remake for 0910
parent
ffbcc276c1
commit
db05da4a5c
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@ -103,41 +103,39 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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public static float noise2(float x, float y)
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{
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int bx0, bx1, by0, by1, b00, b10, b01, b11;
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int bx, by, b00, b10, b01, b11;
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float rx0, rx1, ry0, ry1, sx, sy, a, b, t, u, v;
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int i, j;
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t = x + N;
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bx0 = ((int)t) & BM;
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bx1 = (bx0 + 1) & BM;
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rx0 = t - (int)t;
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rx1 = rx0 - 1f;
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bx = ((int)t) & BM;
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i = p[bx];
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bx = (bx + 1) & BM;
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j = p[bx];
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t = y + N;
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by0 = ((int)t) & BM;
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by1 = (by0 + 1) & BM;
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ry0 = t - (int)t;
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ry1 = ry0 - 1f;
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by = ((int)t) & BM;
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b00 = p[i + by];
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b10 = p[j + by];
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i = p[bx0];
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j = p[bx1];
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b00 = p[i + by0];
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b10 = p[j + by0];
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b01 = p[i + by1];
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b11 = p[j + by1];
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by = (by + 1) & BM;
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b01 = p[i + by];
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b11 = p[j + by];
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sx = s_curve(rx0);
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sy = s_curve(ry0);
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u = rx0 * g2[b00, 0] + ry0 * g2[b00, 1];
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rx1 = rx0 - 1f;
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v = rx1 * g2[b10, 0] + ry0 * g2[b10, 1];
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a = Utils.Lerp(u, v, sx);
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ry1 = ry0 - 1f;
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u = rx0 * g2[b01, 0] + ry1 * g2[b01, 1];
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v = rx1 * g2[b11, 0] + ry1 * g2[b11, 1];
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b = Utils.Lerp(u, v, sx);
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sy = s_curve(ry0);
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return Utils.Lerp(a, b, sy);
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}
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@ -202,12 +200,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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public static float turbulence1(float x, float freq)
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{
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float t;
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float v;
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for (t = 0f; freq >= 1f; freq *= 0.5f)
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{
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v = freq * x;
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t += noise1(v) / freq;
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t += noise1(freq * x) / freq;
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}
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return t;
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}
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@ -215,28 +211,20 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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public static float turbulence2(float x, float y, float freq)
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{
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float t;
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Vector2 vec;
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for (t = 0f; freq >= 1f; freq *= 0.5f)
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{
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vec.X = freq * x;
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vec.Y = freq * y;
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t += noise2(vec.X, vec.Y) / freq;
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}
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t += noise2(freq * x, freq * y) / freq;
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return t;
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}
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public static float turbulence3(float x, float y, float z, float freq)
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{
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float t;
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Vector3 vec;
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for (t = 0f; freq >= 1f; freq *= 0.5f)
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{
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vec.X = freq * x;
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vec.Y = freq * y;
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vec.Z = freq * z;
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t += noise3(vec.X, vec.Y, vec.Z) / freq;
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t += noise3(freq * x, freq * y, freq * z) / freq;
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}
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return t;
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}
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@ -244,23 +232,28 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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private static void normalize2(float[,] v, int i)
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{
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float s;
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float a = v[i, 0];
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float b = v[i, 1];
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s = (float)Math.Sqrt(v[i, 0] * v[i, 0] + v[i, 1] * v[i, 1]);
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s = (float)Math.Sqrt(a * a + b * b);
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s = 1.0f / s;
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v[i, 0] = v[i, 0] * s;
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v[i, 1] = v[i, 1] * s;
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v[i, 0] = a * s;
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v[i, 1] = b * s;
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}
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private static void normalize3(float[,] v, int i)
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{
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float s;
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float a = v[i, 0];
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float b = v[i, 1];
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float c = v[i, 2];
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s = (float)Math.Sqrt(v[i, 0] * v[i, 0] + v[i, 1] * v[i, 1] + v[i, 2] * v[i, 2]);
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s = (float)Math.Sqrt(a * a + b * b + c * c);
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s = 1.0f / s;
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v[i, 0] = v[i, 0] * s;
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v[i, 1] = v[i, 1] * s;
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v[i, 2] = v[i, 2] * s;
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v[i, 0] = a * s;
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v[i, 1] = b * s;
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v[i, 2] = c * s;
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}
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private static float s_curve(float t)
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@ -80,9 +80,12 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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/// Note we create a 256x256 dimension texture even if the actual terrain is larger.
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/// </remarks>
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public static Bitmap Splat(ITerrainChannel terrain,
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UUID[] textureIDs, float[] startHeights, float[] heightRanges,
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Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
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public static Bitmap Splat(ITerrainChannel terrain, UUID[] textureIDs,
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float[] startHeights, float[] heightRanges,
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uint regionPositionX, uint regionPositionY,
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IAssetService assetService, IJ2KDecoder decoder,
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bool textureTerrain, bool averagetextureTerrain,
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int twidth, int theight)
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{
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Debug.Assert(textureIDs.Length == 4);
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Debug.Assert(startHeights.Length == 4);
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@ -90,6 +93,12 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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Bitmap[] detailTexture = new Bitmap[4];
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byte[] mapColorsRed = new byte[4];
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byte[] mapColorsGreen = new byte[4];
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byte[] mapColorsBlue = new byte[4];
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bool usecolors = false;
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if (textureTerrain)
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{
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// Swap empty terrain textureIDs with default IDs
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@ -105,22 +114,30 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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for (int i = 0; i < 4; i++)
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{
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AssetBase asset;
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UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
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AssetBase asset = null;
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// asset cache indexes are strings
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string cacheName = "MAP-Patch" + textureIDs[i].ToString();
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// Try to fetch a cached copy of the decoded/resized version of this texture
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asset = assetService.GetCached(cacheID.ToString());
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asset = assetService.GetCached(cacheName);
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if (asset != null)
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{
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try
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{
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using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
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detailTexture[i] = (Bitmap)Image.FromStream(stream);
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if (detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb ||
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detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
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{
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detailTexture[i].Dispose();
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detailTexture[i] = null;
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}
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}
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catch (Exception ex)
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{
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m_log.Warn("Failed to decode cached terrain texture " + cacheID +
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" (textureID: " + textureIDs[i] + "): " + ex.Message);
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m_log.Warn("Failed to decode cached terrain patch texture" + textureIDs[i] + "): " + ex.Message);
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}
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}
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@ -130,10 +147,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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asset = assetService.Get(textureIDs[i].ToString());
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if (asset != null)
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{
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// m_log.DebugFormat(
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// "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);
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try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
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try
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{
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detailTexture[i] = (Bitmap)decoder.DecodeToImage(asset.Data);
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}
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catch (Exception ex)
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{
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m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
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@ -142,14 +159,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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if (detailTexture[i] != null)
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{
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// Make sure this texture is the correct size, otherwise resize
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if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
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{
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if (detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb ||
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detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
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using (Bitmap origBitmap = detailTexture[i])
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{
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detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
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}
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}
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detailTexture[i] = Util.ResizeImageSolid(origBitmap, 16, 16);
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// Save the decoded and resized texture to the cache
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byte[] data;
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@ -165,8 +178,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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Data = data,
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Description = "PNG",
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Flags = AssetFlags.Collectable,
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FullID = cacheID,
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ID = cacheID.ToString(),
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FullID = UUID.Zero,
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ID = cacheName,
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Local = true,
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Name = String.Empty,
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Temporary = true,
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@ -180,148 +193,223 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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}
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#endregion Texture Fetching
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if (averagetextureTerrain)
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{
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for (int t = 0; t < 4; t++)
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{
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usecolors = true;
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if (detailTexture[t] == null)
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{
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mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R;
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mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G;
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mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B;
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continue;
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}
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int npixeis = 0;
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int cR = 0;
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int cG = 0;
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int cB = 0;
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BitmapData bmdata = detailTexture[t].LockBits(new Rectangle(0, 0, 16, 16),
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ImageLockMode.ReadOnly, detailTexture[t].PixelFormat);
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npixeis = bmdata.Height * bmdata.Width;
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int ylen = bmdata.Height * bmdata.Stride;
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unsafe
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{
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for (int y = 0; y < ylen; y += bmdata.Stride)
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{
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byte* ptrc = (byte*)bmdata.Scan0 + y;
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for (int x = 0; x < bmdata.Width; ++x)
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{
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cR += *(ptrc++);
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cG += *(ptrc++);
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cB += *(ptrc++);
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}
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}
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}
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detailTexture[t].UnlockBits(bmdata);
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detailTexture[t].Dispose();
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mapColorsRed[t] = (byte)Util.Clamp(cR / npixeis, 0, 255);
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mapColorsGreen[t] = (byte)Util.Clamp(cG / npixeis, 0, 255);
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mapColorsBlue[t] = (byte)Util.Clamp(cB / npixeis, 0, 255);
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}
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}
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else
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{
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// Fill in any missing textures with a solid color
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for (int i = 0; i < 4; i++)
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{
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if (detailTexture[i] == null)
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{
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m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color",
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LogHeader, i);
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m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color", LogHeader, i);
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// Create a solid color texture for this layer
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detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
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detailTexture[i] = new Bitmap(16, 16, PixelFormat.Format24bppRgb);
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using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
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{
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using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
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gfx.FillRectangle(brush, 0, 0, 256, 256);
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gfx.FillRectangle(brush, 0, 0, 16, 16);
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}
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}
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else
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{
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if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
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if (detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
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{
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detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
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using (Bitmap origBitmap = detailTexture[i])
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detailTexture[i] = Util.ResizeImageSolid(origBitmap, 16, 16);
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}
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}
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}
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}
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}
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else
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{
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usecolors = true;
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for (int t = 0; t < 4; t++)
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{
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mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R;
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mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G;
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mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B;
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}
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}
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#region Layer Map
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float[,] layermap = new float[256, 256];
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// Scale difference between actual region size and the 256 texture being created
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int xFactor = terrain.Width / 256;
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int yFactor = terrain.Height / 256;
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// Create 'layermap' where each value is the fractional layer number to place
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// at that point. For instance, a value of 1.345 gives the blending of
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// layer 1 and layer 2 for that point.
