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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@ -268,4 +261,4 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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return t * t * (3f - 2f * t);
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}
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}
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}
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}
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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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@ -180,209 +193,274 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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}
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#endregion Texture Fetching
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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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if (averagetextureTerrain)
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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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// Create a solid color texture for this layer
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detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
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using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
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for (int t = 0; t < 4; t++)
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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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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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if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
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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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detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
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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", LogHeader, i);
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// Create a solid color texture for this layer
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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, 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 != 16 || detailTexture[i].Height != 16)
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{
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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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unsafe
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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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// Get handles to all of the texture data arrays
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BitmapData[] datas = new BitmapData[]
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float a;
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float b;
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unsafe
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{
|
||||
detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
|
||||
detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
|
||||
detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
|
||||
detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
|
||||
};
|
||||
|
||||
// Compute size of each pixel data (used to address into the pixel data array)
|
||||
int[] comps = new int[]
|
||||
{
|
||||
(datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
|
||||
(datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
|
||||
(datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
|
||||
(datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3
|
||||
};
|
||||
|
||||
for (int y = 0; y < 256; y++)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
byte* ptrO;
|
||||
for (int y = 0; y < theight; ++y)
|
||||
{
|
||||
float layer = layermap[x, y];
|
||||
pcty = y * invtheightMinus1;
|
||||
ptrO = (byte*)outputData.Scan0 + y * outputData.Stride;
|
||||
ty = (int)(y * yFactor);
|
||||
yglobalpos = (uint)ty + regionPositionY;
|
||||
|
||||
// Select two textures
|
||||
int l0 = (int)Math.Floor(layer);
|
||||
int l1 = Math.Min(l0 + 1, 3);
|
||||
for (int x = 0; x < twidth; ++x)
|
||||
{
|
||||
tx = (int)(x * xFactor);
|
||||
pctx = x * invtwitdthMinus1;
|
||||
height = (float)terrain[tx, ty];
|
||||
layer = getLayerTex(height, pctx, pcty,
|
||||
(uint)tx + regionPositionX, yglobalpos,
|
||||
startHeights, heightRanges);
|
||||
|
||||
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;
|
||||
// Select two textures
|
||||
l0 = (int)layer;
|
||||
l1 = Math.Min(l0 + 1, 3);
|
||||
|
||||
float aB = *(ptrA + 0);
|
||||
float aG = *(ptrA + 1);
|
||||
float aR = *(ptrA + 2);
|
||||
layerDiff = layer - l0;
|
||||
|
||||
float bB = *(ptrB + 0);
|
||||
float bG = *(ptrB + 1);
|
||||
float bR = *(ptrB + 2);
|
||||
a = mapColorsRed[l0];
|
||||
b = mapColorsRed[l1];
|
||||
*(ptrO++) = (byte)(a + layerDiff * (b - a));
|
||||
|
||||
float layerDiff = layer - l0;
|
||||
a = mapColorsGreen[l0];
|
||||
b = mapColorsGreen[l1];
|
||||
*(ptrO++) = (byte)(a + layerDiff * (b - a));
|
||||
|
||||
// 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));
|
||||
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, 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)
|
||||
};
|
||||
|
||||
byte* ptr;
|
||||
byte* ptrO;
|
||||
for (int y = 0; y < theight; y++)
|
||||
{
|
||||
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 x = 0; x < twidth; x++)
|
||||
{
|
||||
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
|
||||
l0 = (int)layer;
|
||||
layerDiff = layer - l0;
|
||||
|
||||
int patchOffset = (tx & 0x0f) * 3 + ypatch;
|
||||
|
||||
ptr = (byte*)datas[l0].Scan0 + patchOffset;
|
||||
aB = *(ptr++);
|
||||
aG = *(ptr++);
|
||||
aR = *(ptr);
|
||||
|
||||
l1 = Math.Min(l0 + 1, 3);
|
||||
ptr = (byte*)datas[l1].Scan0 + patchOffset;
|
||||
bB = *(ptr++);
|
||||
bG = *(ptr++);
|
||||
bR = *(ptr);
|
||||
|
||||
|
||||
// Interpolate between the two selected textures
|
||||
*(ptrO++) = (byte)(aB + layerDiff * (bB - aB));
|
||||
*(ptrO++) = (byte)(aG + layerDiff * (bG - aG));
|
||||
*(ptrO++) = (byte)(aR + layerDiff * (bR - aR));
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < detailTexture.Length; i++)
|
||||
detailTexture[i].UnlockBits(datas[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < detailTexture.Length; i++)
|
||||
detailTexture[i].UnlockBits(datas[i]);
|
||||
if (detailTexture[i] != null)
|
||||
detailTexture[i].Dispose();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue