909 lines
34 KiB
C#
909 lines
34 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using System.Reflection;
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using System.Runtime;
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using CSJ2K;
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using Nini.Config;
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using log4net;
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using Warp3D;
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using Mono.Addins;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.PhysicsModules.SharedBase;
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using OpenSim.Services.Interfaces;
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using OpenMetaverse;
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using OpenMetaverse.Assets;
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using OpenMetaverse.Imaging;
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using OpenMetaverse.Rendering;
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using OpenMetaverse.StructuredData;
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using WarpRenderer = Warp3D.Warp3D;
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namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "Warp3DCACHEDImageModule")]
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public class Warp3DImageModule : IMapImageGenerator, INonSharedRegionModule
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{
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private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216);
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// private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 128);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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#pragma warning disable 414
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private static string LogHeader = "[WARP 3D CACHED IMAGE MODULE]";
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#pragma warning restore 414
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internal Scene m_scene;
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private IRendering m_primMesher;
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internal IJ2KDecoder m_imgDecoder;
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// caches per rendering
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private Dictionary<string, warp_Texture> m_warpTextures = new Dictionary<string, warp_Texture>();
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private Dictionary<UUID, int> m_colors = new Dictionary<UUID, int>();
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private IConfigSource m_config;
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private bool m_drawPrimVolume = true; // true if should render the prims on the tile
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private bool m_textureTerrain = true; // true if to create terrain splatting texture
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private bool m_textureAverageTerrain = false; // replace terrain textures by their average color
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private bool m_texturePrims = true; // true if should texture the rendered prims
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private float m_texturePrimSize = 48f; // size of prim before we consider texturing it
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private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes
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private String m_cacheDirectory = "MapImageCache";
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private bool m_Enabled = false;
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// private Bitmap lastImage = null;
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private DateTime lastImageTime = DateTime.MinValue;
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#region Region Module interface
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public void Initialise(IConfigSource source)
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{
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m_config = source;
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string[] configSections = new string[] { "Map", "Startup" };
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if (Util.GetConfigVarFromSections<string>(
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m_config, "MapImageModule", configSections, "MapImageModule") != "Warp3DImageModule")
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return;
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m_Enabled = true;
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m_drawPrimVolume =
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Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
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m_textureTerrain =
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Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
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m_textureAverageTerrain =
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Util.GetConfigVarFromSections<bool>(m_config, "AverageTextureColorOnMapTile", configSections, m_textureAverageTerrain);
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if (m_textureAverageTerrain)
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m_textureTerrain = true;
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m_texturePrims =
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Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims);
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m_texturePrimSize =
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Util.GetConfigVarFromSections<float>(m_config, "TexturePrimSize", configSections, m_texturePrimSize);
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m_renderMeshes =
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Util.GetConfigVarFromSections<bool>(m_config, "RenderMeshes", configSections, m_renderMeshes);
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m_cacheDirectory
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= Util.GetConfigVarFromSections<string>(m_config, "CacheDirectory", configSections, System.IO.Path.Combine(new DirectoryInfo(".").FullName, m_cacheDirectory));
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if (!Directory.Exists(m_cacheDirectory))
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Directory.CreateDirectory(m_cacheDirectory);
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}
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public void AddRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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m_scene = scene;
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List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
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if (renderers.Count > 0)
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m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
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else
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m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
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m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
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}
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public void RegionLoaded(Scene scene)
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{
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if (!m_Enabled)
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return;
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m_imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
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}
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public void RemoveRegion(Scene scene)
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "Warp3DCACHEDImageModule"; }
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}
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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#endregion
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#region IMapImageGenerator Members
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private Vector3 cameraPos;
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private Vector3 cameraDir;
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private int viewWitdh = 256;
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private int viewHeight = 256;
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private float fov;
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private bool orto;
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public Bitmap CreateMapTile()
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{
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if ((File.GetCreationTime(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp")).Month != DateTime.Now.Month))
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File.Delete(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp"));
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if (File.Exists(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp")))
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{
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return new Bitmap(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp"));