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for (int y = 0; y < 256; y++)
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{
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for (int x = 0; x < 256; x++)
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{
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float height = (float)terrain[x * xFactor, y * yFactor];
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float pctX = (float)x / 255f;
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float pctY = (float)y / 255f;
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// Use bilinear interpolation between the four corners of start height and
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// height range to select the current values at this position
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float startHeight = ImageUtils.Bilinear(
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startHeights[0],
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startHeights[2],
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startHeights[1],
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startHeights[3],
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pctX, pctY);
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startHeight = Utils.Clamp(startHeight, 0f, 255f);
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float heightRange = ImageUtils.Bilinear(
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heightRanges[0],
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heightRanges[2],
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heightRanges[1],
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heightRanges[3],
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pctX, pctY);
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heightRange = Utils.Clamp(heightRange, 0f, 255f);
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// Generate two frequencies of perlin noise based on our global position
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// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
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Vector3 vec = new Vector3
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(
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((float)regionPosition.X + (x * xFactor)) * 0.20319f,
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((float)regionPosition.Y + (y * yFactor)) * 0.20319f,
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height * 0.25f
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);
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float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
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float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
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float noise = (lowFreq + highFreq) * 2f;
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// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
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float layer = ((height + noise - startHeight) / heightRange) * 4f;
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if (Single.IsNaN(layer))
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layer = 0f;
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layermap[x, y] = Utils.Clamp(layer, 0f, 3f);
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}
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}
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float xFactor = terrain.Width / twidth;
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float yFactor = terrain.Height / theight;
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#endregion Layer Map
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#region Texture Compositing
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Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
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BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
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Bitmap output = new Bitmap(twidth, theight, PixelFormat.Format24bppRgb);
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BitmapData outputData = output.LockBits(new Rectangle(0, 0, twidth, theight), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
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// Unsafe work as we lock down the source textures for quicker access and access the
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// pixel data directly
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float invtwitdthMinus1 = 1.0f / (twidth - 1);
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float invtheightMinus1 = 1.0f / (theight - 1);
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int ty;
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int tx;
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float pctx;
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float pcty;
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float height;
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float layer;
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float layerDiff;
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int l0;
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int l1;
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uint yglobalpos;
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if (usecolors)
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{
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float a;
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float b;
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unsafe
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{
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byte* ptrO;
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for (int y = 0; y < theight; ++y)
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{
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pcty = y * invtheightMinus1;
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ptrO = (byte*)outputData.Scan0 + y * outputData.Stride;
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ty = (int)(y * yFactor);
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yglobalpos = (uint)ty + regionPositionY;
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for (int x = 0; x < twidth; ++x)
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{
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tx = (int)(x * xFactor);
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pctx = x * invtwitdthMinus1;
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height = (float)terrain[tx, ty];
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layer = getLayerTex(height, pctx, pcty,
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(uint)tx + regionPositionX, yglobalpos,
|
||||
startHeights, heightRanges);
|
||||
|
||||
// Select two textures
|
||||
l0 = (int)layer;
|
||||
l1 = Math.Min(l0 + 1, 3);
|
||||
|
||||
layerDiff = layer - l0;
|
||||
|
||||
a = mapColorsRed[l0];
|
||||
b = mapColorsRed[l1];
|
||||
*(ptrO++) = (byte)(a + layerDiff * (b - a));
|
||||
|
||||
a = mapColorsGreen[l0];
|
||||
b = mapColorsGreen[l1];
|
||||
*(ptrO++) = (byte)(a + layerDiff * (b - a));
|
||||
|
||||
a = mapColorsBlue[l0];
|
||||
b = mapColorsBlue[l1];
|
||||
*(ptrO++) = (byte)(a + layerDiff * (b - a));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float aB;
|
||||
float aG;
|
||||
float aR;
|
||||
float bB;
|
||||
float bG;
|
||||
float bR;
|
||||
|
||||
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)
|
||||
detailTexture[0].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
