update module to new version
parent
514f78e6a1
commit
df000afb0d
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@ -1,216 +1,217 @@
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</ProjectReference>
|
||||
<ProjectReference Include="..\..\..\OpenSim\Server\Base\OpenSim.Server.Base.csproj">
|
||||
<Name>OpenSim.Server.Base</Name>
|
||||
<Project>{2E0569BB-0000-0000-0000-000000000000}</Project>
|
||||
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
|
||||
<Private>False</Private>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\..\OpenSim\Services\Interfaces\OpenSim.Services.Interfaces.csproj">
|
||||
<Name>OpenSim.Services.Interfaces</Name>
|
||||
<Project>{08ECE473-0000-0000-0000-000000000000}</Project>
|
||||
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
|
||||
<Private>False</Private>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Perlin.cs" />
|
||||
<Compile Include="TerrainSplat.cs" />
|
||||
<Compile Include="Warp3DImageModule.cs">
|
||||
<SubType>Code</SubType>
|
||||
</Compile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
<PreBuildEvent>
|
||||
</PreBuildEvent>
|
||||
<PostBuildEvent>
|
||||
</PostBuildEvent>
|
||||
</PropertyGroup>
|
||||
</Project>
|
|
@ -103,41 +103,39 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
|
||||
public static float noise2(float x, float y)
|
||||
{
|
||||
int bx0, bx1, by0, by1, b00, b10, b01, b11;
|
||||
int bx, by, b00, b10, b01, b11;
|
||||
float rx0, rx1, ry0, ry1, sx, sy, a, b, t, u, v;
|
||||
int i, j;
|
||||
|
||||
t = x + N;
|
||||
bx0 = ((int)t) & BM;
|
||||
bx1 = (bx0 + 1) & BM;
|
||||
rx0 = t - (int)t;
|
||||
rx1 = rx0 - 1f;
|
||||
bx = ((int)t) & BM;
|
||||
i = p[bx];
|
||||
bx = (bx + 1) & BM;
|
||||
j = p[bx];
|
||||
|
||||
t = y + N;
|
||||
by0 = ((int)t) & BM;
|
||||
by1 = (by0 + 1) & BM;
|
||||
ry0 = t - (int)t;
|
||||
ry1 = ry0 - 1f;
|
||||
by = ((int)t) & BM;
|
||||
b00 = p[i + by];
|
||||
b10 = p[j + by];
|
||||
|
||||
i = p[bx0];
|
||||
j = p[bx1];
|
||||
|
||||
b00 = p[i + by0];
|
||||
b10 = p[j + by0];
|
||||
b01 = p[i + by1];
|
||||
b11 = p[j + by1];
|
||||
by = (by + 1) & BM;
|
||||
b01 = p[i + by];
|
||||
b11 = p[j + by];
|
||||
|
||||
sx = s_curve(rx0);
|
||||
sy = s_curve(ry0);
|
||||
|
||||
u = rx0 * g2[b00, 0] + ry0 * g2[b00, 1];
|
||||
rx1 = rx0 - 1f;
|
||||
v = rx1 * g2[b10, 0] + ry0 * g2[b10, 1];
|
||||
a = Utils.Lerp(u, v, sx);
|
||||
|
||||
ry1 = ry0 - 1f;
|
||||
u = rx0 * g2[b01, 0] + ry1 * g2[b01, 1];
|
||||
v = rx1 * g2[b11, 0] + ry1 * g2[b11, 1];
|
||||
b = Utils.Lerp(u, v, sx);
|
||||
|
||||
sy = s_curve(ry0);
|
||||
return Utils.Lerp(a, b, sy);
|
||||
}
|
||||
|
||||
|
@ -202,12 +200,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
public static float turbulence1(float x, float freq)
|
||||
{
|
||||
float t;
|
||||
float v;
|
||||
|
||||
for (t = 0f; freq >= 1f; freq *= 0.5f)
|
||||
{
|
||||
v = freq * x;
|
||||
t += noise1(v) / freq;
|
||||
t += noise1(freq * x) / freq;
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
@ -215,28 +211,20 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
public static float turbulence2(float x, float y, float freq)
|
||||
{
|
||||
float t;
|
||||
Vector2 vec;
|
||||
|
||||
for (t = 0f; freq >= 1f; freq *= 0.5f)
|
||||
{
|
||||
vec.X = freq * x;
|
||||
vec.Y = freq * y;
|
||||
t += noise2(vec.X, vec.Y) / freq;