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}
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else
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{
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List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
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if (renderers.Count > 0)
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{
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m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
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}
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cameraPos = new Vector3(
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(m_scene.RegionInfo.RegionSizeX) * 0.5f,
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(m_scene.RegionInfo.RegionSizeY) * 0.5f,
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4096f);
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cameraDir = -Vector3.UnitZ;
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viewWitdh = (int)m_scene.RegionInfo.RegionSizeX;
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viewHeight = (int)m_scene.RegionInfo.RegionSizeY;
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orto = true;
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// fov = warp_Math.rad2deg(2f * (float)Math.Atan2(viewWitdh, 4096f));
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// orto = false;
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Bitmap tile = GenImage();
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// image may be reloaded elsewhere, so no compression format
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string filename = "MAP-" + m_scene.RegionInfo.RegionID.ToString() + ".png";
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tile.Save(filename, ImageFormat.Png);
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m_primMesher = null;
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tile.Save(System.IO.Path.Combine(m_cacheDirectory, m_scene.RegionInfo.RegionID + ".bmp"));
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return tile;
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}
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}
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public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float pfov, int width, int height, bool useTextures)
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{
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List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
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if (renderers.Count > 0)
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{
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m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
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}
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cameraPos = camPos;
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cameraDir = camDir;
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viewWitdh = width;
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viewHeight = height;
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fov = pfov;
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orto = false;
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Bitmap tile = GenImage();
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m_primMesher = null;
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return tile;
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}
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private Bitmap GenImage()
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{
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m_colors.Clear();
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m_warpTextures.Clear();
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WarpRenderer renderer = new WarpRenderer();
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if (!renderer.CreateScene(viewWitdh, viewHeight))
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return new Bitmap(viewWitdh, viewHeight);
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#region Camera
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warp_Vector pos = ConvertVector(cameraPos);
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warp_Vector lookat = warp_Vector.add(pos, ConvertVector(cameraDir));
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if (orto)
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renderer.Scene.defaultCamera.setOrthographic(true, viewWitdh, viewHeight);
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else
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renderer.Scene.defaultCamera.setFov(fov);
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renderer.Scene.defaultCamera.setPos(pos);
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renderer.Scene.defaultCamera.lookAt(lookat);
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#endregion Camera
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renderer.Scene.setAmbient(warp_Color.getColor(192, 191, 173));
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renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(0f, 1f, 8f), warp_Color.White, 0, 320, 40));
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CreateWater(renderer);
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CreateTerrain(renderer);
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if (m_drawPrimVolume)
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CreateAllPrims(renderer);
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renderer.Render();
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Bitmap bitmap = renderer.Scene.getImage();
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renderer.Scene.destroy();
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renderer.Reset();
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renderer = null;
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m_colors.Clear();
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m_warpTextures.Clear();
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GC.Collect();
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GC.WaitForPendingFinalizers();
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GC.Collect();
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return bitmap;
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}
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public byte[] WriteJpeg2000Image()
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{
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try
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{
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using (Bitmap mapbmp = CreateMapTile())
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return OpenJPEG.EncodeFromImage(mapbmp, false);
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}
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catch (Exception e)
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{
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// JPEG2000 encoder failed
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m_log.Error("[WARP 3D CACHED IMAGE MODULE]: Failed generating terrain map: ", e);
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}
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return null;
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}
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#endregion
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#region Rendering Methods
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// Add a water plane to the renderer.
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private void CreateWater(WarpRenderer renderer)
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{
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float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
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warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR));
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renderer.Scene.addMaterial("WaterColor", waterColorMaterial);
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for (int x = 0; x < m_scene.RegionInfo.RegionSizeX / 256; x++)
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{
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for (int y = 0; y < m_scene.RegionInfo.RegionSizeY / 256; y++)
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{
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renderer.AddPlane("Water-" + x + "-" + y, 256);
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renderer.Scene.sceneobject("Water-" + x + "-" + y).setPos(256 * x, waterHeight, 256 * y);
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renderer.SetObjectMaterial("Water-" + x + "-" + y, "WaterColor");
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}
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}
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}
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// Add a terrain to the renderer.
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// Note that we create a 'low resolution' 257x257 vertex terrain rather than trying for
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// full resolution. This saves a lot of memory especially for very large regions.