|
||||
detailTexture[1].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
|
||||
detailTexture[2].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
|
||||
detailTexture[3].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
|
||||
};
|
||||
|
||||
// Compute size of each pixel data (used to address into the pixel data array)
|
||||
int[] comps = new int[]
|
||||
byte* ptr;
|
||||
byte* ptrO;
|
||||
for (int y = 0; y < theight; y++)
|
||||
{
|
||||
(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
|
||||
};
|
||||
pcty = y * invtheightMinus1;
|
||||
int ypatch = ((int)(y * yFactor) & 0x0f) * datas[0].Stride;
|
||||
ptrO = (byte*)outputData.Scan0 + y * outputData.Stride;
|
||||
ty = (int)(y * yFactor);
|
||||
yglobalpos = (uint)ty + regionPositionY;
|
||||
|
||||
for (int y = 0; y < 256; y++)
|
||||
for (int x = 0; x < twidth; x++)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
{
|
||||
float layer = layermap[x, y];
|
||||
tx = (int)(x * xFactor);
|
||||
pctx = x * invtwitdthMinus1;
|
||||
height = (float)terrain[tx, ty];
|
||||
layer = getLayerTex(height, pctx, pcty,
|
||||
(uint)tx + regionPositionX, yglobalpos,
|
||||
startHeights, heightRanges);
|
||||
|
||||
// Select two textures
|
||||
int l0 = (int)Math.Floor(layer);
|
||||
int l1 = Math.Min(l0 + 1, 3);
|
||||
l0 = (int)layer;
|
||||
layerDiff = layer - l0;
|
||||
|
||||
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;
|
||||
int patchOffset = (tx & 0x0f) * 3 + ypatch;
|
||||
|
||||
float aB = *(ptrA + 0);
|
||||
float aG = *(ptrA + 1);
|
||||
float aR = *(ptrA + 2);
|
||||
ptr = (byte*)datas[l0].Scan0 + patchOffset;
|
||||
aB = *(ptr++);
|
||||
aG = *(ptr++);
|
||||
aR = *(ptr);
|
||||
|
||||
float bB = *(ptrB + 0);
|
||||
float bG = *(ptrB + 1);
|
||||
float bR = *(ptrB + 2);
|
||||
l1 = Math.Min(l0 + 1, 3);
|
||||
ptr = (byte*)datas[l1].Scan0 + patchOffset;
|
||||
bB = *(ptr++);
|
||||
bG = *(ptr++);
|
||||
bR = *(ptr);
|
||||
|
||||
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));
|
||||
*(ptrO++) = (byte)(aB + layerDiff * (bB - aB));
|
||||
*(ptrO++) = (byte)(aG + layerDiff * (bG - aG));
|
||||
*(ptrO++) = (byte)(aR + layerDiff * (bR - aR));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -332,57 +420,47 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
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);
|
||||
//output.Save("terr.png",ImageFormat.Png);
|
||||
|
||||
#endregion Texture Compositing
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight)
|
||||
private static float getLayerTex(float height, float pctX, float pctY, uint X, uint Y,
|
||||
float[] startHeights, float[] heightRanges)
|
||||
{
|
||||
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;
|
||||
// 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);
|
||||
|
||||
Bitmap img = new Bitmap(256, 256);
|
||||
BitmapData bitmapData = img.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
|
||||
float heightRange = ImageUtils.Bilinear(
|
||||
heightRanges[0], heightRanges[2],
|
||||
heightRanges[1], heightRanges[3],
|
||||
pctX, pctY);
|
||||
heightRange = Utils.Clamp(heightRange, 0f, 255f);
|
||||
if (heightRange == 0f)
|
||||
return 0;
|
||||
|
||||
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);
|
||||
// Generate two frequencies of perlin noise based on our global position
|
||||
// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
|
||||
float sX = X * 0.20319f;
|
||||
float sY = Y * 0.20319f;
|
||||
|
||||
Color4 color = Color4.FromHSV(BASE_HSV_H, BASE_HSV_S, normHeight);
|
||||
float noise = Perlin.noise2(sX * 0.222222f, sY * 0.222222f) * 13.0f;
|
||||
noise += Perlin.turbulence2(sX, sY, 2f) * 4.5f;
|
||||
|
||||
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;
|
||||
// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
|
||||
float layer = ((height + noise - startHeight) / heightRange) * 4f;
|
||||
return Utils.Clamp(layer, 0f, 3f);
|
||||
}
|
||||
}
|
||||
}
|
165
src/Viewport.cs
165
src/Viewport.cs
|
@ -1,165 +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 OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
||||
{
|
||||
public class Viewport
|
||||
{
|
||||
private const float DEG_TO_RAD = (float)Math.PI / 180f;
|
||||
private static readonly Vector3 UP_DIRECTION = Vector3.UnitZ;
|
||||
|
||||
public Vector3 Position;
|
||||
public Vector3 LookDirection;
|
||||
public float FieldOfView;
|
||||
public float NearPlaneDistance;
|
||||
public float FarPlaneDistance;
|
||||
public int Width;
|
||||
public int Height;
|
||||
public bool Orthographic;
|
||||
public float OrthoWindowWidth;
|
||||
public float OrthoWindowHeight;
|
||||
|
||||
public Viewport(Vector3 position, Vector3 lookDirection, float fieldOfView, float farPlaneDist, float nearPlaneDist, int width, int height)
|
||||
{
|
||||
// Perspective projection mode
|
||||
Position = position;
|
||||
LookDirection = lookDirection;
|
||||
FieldOfView = fieldOfView;
|
||||
FarPlaneDistance = farPlaneDist;
|
||||
NearPlaneDistance = nearPlaneDist;
|
||||
Width = width;
|
||||
Height = height;
|
||||
}
|
||||
|
||||
public Viewport(Vector3 position, Vector3 lookDirection, float farPlaneDist, float nearPlaneDist, int width, int height, float orthoWindowWidth, float orthoWindowHeight)
|
||||
{
|
||||
// Orthographic projection mode
|
||||
Position = position;
|
||||
LookDirection = lookDirection;
|
||||
FarPlaneDistance = farPlaneDist;
|
||||
NearPlaneDistance = nearPlaneDist;
|
||||
Width = width;
|
||||
Height = height;
|
||||
OrthoWindowWidth = orthoWindowWidth;
|
||||
OrthoWindowHeight = orthoWindowHeight;
|
||||
Orthographic = true;
|
||||
}
|
||||
|
||||
public Point VectorToScreen(Vector3 v)
|
||||
{
|
||||
Matrix4 m = GetWorldToViewportMatrix();
|
||||
Vector3 screenPoint = v * m;
|
||||
return new Point((int)screenPoint.X, (int)screenPoint.Y);
|
||||
}
|
||||
|
||||
public Matrix4 GetWorldToViewportMatrix()
|
||||
{
|
||||
Matrix4 result = GetViewMatrix();
|
||||
result *= GetPerspectiveProjectionMatrix();
|
||||
result *= GetViewportMatrix();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public Matrix4 GetViewMatrix()
|
||||
{
|
||||
Vector3 zAxis = -LookDirection;
|
||||
zAxis.Normalize();
|
||||
|
||||
Vector3 xAxis = Vector3.Cross(UP_DIRECTION, zAxis);
|
||||
xAxis.Normalize();
|
||||
|
||||
Vector3 yAxis = Vector3.Cross(zAxis, xAxis);
|
||||
|
||||
Vector3 position = Position;
|
||||
float offsetX = -Vector3.Dot(xAxis, position);
|
||||
float offsetY = -Vector3.Dot(yAxis, position);
|
||||
float offsetZ = -Vector3.Dot(zAxis, position);
|
||||
|
||||
return new Matrix4(
|
||||
xAxis.X, yAxis.X, zAxis.X, 0f,
|
||||
xAxis.Y, yAxis.Y, zAxis.Y, 0f,
|
||||
xAxis.Z, yAxis.Z, zAxis.Z, 0f,
|
||||
offsetX, offsetY, offsetZ, 1f);
|
||||
}
|
||||
|
||||
public Matrix4 GetPerspectiveProjectionMatrix()
|
||||
{
|
||||
float aspectRatio = (float)Width / (float)Height;
|
||||
|
||||
float hFoV = FieldOfView * DEG_TO_RAD;
|
||||
float zn = NearPlaneDistance;
|
||||
float zf = FarPlaneDistance;
|
||||
|
||||
float xScale = 1f / (float)Math.Tan(hFoV / 2f);
|
||||
float yScale = aspectRatio * xScale;
|
||||
float m33 = (zf == double.PositiveInfinity) ? -1 : (zf / (zn - zf));
|
||||
float m43 = zn * m33;
|
||||
|
||||
return new Matrix4(
|
||||
xScale, 0f, 0f, 0f,
|
||||
0f, yScale, 0f, 0f,
|
||||
0f, 0f, m33, -1f,
|
||||
0f, 0f, m43, 0f);
|
||||
}
|
||||
|
||||
public Matrix4 GetOrthographicProjectionMatrix(float aspectRatio)
|
||||
{
|
||||
float w = Width;
|
||||
float h = Height;
|
||||
float zn = NearPlaneDistance;
|
||||
float zf = FarPlaneDistance;
|
||||
|
||||
float m33 = 1 / (zn - zf);
|
||||
float m43 = zn * m33;
|
||||
|
||||
return new Matrix4(
|
||||
2f / w, 0f, 0f, 0f,
