/* * 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.Generic; using System.Drawing; using System.Drawing.Imaging; using libsecondlife; using Nini.Config; using OpenJPEGNet; using OpenSim.Framework; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.Environment.Modules.Scripting.DynamicTexture { public class DynamicTextureModule : IRegionModule, IDynamicTextureManager { private Dictionary RegisteredScenes = new Dictionary(); private Dictionary RenderPlugins = new Dictionary(); private Dictionary Updaters = new Dictionary(); #region IDynamicTextureManager Members public void RegisterRender(string handleType, IDynamicTextureRender render) { if (!RenderPlugins.ContainsKey(handleType)) { RenderPlugins.Add(handleType, render); } } public void ReturnData(LLUUID id, byte[] data) { if (Updaters.ContainsKey(id)) { DynamicTextureUpdater updater = Updaters[id]; if (RegisteredScenes.ContainsKey(updater.SimUUID)) { Scene scene = RegisteredScenes[updater.SimUUID]; updater.DataReceived(data, scene); } } } public LLUUID AddDynamicTextureURL(LLUUID simID, LLUUID primID, string contentType, string url, string extraParams, int updateTimer) { return AddDynamicTextureURL(simID, primID, contentType, url, extraParams, updateTimer, false, 255); } public LLUUID AddDynamicTextureURL(LLUUID simID, LLUUID primID, string contentType, string url, string extraParams, int updateTimer, bool SetBlending, byte AlphaValue) { if (RenderPlugins.ContainsKey(contentType)) { //Console.WriteLine("dynamic texture being created: " + url + " of type " + contentType); DynamicTextureUpdater updater = new DynamicTextureUpdater(); updater.SimUUID = simID; updater.PrimID = primID; updater.ContentType = contentType; updater.Url = url; updater.UpdateTimer = updateTimer; updater.UpdaterID = LLUUID.Random(); updater.Params = extraParams; updater.BlendWithOldTexture = SetBlending; updater.FrontAlpha = AlphaValue; if (!Updaters.ContainsKey(updater.UpdaterID)) { Updaters.Add(updater.UpdaterID, updater); } RenderPlugins[contentType].AsyncConvertUrl(updater.UpdaterID, url, extraParams); return updater.UpdaterID; } return LLUUID.Zero; } public LLUUID AddDynamicTextureData(LLUUID simID, LLUUID primID, string contentType, string data, string extraParams, int updateTimer) { return AddDynamicTextureData(simID, primID, contentType, data, extraParams, updateTimer, false, 255); } public LLUUID AddDynamicTextureData(LLUUID simID, LLUUID primID, string contentType, string data, string extraParams, int updateTimer, bool SetBlending, byte AlphaValue) { if (RenderPlugins.ContainsKey(contentType)) { DynamicTextureUpdater updater = new DynamicTextureUpdater(); updater.SimUUID = simID; updater.PrimID = primID; updater.ContentType = contentType; updater.BodyData = data; updater.UpdateTimer = updateTimer; updater.UpdaterID = LLUUID.Random(); updater.Params = extraParams; updater.BlendWithOldTexture = SetBlending; updater.FrontAlpha = AlphaValue; if (!Updaters.ContainsKey(updater.UpdaterID)) { Updaters.Add(updater.UpdaterID, updater); } RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams); return updater.UpdaterID; } return LLUUID.Zero; } #endregion #region IRegionModule Members public void Initialise(Scene scene, IConfigSource config) { if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID)) { RegisteredScenes.Add(scene.RegionInfo.RegionID, scene); scene.RegisterModuleInterface(this); } } public void PostInitialise() { } public void Close() { } public string Name { get { return "DynamicTextureModule"; } } public bool IsSharedModule { get { return true; } } #endregion #region Nested type: DynamicTextureUpdater public class DynamicTextureUpdater { public bool BlendWithOldTexture = false; public string BodyData; public string ContentType; public byte FrontAlpha = 255; public LLUUID LastAssetID; public string Params; public LLUUID PrimID; public bool SetNewFrontAlpha = false; public LLUUID SimUUID; public LLUUID UpdaterID; public int UpdateTimer; public string Url; public DynamicTextureUpdater() { LastAssetID = LLUUID.Zero; UpdateTimer = 0; BodyData = null; } public void DataReceived(byte[] data, Scene scene) { SceneObjectPart part = scene.GetSceneObjectPart(PrimID); byte[] assetData; AssetBase oldAsset = null; if (BlendWithOldTexture) { LLUUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID; oldAsset = scene.AssetCache.GetAsset(lastTextureID, true); if (oldAsset != null) { assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha); } else { assetData = new byte[data.Length]; Array.Copy(data, assetData, data.Length); } } else { assetData = new byte[data.Length]; Array.Copy(data, assetData, data.Length); } //TODO delete the last asset(data), if it was a dynamic texture AssetBase asset = new AssetBase(); asset.FullID = LLUUID.Random(); asset.Data = assetData; asset.Name = "DynamicImage" + Util.RandomClass.Next(1, 10000); asset.Type = 0; asset.Description = "dynamic image"; asset.Local = false; asset.Temporary = true; scene.AssetCache.AddAsset(asset); LastAssetID = asset.FullID; part.Shape.Textures = new LLObject.TextureEntry(asset.FullID); part.ScheduleFullUpdate(); } private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha) { Bitmap image1 = new Bitmap(OpenJPEG.DecodeToImage(frontImage)); Bitmap image2 = new Bitmap(OpenJPEG.DecodeToImage(backImage)); if (setNewAlpha) { SetAlpha(ref image1, newAlpha); } Bitmap joint = MergeBitMaps(image1, image2); return OpenJPEG.EncodeFromImage(joint, true); } public Bitmap MergeBitMaps(Bitmap front, Bitmap back) { Bitmap joint; Graphics jG; joint = new Bitmap(back.Width, back.Height, PixelFormat.Format32bppArgb); jG = Graphics.FromImage(joint); jG.DrawImage(back, 0, 0, back.Width, back.Height); jG.DrawImage(front, 0, 0, back.Width, back.Height); return joint; } private void SetAlpha(ref Bitmap b, byte alpha) { for (int w = 0; w < b.Width; w++) { for (int h = 0; h < b.Height; h++) { b.SetPixel(w, h, Color.FromArgb(alpha, b.GetPixel(w, h))); } } } } #endregion } }