|
||||
}
|
||||
t += noise2(freq * x, freq * y) / freq;
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
public static float turbulence3(float x, float y, float z, float freq)
|
||||
{
|
||||
float t;
|
||||
Vector3 vec;
|
||||
|
||||
for (t = 0f; freq >= 1f; freq *= 0.5f)
|
||||
{
|
||||
vec.X = freq * x;
|
||||
vec.Y = freq * y;
|
||||
vec.Z = freq * z;
|
||||
t += noise3(vec.X, vec.Y, vec.Z) / freq;
|
||||
t += noise3(freq * x, freq * y, freq * z) / freq;
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
@ -244,23 +232,28 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
private static void normalize2(float[,] v, int i)
|
||||
{
|
||||
float s;
|
||||
float a = v[i, 0];
|
||||
float b = v[i, 1];
|
||||
|
||||
s = (float)Math.Sqrt(v[i, 0] * v[i, 0] + v[i, 1] * v[i, 1]);
|
||||
s = (float)Math.Sqrt(a * a + b * b);
|
||||
s = 1.0f / s;
|
||||
v[i, 0] = v[i, 0] * s;
|
||||
v[i, 1] = v[i, 1] * s;
|
||||
v[i, 0] = a * s;
|
||||
v[i, 1] = b * s;
|
||||
}
|
||||
|
||||
private static void normalize3(float[,] v, int i)
|
||||
{
|
||||
float s;
|
||||
float a = v[i, 0];
|
||||
float b = v[i, 1];
|
||||
float c = v[i, 2];
|
||||
|
||||
s = (float)Math.Sqrt(v[i, 0] * v[i, 0] + v[i, 1] * v[i, 1] + v[i, 2] * v[i, 2]);
|
||||
s = (float)Math.Sqrt(a * a + b * b + c * c);
|
||||
s = 1.0f / s;
|
||||
|
||||
v[i, 0] = v[i, 0] * s;
|
||||
v[i, 1] = v[i, 1] * s;
|
||||
v[i, 2] = v[i, 2] * s;
|
||||
v[i, 0] = a * s;
|
||||
v[i, 1] = b * s;
|
||||
v[i, 2] = c * s;
|
||||
}
|
||||
|
||||
private static float s_curve(float t)
|
||||
|
|
|
@ -80,9 +80,12 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
/// Note we create a 256x256 dimension texture even if the actual terrain is larger.
|
||||
/// </remarks>
|
||||
|
||||
public static Bitmap Splat(ITerrainChannel terrain,
|
||||
UUID[] textureIDs, float[] startHeights, float[] heightRanges,
|
||||
Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
|
||||
public static Bitmap Splat(ITerrainChannel terrain, UUID[] textureIDs,
|
||||
float[] startHeights, float[] heightRanges,
|
||||
uint regionPositionX, uint regionPositionY,
|
||||
IAssetService assetService, IJ2KDecoder decoder,
|
||||
bool textureTerrain, bool averagetextureTerrain,
|
||||
int twidth, int theight)
|
||||
{
|
||||
Debug.Assert(textureIDs.Length == 4);
|
||||
Debug.Assert(startHeights.Length == 4);
|
||||
|
@ -90,70 +93,80 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
|
||||
Bitmap[] detailTexture = new Bitmap[4];
|
||||
|
||||
byte[] mapColorsRed = new byte[4];
|
||||
byte[] mapColorsGreen = new byte[4];
|
||||
byte[] mapColorsBlue = new byte[4];
|
||||
|
||||
bool usecolors = false;
|
||||
|
||||
if (textureTerrain)
|
||||
{
|
||||
// Swap empty terrain textureIDs with default IDs
|
||||
for (int i = 0; i < textureIDs.Length; i++)
|
||||
for(int i = 0; i < textureIDs.Length; i++)
|
||||
{
|
||||
if (textureIDs[i] == UUID.Zero)
|
||||
if(textureIDs[i] == UUID.Zero)
|
||||
textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
|
||||
}
|
||||
|
||||
#region Texture Fetching
|
||||
|
||||
if (assetService != null)
|
||||
if(assetService != null)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
for(int i = 0; i < 4; i++)
|
||||
{
|
||||
AssetBase asset;
|
||||
UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
|
||||
AssetBase asset = null;