|
||||
0f, 2f / h, 0f, 0f,
|
||||
0f, 0f, m33, 0f,
|
||||
0f, 0f, m43, 1f);
|
||||
}
|
||||
|
||||
public Matrix4 GetViewportMatrix()
|
||||
{
|
||||
float scaleX = (float)Width * 0.5f;
|
||||
float scaleY = (float)Height * 0.5f;
|
||||
float offsetX = 0f + scaleX;
|
||||
float offsetY = 0f + scaleY;
|
||||
|
||||
return new Matrix4(
|
||||
scaleX, 0f, 0f, 0f,
|
||||
0f, -scaleY, 0f, 0f,
|
||||
0f, 0f, 1f, 0f,
|
||||
offsetX, offsetY, 0f, 1f);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -31,6 +31,7 @@ using System.Drawing;
|
|||
using System.Drawing.Imaging;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using System.Runtime;
|
||||
|
||||
using CSJ2K;
|
||||
using Nini.Config;
|
||||
|
@ -41,6 +42,8 @@ using Mono.Addins;
|
|||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.PhysicsModules.SharedBase;
|
||||
using OpenSim.Services.Interfaces;
|
||||
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Assets;
|
||||
|
@ -48,44 +51,40 @@ using OpenMetaverse.Imaging;
|
|||
using OpenMetaverse.Rendering;
|
||||
using OpenMetaverse.StructuredData;
|
||||
|
||||
using WarpRenderer = global::Warp3D.Warp3D;
|
||||
using System.Drawing.Drawing2D;
|
||||
using WarpRenderer = Warp3D.Warp3D;
|
||||
|
||||
[assembly: Addin("Warp3DCachedImageModule", "1.0")]
|
||||
[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
|
||||
namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
||||
{
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "Warp3DCachedImageModule")]
|
||||
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "Warp3DCACHEDImageModule")]
|
||||
public class Warp3DImageModule : IMapImageGenerator, INonSharedRegionModule
|
||||
{
|
||||
private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3");
|
||||
private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216);
|
||||
// private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 128);
|
||||
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
#pragma warning disable 414
|
||||
private static string LogHeader = "[CACHED WARP 3D IMAGE MODULE]";
|
||||
private static string LogHeader = "[WARP 3D CACHED IMAGE MODULE]";
|
||||
#pragma warning restore 414
|
||||
|
||||
private Scene m_scene;
|
||||
internal Scene m_scene;
|
||||
private IRendering m_primMesher;
|
||||
private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>();
|
||||
internal IJ2KDecoder m_imgDecoder;
|
||||
|
||||
// caches per rendering
|
||||
private Dictionary<string, warp_Texture> m_warpTextures = new Dictionary<string, warp_Texture>();
|
||||
private Dictionary<UUID, int> m_colors = new Dictionary<UUID, int>();
|
||||
|
||||
private IConfigSource m_config;
|
||||
private bool m_drawPrimVolume = true; // true if should render the prims on the tile
|
||||
private bool m_textureTerrain = true; // true if to create terrain splatting texture
|
||||
private bool m_textureAverageTerrain = false; // replace terrain textures by their average color
|
||||
private bool m_texturePrims = true; // true if should texture the rendered prims
|
||||
private float m_texturePrimSize = 48f; // size of prim before we consider texturing it
|
||||
private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes
|
||||
private String m_cacheDirectory = "";
|
||||
private bool m_Enabled = false;
|
||||
|
||||
private bool m_enable_date = false;
|
||||
private bool m_enable_regionName = false;
|
||||
private bool m_enable_regionPosition = false;
|
||||
private bool m_enable_refreshEveryMonth = false;
|
||||
private bool m_enable_HostedBy = false;
|
||||
private String m_enable_HostedByText = "";
|
||||
private String m_cacheDirectory = "MapImageCache";
|
||||
private bool m_Enabled = false;
|
||||
|
||||
// private Bitmap lastImage = null;
|
||||
private DateTime lastImageTime = DateTime.MinValue;
|
||||
|
@ -99,34 +98,33 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
string[] configSections = new string[] { "Map", "Startup" };
|
||||
|
||||
if (Util.GetConfigVarFromSections<string>(
|
||||
m_config, "MapImageModule", configSections, "MapImageModule") != "Warp3DCachedImageModule")
|
||||
m_config, "MapImageModule", configSections, "MapImageModule") != "Warp3DImageModule")
|
||||
return;
|
||||
|
||||
m_Enabled = true;
|
||||
|
||||
m_drawPrimVolume
|
||||
= Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
|
||||
m_textureTerrain
|
||||
= Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
|
||||
m_texturePrims
|
||||
= Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims);
|
||||
m_texturePrimSize
|
||||
= Util.GetConfigVarFromSections<float>(m_config, "TexturePrimSize", configSections, m_texturePrimSize);
|
||||
m_renderMeshes
|
||||
= Util.GetConfigVarFromSections<bool>(m_config, "RenderMeshes", configSections, m_renderMeshes);
|
||||
m_drawPrimVolume =
|
||||
Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
|
||||
m_textureTerrain =
|
||||
Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
|
||||
m_textureAverageTerrain =
|
||||
Util.GetConfigVarFromSections<bool>(m_config, "AverageTextureColorOnMapTile", configSections, m_textureAverageTerrain);
|
||||
if (m_textureAverageTerrain)
|
||||
m_textureTerrain = true;
|
||||
m_texturePrims =
|
||||
Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims);
|
||||
m_texturePrimSize =
|
||||
Util.GetConfigVarFromSections<float>(m_config, "TexturePrimSize", configSections, m_texturePrimSize);
|
||||
m_renderMeshes =
|
||||
Util.GetConfigVarFromSections<bool>(m_config, "RenderMeshes", configSections, m_renderMeshes);
|
||||
m_cacheDirectory
|
||||
= Util.GetConfigVarFromSections<string>(m_config, "CacheDirectory", configSections, System.IO.Path.Combine(new DirectoryInfo(".").FullName, "MapImageCache"));
|
||||
= Util.GetConfigVarFromSections<string>(m_config, "CacheDirectory", configSections, System.IO.Path.Combine(new DirectoryInfo(".").FullName, m_cacheDirectory));
|
||||
|
||||
|
||||
m_enable_date = Util.GetConfigVarFromSections<bool>(m_config, "enableDate", configSections, false);
|
||||
m_enable_regionName = Util.GetConfigVarFromSections<bool>(m_config, "enableName", configSections, false);
|
||||
m_enable_regionPosition = Util.GetConfigVarFromSections<bool>(m_config, "enablePosition", configSections, false);
|
||||
m_enable_refreshEveryMonth = Util.GetConfigVarFromSections<bool>(m_config, "RefreshEveryMonth", configSections, true);
|
||||
m_enable_HostedBy = Util.GetConfigVarFromSections<bool>(m_config, "enableHostedBy", configSections, false);
|
||||
m_enable_HostedByText = Util.GetConfigVarFromSections<String>(m_config, "HosterText", configSections, String.Empty);
|
||||
|
||||
if (!Directory.Exists(m_cacheDirectory))
|
||||
Directory.CreateDirectory(m_cacheDirectory);
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
|
@ -147,6 +145,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
|
||||
public void RegionLoaded(Scene scene)
|
||||
{
|
||||
if (!m_Enabled)
|
||||
return;
|
||||
|
||||
m_imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
|
||||
}
|
||||
|
||||
public void RemoveRegion(Scene scene)
|
||||
|
@ -159,7 +161,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
|
||||
public string Name
|
||||
{
|
||||
get { return "Warp3DCachedImageModule"; }
|
||||
get { return "Warp3DCACHEDImageModule"; }
|
||||
}
|
||||
|
||||
public Type ReplaceableInterface
|
||||
|
@ -170,83 +172,17 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
#endregion
|
||||
|
||||
#region IMapImageGenerator Members
|
||||
public static string fillInt(int _i, int _l)
|
||||
{
|
||||
String _return = _i.ToString();
|
||||
|
||||
while(_return.Length < _l)
|
||||
{
|
||||
_return = 0 + _return;
|
||||
}
|
||||
|
||||
return _return;
|
||||
}
|
||||
|
||||
public static int getCurrentUnixTime()
