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 +-
6 files changed, 2 insertions(+), 1290 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
(limited to 'OpenSim/Region/CoreModules')
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;
--
cgit v1.1