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private void CreateTerrain(WarpRenderer renderer)
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{
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ITerrainChannel terrain = m_scene.Heightmap;
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float regionsx = m_scene.RegionInfo.RegionSizeX;
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float regionsy = m_scene.RegionInfo.RegionSizeY;
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// 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
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int bitWidth;
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int bitHeight;
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const double log2inv = 1.4426950408889634073599246810019;
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bitWidth = (int)Math.Ceiling((Math.Log(terrain.Width) * log2inv));
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bitHeight = (int)Math.Ceiling((Math.Log(terrain.Height) * log2inv));
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if (bitWidth > 8) // more than 256 is very heavy :(
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bitWidth = 8;
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if (bitHeight > 8)
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bitHeight = 8;
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int twidth = (int)Math.Pow(2, bitWidth);
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int theight = (int)Math.Pow(2, bitHeight);
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float diff = regionsx / twidth;
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int npointsx = (int)(regionsx / diff);
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int npointsy = (int)(regionsy / diff);
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float invsx = 1.0f / (npointsx * diff);
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float invsy = 1.0f / (npointsy * diff);
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npointsx++;
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npointsy++;
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// Create all the vertices for the terrain
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warp_Object obj = new warp_Object();
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warp_Vector pos;
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float x, y;
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float tv;
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for (y = 0; y < regionsy; y += diff)
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{
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tv = y * invsy;
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for (x = 0; x < regionsx; x += diff)
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{
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pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]);
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obj.addVertex(new warp_Vertex(pos, x * invsx, tv));
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}
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pos = ConvertVector(x, y, (float)terrain[(int)(x - diff), (int)y]);
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obj.addVertex(new warp_Vertex(pos, 1.0f, tv));
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}
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int lastY = (int)(y - diff);
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for (x = 0; x < regionsx; x += diff)
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{
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pos = ConvertVector(x, y, (float)terrain[(int)x, lastY]);
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obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f));
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}
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pos = ConvertVector(x, y, (float)terrain[(int)(x - diff), lastY]);
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obj.addVertex(new warp_Vertex(pos, 1.0f, 1.0f));
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// create triangles.
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int limx = npointsx - 1;
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int limy = npointsy - 1;
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for (int j = 0; j < limy; j++)
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{
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for (int i = 0; i < limx; i++)
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{
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int v = j * npointsx + i;
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// Make two triangles for each of the squares in the grid of vertices
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obj.addTriangle(
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v,
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v + 1,
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v + npointsx);
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obj.addTriangle(
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v + npointsx + 1,
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v + npointsx,
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v + 1);
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}
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}
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renderer.Scene.addObject("Terrain", obj);
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UUID[] textureIDs = new UUID[4];
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float[] startHeights = new float[4];
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float[] heightRanges = new float[4];
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OpenSim.Framework.RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
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textureIDs[0] = regionInfo.TerrainTexture1;
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textureIDs[1] = regionInfo.TerrainTexture2;
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textureIDs[2] = regionInfo.TerrainTexture3;
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textureIDs[3] = regionInfo.TerrainTexture4;
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startHeights[0] = (float)regionInfo.Elevation1SW;
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startHeights[1] = (float)regionInfo.Elevation1NW;
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startHeights[2] = (float)regionInfo.Elevation1SE;
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startHeights[3] = (float)regionInfo.Elevation1NE;
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heightRanges[0] = (float)regionInfo.Elevation2SW;
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heightRanges[1] = (float)regionInfo.Elevation2NW;
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heightRanges[2] = (float)regionInfo.Elevation2SE;
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heightRanges[3] = (float)regionInfo.Elevation2NE;
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warp_Texture texture;
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using (Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges,
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m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY,
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m_scene.AssetService, m_imgDecoder, m_textureTerrain, m_textureAverageTerrain,
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twidth, twidth))
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texture = new warp_Texture(image);
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warp_Material material = new warp_Material(texture);
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renderer.Scene.addMaterial("TerrainMat", material);
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renderer.SetObjectMaterial("Terrain", "TerrainMat");
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}
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private void CreateAllPrims(WarpRenderer renderer)
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{
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if (m_primMesher == null)
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return;
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m_scene.ForEachSOG(
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delegate (SceneObjectGroup group)
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{
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foreach (SceneObjectPart child in group.Parts)
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CreatePrim(renderer, child);
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}
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);
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}
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private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
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{
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if ((PCode)prim.Shape.PCode != PCode.Prim)
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return;
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warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
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warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation());
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warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
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float screenFactor = renderer.Scene.EstimateBoxProjectedArea(primPos, ConvertVector(prim.Scale), m);
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if (screenFactor < 0)
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return;
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int p2 = (int)(-(float)Math.Log(screenFactor) * 1.442695f * 0.5 - 1);
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if (p2 < 0)
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p2 = 0;
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else if (p2 > 3)
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p2 = 3;
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DetailLevel lod = (DetailLevel)(3 - p2);
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FacetedMesh renderMesh = null;
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Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
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if (m_renderMeshes)
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{
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if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero)
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{
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// Try fetchinng the asset
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byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
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if (sculptAsset != null)
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{
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// Is it a mesh?
