes[0].z = pos.Z + vertexes[0].z;
+
+ FaceA[0] = vertexes[0];
+ FaceB[3] = vertexes[0];
+ FaceA[4] = vertexes[0];
+
+ tScale = lscale;
+ scale = ((tScale * rot));
+ vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+ // vertexes[1].x = pos.X + vertexes[1].x;
+ // vertexes[1].y = pos.Y + vertexes[1].y;
+ //vertexes[1].z = pos.Z + vertexes[1].z;
+
+ FaceB[0] = vertexes[1];
+ FaceA[1] = vertexes[1];
+ FaceC[4] = vertexes[1];
+
+ tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
+ scale = ((tScale * rot));
+
+ vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+ //vertexes[2].x = pos.X + vertexes[2].x;
+ //vertexes[2].y = pos.Y + vertexes[2].y;
+ //vertexes[2].z = pos.Z + vertexes[2].z;
+
+ FaceC[0] = vertexes[2];
+ FaceD[3] = vertexes[2];
+ FaceC[5] = vertexes[2];
+
+ tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
+ scale = ((tScale * rot));
+ vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+ //vertexes[3].x = pos.X + vertexes[3].x;
+ // vertexes[3].y = pos.Y + vertexes[3].y;
+ // vertexes[3].z = pos.Z + vertexes[3].z;
+
+ FaceD[0] = vertexes[3];
+ FaceC[1] = vertexes[3];
+ FaceA[5] = vertexes[3];
+
+ tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
+ scale = ((tScale * rot));
+ vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+ // vertexes[4].x = pos.X + vertexes[4].x;
+ // vertexes[4].y = pos.Y + vertexes[4].y;
+ // vertexes[4].z = pos.Z + vertexes[4].z;
+
+ FaceB[1] = vertexes[4];
+ FaceA[2] = vertexes[4];
+ FaceD[4] = vertexes[4];
+
+ tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
+ scale = ((tScale * rot));
+ vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+ // vertexes[5].x = pos.X + vertexes[5].x;
+ // vertexes[5].y = pos.Y + vertexes[5].y;
+ // vertexes[5].z = pos.Z + vertexes[5].z;
+
+ FaceD[1] = vertexes[5];
+ FaceC[2] = vertexes[5];
+ FaceB[5] = vertexes[5];
+
+ tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
+ scale = ((tScale * rot));
+ vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+ // vertexes[6].x = pos.X + vertexes[6].x;
+ // vertexes[6].y = pos.Y + vertexes[6].y;
+ // vertexes[6].z = pos.Z + vertexes[6].z;
+
+ FaceB[2] = vertexes[6];
+ FaceA[3] = vertexes[6];
+ FaceB[4] = vertexes[6];
+
+ tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
+ scale = ((tScale * rot));
+ vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
+
+ // vertexes[7].x = pos.X + vertexes[7].x;
+ // vertexes[7].y = pos.Y + vertexes[7].y;
+ // vertexes[7].z = pos.Z + vertexes[7].z;
+
+ FaceD[2] = vertexes[7];
+ FaceC[3] = vertexes[7];
+ FaceD[5] = vertexes[7];
+#endregion
+
+ //int wy = 0;
+
+ //bool breakYN = false; // If we run into an error drawing, break out of the
+ // loop so we don't lag to death on error handling
+ DrawStruct ds = new DrawStruct();
+ ds.brush = new SolidBrush(mapdotspot);
+ //ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
+
+ ds.trns = new face[FaceA.Length];
+
+ for (int i = 0; i < FaceA.Length; i++)
+ {
+ Point[] working = new Point[5];
+ working[0] = project(FaceA[i], axPos);
+ working[1] = project(FaceB[i], axPos);
+ working[2] = project(FaceD[i], axPos);
+ working[3] = project(FaceC[i], axPos);
+ working[4] = project(FaceA[i], axPos);
+
+ face workingface = new face();
+ workingface.pts = working;
+
+ ds.trns[i] = workingface;
+ }
+
+ z_sort.Add(part.LocalId, ds);
+ z_localIDs.Add(part.LocalId);
+ z_sortheights.Add(pos.Z);
+
+ //for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
+ //{
+ //for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
+ //{
+ //m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
+ //try
+ //{
+ // Remember, flip the y!
+ // mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
+ //}
+ //catch (ArgumentException)
+ //{
+ // breakYN = true;
+ //}
+
+ //if (breakYN)
+ // break;
+ //}
+
+ //if (breakYN)
+ // break;
+ //}
+ } // Object is within 256m Z of terrain
+ } // object is at least a meter wide
+ } // loop over group children
+ } // entitybase is sceneobject group
+ } // foreach loop over entities
+
+ float[] sortedZHeights = z_sortheights.ToArray();
+ uint[] sortedlocalIds = z_localIDs.ToArray();
+
+ // Sort prim by Z position
+ Array.Sort(sortedZHeights, sortedlocalIds);
+
+ Graphics g = Graphics.FromImage(mapbmp);
+
+ for (int s = 0; s < sortedZHeights.Length; s++)
+ {
+ if (z_sort.ContainsKey(sortedlocalIds[s]))
+ {
+ DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
+ for (int r = 0; r < rectDrawStruct.trns.Length; r++)
+ {
+ g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
+ }
+ //g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
+ }
+ }
+
+ g.Dispose();
+ } // lock entities objs
+
+ m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
+ return mapbmp;
+ }
+
+ private Point project(Vector3 point3d, Vector3 originpos)
+ {
+ Point returnpt = new Point();
+ //originpos = point3d;
+ //int d = (int)(256f / 1.5f);
+
+ //Vector3 topos = new Vector3(0, 0, 0);
+ // float z = -point3d.z - topos.z;
+
+ returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
+ returnpt.Y = (int)(((int)Constants.RegionSize - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
+
+ return returnpt;
+ }
+ }
+}
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs
new file mode 100644
index 0000000..eb1a27f
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs
@@ -0,0 +1,244 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Drawing;
+using System.Reflection;
+using log4net;
+using Nini.Config;
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Scenes;
+
+namespace OpenSim.Region.CoreModules.World.LegacyMap
+{
+ public class ShadedMapTileRenderer : IMapTileTerrainRenderer
+ {
+ private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
+
+ private static readonly ILog m_log =
+ LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ private Scene m_scene;
+ //private IConfigSource m_config; // not used currently
+
+ public void Initialise(Scene scene, IConfigSource config)
+ {
+ m_scene = scene;
+ // m_config = config; // not used currently
+ }
+
+ public void TerrainToBitmap(Bitmap mapbmp)
+ {
+ int tc = Environment.TickCount;
+ m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
+
+ double[,] hm = m_scene.Heightmap.GetDoubles();
+ bool ShadowDebugContinue = true;
+
+ bool terraincorruptedwarningsaid = false;
+
+ float low = 255;
+ float high = 0;
+ for (int x = 0; x < (int)Constants.RegionSize; x++)
+ {
+ for (int y = 0; y < (int)Constants.RegionSize; y++)
+ {
+ float hmval = (float)hm[x, y];
+ if (hmval < low)
+ low = hmval;
+ if (hmval > high)
+ high = hmval;
+ }
+ }
+
+ float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
+
+ for (int x = 0; x < (int)Constants.RegionSize; x++)
+ {
+ for (int y = 0; y < (int)Constants.RegionSize; y++)
+ {
+ // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
+ int yr = ((int)Constants.RegionSize - 1) - y;
+
+ float heightvalue = (float)hm[x, y];
+
+ if (heightvalue > waterHeight)
+ {
+ // scale height value
+ // No, that doesn't scale it:
+ // heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue
+
+ if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
+ heightvalue = 0;
+ else if (heightvalue > 255f)
+ heightvalue = 255f;
+ else if (heightvalue < 0f)
+ heightvalue = 0f;
+
+ Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
+
+ mapbmp.SetPixel(x, yr, color);
+
+ try
+ {
+ //X
+ // .