|
||||
{
|
||||
return (Int32)(DateTime.UtcNow.Subtract(new DateTime(1970, 1, 1))).TotalSeconds;
|
||||
}
|
||||
|
||||
public static String unixTimeToDateString(int unixTime)
|
||||
{
|
||||
DateTime unixStart = new DateTime(1970, 1, 1, 0, 0, 0, 0, System.DateTimeKind.Utc);
|
||||
long unixTimeStampInTicks = (long)(unixTime * TimeSpan.TicksPerSecond);
|
||||
DateTime _date = new DateTime(unixStart.Ticks + unixTimeStampInTicks, System.DateTimeKind.Utc);
|
||||
|
||||
return fillInt(_date.Day, 2) + "." + fillInt(_date.Month, 2) + "." + fillInt(_date.Year, 4) + " " + fillInt(_date.Hour, 2) + ":" + fillInt(_date.Minute, 2);
|
||||
}
|
||||
|
||||
private void writeDateOnMap(ref Bitmap _map)
|
||||
{
|
||||
RectangleF rectf = new RectangleF(2, 1, 200, 25);
|
||||
|
||||
Graphics g = Graphics.FromImage(_map);
|
||||
g.SmoothingMode = SmoothingMode.AntiAlias;
|
||||
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
|
||||
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
|
||||
g.DrawString(unixTimeToDateString(getCurrentUnixTime()), new Font("Arial", 8), Brushes.White, rectf);
|
||||
g.Flush();
|
||||
}
|
||||
|
||||
private void writeNameOnMap(ref Bitmap _map)
|
||||
{
|
||||
RectangleF rectf = new RectangleF(2, m_scene.RegionInfo.RegionSizeX - 15, 200, 25);
|
||||
|
||||
Graphics g = Graphics.FromImage(_map);
|
||||
g.SmoothingMode = SmoothingMode.AntiAlias;
|
||||
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
|
||||
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
|
||||
g.DrawString(m_scene.Name, new Font("Arial", 8), Brushes.White, rectf);
|
||||
g.Flush();
|
||||
}
|
||||
|
||||
private void writePositionOnMap(ref Bitmap _map)
|
||||
{
|
||||
RectangleF rectf = new RectangleF(m_scene.RegionInfo.RegionSizeY - 75, m_scene.RegionInfo.RegionSizeX - 15, 80, 25);
|
||||
|
||||
Graphics g = Graphics.FromImage(_map);
|
||||
g.SmoothingMode = SmoothingMode.AntiAlias;
|
||||
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
|
||||
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
|
||||
g.DrawString("<" + m_scene.RegionInfo.RegionLocX + " " + m_scene.RegionInfo.RegionLocY + ">", new Font("Arial", 8), Brushes.White, rectf);
|
||||
g.Flush();
|
||||
}
|
||||
|
||||
private void writeHostedByOnMap(ref Bitmap _map)
|
||||
{
|
||||
RectangleF rectf = new RectangleF(2, m_scene.RegionInfo.RegionSizeX - 15, 200, 25);
|
||||
|
||||
Graphics g = Graphics.FromImage(_map);
|
||||
g.SmoothingMode = SmoothingMode.AntiAlias;
|
||||
g.InterpolationMode = InterpolationMode.HighQualityBicubic;
|
||||
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
|
||||
g.DrawString(m_enable_HostedByText, new Font("Arial", 8), Brushes.Gray, rectf);
|
||||
g.Flush();
|
||||
}
|
||||
private Vector3 cameraPos;
|
||||
private Vector3 cameraDir;
|
||||
private int viewWitdh = 256;
|
||||
private int viewHeight = 256;
|
||||
private float fov;
|
||||
private bool orto;
|
||||
|
||||
public Bitmap CreateMapTile()
|
||||
{
|
||||
if ((File.GetCreationTime(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp")).Month != DateTime.Now.Month) && m_enable_refreshEveryMonth == true)
|
||||
if ((File.GetCreationTime(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp")).Month != DateTime.Now.Month))
|
||||
File.Delete(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp"));
|
||||
|
||||
if (File.Exists(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp")))
|
||||
|
@ -255,100 +191,86 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
}
|
||||
else
|
||||
{
|
||||
/* this must be on all map, not just its image
|
||||
if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
|
||||
{
|
||||
return (Bitmap)lastImage.Clone();
|
||||
}
|
||||
*/
|
||||
|
||||
List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
|
||||
if (renderers.Count > 0)
|
||||
{
|
||||
m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
|
||||
}
|
||||
|
||||
Vector3 camPos = new Vector3(
|
||||
m_scene.RegionInfo.RegionSizeX / 2 - 0.5f,
|
||||
m_scene.RegionInfo.RegionSizeY / 2 - 0.5f,
|
||||
221.7025033688163f);
|
||||
// Viewport viewing down onto the region
|
||||
Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f,
|
||||
(int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY,
|
||||
(float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY);
|
||||
cameraPos = new Vector3(
|
||||
(m_scene.RegionInfo.RegionSizeX) * 0.5f,
|
||||
(m_scene.RegionInfo.RegionSizeY) * 0.5f,
|
||||
4096f);
|
||||
|
||||
Bitmap tile = CreateMapTile(viewport, false);
|
||||
cameraDir = -Vector3.UnitZ;
|
||||
viewWitdh = (int)m_scene.RegionInfo.RegionSizeX;
|
||||
viewHeight = (int)m_scene.RegionInfo.RegionSizeY;
|
||||
orto = true;
|
||||
|
||||
if (m_enable_date)
|
||||
writeDateOnMap(ref tile);
|
||||
|
||||
if (m_enable_regionName)
|
||||
writeNameOnMap(ref tile);
|
||||
|
||||
if (m_enable_regionPosition)
|
||||
writePositionOnMap(ref tile);
|
||||
|
||||
if (m_enable_HostedBy)
|
||||
writeHostedByOnMap(ref tile);
|
||||
// fov = warp_Math.rad2deg(2f * (float)Math.Atan2(viewWitdh, 4096f));
|
||||
// orto = false;
|
||||
|
||||
Bitmap tile = GenImage();
|
||||
// image may be reloaded elsewhere, so no compression format
|
||||
string filename = "MAP-" + m_scene.RegionInfo.RegionID.ToString() + ".png";
|
||||
tile.Save(filename, ImageFormat.Png);
|
||||
m_primMesher = null;
|
||||
tile.Save(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp"));
|
||||
return tile;
|
||||
}
|
||||
}
|
||||
|
||||
public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float pfov, int width, int height, bool useTextures)
|
||||
{
|
||||
List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
|
||||
if (renderers.Count > 0)
|
||||
{
|
||||
m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
|
||||
}
|
||||
|
||||
cameraPos = camPos;
|
||||
cameraDir = camDir;
|
||||
viewWitdh = width;
|
||||
viewHeight = height;
|
||||
fov = pfov;
|
||||
orto = false;
|
||||
|
||||
Bitmap tile = GenImage();
|
||||
m_primMesher = null;
|
||||
return tile;
|
||||
|
||||
/*
|
||||
lastImage = tile;
|
||||
lastImageTime = DateTime.Now;
|
||||
return (Bitmap)lastImage.Clone();
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
|
||||
{
|
||||
Viewport viewport = new Viewport(camPos, camDir, fov, Constants.RegionSize, 0.1f, width, height);
|
||||
return CreateMapTile(viewport, useTextures);
|
||||
}
|
||||
|
||||
public Bitmap CreateMapTile(Viewport viewport, bool useTextures)
|
||||
private Bitmap GenImage()
|
||||
{
|
||||
m_colors.Clear();
|
||||
|
||||
int width = viewport.Width;
|
||||
int height = viewport.Height;
|
||||
m_warpTextures.Clear();
|
||||
|
||||
WarpRenderer renderer = new WarpRenderer();
|
||||
|
||||
if(!renderer.CreateScene(width, height))
|
||||
return new Bitmap(width,height);
|
||||
if (!renderer.CreateScene(viewWitdh, viewHeight))
|
||||
return new Bitmap(viewWitdh, viewHeight);
|
||||
|
||||
#region Camera
|
||||
|
||||
warp_Vector pos = ConvertVector(viewport.Position);
|
||||
warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection));
|
||||
warp_Vector pos = ConvertVector(cameraPos);
|
||||
warp_Vector lookat = warp_Vector.add(pos, ConvertVector(cameraDir));
|
||||
|
||||
if (orto)
|
||||
renderer.Scene.defaultCamera.setOrthographic(true, viewWitdh, viewHeight);
|
||||
else
|
||||
renderer.Scene.defaultCamera.setFov(fov);
|
||||
|
||||
renderer.Scene.defaultCamera.setPos(pos);
|
||||
renderer.Scene.defaultCamera.lookAt(lookat);
|
||||
|
||||
if (viewport.Orthographic)
|
||||
{
|
||||
renderer.Scene.defaultCamera.setOrthographic(true,viewport.OrthoWindowWidth, viewport.OrthoWindowHeight);
|
||||
}
|
||||
else
|
||||
{
|
||||
float fov = viewport.FieldOfView;
|
||||
fov *= 1.75f; // FIXME: ???
