Addign the new / renamed files for previous commit
parent
ab4be3ffdf
commit
27340f616e
|
@ -0,0 +1,39 @@
|
|||
/*
|
||||
* 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.Drawing;
|
||||
using Nini.Config;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||
{
|
||||
public interface IMapTileTerrainRenderer
|
||||
{
|
||||
void Initialise(Scene scene, IConfigSource config);
|
||||
void TerrainToBitmap(Bitmap mapbmp);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,549 @@
|
|||
/*
|
||||
* 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.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Imaging;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||
{
|
||||
public enum DrawRoutine
|
||||
{
|
||||
Rectangle,
|
||||
Polygon,
|
||||
Ellipse
|
||||
}
|
||||
|
||||
public struct face
|
||||
{
|
||||
public Point[] pts;
|
||||
}
|
||||
|
||||
public struct DrawStruct
|
||||
{
|
||||
public DrawRoutine dr;
|
||||
public Rectangle rect;
|
||||
public SolidBrush brush;
|
||||
public face[] trns;
|
||||
}
|
||||
|
||||
public class MapImageModule : IMapImageGenerator, IRegionModule
|
||||
{
|
||||
private static readonly ILog m_log =
|
||||
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private Scene m_scene;
|
||||
private IConfigSource m_config;
|
||||
private IMapTileTerrainRenderer terrainRenderer;
|
||||
|
||||
#region IMapImageGenerator Members
|
||||
|
||||
public Bitmap CreateMapTile()
|
||||
{
|
||||
bool drawPrimVolume = true;
|
||||
bool textureTerrain = false;
|
||||
|
||||
try
|
||||
{
|
||||
IConfig startupConfig = m_config.Configs["Startup"];
|
||||
drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
|
||||
textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
|
||||
}
|
||||
catch
|
||||
{
|
||||
m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
|
||||
}
|
||||
|
||||
if (textureTerrain)
|
||||
{
|
||||
terrainRenderer = new TexturedMapTileRenderer();
|
||||
}
|
||||
else
|
||||
{
|
||||
terrainRenderer = new ShadedMapTileRenderer();
|
||||
}
|
||||
terrainRenderer.Initialise(m_scene, m_config);
|
||||
|
||||
Bitmap mapbmp = new Bitmap((int)Constants.RegionSize, (int)Constants.RegionSize, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
|
||||
//long t = System.Environment.TickCount;
|
||||
//for (int i = 0; i < 10; ++i) {
|
||||
terrainRenderer.TerrainToBitmap(mapbmp);
|
||||
//}
|
||||
//t = System.Environment.TickCount - t;
|
||||
//m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
|
||||
|
||||
|
||||
if (drawPrimVolume)
|
||||
{
|
||||
DrawObjectVolume(m_scene, mapbmp);
|
||||
}
|
||||
|
||||
return mapbmp;
|
||||
}
|
||||
|
||||
public byte[] WriteJpeg2000Image()
|
||||
{
|
||||
try
|
||||
{
|
||||
using (Bitmap mapbmp = CreateMapTile())
|
||||
return OpenJPEG.EncodeFromImage(mapbmp, true);
|
||||
}
|
||||
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
|
||||
{
|
||||
m_log.Error("Failed generating terrain map: " + e);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region IRegionModule Members
|
||||
|
||||
public void Initialise(Scene scene, IConfigSource source)
|
||||
{
|
||||
m_scene = scene;
|
||||
m_config = source;
|
||||
|
||||
IConfig startupConfig = m_config.Configs["Startup"];
|
||||
if (startupConfig.GetString("MapImageModule", "MapImageModule") !=
|
||||
"MapImageModule")
|
||||
return;
|
||||
|
||||
m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
{
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
}
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return "MapImageModule"; }
|
||||
}
|
||||
|
||||
public bool IsSharedModule
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// TODO: unused:
|
||||