|
||||
|
||||
// asset cache indexes are strings
|
||||
string cacheName ="MAP-Patch" + textureIDs[i].ToString();
|
||||
|
||||
// Try to fetch a cached copy of the decoded/resized version of this texture
|
||||
asset = assetService.GetCached(cacheID.ToString());
|
||||
if (asset != null)
|
||||
asset = assetService.GetCached(cacheName);
|
||||
if(asset != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
|
||||
using(System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
|
||||
detailTexture[i] = (Bitmap)Image.FromStream(stream);
|
||||
|
||||
if(detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb ||
|
||||
detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
|
||||
{
|
||||
detailTexture[i].Dispose();
|
||||
detailTexture[i] = null;
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
catch(Exception ex)
|
||||
{
|
||||
m_log.Warn("Failed to decode cached terrain texture " + cacheID +
|
||||
" (textureID: " + textureIDs[i] + "): " + ex.Message);
|
||||
m_log.Warn("Failed to decode cached terrain patch texture" + textureIDs[i] + "): " + ex.Message);
|
||||
}
|
||||
}
|
||||
|
||||
if (detailTexture[i] == null)
|
||||
if(detailTexture[i] == null)
|
||||
{
|
||||
// Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
|
||||
asset = assetService.Get(textureIDs[i].ToString());
|
||||
if (asset != null)
|
||||
if(asset != null)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);
|
||||
|
||||
try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
|
||||
catch (Exception ex)
|
||||
try
|
||||
{
|
||||
detailTexture[i] = (Bitmap)decoder.DecodeToImage(asset.Data);
|
||||
}
|
||||
catch(Exception ex)
|
||||
{
|
||||
m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
|
||||
}
|
||||
}
|
||||
|
||||
if (detailTexture[i] != null)
|
||||
if(detailTexture[i] != null)
|
||||
{
|
||||
// Make sure this texture is the correct size, otherwise resize
|
||||
if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
|
||||
{
|
||||
using (Bitmap origBitmap = detailTexture[i])
|
||||
{
|
||||
detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
|
||||
}
|
||||
}
|
||||
if(detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb ||
|
||||
detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
|
||||
using(Bitmap origBitmap = detailTexture[i])
|
||||
detailTexture[i] = Util.ResizeImageSolid(origBitmap, 16, 16);
|
||||
|
||||
// Save the decoded and resized texture to the cache
|
||||
byte[] data;
|
||||
using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
|
||||
using(System.IO.MemoryStream stream = new System.IO.MemoryStream())
|
||||
{
|
||||
detailTexture[i].Save(stream, ImageFormat.Png);
|
||||
data = stream.ToArray();
|
||||
|
@ -165,8 +178,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
Data = data,
|
||||
Description = "PNG",
|
||||
Flags = AssetFlags.Collectable,
|
||||
FullID = cacheID,
|
||||
ID = cacheID.ToString(),
|
||||
FullID = UUID.Zero,
|
||||
ID = cacheName,
|
||||
Local = true,
|
||||
Name = String.Empty,
|
||||
Temporary = true,
|
||||
|
@ -180,209 +193,278 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
}
|
||||
|
||||
#endregion Texture Fetching
|
||||
}
|
||||
|
||||
// Fill in any missing textures with a solid color
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (detailTexture[i] == null)
|
||||
if(averagetextureTerrain)
