From 180be7de07014aa33bc6066f12a0819b731c1c9d Mon Sep 17 00:00:00 2001 From: Dr Scofield Date: Tue, 10 Feb 2009 13:10:57 +0000 Subject: this is step 2 of 2 of the OpenSim.Region.Environment refactor. NOTHING has been deleted or moved off to forge at this point. what has happened is that OpenSim.Region.Environment.Modules has been split in two: - OpenSim.Region.CoreModules: all those modules that are either directly or indirectly referenced from other OpenSim packages, or that provide functionality that the OpenSim developer community considers core functionality: CoreModules/Agent/AssetTransaction CoreModules/Agent/Capabilities CoreModules/Agent/TextureDownload CoreModules/Agent/TextureSender CoreModules/Agent/TextureSender/Tests CoreModules/Agent/Xfer CoreModules/Avatar/AvatarFactory CoreModules/Avatar/Chat/ChatModule CoreModules/Avatar/Combat CoreModules/Avatar/Currency/SampleMoney CoreModules/Avatar/Dialog CoreModules/Avatar/Friends CoreModules/Avatar/Gestures CoreModules/Avatar/Groups CoreModules/Avatar/InstantMessage CoreModules/Avatar/Inventory CoreModules/Avatar/Inventory/Archiver CoreModules/Avatar/Inventory/Transfer CoreModules/Avatar/Lure CoreModules/Avatar/ObjectCaps CoreModules/Avatar/Profiles CoreModules/Communications/Local CoreModules/Communications/REST CoreModules/Framework/EventQueue CoreModules/Framework/InterfaceCommander CoreModules/Hypergrid CoreModules/InterGrid CoreModules/Scripting/DynamicTexture CoreModules/Scripting/EMailModules CoreModules/Scripting/HttpRequest CoreModules/Scripting/LoadImageURL CoreModules/Scripting/VectorRender CoreModules/Scripting/WorldComm CoreModules/Scripting/XMLRPC CoreModules/World/Archiver CoreModules/World/Archiver/Tests CoreModules/World/Estate CoreModules/World/Land CoreModules/World/Permissions CoreModules/World/Serialiser CoreModules/World/Sound CoreModules/World/Sun CoreModules/World/Terrain CoreModules/World/Terrain/DefaultEffects CoreModules/World/Terrain/DefaultEffects/bin CoreModules/World/Terrain/DefaultEffects/bin/Debug CoreModules/World/Terrain/Effects CoreModules/World/Terrain/FileLoaders CoreModules/World/Terrain/FloodBrushes CoreModules/World/Terrain/PaintBrushes CoreModules/World/Terrain/Tests CoreModules/World/Vegetation CoreModules/World/Wind CoreModules/World/WorldMap - OpenSim.Region.OptionalModules: all those modules that are not core modules: OptionalModules/Avatar/Chat/IRC-stuff OptionalModules/Avatar/Concierge OptionalModules/Avatar/Voice/AsterixVoice OptionalModules/Avatar/Voice/SIPVoice OptionalModules/ContentManagementSystem OptionalModules/Grid/Interregion OptionalModules/Python OptionalModules/SvnSerialiser OptionalModules/World/NPC OptionalModules/World/TreePopulator --- .../World/WorldMap/TexturedMapTileRenderer.cs | 411 --------------------- 1 file changed, 411 deletions(-) delete mode 100644 OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs (limited to 'OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs') diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs deleted file mode 100644 index d23c352..0000000 --- a/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs +++ /dev/null @@ -1,411 +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 OpenSim 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; -using System.Collections.Generic; -using System.Drawing; -using System.Drawing.Drawing2D; -using System.Drawing.Imaging; -using System.Reflection; -using OpenMetaverse; -using Nini.Config; -using log4net; -using OpenMetaverse.Imaging; -using OpenSim.Framework; -using OpenSim.Region.Framework.Interfaces; -using OpenSim.Region.Framework.Scenes; -using OpenSim.Region.Environment.Modules.World.Terrain; - -namespace OpenSim.Region.Environment.Modules.World.WorldMap -{ - // Hue, Saturation, Value; used for color-interpolation - struct HSV { - 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) Console.WriteLine("S < 0: " + s); - else if (s > 1f) Console.WriteLine("S > 1: " + s); - if (v < 0f) Console.WriteLine("V < 0: " + v); - else if (v > 1f) Console.WriteLine("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); - - 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); - - #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.AssetCache.GetAsset(id, true); - 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 < 255 && y < 255) - 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 = System.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 < 256; x++) - { - float columnRatio = x / 255f; // 0 - 1, for interpolation - for (int y = 0; y < 256; y++) - { - float rowRatio = y / 255f; // 0 - 1, for interpolation - - // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left - int yr = 255 - 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 < 255 && y < 255) - { - 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 - - Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255); - mapbmp.SetPixel(x, yr, water); - } - } - } - m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms"); - } - } -} -- cgit v1.1