+ //
+ // Shade the terrain for shadows
+ if (x < ((int)Constants.RegionSize - 1) && yr < ((int)Constants.RegionSize - 1))
+ {
+ float hfvalue = (float)hm[x, y];
+ float hfvaluecompare = 0f;
+
+ if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
+ {
+ hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
+ }
+ if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
+ hfvalue = 0f;
+
+ if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
+ hfvaluecompare = 0f;
+
+ float hfdiff = hfvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
+
+ int hfdiffi = 0;
+ int hfdiffihighlight = 0;
+ float highlightfactor = 0.18f;
+
+ try
+ {
+ // hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
+ hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1;
+ if (hfdiff % 1f != 0)
+ {
+ // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
+ hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1);
+ }
+
+ hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1;
+ if (hfdiff % 1f != 0)
+ {
+ // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
+ hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1);
+ }
+ }
+ catch (OverflowException)
+ {
+ m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
+ ShadowDebugContinue = false;
+ }
+
+ if (hfdiff > 0.3f)
+ {
+ // NE is lower than here
+ // We have to desaturate and lighten the land at the same time
+ // we use floats, colors use bytes, so shrink are space down to
+ // 0-255
+
+ if (ShadowDebugContinue)
+ {
+ int r = color.R;
+ int g = color.G;
+ int b = color.B;
+ color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255,
+ (g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255,
+ (b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255);
+ }
+ }
+ else if (hfdiff < -0.3f)
+ {
+ // here is lower than NE:
+ // We have to desaturate and blacken the land at the same time
+ // we use floats, colors use bytes, so shrink are space down to
+ // 0-255
+
+ if (ShadowDebugContinue)
+ {
+ if ((x - 1 > 0) && (yr + 1 < (int)Constants.RegionSize))
+ {
+ color = mapbmp.GetPixel(x - 1, yr + 1);
+ int r = color.R;
+ int g = color.G;
+ int b = color.B;
+ color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0,
+ (g - hfdiffi > 0) ? g - hfdiffi : 0,
+ (b - hfdiffi > 0) ? b - hfdiffi : 0);
+
+ mapbmp.SetPixel(x-1, yr+1, color);
+ }
+ }
+ }
+ }
+ }
+ catch (ArgumentException)
+ {
+ if (!terraincorruptedwarningsaid)
+ {
+ 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);
+ terraincorruptedwarningsaid = true;
+ }
+ color = Color.Black;
+ mapbmp.SetPixel(x, yr, color);
+ }
+ }
+ else
+ {
+ // We're under the water level with the terrain, so paint water instead of land
+
+ // Y flip the cordinates
+ heightvalue = waterHeight - heightvalue;
+ if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
+ heightvalue = 0f;
+ else if (heightvalue > 19f)
+ heightvalue = 19f;
+ else if (heightvalue < 0f)
+ heightvalue = 0f;
+
+ heightvalue = 100f - (heightvalue * 100f) / 19f;
+
+ try
+ {
+ mapbmp.SetPixel(x, yr, WATER_COLOR);
+ }
+ catch (ArgumentException)
+ {
+ if (!terraincorruptedwarningsaid)
+ {
+ 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);
+ terraincorruptedwarningsaid = true;
+ }
+ Color black = Color.Black;
+ mapbmp.SetPixel(x, ((int)Constants.RegionSize - y) - 1, black);
+ }
+ }
+ }
+ }
+ m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
+ }
+ }
+}
diff --git a/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs b/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs
new file mode 100644
index 0000000..071314a
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/LegacyMap/TexturedMapTileRenderer.cs
@@ -0,0 +1,418 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Drawing;
+using System.Reflection;
+using log4net;
+using Nini.Config;
+using OpenMetaverse;
+using OpenMetaverse.Imaging;
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Scenes;
+
+namespace OpenSim.Region.CoreModules.World.LegacyMap
+{
+ // Hue, Saturation, Value; used for color-interpolation
+ struct HSV {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ public float h;
+ public float s;
+ public float v;
+
+ public HSV(float h, float s, float v)
+ {
+ this.h = h;
+ this.s = s;
+ this.v = v;
+ }
+
+ // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
+ public HSV(Color c)
+ {
+ float r = c.R / 255f;
+ float g = c.G / 255f;
+ float b = c.B / 255f;
+ float max = Math.Max(Math.Max(r, g), b);
+ float min = Math.Min(Math.Min(r, g), b);
+ float diff = max - min;
+
+ if (max == min) h = 0f;
+ else if (max == r) h = (g - b) / diff * 60f;
+ else if (max == g) h = (b - r) / diff * 60f + 120f;
+ else h = (r - g) / diff * 60f + 240f;
+ if (h < 0f) h += 360f;
+
+ if (max == 0f) s = 0f;
+ else s = diff / max;
+
+ v = max;
+ }
+
+ // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
+ public Color toColor()
+ {
+ if (s < 0f) m_log.Debug("S < 0: " + s);
+ else if (s > 1f) m_log.Debug("S > 1: " + s);
+ if (v < 0f) m_log.Debug("V < 0: " + v);
+ else if (v > 1f) m_log.Debug("V > 1: " + v);
+
+ float f = h / 60f;
+ int sector = (int)f % 6;
+ f = f - (int)f;
+ int pi = (int)(v * (1f - s) * 255f);
+ int qi = (int)(v * (1f - s * f) * 255f);
+ int ti = (int)(v * (1f - (1f - f) * s) * 255f);
+ int vi = (int)(v * 255f);
+
+ if (pi < 0) pi = 0;
+ if (pi > 255) pi = 255;
+ if (qi < 0) qi = 0;
+ if (qi > 255) qi = 255;
+ if (ti < 0) ti = 0;
+ if (ti > 255) ti = 255;
+ if (vi < 0) vi = 0;
+ if (vi > 255) vi = 255;
+
+ switch (sector)
+ {
+ case 0:
+ return Color.FromArgb(vi, ti, pi);
+ case 1:
+ return Color.FromArgb(qi, vi, pi);
+ case 2:
+ return Color.FromArgb(pi, vi, ti);
+ case 3:
+ return Color.FromArgb(pi, qi, vi);
+ case 4:
+ return Color.FromArgb(ti, pi, vi);
+ default:
+ return Color.FromArgb(vi, pi, qi);
+ }
+ }
+ }
+
+ public class TexturedMapTileRenderer : IMapTileTerrainRenderer
+ {
+ #region Constants
+
+ private static readonly ILog m_log =
+ LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ // some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank").
+ // The color-values were choosen because they "look right" (at least to me) ;-)
+ private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
+ private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118);
+ private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
+ private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49);
+ private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740");
+ private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141);
+ private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
+ private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
+
+ private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
+
+ #endregion
+
+
+ private Scene m_scene;
+ // private IConfigSource m_config; // not used currently
+
+ // mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only
+ // added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in
+ // that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one.
+ // TODO does it make sense to use a "real" cache and regenerate missing entries on fetch?
