389 lines
18 KiB
C#
389 lines
18 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.Diagnostics;
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using System.Drawing;
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using System.Drawing.Imaging;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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public static class TerrainSplat
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{
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#region Constants
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private static readonly UUID DIRT_DETAIL = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
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private static readonly UUID GRASS_DETAIL = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
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private static readonly UUID MOUNTAIN_DETAIL = new UUID("303cd381-8560-7579-23f1-f0a880799740");
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private static readonly UUID ROCK_DETAIL = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
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private static readonly UUID[] DEFAULT_TERRAIN_DETAIL = new UUID[]
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{
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DIRT_DETAIL,
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GRASS_DETAIL,
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MOUNTAIN_DETAIL,
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ROCK_DETAIL
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};
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private static readonly Color[] DEFAULT_TERRAIN_COLOR = new Color[]
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{
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Color.FromArgb(255, 164, 136, 117),
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Color.FromArgb(255, 65, 87, 47),
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Color.FromArgb(255, 157, 145, 131),
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Color.FromArgb(255, 125, 128, 130)
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};
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private static readonly UUID TERRAIN_CACHE_MAGIC = new UUID("2c0c7ef2-56be-4eb8-aacb-76712c535b4b");
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#endregion Constants
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private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name);
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private static string LogHeader = "[WARP3D TERRAIN SPLAT]";
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/// <summary>
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/// Builds a composited terrain texture given the region texture
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/// and heightmap settings
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/// </summary>
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/// <param name="terrain">Terrain heightmap</param>
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/// <param name="regionInfo">Region information including terrain texture parameters</param>
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/// <returns>A 256x256 square RGB texture ready for rendering</returns>
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/// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
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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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{
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Debug.Assert(textureIDs.Length == 4);
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Debug.Assert(startHeights.Length == 4);
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Debug.Assert(heightRanges.Length == 4);
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Bitmap[] detailTexture = new Bitmap[4];
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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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for (int i = 0; i < textureIDs.Length; i++)
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{
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if (textureIDs[i] == UUID.Zero)
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textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
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}
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#region Texture Fetching
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if (assetService != null)
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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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// 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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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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}
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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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}
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}
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if (detailTexture[i] == null)
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{
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// Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
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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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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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}
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}
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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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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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// Save the decoded and resized texture to the cache
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byte[] data;
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using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
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{
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detailTexture[i].Save(stream, ImageFormat.Png);
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data = stream.ToArray();
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}
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// Cache a PNG copy of this terrain texture
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AssetBase newAsset = new AssetBase
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{
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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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Local = true,
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Name = String.Empty,
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Temporary = true,
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Type = (sbyte)AssetType.Unknown
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};
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newAsset.Metadata.ContentType = "image/png";
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assetService.Store(newAsset);
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}
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}
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}
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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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{
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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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{
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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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}
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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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{
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detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
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}
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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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#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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// 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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{
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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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{
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detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
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detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
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detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
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detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
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};
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// Compute size of each pixel data (used to address into the pixel data array)
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int[] comps = new int[]
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{
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(datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
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(datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
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(datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
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(datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3
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};
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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 layer = layermap[x, y];
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// Select two textures
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int l0 = (int)Math.Floor(layer);
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int l1 = Math.Min(l0 + 1, 3);
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byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0];
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byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1];
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byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
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float aB = *(ptrA + 0);
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float aG = *(ptrA + 1);
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float aR = *(ptrA + 2);
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float bB = *(ptrB + 0);
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float bG = *(ptrB + 1);
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float bR = *(ptrB + 2);
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float layerDiff = layer - l0;
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// Interpolate between the two selected textures
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*(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB));
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*(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
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*(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR));
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}
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}
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for (int i = 0; i < detailTexture.Length; i++)
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detailTexture[i].UnlockBits(datas[i]);
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}
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for (int i = 0; i < detailTexture.Length; i++)
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if (detailTexture[i] != null)
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detailTexture[i].Dispose();
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output.UnlockBits(outputData);
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// We generated the texture upside down, so flip it
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output.RotateFlip(RotateFlipType.RotateNoneFlipY);
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#endregion Texture Compositing
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return output;
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}
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public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight)
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{
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m_log.DebugFormat("{0} ResizeBitmap. From <{1},{2}> to <{3},{4}>",
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LogHeader, b.Width, b.Height, nWidth, nHeight);
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Bitmap result = new Bitmap(nWidth, nHeight);
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using (Graphics g = Graphics.FromImage(result))
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g.DrawImage(b, 0, 0, nWidth, nHeight);
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b.Dispose();
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return result;
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}
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public static Bitmap SplatSimple(float[] heightmap)
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{
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const float BASE_HSV_H = 93f / 360f;
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const float BASE_HSV_S = 44f / 100f;
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const float BASE_HSV_V = 34f / 100f;
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Bitmap img = new Bitmap(256, 256);
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BitmapData bitmapData = img.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
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unsafe
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{
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for (int y = 255; y >= 0; 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 normHeight = heightmap[y * 256 + x] / 255f;
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normHeight = Utils.Clamp(normHeight, BASE_HSV_V, 1.0f);
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Color4 color = Color4.FromHSV(BASE_HSV_H, BASE_HSV_S, normHeight);
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byte* ptr = (byte*)bitmapData.Scan0 + y * bitmapData.Stride + x * 3;
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*(ptr + 0) = (byte)(color.B * 255f);
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*(ptr + 1) = (byte)(color.G * 255f);
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*(ptr + 2) = (byte)(color.R * 255f);
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}
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}
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}
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img.UnlockBits(bitmapData);
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return img;
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}
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}
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}
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