|
||||
renderer.Scene.defaultCamera.setFov(fov);
|
||||
}
|
||||
|
||||
#endregion Camera
|
||||
|
||||
renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(1.0f, 0.5f, 1f), 0xffffff, 0, 320, 40));
|
||||
renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40));
|
||||
renderer.Scene.setAmbient(warp_Color.getColor(192, 191, 173));
|
||||
renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(0f, 1f, 8f), warp_Color.White, 0, 320, 40));
|
||||
|
||||
CreateWater(renderer);
|
||||
CreateTerrain(renderer, m_textureTerrain);
|
||||
CreateTerrain(renderer);
|
||||
if (m_drawPrimVolume)
|
||||
CreateAllPrims(renderer, useTextures);
|
||||
CreateAllPrims(renderer);
|
||||
|
||||
renderer.Render();
|
||||
Bitmap bitmap = renderer.Scene.getImage();
|
||||
|
@ -356,11 +278,12 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
renderer.Scene.destroy();
|
||||
renderer.Reset();
|
||||
renderer = null;
|
||||
viewport = null;
|
||||
|
||||
m_colors.Clear();
|
||||
m_warpTextures.Clear();
|
||||
GC.Collect();
|
||||
GC.WaitForPendingFinalizers();
|
||||
GC.Collect();
|
||||
m_log.Debug("[WARP 3D IMAGE MODULE]: GC.Collect()");
|
||||
|
||||
return bitmap;
|
||||
}
|
||||
|
@ -370,12 +293,12 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
try
|
||||
{
|
||||
using (Bitmap mapbmp = CreateMapTile())
|
||||
return OpenJPEG.EncodeFromImage(mapbmp, true);
|
||||
return OpenJPEG.EncodeFromImage(mapbmp, false);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// JPEG2000 encoder failed
|
||||
m_log.Error("[WARP 3D IMAGE MODULE]: Failed generating terrain map: ", e);
|
||||
m_log.Error("[WARP 3D CACHED IMAGE MODULE]: Failed generating terrain map: ", e);
|
||||
}
|
||||
|
||||
return null;
|
||||
|
@ -391,8 +314,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
|
||||
|
||||
warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR));
|
||||
waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif
|
||||
waterColorMaterial.setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
|
||||
renderer.Scene.addMaterial("WaterColor", waterColorMaterial);
|
||||
|
||||
for (int x = 0; x < m_scene.RegionInfo.RegionSizeX / 256; x++)
|
||||
|
@ -407,9 +328,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
}
|
||||
|
||||
// Add a terrain to the renderer.
|
||||
// Note that we create a 'low resolution' 256x256 vertex terrain rather than trying for
|
||||
// Note that we create a 'low resolution' 257x257 vertex terrain rather than trying for
|
||||
// full resolution. This saves a lot of memory especially for very large regions.
|
||||
private void CreateTerrain(WarpRenderer renderer, bool textureTerrain)
|
||||
private void CreateTerrain(WarpRenderer renderer)
|
||||
{
|
||||
ITerrainChannel terrain = m_scene.Heightmap;
|
||||
|
||||
|
@ -417,39 +338,67 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
float regionsy = m_scene.RegionInfo.RegionSizeY;
|
||||
|
||||
// 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
|
||||
float diff = regionsx / 256f;
|
||||
|
||||
int bitWidth;
|
||||
int bitHeight;
|
||||
|
||||
const double log2inv = 1.4426950408889634073599246810019;
|
||||
bitWidth = (int)Math.Ceiling((Math.Log(terrain.Width) * log2inv));
|
||||
bitHeight = (int)Math.Ceiling((Math.Log(terrain.Height) * log2inv));
|
||||
|
||||
if (bitWidth > 8) // more than 256 is very heavy :(
|
||||
bitWidth = 8;
|
||||
if (bitHeight > 8)
|
||||
bitHeight = 8;
|
||||
|
||||
int twidth = (int)Math.Pow(2, bitWidth);
|
||||
int theight = (int)Math.Pow(2, bitHeight);
|
||||
|
||||
float diff = regionsx / twidth;
|
||||
|
||||
int npointsx = (int)(regionsx / diff);
|
||||
int npointsy = (int)(regionsy / diff);
|
||||
|
||||
float invsx = 1.0f / regionsx;
|
||||
float invsy = 1.0f / (float)m_scene.RegionInfo.RegionSizeY;
|
||||
float invsx = 1.0f / (npointsx * diff);
|
||||
float invsy = 1.0f / (npointsy * diff);
|
||||
|
||||
npointsx++;
|
||||
npointsy++;
|
||||
|
||||
// Create all the vertices for the terrain
|
||||
warp_Object obj = new warp_Object();
|
||||
for (float y = 0; y < regionsy; y += diff)
|
||||
warp_Vector pos;
|
||||
float x, y;
|
||||
float tv;
|
||||
for (y = 0; y < regionsy; y += diff)
|
||||
{
|
||||
for (float x = 0; x < regionsx; x += diff)
|
||||
tv = y * invsy;
|
||||
for (x = 0; x < regionsx; x += diff)
|
||||
{
|
||||
warp_Vector pos = ConvertVector(x , y , (float)terrain[(int)x, (int)y]);
|
||||
obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f - y * invsy));
|
||||
pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]);
|
||||
obj.addVertex(new warp_Vertex(pos, x * invsx, tv));
|
||||
}
|
||||
pos = ConvertVector(x, y, (float)terrain[(int)(x - diff), (int)y]);
|
||||
obj.addVertex(new warp_Vertex(pos, 1.0f, tv));
|
||||
}
|
||||
|
||||
// Now that we have all the vertices, make another pass and
|
||||
// create the list of triangle indices.
|
||||
float invdiff = 1.0f / diff;
|
||||
int lastY = (int)(y - diff);
|
||||
for (x = 0; x < regionsx; x += diff)
|
||||
{
|
||||
pos = ConvertVector(x, y, (float)terrain[(int)x, lastY]);
|
||||
obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f));
|
||||
}
|
||||
pos = ConvertVector(x, y, (float)terrain[(int)(x - diff), lastY]);
|
||||
obj.addVertex(new warp_Vertex(pos, 1.0f, 1.0f));
|
||||
|
||||
// create triangles.