+ private Dictionary m_mapping;
+
+
+ public void Initialise(Scene scene, IConfigSource source)
+ {
+ m_scene = scene;
+ // m_config = source; // not used currently
+ m_mapping = new Dictionary();
+ m_mapping.Add(defaultTerrainTexture1, defaultColor1);
+ m_mapping.Add(defaultTerrainTexture2, defaultColor2);
+ m_mapping.Add(defaultTerrainTexture3, defaultColor3);
+ m_mapping.Add(defaultTerrainTexture4, defaultColor4);
+ m_mapping.Add(Util.BLANK_TEXTURE_UUID, Color.White);
+ }
+
+ #region Helpers
+ // This fetches the texture from the asset server synchroneously. That should be ok, as we
+ // call map-creation only in those places:
+ // - on start: We can wait here until the asset server returns the texture
+ // TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway)
+ // TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and
+ // will wait anyway)
+ private Bitmap fetchTexture(UUID id)
+ {
+ AssetBase asset = m_scene.AssetService.Get(id.ToString());
+ m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null);
+ if (asset == null) return null;
+
+ ManagedImage managedImage;
+ Image image;
+
+ try
+ {
+ if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
+ return new Bitmap(image);
+ else
+ return null;
+ }
+ catch (DllNotFoundException)
+ {
+ m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is emtpy for {0}", id);
+
+ }
+ catch (IndexOutOfRangeException)
+ {
+ m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is emtpy for {0}", id);
+
+ }
+ catch (Exception)
+ {
+ m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is emtpy for {0}", id);
+
+ }
+ return null;
+
+ }
+
+ // Compute the average color of a texture.
+ private Color computeAverageColor(Bitmap bmp)
+ {
+ // we have 256 x 256 pixel, each with 256 possible color-values per
+ // color-channel, so 2^24 is the maximum value we can get, adding everything.
+ // int is be big enough for that.
+ int r = 0, g = 0, b = 0;
+ for (int y = 0; y < bmp.Height; ++y)
+ {
+ for (int x = 0; x < bmp.Width; ++x)
+ {
+ Color c = bmp.GetPixel(x, y);
+ r += (int)c.R & 0xff;
+ g += (int)c.G & 0xff;
+ b += (int)c.B & 0xff;
+ }
+ }
+
+ int pixels = bmp.Width * bmp.Height;
+ return Color.FromArgb(r / pixels, g / pixels, b / pixels);
+ }
+
+ // return either the average color of the texture, or the defaultColor if the texturID is invalid
+ // or the texture couldn't be found
+ private Color computeAverageColor(UUID textureID, Color defaultColor) {
+ if (textureID == UUID.Zero) return defaultColor; // not set
+ if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
+
+ Bitmap bmp = fetchTexture(textureID);
+ Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
+ // store it for future reference
+ m_mapping[textureID] = color;
+
+ return color;
+ }
+
+ // S-curve: f(x) = 3x² - 2x³:
+ // f(0) = 0, f(0.5) = 0.5, f(1) = 1,
+ // f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5,
+ // f''(0.5) = 0, f''(x) != 0 for x != 0.5
+ private float S(float v) {
+ return (v * v * (3f - 2f * v));
+ }
+
+ // interpolate two colors in HSV space and return the resulting color
+ private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) {
+ if (ratio <= 0f) return c1;
+ if (ratio >= 1f) return c2;
+
+ // make sure we are on the same side on the hue-circle for interpolation
+ // We change the hue of the parameters here, but we don't change the color
+ // represented by that value
+ if (c1.h - c2.h > 180f) c1.h -= 360f;
+ else if (c2.h - c1.h > 180f) c1.h += 360f;
+
+ return new HSV(c1.h * (1f - ratio) + c2.h * ratio,
+ c1.s * (1f - ratio) + c2.s * ratio,
+ c1.v * (1f - ratio) + c2.v * ratio);
+ }
+
+ // the heigthfield might have some jumps in values. Rendered land is smooth, though,
+ // as a slope is rendered at that place. So average 4 neighbour values to emulate that.
+ private float getHeight(double[,] hm, int x, int y) {
+ if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
+ return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112);
+ else
+ return (float)hm[x, y];
+ }
+ #endregion
+
+ public void TerrainToBitmap(Bitmap mapbmp)
+ {
+ int tc = Environment.TickCount;
+ m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
+
+ // These textures should be in the AssetCache anyway, as every client conneting to this
+ // region needs them. Except on start, when the map is recreated (before anyone connected),
+ // and on change of the estate settings (textures and terrain values), when the map should
+ // be recreated.
+ RegionSettings settings = m_scene.RegionInfo.RegionSettings;
+
+ // the four terrain colors as HSVs for interpolation
+ HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1));
+ HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
+ HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
+ HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));
+
+ float levelNElow = (float)settings.Elevation1NE;
+ float levelNEhigh = (float)settings.Elevation2NE;
+
+ float levelNWlow = (float)settings.Elevation1NW;
+ float levelNWhigh = (float)settings.Elevation2NW;
+
+ float levelSElow = (float)settings.Elevation1SE;
+ float levelSEhigh = (float)settings.Elevation2SE;
+
+ float levelSWlow = (float)settings.Elevation1SW;
+ float levelSWhigh = (float)settings.Elevation2SW;
+
+ float waterHeight = (float)settings.WaterHeight;
+
+ double[,] hm = m_scene.Heightmap.GetDoubles();
+
+ for (int x = 0; x < (int)Constants.RegionSize; x++)
+ {
+ float columnRatio = x / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
+ for (int y = 0; y < (int)Constants.RegionSize; y++)
+ {
+ float rowRatio = y / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
+
+ // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
+ int yr = ((int)Constants.RegionSize - 1) - y;
+
+ float heightvalue = getHeight(hm, x, y);
+ if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
+ heightvalue = 0;
+
+ if (heightvalue > waterHeight)
+ {
+ // add a bit noise for breaking up those flat colors:
+ // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast)
+ // - a small-scale noise, for bringing in some small scale variation
+ //float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0
+ //float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f;
+ //float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f;
+ float hmod =
+ heightvalue +
+ (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3
+ S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10
+
+ // find the low/high values for this point (interpolated bilinearily)
+ // (and remember, x=0,y=0 is SW)
+ float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) +
+ levelSElow * (1f - rowRatio) * columnRatio +
+ levelNWlow * rowRatio * (1f - columnRatio) +
+ levelNElow * rowRatio * columnRatio;
+ float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) +
+ levelSEhigh * (1f - rowRatio) * columnRatio +
+ levelNWhigh * rowRatio * (1f - columnRatio) +
+ levelNEhigh * rowRatio * columnRatio;
+ if (high < low)
+ {
