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
---
.../CoreModules/World/Warp3DMap/TerrainSplat.cs | 343 +++++++++++++++++++++
1 file changed, 343 insertions(+)
create mode 100644 OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs
(limited to 'OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs')
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;
+ }
+ }
+}
--
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