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if (omvPrim.Sculpt.Type == SculptType.Mesh)
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{
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AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
|
|
FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, lod, out renderMesh);
|
|
meshAsset = null;
|
|
}
|
|
else // It's sculptie
|
|
{
|
|
if (m_imgDecoder != null)
|
|
{
|
|
Image sculpt = m_imgDecoder.DecodeToImage(sculptAsset);
|
|
if (sculpt != null)
|
|
{
|
|
renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, lod);
|
|
sculpt.Dispose();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If not a mesh or sculptie, try the regular mesher
|
|
if (renderMesh == null)
|
|
{
|
|
renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, lod);
|
|
}
|
|
|
|
if (renderMesh == null)
|
|
return;
|
|
|
|
string primID = prim.UUID.ToString();
|
|
|
|
// Create the prim faces
|
|
// TODO: Implement the useTextures flag behavior
|
|
for (int i = 0; i < renderMesh.Faces.Count; i++)
|
|
{
|
|
Face face = renderMesh.Faces[i];
|
|
string meshName = primID + i.ToString();
|
|
|
|
// Avoid adding duplicate meshes to the scene
|
|
if (renderer.Scene.objectData.ContainsKey(meshName))
|
|
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];
|
|
warp_Vector pos = ConvertVector(v.Position);
|
|
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)
|
|
{
|
|
faceObj.addTriangle(
|
|
face.Indices[j + 0],
|
|
face.Indices[j + 1],
|
|
face.Indices[j + 2]);
|
|
}
|
|
|
|
faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
|
|
faceObj.transform(m);
|
|
faceObj.setPos(primPos);
|
|
|
|
renderer.Scene.addObject(meshName, faceObj);
|
|
renderer.SetObjectMaterial(meshName, materialName);
|
|
}
|
|
}
|
|
|
|
private int GetFaceColor(Primitive.TextureEntryFace face)
|
|
{
|
|
int color;
|
|
Color4 ctmp = Color4.White;
|
|
|
|
if (face.TextureID == UUID.Zero)
|
|
return warp_Color.White;
|
|
|
|
if (!m_colors.TryGetValue(face.TextureID, out color))
|
|
{
|
|
bool fetched = false;
|
|
|
|
// Attempt to fetch the texture metadata
|
|
string cacheName = "MAPCLR" + face.TextureID.ToString();
|
|
AssetBase metadata = m_scene.AssetService.GetCached(cacheName);
|
|
if (metadata != null)
|
|
{
|
|
OSDMap map = null;
|
|
try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { }
|
|
|
|
if (map != null)
|
|
{
|
|
ctmp = map["X-RGBA"].AsColor4();
|
|
fetched = true;
|
|
}
|
|
}
|
|
|
|
if (!fetched)
|
|
{
|
|
// Fetch the texture, decode and get the average color,
|
|
// then save it to a temporary metadata asset
|
|
AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
|
|
if (textureAsset != null)
|
|
{
|
|
int width, height;
|
|
ctmp = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height);
|
|
|
|
OSDMap data = new OSDMap { { "X-RGBA", OSD.FromColor4(ctmp) } };
|
|
metadata = new AssetBase
|
|
{
|
|
Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)),
|
|
Description = "Metadata for texture color" + face.TextureID.ToString(),
|
|
Flags = AssetFlags.Collectable,
|
|
FullID = UUID.Zero,
|
|
ID = cacheName,
|
|
Local = true,
|
|
Temporary = true,
|
|
Name = String.Empty,
|
|
Type = (sbyte)AssetType.Unknown
|
|
};
|
|
m_scene.AssetService.Store(metadata);
|
|
}
|
|
else
|
|
{
|
|
ctmp = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
|
|
}
|
|
}
|
|
color = ConvertColor(ctmp);
|
|
m_colors[face.TextureID] = color;
|
|
}
|
|
|
|
return color;
|
|
}
|
|
|
|
private string GetOrCreateMaterial(WarpRenderer renderer, Color4 color)
|
|
{
|
|
string name = color.ToString();
|
|
|
|
warp_Material material = renderer.Scene.material(name);
|
|
if (material != null)
|
|
return name;
|
|
|
|
renderer.AddMaterial(name, ConvertColor(color));
|
|
return name;
|
|
}
|
|
|
|
public string GetOrCreateMaterial(WarpRenderer renderer, Color4 faceColor, UUID textureID, bool useAverageTextureColor)
|
|
{
|
|
int color = ConvertColor(faceColor);
|
|
string idstr = textureID.ToString() + color.ToString();
|
|
string materialName = "MAPMAT" + idstr;
|
|
|
|
if (renderer.Scene.material(materialName) != null)
|
|
return materialName;
|
|
|
|
warp_Material mat = new warp_Material();
|
|
warp_Texture texture = GetTexture(textureID);
|
|
if (texture != null)
|
|
{
|
|
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;
|
|
}
|
|
|
|
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)
|
|
{
|
|
try
|
|
{
|
|
using (Bitmap img = (Bitmap)m_imgDecoder.DecodeToImage(asset))
|
|
ret = new warp_Texture(img);
|
|
}
|
|
catch (Exception 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;
|
|
}
|
|
|
|
#endregion Rendering Methods
|
|
|
|
#region Static Helpers
|
|
// Note: axis change.