|
||||
int limx = npointsx - 1;
|
||||
int limy = npointsy - 1;
|
||||
for (float y = 0; y < regionsy; y += diff)
|
||||
for (int j = 0; j < limy; j++)
|
||||
{
|
||||
for (float x = 0; x < regionsx; x += diff)
|
||||
for (int i = 0; i < limx; i++)
|
||||
{
|
||||
float newX = x * invdiff;
|
||||
float newY = y * invdiff;
|
||||
if (newX < limx && newY < limy)
|
||||
{
|
||||
int v = (int)newY * npointsx + (int)newX;
|
||||
int v = j * npointsx + i;
|
||||
|
||||
// Make two triangles for each of the squares in the grid of vertices
|
||||
obj.addTriangle(
|
||||
|
@ -463,7 +412,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
v + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
renderer.Scene.addObject("Terrain", obj);
|
||||
|
||||
|
@ -488,23 +436,19 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
heightRanges[2] = (float)regionInfo.Elevation2SE;
|
||||
heightRanges[3] = (float)regionInfo.Elevation2NE;
|
||||
|
||||
uint globalX, globalY;
|
||||
Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
|
||||
|
||||
warp_Texture texture;
|
||||
using (Bitmap image = TerrainSplat.Splat(
|
||||
terrain, textureIDs, startHeights, heightRanges,
|
||||
new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
|
||||
using (Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges,
|
||||
m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY,
|
||||
m_scene.AssetService, m_imgDecoder, m_textureTerrain, m_textureAverageTerrain,
|
||||
twidth, twidth))
|
||||
texture = new warp_Texture(image);
|
||||
|
||||
warp_Material material = new warp_Material(texture);
|
||||
material.setReflectivity(50);
|
||||
renderer.Scene.addMaterial("TerrainColor", material);
|
||||
renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
|
||||
renderer.SetObjectMaterial("Terrain", "TerrainColor");
|
||||
renderer.Scene.addMaterial("TerrainMat", material);
|
||||
renderer.SetObjectMaterial("Terrain", "TerrainMat");
|
||||
}
|
||||
|
||||
private void CreateAllPrims(WarpRenderer renderer, bool useTextures)
|
||||
private void CreateAllPrims(WarpRenderer renderer)
|
||||
{
|
||||
if (m_primMesher == null)
|
||||
return;
|
||||
|
@ -513,22 +457,33 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
delegate (SceneObjectGroup group)
|
||||
{
|
||||
foreach (SceneObjectPart child in group.Parts)
|
||||
CreatePrim(renderer, child, useTextures);
|
||||
CreatePrim(renderer, child);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim, bool useTextures)
|
||||
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
|
||||
{
|
||||
const float MIN_SIZE_SQUARE = 4f;
|
||||
|
||||
if ((PCode)prim.Shape.PCode != PCode.Prim)
|
||||
return;
|
||||
float primScaleLenSquared = prim.Scale.LengthSquared();
|
||||
|
||||
if (primScaleLenSquared < MIN_SIZE_SQUARE)
|
||||
warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
|
||||
warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation());
|
||||
warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
|
||||
|
||||
float screenFactor = renderer.Scene.EstimateBoxProjectedArea(primPos, ConvertVector(prim.Scale), m);
|
||||
if (screenFactor < 0)
|
||||
return;
|
||||
|
||||
int p2 = (int)(-(float)Math.Log(screenFactor) * 1.442695f * 0.5 - 1);
|
||||
|
||||
if (p2 < 0)
|
||||
p2 = 0;
|
||||
else if (p2 > 3)
|
||||
p2 = 3;
|
||||
|
||||
DetailLevel lod = (DetailLevel)(3 - p2);
|
||||
|
||||
FacetedMesh renderMesh = null;
|
||||
Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
|
||||
|
||||
|
@ -544,27 +499,19 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
if (omvPrim.Sculpt.Type == SculptType.Mesh)
|
||||
{
|
||||
AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
|
||||
FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh);
|
||||
FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, lod, out renderMesh);
|
||||
meshAsset = null;
|
||||
}
|
||||
else // It's sculptie
|
||||
{
|
||||
IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
|
||||
if(imgDecoder != null)
|
||||
if (m_imgDecoder != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
|
||||
Image sculpt = m_imgDecoder.DecodeToImage(sculptAsset);
|
||||
if (sculpt != null)
|
||||
{
|
||||
renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt,
|
||||
DetailLevel.Medium);
|
||||
renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, lod);
|
||||
sculpt.Dispose();
|
||||
}
|
||||
}catch(Exception _e)
|
||||
{
|
||||
m_log.Error(LogHeader + "Fail to read asset data for scene object " + omvPrim.GroupID + "(" + omvPrim.Properties.Name + ")");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -574,7 +521,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
// If not a mesh or sculptie, try the regular mesher
|
||||
if (renderMesh == null)
|
||||
{
|
||||
renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
|
||||
renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, lod);
|
||||
}
|
||||
|
||||
if (renderMesh == null)
|
||||
|
@ -594,6 +541,32 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
continue;
|
||||
|
||||
warp_Object faceObj = new warp_Object();
|
||||
|
||||
Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
|
||||
Color4 faceColor = teFace.RGBA;
|
||||
if (faceColor.A == 0)
|
||||
continue;
|
||||
|
||||
string materialName = String.Empty;
|
||||
if (m_texturePrims)
|
||||
{
|
||||
// if(lod > DetailLevel.Low)
|
||||
{
|
||||
// materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, lod == DetailLevel.Low);
|
||||
materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, false);
|
||||
if (String.IsNullOrEmpty(materialName))
|
||||
continue;
|
||||
int c = renderer.Scene.material(materialName).getColor();
|
||||
if ((c & warp_Color.MASKALPHA) == 0)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
materialName = GetOrCreateMaterial(renderer, faceColor);
|
||||
|
||||
if (renderer.Scene.material(materialName).getTexture() == null)
|
||||
{
|
||||
// uv map details dont not matter for color;
|
||||
for (int j = 0; j < face.Vertices.Count; j++)
|
||||
{
|
||||
Vertex v = face.Vertices[j];
|
||||
|
@ -601,6 +574,54 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, v.TexCoord.Y);
|
||||
faceObj.addVertex(vert);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float tu;
|
||||
float tv;
|
||||
float offsetu = teFace.OffsetU + 0.5f;
|
||||
float offsetv = teFace.OffsetV + 0.5f;
|
||||
float scaleu = teFace.RepeatU;
|
||||
float scalev = teFace.RepeatV;
|
||||
float rotation = teFace.Rotation;
|
||||
float rc = 0;
|
||||
float rs = 0;
|
||||
if (rotation != 0)
|
||||
{
|
||||
rc = (float)Math.Cos(rotation);
|
||||
rs = (float)Math.Sin(rotation);
|
||||
}
|
||||
|
||||
for (int j = 0; j < face.Vertices.Count; j++)
|
||||
{
|
||||
warp_Vertex vert;
|
||||
Vertex v = face.Vertices[j];
|
||||
warp_Vector pos = ConvertVector(v.Position);
|
||||
tu = v.TexCoord.X - 0.5f;
|
||||
tv = 0.5f - v.TexCoord.Y;
|
||||
if (rotation != 0)
|
||||
{
|
||||
float tur = tu * rc - tv * rs;
|
||||
float tvr = tu * rs + tv * rc;
|
||||
tur *= scaleu;
|
||||
tur += offsetu;
|
||||
|
||||
tvr *= scalev;
|
||||
tvr += offsetv;
|
||||
vert = new warp_Vertex(pos, tur, tvr);
|
||||
}
|
||||
else
|
||||
{
|
||||
tu *= scaleu;
|
||||
tu += offsetu;
|
||||
tv *= scalev;
|
||||
tv += offsetv;
|
||||
vert = new warp_Vertex(pos, tu, tv);
|
||||
}
|
||||
|
||||
faceObj.addVertex(vert);
|
||||
}
|
||||
}
|
||||
|
||||
for (int j = 0; j < face.Indices.Count; j += 3)
|
||||
{
|
||||
|
@ -610,40 +631,30 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
face.Indices[j + 2]);
|
||||
}
|
||||
|
||||
Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
|
||||
Color4 faceColor = GetFaceColor(teFace);
|
||||
string materialName = String.Empty;
|
||||
if (m_texturePrims && primScaleLenSquared > m_texturePrimSize*m_texturePrimSize)
|
||||
materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
|
||||
else
|
||||
materialName = GetOrCreateMaterial(renderer, faceColor);
|
||||
|
||||
warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
|
||||
warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation());
|
||||
warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
|
||||
faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
|
||||
faceObj.transform(m);
|
||||
faceObj.setPos(primPos);
|
||||
faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
|
||||
|
||||
renderer.Scene.addObject(meshName, faceObj);
|
||||
renderer.SetObjectMaterial(meshName, materialName);
|
||||
}
|