+ // someone tried to fool us. High value should be higher than low every time
+ float tmp = high;
+ high = low;
+ low = tmp;
+ }
+
+ HSV hsv;
+ if (hmod <= low) hsv = hsv1; // too low
+ else if (hmod >= high) hsv = hsv4; // too high
+ else
+ {
+ // HSV-interpolate along the colors
+ // first, rescale h to 0.0 - 1.0
+ hmod = (hmod - low) / (high - low);
+ // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4
+ if (hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f);
+ else if (hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f);
+ else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f);
+ }
+
+ // Shade the terrain for shadows
+ if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
+ {
+ float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there
+ if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
+ hfvaluecompare = 0f;
+
+ float hfdiff = heightvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
+ hfdiff *= 0.06f; // some random factor so "it looks good"
+ if (hfdiff > 0.02f)
+ {
+ float highlightfactor = 0.18f;
+ // NE is lower than here
+ // We have to desaturate and lighten the land at the same time
+ hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f;
+ hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f;
+ }
+ else if (hfdiff < -0.02f)
+ {
+ // here is lower than NE:
+ // We have to desaturate and blacken the land at the same time
+ hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f;
+ hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f;
+ }
+ }
+ mapbmp.SetPixel(x, yr, hsv.toColor());
+ }
+ else
+ {
+ // We're under the water level with the terrain, so paint water instead of land
+
+ heightvalue = waterHeight - heightvalue;
+ if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
+ heightvalue = 0f;
+ else if (heightvalue > 19f)
+ heightvalue = 19f;
+ else if (heightvalue < 0f)
+ heightvalue = 0f;
+
+ heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0
+
+ mapbmp.SetPixel(x, yr, WATER_COLOR);
+ }
+ }
+ }
+ m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
+ }
+ }
+}
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
new file mode 100644
index 0000000..47b1639
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
@@ -0,0 +1,624 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Drawing;
+using System.Drawing.Imaging;
+using System.IO;
+using System.Reflection;
+using CSJ2K;
+using Nini.Config;
+using log4net;
+using Rednettle.Warp3D;
+using OpenMetaverse;
+using OpenMetaverse.Imaging;
+using OpenMetaverse.Rendering;
+using OpenMetaverse.StructuredData;
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Physics.Manager;
+using OpenSim.Services.Interfaces;
+
+using WarpRenderer = global::Warp3D.Warp3D;
+
+namespace OpenSim.Region.CoreModules.World.Warp3DMap
+{
+ public class Warp3DImageModule : IMapImageGenerator, IRegionModule
+ {
+ private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3");
+ private static readonly Color4 WATER_COLOR = new Color4(29, 71, 95, 216);
+
+ private static readonly ILog m_log =
+ LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ private Scene m_scene;
+ private IRendering m_primMesher;
+ private IConfigSource m_config;
+ private Dictionary m_colors = new Dictionary();
+ private bool m_useAntiAliasing = true; // TODO: Make this a config option
+
+ #region IRegionModule Members
+
+ public void Initialise(Scene scene, IConfigSource source)
+ {
+ m_scene = scene;
+ m_config = source;
+
+ IConfig startupConfig = m_config.Configs["Startup"];
+ if (startupConfig.GetString("MapImageModule", "MapImageModule") != "Warp3DImageModule")
+ return;
+
+ List renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
+ if (renderers.Count > 0)
+ {
+ m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
+ m_log.Info("[MAPTILE]: Loaded prim mesher " + m_primMesher.ToString());
+ }
+ else
+ {
+ m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
+ }
+
+ m_scene.RegisterModuleInterface(this);
+ }
+
+ public void PostInitialise()
+ {
+ }
+
+ public void Close()
+ {
+ }
+
+ public string Name
+ {
+ get { return "Warp3DImageModule"; }
+ }
+
+ public bool IsSharedModule
+ {
+ get { return false; }
+ }
+
+ #endregion
+
+ #region IMapImageGenerator Members
+
+ public Bitmap CreateMapTile()
+ {
+ bool drawPrimVolume = true;
+ bool textureTerrain = true;
+
+ try
+ {
+ IConfig startupConfig = m_config.Configs["Startup"];
+ drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
+ textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
+ }
+ catch
+ {
+ m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
+ }
+
+ m_colors.Clear();
+
+ Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
+ Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
+
+ int width = viewport.Width;
+ int height = viewport.Height;
+
+ if (m_useAntiAliasing)
+ {
+ width *= 2;
+ height *= 2;
+ }
+
+ WarpRenderer renderer = new WarpRenderer();
+ renderer.CreateScene(width, height);
+ renderer.Scene.autoCalcNormals = false;
+
+ #region Camera
+
+ warp_Vector pos = ConvertVector(viewport.Position);
+ pos.z -= 0.001f; // Works around an issue with the Warp3D camera
+ warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection));
+
+ renderer.Scene.defaultCamera.setPos(pos);
+ renderer.Scene.defaultCamera.lookAt(lookat);
+
+ if (viewport.Orthographic)
+ {
+ renderer.Scene.defaultCamera.isOrthographic = true;
+ renderer.Scene.defaultCamera.orthoViewWidth = viewport.OrthoWindowWidth;
+ renderer.Scene.defaultCamera.orthoViewHeight = viewport.OrthoWindowHeight;
+ }
+ else
+ {
+ float fov = viewport.FieldOfView;
+ fov *= 1.75f; // FIXME: ???
+ renderer.Scene.defaultCamera.setFov(fov);
+ }
+
+ #endregion Camera
+
+ renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(0.2f, 0.2f, 1f), 0xffffff, 320, 80));
+ renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 100, 40));
+
+ CreateWater(renderer);
+ CreateTerrain(renderer, textureTerrain);
+ if (drawPrimVolume)
+ CreateAllPrims(renderer);
+
+ renderer.Render();
+ Bitmap bitmap = renderer.Scene.getImage();
+
+ if (m_useAntiAliasing)
+ bitmap = ImageUtils.ResizeImage(bitmap, viewport.Width, viewport.Height);
+
+ return bitmap;
+ }
+
+ public byte[] WriteJpeg2000Image()
+ {
+ try
+ {
+ using (Bitmap mapbmp = CreateMapTile())
+ return OpenJPEG.EncodeFromImage(mapbmp, true);
+ }
+ catch (Exception e)
+ {
+ // JPEG2000 encoder failed
+ m_log.Error("[MAPTILE]: Failed generating terrain map: " + e);
+ }
+
+ return null;
+ }
+
+ #endregion
+
+ #region Rendering Methods
+
+ private void CreateWater(WarpRenderer renderer)
+ {
+ float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
+
+ renderer.AddPlane("Water", 256f * 0.5f);
+ renderer.Scene.sceneobject("Water").setPos(127.5f, waterHeight, 127.5f);
+
+ renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR));
+ renderer.Scene.material("WaterColor").setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
+ renderer.SetObjectMaterial("Water", "WaterColor");
+ }
+
