/* * 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.Region.Framework.Interfaces; 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); private static string LogHeader = "[WARP3D TERRAIN SPLAT]"; /// /// Builds a composited terrain texture given the region texture /// and heightmap settings /// /// Terrain heightmap /// Region information including terrain texture parameters /// A 256x256 square RGB texture ready for rendering /// Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting /// Note we create a 256x256 dimension texture even if the actual terrain is larger. /// public static Bitmap Splat(ITerrainChannel terrain, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain) { 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) { // m_log.DebugFormat( // "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID); 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) { // Make sure this texture is the correct size, otherwise resize if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256) { using (Bitmap origBitmap = detailTexture[i]) { detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256); } } // Save the decoded and resized texture to the cache byte[] data; using (System.IO.MemoryStream stream = new System.IO.MemoryStream()) { detailTexture[i].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) { m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color", LogHeader, i); // 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); } } else { if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256) { detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256); } } } #region Layer Map float[,] layermap = new float[256, 256]; // Scale difference between actual region size and the 256 texture being created int xFactor = terrain.Width / 256; int yFactor = terrain.Height / 256; // Create 'layermap' where each value is the fractional layer number to place // at that point. For instance, a value of 1.345 gives the blending of // layer 1 and layer 2 for that point. for (int y = 0; y < 256; y++) { for (int x = 0; x < 256; x++) { float height = (float)terrain[x * xFactor, y * yFactor]; 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 * xFactor)) * 0.20319f, ((float)regionPosition.Y + (y * yFactor)) * 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[x, y] = 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 work as we lock down the source textures for quicker access and access the // pixel data directly 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) }; // Compute size of each pixel data (used to address into the pixel data array) 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[x, y]; // 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 < detailTexture.Length; i++) detailTexture[i].UnlockBits(datas[i]); } for (int i = 0; i < detailTexture.Length; i++) if (detailTexture[i] != null) detailTexture[i].Dispose(); output.UnlockBits(outputData); // We generated the texture upside down, so flip it output.RotateFlip(RotateFlipType.RotateNoneFlipY); #endregion Texture Compositing return output; } public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight) { m_log.DebugFormat("{0} ResizeBitmap. From <{1},{2}> to <{3},{4}>", LogHeader, b.Width, b.Height, nWidth, nHeight); Bitmap result = new Bitmap(nWidth, nHeight); using (Graphics g = Graphics.FromImage(result)) g.DrawImage(b, 0, 0, nWidth, nHeight); b.Dispose(); return result; } 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; } } }