1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
|
/*
* 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);
#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<UUID, Color> m_mapping;
public void Initialise(Scene scene, IConfigSource source)
{
m_scene = scene;
// m_config = source; // not used currently
m_mapping = new Dictionary<UUID,Color>();
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 < 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 = 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
Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
mapbmp.SetPixel(x, yr, water);
}
}
}
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
}
}
}
|