|
||||
{
|
||||
m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color",
|
||||
LogHeader, i);
|
||||
// Create a solid color texture for this layer
|
||||
detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
|
||||
using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
|
||||
for(int t = 0; t < 4; t++)
|
||||
{
|
||||
using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
|
||||
gfx.FillRectangle(brush, 0, 0, 256, 256);
|
||||
usecolors = true;
|
||||
if(detailTexture[t] == null)
|
||||
{
|
||||
mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R;
|
||||
mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G;
|
||||
mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B;
|
||||
continue;
|
||||
}
|
||||
|
||||
int npixeis = 0;
|
||||
int cR = 0;
|
||||
int cG = 0;
|
||||
int cB = 0;
|
||||
|
||||
BitmapData bmdata = detailTexture[t].LockBits(new Rectangle(0, 0, 16, 16),
|
||||
ImageLockMode.ReadOnly, detailTexture[t].PixelFormat);
|
||||
|
||||
npixeis = bmdata.Height * bmdata.Width;
|
||||
int ylen = bmdata.Height * bmdata.Stride;
|
||||
|
||||
unsafe
|
||||
{
|
||||
for(int y = 0; y < ylen; y += bmdata.Stride)
|
||||
{
|
||||
byte* ptrc = (byte*)bmdata.Scan0 + y;
|
||||
for(int x = 0 ; x < bmdata.Width; ++x)
|
||||
{
|
||||
cR += *(ptrc++);
|
||||
cG += *(ptrc++);
|
||||
cB += *(ptrc++);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
detailTexture[t].UnlockBits(bmdata);
|
||||
detailTexture[t].Dispose();
|
||||
|
||||
mapColorsRed[t] = (byte)Util.Clamp(cR / npixeis, 0 , 255);
|
||||
mapColorsGreen[t] = (byte)Util.Clamp(cG / npixeis, 0 , 255);
|
||||
mapColorsBlue[t] = (byte)Util.Clamp(cB / npixeis, 0 , 255);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
|
||||
// Fill in any missing textures with a solid color
|
||||
for(int i = 0; i < 4; i++)
|
||||
{
|
||||
detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
|
||||
if(detailTexture[i] == null)
|
||||
{
|
||||
m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color", LogHeader, i);
|
||||
|
||||
// Create a solid color texture for this layer
|
||||
detailTexture[i] = new Bitmap(16, 16, PixelFormat.Format24bppRgb);
|
||||
using(Graphics gfx = Graphics.FromImage(detailTexture[i]))
|
||||
{
|
||||
using(SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
|
||||
gfx.FillRectangle(brush, 0, 0, 16, 16);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
|
||||
{
|
||||
using(Bitmap origBitmap = detailTexture[i])
|
||||
detailTexture[i] = Util.ResizeImageSolid(origBitmap, 16, 16);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
usecolors = true;
|
||||
for(int t = 0; t < 4; t++)
|
||||
{
|
||||
mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R;
|
||||
mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G;
|
||||
mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B;
|
||||
}
|
||||
}
|
||||
|
||||
#region Layer Map
|
||||
|
||||
float[,] layermap = new float[256, 256];
|
||||
|
||||
// Scale difference between actual region size and the 256 texture being created
|
||||
int xFactor = terrain.Width / 256;
|
||||
int yFactor = terrain.Height / 256;
|
||||
|
||||
// Create 'layermap' where each value is the fractional layer number to place
|
||||
// at that point. For instance, a value of 1.345 gives the blending of
|
||||
// layer 1 and layer 2 for that point.