||||
}
|
||||
|
||||
private Color4 GetFaceColor(Primitive.TextureEntryFace face)
|
||||
private int GetFaceColor(Primitive.TextureEntryFace face)
|
||||
{
|
||||
Color4 color;
|
||||
int color;
|
||||
Color4 ctmp = Color4.White;
|
||||
|
||||
if (face.TextureID == UUID.Zero)
|
||||
return face.RGBA;
|
||||
return warp_Color.White;
|
||||
|
||||
if (!m_colors.TryGetValue(face.TextureID, out color))
|
||||
{
|
||||
bool fetched = false;
|
||||
|
||||
// Attempt to fetch the texture metadata
|
||||
UUID metadataID = UUID.Combine(face.TextureID, TEXTURE_METADATA_MAGIC);
|
||||
AssetBase metadata = m_scene.AssetService.GetCached(metadataID.ToString());
|
||||
string cacheName = "MAPCLR" + face.TextureID.ToString();
|
||||
AssetBase metadata = m_scene.AssetService.GetCached(cacheName);
|
||||
if (metadata != null)
|
||||
{
|
||||
OSDMap map = null;
|
||||
|
@ -651,7 +662,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
|
||||
if (map != null)
|
||||
{
|
||||
color = map["X-JPEG2000-RGBA"].AsColor4();
|
||||
ctmp = map["X-RGBA"].AsColor4();
|
||||
fetched = true;
|
||||
}
|
||||
}
|
||||
|
@ -664,16 +675,16 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
if (textureAsset != null)
|
||||
{
|
||||
int width, height;
|
||||
color = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height);
|
||||
ctmp = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height);
|
||||
|
||||
OSDMap data = new OSDMap { { "X-JPEG2000-RGBA", OSD.FromColor4(color) } };
|
||||
OSDMap data = new OSDMap { { "X-RGBA", OSD.FromColor4(ctmp) } };
|
||||
metadata = new AssetBase
|
||||
{
|
||||
Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)),
|
||||
Description = "Metadata for JPEG2000 texture " + face.TextureID.ToString(),
|
||||
Description = "Metadata for texture color" + face.TextureID.ToString(),
|
||||
Flags = AssetFlags.Collectable,
|
||||
FullID = metadataID,
|
||||
ID = metadataID.ToString(),
|
||||
FullID = UUID.Zero,
|
||||
ID = cacheName,
|
||||
Local = true,
|
||||
Temporary = true,
|
||||
Name = String.Empty,
|
||||
|
@ -683,14 +694,14 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
}
|
||||
else
|
||||
{
|
||||
color = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
ctmp = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
color = ConvertColor(ctmp);
|
||||
m_colors[face.TextureID] = color;
|
||||
}
|
||||
|
||||
return color * face.RGBA;
|
||||
return color;
|
||||
}
|
||||
|
||||
private string GetOrCreateMaterial(WarpRenderer renderer, Color4 color)
|
||||
|
@ -702,26 +713,32 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
return name;
|
||||
|
||||
renderer.AddMaterial(name, ConvertColor(color));
|
||||
if (color.A < 1f)
|
||||
renderer.Scene.material(name).setTransparency((byte)((1f - color.A) * 255f));
|
||||
return name;
|
||||
}
|
||||
|
||||
public string GetOrCreateMaterial(WarpRenderer renderer, Color4 faceColor, UUID textureID)
|
||||
public string GetOrCreateMaterial(WarpRenderer renderer, Color4 faceColor, UUID textureID, bool useAverageTextureColor)
|
||||
{
|
||||
string materialName = "Color-" + faceColor.ToString() + "-Texture-" + textureID.ToString();
|
||||
int color = ConvertColor(faceColor);
|
||||
string idstr = textureID.ToString() + color.ToString();
|
||||
string materialName = "MAPMAT" + idstr;
|
||||
|
||||
if (renderer.Scene.material(materialName) == null)
|
||||
{
|
||||
renderer.AddMaterial(materialName, ConvertColor(faceColor));
|
||||
if (faceColor.A < 1f)
|
||||
{
|
||||
renderer.Scene.material(materialName).setTransparency((byte) ((1f - faceColor.A)*255f));
|
||||
}
|
||||
if (renderer.Scene.material(materialName) != null)
|
||||
return materialName;
|
||||
|
||||
warp_Material mat = new warp_Material();
|
||||
warp_Texture texture = GetTexture(textureID);
|
||||
if (texture != null)
|
||||
renderer.Scene.material(materialName).setTexture(texture);
|
||||
{
|
||||
if (useAverageTextureColor)
|
||||
color = warp_Color.multiply(color, texture.averageColor);
|
||||
else
|
||||
mat.setTexture(texture);
|
||||
}
|
||||
else
|
||||
color = warp_Color.multiply(color, warp_Color.Grey);
|
||||
|
||||
mat.setColor(color);
|
||||
renderer.Scene.addMaterial(materialName, mat);
|
||||
|
||||
return materialName;
|
||||
}
|
||||
|
@ -729,24 +746,27 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
private warp_Texture GetTexture(UUID id)
|
||||
{
|
||||
warp_Texture ret = null;
|
||||
if (id == UUID.Zero)
|
||||
return ret;
|
||||
|
||||
if (m_warpTextures.TryGetValue(id.ToString(), out ret))
|
||||
return ret;
|
||||
|
||||
byte[] asset = m_scene.AssetService.GetData(id.ToString());
|
||||
|
||||
if (asset != null)
|
||||
{
|
||||
IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
|
||||
|
||||
try
|
||||
{
|
||||
using (Bitmap img = (Bitmap)imgDecoder.DecodeToImage(asset))
|
||||
using (Bitmap img = (Bitmap)m_imgDecoder.DecodeToImage(asset))
|
||||
ret = new warp_Texture(img);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
//m_log.Warn(string.Format("[WARP 3D IMAGE MODULE]: Failed to decode asset {0}, exception ", id), e);
|
||||
m_log.Warn(string.Format("[WARP 3D CACHED IMAGE MODULE]: Failed to decode asset {0}, exception ", id), e);
|
||||
}
|
||||
}
|
||||
|
||||
m_warpTextures[id.ToString()] = ret;
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -771,10 +791,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
|
||||
private static int ConvertColor(Color4 color)
|
||||
{
|
||||
int c = warp_Color.getColor((byte)(color.R * 255f), (byte)(color.G * 255f), (byte)(color.B * 255f));
|
||||
if (color.A < 1f)
|
||||
c |= (byte)(color.A * 255f) << 24;
|
||||
|
||||
int c = warp_Color.getColor((byte)(color.R * 255f), (byte)(color.G * 255f), (byte)(color.B * 255f), (byte)(color.A * 255f));
|
||||
return c;
|
||||
}
|
||||
|
||||
|
@ -789,19 +806,17 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
return normal;
|
||||
}
|
||||
|
||||
public static Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height)
|
||||
public Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height)
|
||||
{
|
||||
ulong r = 0;
|
||||
ulong g = 0;
|
||||
ulong b = 0;
|
||||
ulong a = 0;
|
||||
|
||||
using (MemoryStream stream = new MemoryStream(j2kData))
|
||||
{
|
||||
try
|
||||
{
|
||||
int pixelBytes;
|
||||
|
||||
try
|
||||
{
|
||||
using (MemoryStream stream = new MemoryStream(j2kData))
|
||||
using (Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream))
|
||||
{
|
||||
width = bitmap.Width;
|
||||
|
@ -844,7 +859,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get the averages for each channel
|
||||
const decimal OO_255 = 1m / 255m;
|
||||
decimal totalPixels = (decimal)(width * height);
|
||||
|
@ -858,19 +872,19 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
am = 1m;
|
||||
|
||||
return new Color4((float)rm, (float)gm, (float)bm, (float)am);
|
||||
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
//m_log.WarnFormat(
|
||||
//"[WARP 3D IMAGE MODULE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}",
|
||||
// textureID, j2kData.Length, ex.Message);
|
||||
m_log.WarnFormat(
|
||||
"[WARP 3D CACHED IMAGE MODULE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}",
|
||||
textureID, j2kData.Length, ex.Message);
|
||||
|
||||
width = 0;
|
||||
height = 0;
|
||||
return new Color4(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Static Helpers
|
||||
}
|
||||
|
@ -891,29 +905,5 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
{
|
||||
return Utils.Lerp(Utils.Lerp(v00, v01, xPercent), Utils.Lerp(v10, v11, xPercent), yPercent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a high quality image resize
|
||||
/// </summary>
|
||||
/// <param name="image">Image to resize</param>
|
||||
/// <param name="width">New width</param>
|
||||
/// <param name="height">New height</param>
|
||||
/// <returns>Resized image</returns>
|
||||
public static Bitmap ResizeImage(Image image, int width, int height)
|
||||
{
|
||||
Bitmap result = new Bitmap(width, height);
|
||||
|
||||
using (Graphics graphics = Graphics.FromImage(result))
|
||||
{
|
||||
graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
|
||||
graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
|
||||
graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
|
||||
graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
|
||||
|
||||
graphics.DrawImage(image, 0, 0, result.Width, result.Height);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue