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; + } + } +} -- cgit v1.1