+ private void CreateTerrain(WarpRenderer renderer, bool textureTerrain)
+ {
+ ITerrainChannel terrain = m_scene.Heightmap;
+ float[] heightmap = terrain.GetFloatsSerialised();
+
+ warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2);
+
+ for (int y = 0; y < 256; y++)
+ {
+ for (int x = 0; x < 256; x++)
+ {
+ int v = y * 256 + x;
+ float height = heightmap[v];
+
+ warp_Vector pos = ConvertVector(new Vector3(x, y, height));
+ obj.addVertex(new warp_Vertex(pos, (float)x / 255f, (float)(255 - y) / 255f));
+ }
+ }
+
+ for (int y = 0; y < 256; y++)
+ {
+ for (int x = 0; x < 256; x++)
+ {
+ if (x < 255 && y < 255)
+ {
+ int v = y * 256 + x;
+
+ // Normal
+ Vector3 v1 = new Vector3(x, y, heightmap[y * 256 + x]);
+ Vector3 v2 = new Vector3(x + 1, y, heightmap[y * 256 + x + 1]);
+ Vector3 v3 = new Vector3(x, y + 1, heightmap[(y + 1) * 256 + x]);
+ warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3));
+ norm = norm.reverse();
+ obj.vertex(v).n = norm;
+
+ // Triangle 1
+ obj.addTriangle(
+ v,
+ v + 1,
+ v + 256);
+
+ // Triangle 2
+ obj.addTriangle(
+ v + 256 + 1,
+ v + 256,
+ v + 1);
+ }
+ }
+ }
+
+ renderer.Scene.addObject("Terrain", obj);
+
+ UUID[] textureIDs = new UUID[4];
+ float[] startHeights = new float[4];
+ float[] heightRanges = new float[4];
+
+ RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
+
+ textureIDs[0] = regionInfo.TerrainTexture1;
+ textureIDs[1] = regionInfo.TerrainTexture2;
+ textureIDs[2] = regionInfo.TerrainTexture3;
+ textureIDs[3] = regionInfo.TerrainTexture4;
+
+ startHeights[0] = (float)regionInfo.Elevation1SW;
+ startHeights[1] = (float)regionInfo.Elevation1NW;
+ startHeights[2] = (float)regionInfo.Elevation1SE;
+ startHeights[3] = (float)regionInfo.Elevation1NE;
+
+ heightRanges[0] = (float)regionInfo.Elevation2SW;
+ heightRanges[1] = (float)regionInfo.Elevation2NW;
+ heightRanges[2] = (float)regionInfo.Elevation2SE;
+ heightRanges[3] = (float)regionInfo.Elevation2NE;
+
+ 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_Material material = new warp_Material(texture);
+ material.setReflectivity(50);
+ renderer.Scene.addMaterial("TerrainColor", material);
+ renderer.SetObjectMaterial("Terrain", "TerrainColor");
+ }
+
+ private void CreateAllPrims(WarpRenderer renderer)
+ {
+ if (m_primMesher == null)
+ return;
+
+ m_scene.ForEachSOG(
+ delegate(SceneObjectGroup group)
+ {
+ CreatePrim(renderer, group.RootPart);
+ foreach (SceneObjectPart child in group.Children.Values)
+ CreatePrim(renderer, child);
+ }
+ );
+ }
+
+ private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
+ {
+ const float MIN_SIZE = 2f;
+
+ if ((PCode)prim.Shape.PCode != PCode.Prim)
+ return;
+ if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE)
+ return;
+
+ Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
+ FacetedMesh renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
+ if (renderMesh == null)
+ return;
+
+ warp_Vector primPos = ConvertVector(prim.AbsolutePosition);
+ warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset);
+
+ warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
+
+ if (prim.ParentID != 0)
+ {
+ SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId);
+ if (group != null)
+ m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset)));
+ }
+
+ warp_Vector primScale = ConvertVector(prim.Scale);
+
+ string primID = prim.UUID.ToString();
+
+ // Create the prim faces
+ for (int i = 0; i < renderMesh.Faces.Count; i++)
+ {
+ Face face = renderMesh.Faces[i];
+ string meshName = primID + "-Face-" + i.ToString();
+
+ warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3);
+
+ for (int j = 0; j < face.Vertices.Count; j++)
+ {
+ Vertex v = face.Vertices[j];
+
+ warp_Vector pos = ConvertVector(v.Position);
+ warp_Vector norm = ConvertVector(v.Normal);
+
+ if (prim.Shape.SculptTexture == UUID.Zero)
+ norm = norm.reverse();
+ warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y);
+
+ faceObj.addVertex(vert);
+ }
+
+ for (int j = 0; j < face.Indices.Count; j += 3)
+ {
+ faceObj.addTriangle(
+ face.Indices[j + 0],
+ face.Indices[j + 1],
+ face.Indices[j + 2]);
+ }
+
+ Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
+ Color4 faceColor = GetFaceColor(teFace);
+ string materialName = GetOrCreateMaterial(renderer, faceColor);
+
+ faceObj.transform(m);
+ faceObj.setPos(primPos);
+ faceObj.scaleSelf(primScale.x, primScale.y, primScale.z);
+
+ renderer.Scene.addObject(meshName, faceObj);
+
+ renderer.SetObjectMaterial(meshName, materialName);
+ }
+ }
+
+ private Color4 GetFaceColor(Primitive.TextureEntryFace face)
+ {
+ Color4 color;
+
+ if (face.TextureID == UUID.Zero)
+ return face.RGBA;
+
+ if (!m_colors.TryGetValue(face.TextureID, out color))
+ {
+ bool fetched = false;
+
+ // Attempt to fetch the texture metadata
+ UUID metadataID = UUID.Combine(face.TextureID, TEXTURE_METADATA_MAGIC);
+ AssetBase metadata = m_scene.AssetService.GetCached(metadataID.ToString());
+ if (metadata != null)
+ {
+ OSDMap map = null;
+ try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { }
+
+ if (map != null)
+ {
+ color = map["X-JPEG2000-RGBA"].AsColor4();
+ fetched = true;
+ }
+ }
+
+ if (!fetched)
+ {
+ // Fetch the texture, decode and get the average color,
+ // then save it to a temporary metadata asset
+ AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
+ if (textureAsset != null)
+ {
+ int width, height;
+ color = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height);
+
+ OSDMap data = new OSDMap { { "X-JPEG2000-RGBA", OSD.FromColor4(color) } };
+ metadata = new AssetBase
+ {
+ Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)),
+ Description = "Metadata for JPEG2000 texture " + face.TextureID.ToString(),
+ Flags = AssetFlags.Collectable,
+ FullID = metadataID,
+ ID = metadataID.ToString(),
+ Local = true,
+ Temporary = true,
+ Name = String.Empty,
+ Type = (sbyte)AssetType.Unknown
+ };
+ m_scene.AssetService.Store(metadata);
+ }
+ else
+ {
+ color = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
+ }
+ }
+
+ m_colors[face.TextureID] = color;
+ }
+
+ return color * face.RGBA;
+ }
+
+ private string GetOrCreateMaterial(WarpRenderer renderer, Color4 color)
+ {
+ string name = color.ToString();
+
+ warp_Material material = renderer.Scene.material(name);
+ if (material != null)
+ return name;
+
+ renderer.AddMaterial(name, ConvertColor(color));
+ if (color.A < 1f)
+ renderer.Scene.material(name).setTransparency((byte)((1f - color.A) * 255f));
+ return name;
+ }
+
+ #endregion Rendering Methods
+
+ #region Static Helpers
+
+ private static warp_Vector ConvertVector(Vector3 vector)
+ {
+ return new warp_Vector(vector.X, vector.Z, vector.Y);
+ }
+
+ private static warp_Quaternion ConvertQuaternion(Quaternion quat)
+ {
+ return new warp_Quaternion(quat.X, quat.Z, quat.Y, -quat.W);
+ }
+
+ private static int ConvertColor(Color4 color)
+ {
+ int c = warp_Color.getColor((byte)(color.R * 255f), (byte)(color.G * 255f), (byte)(color.B * 255f));
+ if (color.A < 1f)
+ c |= (byte)(color.A * 255f) << 24;