|
||||
for (int y = 0; y < 256; y++)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
{
|
||||
float height = (float)terrain[x * xFactor, y * yFactor];
|
||||
|
||||
float pctX = (float)x / 255f;
|
||||
float pctY = (float)y / 255f;
|
||||
|
||||
// Use bilinear interpolation between the four corners of start height and
|
||||
// height range to select the current values at this position
|
||||
float startHeight = ImageUtils.Bilinear(
|
||||
startHeights[0],
|
||||
startHeights[2],
|
||||
startHeights[1],
|
||||
startHeights[3],
|
||||
pctX, pctY);
|
||||
startHeight = Utils.Clamp(startHeight, 0f, 255f);
|
||||
|
||||
float heightRange = ImageUtils.Bilinear(
|
||||
heightRanges[0],
|
||||
heightRanges[2],
|
||||
heightRanges[1],
|
||||
heightRanges[3],
|
||||
pctX, pctY);
|
||||
heightRange = Utils.Clamp(heightRange, 0f, 255f);
|
||||
|
||||
// Generate two frequencies of perlin noise based on our global position
|
||||
// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
|
||||
Vector3 vec = new Vector3
|
||||
(
|
||||
((float)regionPosition.X + (x * xFactor)) * 0.20319f,
|
||||
((float)regionPosition.Y + (y * yFactor)) * 0.20319f,
|
||||
height * 0.25f
|
||||
);
|
||||
|
||||
float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
|
||||
float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
|
||||
float noise = (lowFreq + highFreq) * 2f;
|
||||
|
||||
// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
|
||||
float layer = ((height + noise - startHeight) / heightRange) * 4f;
|
||||
if (Single.IsNaN(layer))
|
||||
layer = 0f;
|
||||
layermap[x, y] = Utils.Clamp(layer, 0f, 3f);
|
||||
}
|
||||
}
|
||||
float xFactor = terrain.Width / twidth;
|
||||
float yFactor = terrain.Height / theight;
|
||||
|
||||
#endregion Layer Map
|
||||
|
||||
#region Texture Compositing
|
||||
|
||||
Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
|
||||
BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
|
||||
Bitmap output = new Bitmap(twidth, theight, PixelFormat.Format24bppRgb);
|
||||
BitmapData outputData = output.LockBits(new Rectangle(0, 0, twidth, theight), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
|
||||
|
||||
// Unsafe work as we lock down the source textures for quicker access and access the
|
||||
// pixel data directly
|
||||
unsafe
|
||||
float invtwitdthMinus1 = 1.0f / (twidth - 1);
|
||||
float invtheightMinus1 = 1.0f / (theight - 1);
|
||||
int ty;
|
||||
int tx;
|
||||
float pctx;
|
||||
float pcty;
|
||||
float height;
|
||||
float layer;
|
||||
float layerDiff;
|
||||
int l0;
|
||||
int l1;
|
||||
uint yglobalpos;
|
||||
|
||||
if(usecolors)
|
||||
{
|
||||
// Get handles to all of the texture data arrays
|
||||
BitmapData[] datas = new BitmapData[]
|
||||
float a;
|
||||
float b;
|
||||
unsafe
|
||||
{
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < detailTexture.Length; i++)
|
||||
detailTexture[i].UnlockBits(datas[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
float aB;
|
||||
float aG;
|
||||
float aR;
|
||||
float bB;
|
||||
float bG;
|
||||
float bR;
|
||||
|
||||
for (int i = 0; i < detailTexture.Length; i++)
|
||||
if (detailTexture[i] != null)
|
||||
detailTexture[i].Dispose();
|
||||
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++)
|
||||
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)
|
||||
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
|
||||
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);
|
||||
if (float.IsNaN(startHeight))
|
||||
return 0;
|
||||
|
||||
Bitmap img = new Bitmap(256, 256);
|
||||
BitmapData bitmapData = img.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
|
||||
startHeight = Utils.Clamp(startHeight, 0f, 255f);
|
||||
|
||||
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);
|
||||
float heightRange = ImageUtils.Bilinear(
|
||||
heightRanges[0], heightRanges[2],
|
||||
heightRanges[1], heightRanges[3],
|
||||
pctX, pctY);
|
||||
heightRange = Utils.Clamp(heightRange, 0f, 255f);
|
||||
if(heightRange == 0f || float.IsNaN(heightRange))
|
||||
return 0;
|
||||
|
||||
Color4 color = Color4.FromHSV(BASE_HSV_H, BASE_HSV_S, normHeight);
|
||||
// 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;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
float noise = Perlin.noise2(sX * 0.222222f, sY * 0.222222f) * 13.0f;
|
||||
noise += Perlin.turbulence2(sX, sY, 2f) * 4.5f;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
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Reference in New Issue