|
|
private static warp_Vector ConvertVector(float x, float y, float z)
|
|
{
|
|
return new warp_Vector(x, z, y);
|
|
}
|
|
|
|
private static warp_Vector ConvertVector(Vector3 vector)
|
|
{
|
|
return new warp_Vector(vector.X, vector.Z, vector.Y);
|
|
}
|
|
|
|
private static warp_Quaternion ConvertQuaternion(Quaternion quat)
|
|
{
|
|
return new warp_Quaternion(quat.X, quat.Z, quat.Y, -quat.W);
|
|
}
|
|
|
|
private static int ConvertColor(Color4 color)
|
|
{
|
|
int c = warp_Color.getColor((byte)(color.R * 255f), (byte)(color.G * 255f), (byte)(color.B * 255f), (byte)(color.A * 255f));
|
|
return c;
|
|
}
|
|
|
|
private static Vector3 SurfaceNormal(Vector3 c1, Vector3 c2, Vector3 c3)
|
|
{
|
|
Vector3 edge1 = new Vector3(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
|
|
Vector3 edge2 = new Vector3(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
|
|
|
|
Vector3 normal = Vector3.Cross(edge1, edge2);
|
|
normal.Normalize();
|
|
|
|
return normal;
|
|
}
|
|
|
|
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;
|
|
int pixelBytes;
|
|
|
|
try
|
|
{
|
|
using (MemoryStream stream = new MemoryStream(j2kData))
|
|
using (Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream))
|
|
{
|
|
width = bitmap.Width;
|
|
height = bitmap.Height;
|
|
|
|
BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
|
|
pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4;
|
|
|
|
// Sum up the individual channels
|
|
unsafe
|
|
{
|
|
if (pixelBytes == 4)
|
|
{
|
|
for (int y = 0; y < height; y++)
|
|
{
|
|
byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
|
|
|
|
for (int x = 0; x < width; x++)
|
|
{
|
|
b += row[x * pixelBytes + 0];
|
|
g += row[x * pixelBytes + 1];
|
|
r += row[x * pixelBytes + 2];
|
|
a += row[x * pixelBytes + 3];
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int y = 0; y < height; y++)
|
|
{
|
|
byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
|
|
|
|
for (int x = 0; x < width; x++)
|
|
{
|
|
b += row[x * pixelBytes + 0];
|
|
g += row[x * pixelBytes + 1];
|
|
r += row[x * pixelBytes + 2];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Get the averages for each channel
|
|
const decimal OO_255 = 1m / 255m;
|
|
decimal totalPixels = (decimal)(width * height);
|
|
|
|
decimal rm = ((decimal)r / totalPixels) * OO_255;
|
|
decimal gm = ((decimal)g / totalPixels) * OO_255;
|
|
decimal bm = ((decimal)b / totalPixels) * OO_255;
|
|
decimal am = ((decimal)a / totalPixels) * OO_255;
|
|
|
|
if (pixelBytes == 3)
|
|
am = 1m;
|
|
|
|
return new Color4((float)rm, (float)gm, (float)bm, (float)am);
|
|
|
|
}
|
|
catch (Exception ex)
|
|
{
|
|
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
|
|
}
|
|
|
|
public static class ImageUtils
|
|
{
|
|
/// <summary>
|
|
/// Performs bilinear interpolation between four values
|
|
/// </summary>
|
|
/// <param name="v00">First, or top left value</param>
|
|
/// <param name="v01">Second, or top right value</param>
|
|
/// <param name="v10">Third, or bottom left value</param>
|
|
/// <param name="v11">Fourth, or bottom right value</param>
|
|
/// <param name="xPercent">Interpolation value on the X axis, between 0.0 and 1.0</param>
|
|
/// <param name="yPercent">Interpolation value on fht Y axis, between 0.0 and 1.0</param>
|
|
/// <returns>The bilinearly interpolated result</returns>
|
|
public static float Bilinear(float v00, float v01, float v10, float v11, float xPercent, float yPercent)
|
|
{
|
|
return Utils.Lerp(Utils.Lerp(v00, v01, xPercent), Utils.Lerp(v10, v11, xPercent), yPercent);
|
|
}
|
|
}
|
|
} |