+
+ return c;
+ }
+
+ private static Vector3 SurfaceNormal(Vector3 c1, Vector3 c2, Vector3 c3)
+ {
+ Vector3 edge1 = new Vector3(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
+ Vector3 edge2 = new Vector3(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
+
+ Vector3 normal = Vector3.Cross(edge1, edge2);
+ normal.Normalize();
+
+ return normal;
+ }
+
+ public static Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height)
+ {
+ ulong r = 0;
+ ulong g = 0;
+ ulong b = 0;
+ ulong a = 0;
+
+ using (MemoryStream stream = new MemoryStream(j2kData))
+ {
+ try
+ {
+ Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream);
+ width = bitmap.Width;
+ height = bitmap.Height;
+
+ 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
+ {
+ if (pixelBytes == 4)
+ {
+ for (int y = 0; y < height; y++)
+ {
+ 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++)
+ {
+ 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];
+ }
+ }
+ }
+ }
+
+ // Get the averages for each channel
+ const decimal OO_255 = 1m / 255m;
+ decimal totalPixels = (decimal)(width * height);
+
+ decimal rm = ((decimal)r / totalPixels) * OO_255;
+ decimal gm = ((decimal)g / totalPixels) * OO_255;
+ decimal bm = ((decimal)b / totalPixels) * OO_255;
+ decimal am = ((decimal)a / totalPixels) * OO_255;
+
+ if (pixelBytes == 3)
+ am = 1m;
+
+ return new Color4((float)rm, (float)gm, (float)bm, (float)am);
+ }
+ catch (Exception ex)
+ {
+ m_log.WarnFormat("[MAPTILE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}", textureID, j2kData.Length, ex.Message);
+ width = 0;
+ height = 0;
+ return new Color4(0.5f, 0.5f, 0.5f, 1.0f);
+ }
+ }
+ }
+
+ #endregion Static Helpers
+ }
+
+ public static class ImageUtils
+ {
+ ///
+ /// Performs bilinear interpolation between four values
+ ///
+ /// First, or top left value
+ /// Second, or top right value
+ /// Third, or bottom left value
+ /// Fourth, or bottom right value
+ /// Interpolation value on the X axis, between 0.0 and 1.0
+ /// Interpolation value on fht Y axis, between 0.0 and 1.0
+ /// The bilinearly interpolated result
+ public static float Bilinear(float v00, float v01, float v10, float v11, float xPercent, float yPercent)
+ {
+ return Utils.Lerp(Utils.Lerp(v00, v01, xPercent), Utils.Lerp(v10, v11, xPercent), yPercent);
+ }
+
+ ///
+ /// Performs a high quality image resize
+ ///
+ /// Image to resize
+ /// New width
+ /// New height
+ /// Resized image
+ public static Bitmap ResizeImage(Image image, int width, int height)
+ {
+ Bitmap result = new Bitmap(width, height);
+
+ using (Graphics graphics = Graphics.FromImage(result))
+ {
+ graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
+ graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
+ graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
+ graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
+
+ graphics.DrawImage(image, 0, 0, result.Width, result.Height);
+ }
+
+ return result;
+ }
+ }
+}
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Perlin.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Perlin.cs
new file mode 100644
index 0000000..af59d7a
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Perlin.cs
@@ -0,0 +1,273 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using OpenMetaverse;
+
+namespace OpenSim.Region.CoreModules.World.Warp3DMap
+{
+ public static class Perlin
+ {
+ // We use a hardcoded seed to keep the noise generation consistent between runs
+ private const int SEED = 42;
+
+ private const int SAMPLE_SIZE = 1024;
+ private const int B = SAMPLE_SIZE;
+ private const int BM = SAMPLE_SIZE - 1;
+ private const int N = 0x1000;
+
+ private static readonly int[] p = new int[SAMPLE_SIZE + SAMPLE_SIZE + 2];
+ private static readonly float[,] g3 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2, 3];
+ private static readonly float[,] g2 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2, 2];
+ private static readonly float[] g1 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2];
+
+ static Perlin()
+ {
+ Random rng = new Random(SEED);
+ int i, j, k;
+
+ for (i = 0; i < B; i++)
+ {
+ p[i] = i;
+ g1[i] = (float)((rng.Next() % (B + B)) - B) / B;
+
+ for (j = 0; j < 2; j++)
+ g2[i, j] = (float)((rng.Next() % (B + B)) - B) / B;
+ normalize2(g2, i);
+
+ for (j = 0; j < 3; j++)
+ g3[i, j] = (float)((rng.Next() % (B + B)) - B) / B;
+ normalize3(g3, i);
+ }
+
+ while (--i > 0)
+ {
+ k = p[i];
+ p[i] = p[j = rng.Next() % B];
+ p[j] = k;
+ }
+
+ for (i = 0; i < B + 2; i++)
+ {
+ p[B + i] = p[i];
+ g1[B + i] = g1[i];
+ for (j = 0; j < 2; j++)
+ g2[B + i, j] = g2[i, j];
+ for (j = 0; j < 3; j++)
+ g3[B + i, j] = g3[i, j];
+ }
+ }
+
+ public static float noise1(float arg)
+ {
+ int bx0, bx1;
+ float rx0, rx1, sx, t, u, v, a;
+
+ a = arg;
+
+ t = arg + N;
+ bx0 = ((int)t) & BM;
+ bx1 = (bx0 + 1) & BM;
+ rx0 = t - (int)t;
+ rx1 = rx0 - 1f;
+
+ sx = s_curve(rx0);
+
+ u = rx0 * g1[p[bx0]];
+ v = rx1 * g1[p[bx1]];
+
+ return Utils.Lerp(u, v, sx);
+ }
+
+ public static float noise2(float x, float y)
+ {
+ int bx0, bx1, by0, by1, b00, b10, b01, b11;
+ float rx0, rx1, ry0, ry1, sx, sy, a, b, t, u, v;
+ int i, j;
+
+ t = x + N;
+ bx0 = ((int)t) & BM;
+ bx1 = (bx0 + 1) & BM;
+ rx0 = t - (int)t;
+ rx1 = rx0 - 1f;
+
+ t = y + N;
+ by0 = ((int)t) & BM;
+ by1 = (by0 + 1) & BM;
+ ry0 = t - (int)t;
+ ry1 = ry0 - 1f;
+
+ i = p[bx0];
+ j = p[bx1];
+
+ b00 = p[i + by0];
+ b10 = p[j + by0];
+ b01 = p[i + by1];
+ b11 = p[j + by1];
+
+ sx = s_curve(rx0);
+ sy = s_curve(ry0);
+
+ u = rx0 * g2[b00, 0] + ry0 * g2[b00, 1];
+ v = rx1 * g2[b10, 0] + ry0 * g2[b10, 1];
+ a = Utils.Lerp(u, v, sx);
+
+ u = rx0 * g2[b01, 0] + ry1 * g2[b01, 1];
+ v = rx1 * g2[b11, 0] + ry1 * g2[b11, 1];
+ b = Utils.Lerp(u, v, sx);
+
+ return Utils.Lerp(a, b, sy);
+ }
+
+ public static float noise3(float x, float y, float z)
+ {
+ int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
+ float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v;
+ int i, j;
+
+ t = x + N;
+ bx0 = ((int)t) & BM;
+ bx1 = (bx0 + 1) & BM;
+ rx0 = t - (int)t;
+ rx1 = rx0 - 1f;
+
+ t = y + N;
+ by0 = ((int)t) & BM;
+ by1 = (by0 + 1) & BM;
+ ry0 = t - (int)t;
+ ry1 = ry0 - 1f;
+
+ t = z + N;
+ bz0 = ((int)t) & BM;
+ bz1 = (bz0 + 1) & BM;
+ rz0 = t - (int)t;
+ rz1 = rz0 - 1f;
+
+ i = p[bx0];
+ j = p[bx1];
+
+ b00 = p[i + by0];
+ b10 = p[j + by0];
+ b01 = p[i + by1];
+ b11 = p[j + by1];
+
+ t = s_curve(rx0);
+ sy = s_curve(ry0);
+ sz = s_curve(rz0);
+
+ u = rx0 * g3[b00 + bz0, 0] + ry0 * g3[b00 + bz0, 1] + rz0 * g3[b00 + bz0, 2];
+ v = rx1 * g3[b10 + bz0, 0] + ry0 * g3[b10 + bz0, 1] + rz0 * g3[b10 + bz0, 2];
+ a = Utils.Lerp(u, v, t);
+
+ u = rx0 * g3[b01 + bz0, 0] + ry1 * g3[b01 + bz0, 1] + rz0 * g3[b01 + bz0, 2];
+ v = rx1 * g3[b11 + bz0, 0] + ry1 * g3[b11 + bz0, 1] + rz0 * g3[b11 + bz0, 2];
+ b = Utils.Lerp(u, v, t);
+
+ c = Utils.Lerp(a, b, sy);
+
+ u = rx0 * g3[b00 + bz1, 0] + ry0 * g3[b00 + bz1, 1] + rz1 * g3[b00 + bz1, 2];
+ v = rx1 * g3[b10 + bz1, 0] + ry0 * g3[b10 + bz1, 1] + rz1 * g3[b10 + bz1, 2];
+ a = Utils.Lerp(u, v, t);
+
+ u = rx0 * g3[b01 + bz1, 0] + ry1 * g3[b01 + bz1, 1] + rz1 * g3[b01 + bz1, 2];
+ v = rx1 * g3[b11 + bz1, 0] + ry1 * g3[b11 + bz1, 1] + rz1 * g3[b11 + bz1, 2];
+ b = Utils.Lerp(u, v, t);
+
+ d = Utils.Lerp(a, b, sy);
+ return Utils.Lerp(c, d, sz);
+ }
+
+ public static float turbulence1(float x, float freq)
+ {
+ float t;
+ float v;
+
+ for (t = 0f; freq >= 1f; freq *= 0.5f)
+ {
+ v = freq * x;
+ t += noise1(v) / freq;
+ }
+ return t;
+ }
+
+ public static float turbulence2(float x, float y, float freq)
+ {
+ float t;
+ Vector2 vec;
+
+ for (t = 0f; freq >= 1f; freq *= 0.5f)
+ {
+ vec.X = freq * x;
+ vec.Y = freq * y;
+ t += noise2(vec.X, vec.Y) / freq;
+ }
+ return t;
+ }
+
+ public static float turbulence3(float x, float y, float z, float freq)
+ {
+ float t;
+ Vector3 vec;
+
+ for (t = 0f; freq >= 1f; freq *= 0.5f)
+ {
+ vec.X = freq * x;
+ vec.Y = freq * y;
+ vec.Z = freq * z;
+ t += noise3(vec.X, vec.Y, vec.Z) / freq;
+ }
+ return t;
+ }
+
+ private static void normalize2(float[,] v, int i)
+ {
+ float s;
+
+ s = (float)Math.Sqrt(v[i, 0] * v[i, 0] + v[i, 1] * v[i, 1]);
+ s = 1.0f / s;
+ v[i, 0] = v[i, 0] * s;
+ v[i, 1] = v[i, 1] * s;
+ }
+
+ private static void normalize3(float[,] v, int i)
+ {
+ float s;
+
+ s = (float)Math.Sqrt(v[i, 0] * v[i, 0] + v[i, 1] * v[i, 1] + v[i, 2] * v[i, 2]);
+ s = 1.0f / s;
+
+ v[i, 0] = v[i, 0] * s;
+ v[i, 1] = v[i, 1] * s;
+ v[i, 2] = v[i, 2] * s;
+ }
+
+ private static float s_curve(float t)
+ {
+ return t * t * (3f - 2f * t);
+ }
+ }
+}
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs
new file mode 100644
index 0000000..7bf675d
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs
@@ -0,0 +1,343 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Diagnostics;
+using System.Drawing;
+using System.Drawing.Imaging;
+using log4net;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Services.Interfaces;
+
+namespace OpenSim.Region.CoreModules.World.Warp3DMap
+{
+ public static class TerrainSplat
+ {
+ #region Constants
+
+ private static readonly UUID DIRT_DETAIL = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
+ private static readonly UUID GRASS_DETAIL = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
+ private static readonly UUID MOUNTAIN_DETAIL = new UUID("303cd381-8560-7579-23f1-f0a880799740");
+ private static readonly UUID ROCK_DETAIL = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
+
+ private static readonly UUID[] DEFAULT_TERRAIN_DETAIL = new UUID[]
+ {
+ DIRT_DETAIL,
+ GRASS_DETAIL,
+ MOUNTAIN_DETAIL,
+ ROCK_DETAIL
+ };
+
+ private static readonly Color[] DEFAULT_TERRAIN_COLOR = new Color[]
+ {
+ Color.FromArgb(255, 164, 136, 117),
+ Color.FromArgb(255, 65, 87, 47),
+ Color.FromArgb(255, 157, 145, 131),
+ Color.FromArgb(255, 125, 128, 130)
+ };
+
+ private static readonly UUID TERRAIN_CACHE_MAGIC = new UUID("2c0c7ef2-56be-4eb8-aacb-76712c535b4b");
+
+ #endregion Constants
+
+ private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name);
+
+ ///
+ /// Builds a composited terrain texture given the region texture
+ /// and heightmap settings
+ ///
+ /// Terrain heightmap
+ /// Region information including terrain texture parameters
+ /// A composited 256x256 RGB texture ready for rendering
+ /// Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
+ ///
+ public static Bitmap Splat(float[] heightmap, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
+ {
+ Debug.Assert(heightmap.Length == 256 * 256);
+ Debug.Assert(textureIDs.Length == 4);
+ Debug.Assert(startHeights.Length == 4);
+ Debug.Assert(heightRanges.Length == 4);
+
+ Bitmap[] detailTexture = new Bitmap[4];
+
+ if (textureTerrain)
+ {
+ // Swap empty terrain textureIDs with default IDs
+ for (int i = 0; i < textureIDs.Length; i++)
+ {
+ if (textureIDs[i] == UUID.Zero)
+ textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
+ }
+
+ #region Texture Fetching
+
+ if (assetService != null)
+ {
+ for (int i = 0; i < 4; 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)
+ {
+ // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
+ asset = assetService.Get(textureIDs[i].ToString());
+ if (asset != null)
+ {
+ try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
+ catch (Exception ex)
+ {
+ m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
+ }
+ }
+
+ 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())
+ {
+ 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
+ }
+
+ // Fill in any missing textures with a solid color
+ for (int i = 0; i < 4; i++)
+ {
+ if (detailTexture[i] == null)
+ {
+ // 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
+ };
+
+ 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]);
+ }
+
+ output.UnlockBits(outputData);
+
+ // We generated the texture upside down, so flip it
+ output.RotateFlip(RotateFlipType.RotateNoneFlipY);
+
+ #endregion Texture Compositing
+
+ return output;
+ }
+
+ public static Bitmap SplatSimple(float[] heightmap)
+ {
+ const float BASE_HSV_H = 93f / 360f;
+ const float BASE_HSV_S = 44f / 100f;
+ const float BASE_HSV_V = 34f / 100f;
+
+ Bitmap img = new Bitmap(256, 256);
+ BitmapData bitmapData = img.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
+
+ unsafe
+ {
+ for (int y = 255; y >= 0; y--)
+ {
+ for (int x = 0; x < 256; x++)
+ {
+ float normHeight = heightmap[y * 256 + x] / 255f;
+ normHeight = Utils.Clamp(normHeight, BASE_HSV_V, 1.0f);
+
+ Color4 color = Color4.FromHSV(BASE_HSV_H, BASE_HSV_S, normHeight);
+
+ byte* ptr = (byte*)bitmapData.Scan0 + y * bitmapData.Stride + x * 3;
+ *(ptr + 0) = (byte)(color.B * 255f);
+ *(ptr + 1) = (byte)(color.G * 255f);
+ *(ptr + 2) = (byte)(color.R * 255f);
+ }
+ }
+ }
+
+ img.UnlockBits(bitmapData);
+ return img;
+ }
+ }
+}
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Viewport.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Viewport.cs
new file mode 100644
index 0000000..472f86e
--- /dev/null
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Viewport.cs
@@ -0,0 +1,165 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Drawing;
+using OpenMetaverse;
+
+namespace OpenSim.Region.CoreModules.World.Warp3DMap
+{
+ public class Viewport
+ {
+ private const float DEG_TO_RAD = (float)Math.PI / 180f;
+ private static readonly Vector3 UP_DIRECTION = Vector3.UnitZ;
+
+ public Vector3 Position;
+ public Vector3 LookDirection;
+ public float FieldOfView;
+ public float NearPlaneDistance;
+ public float FarPlaneDistance;
+ public int Width;
+ public int Height;
+ public bool Orthographic;
+ public float OrthoWindowWidth;
+ public float OrthoWindowHeight;
+
+ public Viewport(Vector3 position, Vector3 lookDirection, float fieldOfView, float farPlaneDist, float nearPlaneDist, int width, int height)
+ {
+ // Perspective projection mode
+ Position = position;
+ LookDirection = lookDirection;
+ FieldOfView = fieldOfView;
+ FarPlaneDistance = farPlaneDist;
+ NearPlaneDistance = nearPlaneDist;
+ Width = width;
+ Height = height;
+ }
+
+ public Viewport(Vector3 position, Vector3 lookDirection, float farPlaneDist, float nearPlaneDist, int width, int height, float orthoWindowWidth, float orthoWindowHeight)
+ {
+ // Orthographic projection mode
+ Position = position;
+ LookDirection = lookDirection;
+ FarPlaneDistance = farPlaneDist;
+ NearPlaneDistance = nearPlaneDist;
+ Width = width;
+ Height = height;
+ OrthoWindowWidth = orthoWindowWidth;
+ OrthoWindowHeight = orthoWindowHeight;
+ Orthographic = true;
+ }
+
+ public Point VectorToScreen(Vector3 v)
+ {
+ Matrix4 m = GetWorldToViewportMatrix();
+ Vector3 screenPoint = v * m;
+ return new Point((int)screenPoint.X, (int)screenPoint.Y);
+ }
+
+ public Matrix4 GetWorldToViewportMatrix()
+ {
+ Matrix4 result = GetViewMatrix();
+ result *= GetPerspectiveProjectionMatrix();
+ result *= GetViewportMatrix();
+
+ return result;
+ }
+
+ public Matrix4 GetViewMatrix()
+ {
+ Vector3 zAxis = -LookDirection;
+ zAxis.Normalize();
+
+ Vector3 xAxis = Vector3.Cross(UP_DIRECTION, zAxis);
+ xAxis.Normalize();
+
+ Vector3 yAxis = Vector3.Cross(zAxis, xAxis);
+
+ Vector3 position = Position;
+ float offsetX = -Vector3.Dot(xAxis, position);
+ float offsetY = -Vector3.Dot(yAxis, position);
+ float offsetZ = -Vector3.Dot(zAxis, position);
+
+ return new Matrix4(
+ xAxis.X, yAxis.X, zAxis.X, 0f,
+ xAxis.Y, yAxis.Y, zAxis.Y, 0f,
+ xAxis.Z, yAxis.Z, zAxis.Z, 0f,
+ offsetX, offsetY, offsetZ, 1f);
+ }
+
+ public Matrix4 GetPerspectiveProjectionMatrix()
+ {
+ float aspectRatio = (float)Width / (float)Height;
+
+ float hFoV = FieldOfView * DEG_TO_RAD;
+ float zn = NearPlaneDistance;
+ float zf = FarPlaneDistance;
+
+ float xScale = 1f / (float)Math.Tan(hFoV / 2f);
+ float yScale = aspectRatio * xScale;
+ float m33 = (zf == double.PositiveInfinity) ? -1 : (zf / (zn - zf));
+ float m43 = zn * m33;
+
+ return new Matrix4(
+ xScale, 0f, 0f, 0f,
+ 0f, yScale, 0f, 0f,
+ 0f, 0f, m33, -1f,
+ 0f, 0f, m43, 0f);
+ }
+
+ public Matrix4 GetOrthographicProjectionMatrix(float aspectRatio)
+ {
+ float w = Width;
+ float h = Height;
+ float zn = NearPlaneDistance;
+ float zf = FarPlaneDistance;
+
+ float m33 = 1 / (zn - zf);
+ float m43 = zn * m33;
+
+ return new Matrix4(
+ 2f / w, 0f, 0f, 0f,
+ 0f, 2f / h, 0f, 0f,
+ 0f, 0f, m33, 0f,
+ 0f, 0f, m43, 1f);
+ }
+
+ public Matrix4 GetViewportMatrix()
+ {
+ float scaleX = (float)Width * 0.5f;
+ float scaleY = (float)Height * 0.5f;
+ float offsetX = 0f + scaleX;
+ float offsetY = 0f + scaleY;
+
+ return new Matrix4(
+ scaleX, 0f, 0f, 0f,
+ 0f, -scaleY, 0f, 0f,
+ 0f, 0f, 1f, 0f,
+ offsetX, offsetY, 0f, 1f);
+ }
+ }
+}
--
cgit v1.1
From 4f70ac018b9084e429fc5161b868ed739da81bd1 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sun, 3 Oct 2010 16:40:11 +0100
Subject: Adapt to core changes
---
OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
index 47b1639..a99b20c 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
@@ -310,7 +310,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
delegate(SceneObjectGroup group)
{
CreatePrim(renderer, group.RootPart);
- foreach (SceneObjectPart child in group.Children.Values)
+ foreach (SceneObjectPart child in group.Parts)
CreatePrim(renderer, child);
}
);
--
cgit v1.1
From 0b13cfa4dd729b9142b1f7c5669390dae80d760a Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sun, 3 Oct 2010 16:50:50 +0100
Subject: Port ExecutingDirectory from omfOS Util class.
---
OpenSim/Framework/Util.cs | 11 +++++++++++
1 file changed, 11 insertions(+)
diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs
index e7a7f49..addfe5d 100644
--- a/OpenSim/Framework/Util.cs
+++ b/OpenSim/Framework/Util.cs
@@ -92,6 +92,17 @@ namespace OpenSim.Framework
public static FireAndForgetMethod FireAndForgetMethod = FireAndForgetMethod.SmartThreadPool;
///
+ /// Gets the name of the directory where the current running executable
+ /// is located
+ ///
+ /// Filesystem path to the directory containing the current
+ /// executable
+ public static string ExecutingDirectory()
+ {
+ return Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
+ }
+
+ ///
/// Linear interpolates B<->C using percent A
///
///
--
cgit v1.1
From bda02da152090c0902dc39557419376f4b017bae Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sun, 3 Oct 2010 16:57:45 +0100
Subject: Add the Warp3D dll
---
bin/Warp3D.dll | Bin 0 -> 77824 bytes
1 file changed, 0 insertions(+), 0 deletions(-)
create mode 100644 bin/Warp3D.dll
diff --git a/bin/Warp3D.dll b/bin/Warp3D.dll
new file mode 100644
index 0000000..8781a82
Binary files /dev/null and b/bin/Warp3D.dll differ
--
cgit v1.1
From 72c1b09d5792af6f1bfac3bb1215b56bd11a6b87 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Sun, 3 Oct 2010 10:35:53 -0700
Subject: Upgraded Mono.Addins.dll to 0.5, coming from here:
http://monoaddins.codeplex.com/
---
ThirdPartyLicenses/MonoAddins.txt | 41 +++++++++++++++++++++++++++++++++++++
bin/Mono.Addins.CecilReflector.dll | Bin 0 -> 364032 bytes
bin/Mono.Addins.Setup.dll | Bin 0 -> 103424 bytes
bin/Mono.Addins.dll | Bin 185344 -> 202752 bytes
4 files changed, 41 insertions(+)
create mode 100644 ThirdPartyLicenses/MonoAddins.txt
create mode 100644 bin/Mono.Addins.CecilReflector.dll
create mode 100644 bin/Mono.Addins.Setup.dll
diff --git a/ThirdPartyLicenses/MonoAddins.txt b/ThirdPartyLicenses/MonoAddins.txt
new file mode 100644
index 0000000..10c23b3
--- /dev/null
+++ b/ThirdPartyLicenses/MonoAddins.txt
@@ -0,0 +1,41 @@
+Authors: Lluis Sanchez Gual
+
+The MIT License
+
+Copyright (C) 2007 Novell, Inc (http://www.novell.com)
+
+
+
+Permission is hereby granted, free of charge, to any person obtaining
+a copy
+ of this software and associated documentation files (the "Software"),
+to deal
+ in the Software without restriction, including without limitation
+the rights
+to use, copy, modify, merge, publish, distribute, sublicense,
+and/or sell
+copies of the Software, and to permit persons to whom the
+Software is
+furnished to do so, subject to the following conditions:
+
+
+
+The above copyright notice and this permission notice shall be included in
+
+all copies or substantial portions of the Software.
+
+
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NON INFRINGEMENT.
+IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
+DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
+OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR
+THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
diff --git a/bin/Mono.Addins.CecilReflector.dll b/bin/Mono.Addins.CecilReflector.dll
new file mode 100644
index 0000000..a1a6382
Binary files /dev/null and b/bin/Mono.Addins.CecilReflector.dll differ
diff --git a/bin/Mono.Addins.Setup.dll b/bin/Mono.Addins.Setup.dll
new file mode 100644
index 0000000..8aa6d5f
Binary files /dev/null and b/bin/Mono.Addins.Setup.dll differ
diff --git a/bin/Mono.Addins.dll b/bin/Mono.Addins.dll
index 5dc9520..ea330fd 100644
Binary files a/bin/Mono.Addins.dll and b/bin/Mono.Addins.dll differ
--
cgit v1.1