// private void ShadeBuildings(Bitmap map)
|
||||
// {
|
||||
// lock (map)
|
||||
// {
|
||||
// lock (m_scene.Entities)
|
||||
// {
|
||||
// foreach (EntityBase entity in m_scene.Entities.Values)
|
||||
// {
|
||||
// if (entity is SceneObjectGroup)
|
||||
// {
|
||||
// SceneObjectGroup sog = (SceneObjectGroup) entity;
|
||||
//
|
||||
// foreach (SceneObjectPart primitive in sog.Children.Values)
|
||||
// {
|
||||
// int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
|
||||
// int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
|
||||
// int w = (int) primitive.Scale.X;
|
||||
// int h = (int) primitive.Scale.Y;
|
||||
//
|
||||
// int dx;
|
||||
// for (dx = x; dx < x + w; dx++)
|
||||
// {
|
||||
// int dy;
|
||||
// for (dy = y; dy < y + h; dy++)
|
||||
// {
|
||||
// if (x < 0 || y < 0)
|
||||
// continue;
|
||||
// if (x >= map.Width || y >= map.Height)
|
||||
// continue;
|
||||
//
|
||||
// map.SetPixel(dx, dy, Color.DarkGray);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
|
||||
{
|
||||
int tc = 0;
|
||||
double[,] hm = whichScene.Heightmap.GetDoubles();
|
||||
tc = Environment.TickCount;
|
||||
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
|
||||
EntityBase[] objs = whichScene.GetEntities();
|
||||
Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
|
||||
//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
|
||||
List<float> z_sortheights = new List<float>();
|
||||
List<uint> z_localIDs = new List<uint>();
|
||||
|
||||
lock (objs)
|
||||
{
|
||||
foreach (EntityBase obj in objs)
|
||||
{
|
||||
// Only draw the contents of SceneObjectGroup
|
||||
if (obj is SceneObjectGroup)
|
||||
{
|
||||
SceneObjectGroup mapdot = (SceneObjectGroup)obj;
|
||||
Color mapdotspot = Color.Gray; // Default color when prim color is white
|
||||
|
||||
// Loop over prim in group
|
||||
foreach (SceneObjectPart part in mapdot.Parts)
|
||||
{
|
||||
if (part == null)
|
||||
continue;
|
||||
|
||||
// Draw if the object is at least 1 meter wide in any direction
|
||||
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
|
||||
{
|
||||
// Try to get the RGBA of the default texture entry..
|
||||
//
|
||||
try
|
||||
{
|
||||
// get the null checks out of the way
|
||||
// skip the ones that break
|
||||
if (part == null)
|
||||
continue;
|
||||
|
||||
if (part.Shape == null)
|
||||
continue;
|
||||
|
||||
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree || part.Shape.PCode == (byte)PCode.Grass)
|
||||
continue; // eliminates trees from this since we don't really have a good tree representation
|
||||
// if you want tree blocks on the map comment the above line and uncomment the below line
|
||||
//mapdotspot = Color.PaleGreen;
|
||||
|
||||
Primitive.TextureEntry textureEntry = part.Shape.Textures;
|
||||
|
||||
if (textureEntry == null || textureEntry.DefaultTexture == null)
|
||||
continue;
|
||||
|
||||
Color4 texcolor = textureEntry.DefaultTexture.RGBA;
|
||||
|
||||
// Not sure why some of these are null, oh well.
|
||||
|
||||
int colorr = 255 - (int)(texcolor.R * 255f);
|
||||
int colorg = 255 - (int)(texcolor.G * 255f);
|
||||
int colorb = 255 - (int)(texcolor.B * 255f);
|
||||
|
||||
if (!(colorr == 255 && colorg == 255 && colorb == 255))
|
||||
{
|
||||
//Try to set the map spot color
|
||||
try
|
||||
{
|
||||
// If the color gets goofy somehow, skip it *shakes fist at Color4
|
||||
mapdotspot = Color.FromArgb(colorr, colorg, colorb);
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (IndexOutOfRangeException)
|
||||
{
|
||||
// Windows Array
|
||||
}
|
||||
catch (ArgumentOutOfRangeException)
|
||||
{
|
||||
// Mono Array
|
||||
}
|
||||
|
||||
Vector3 pos = part.GetWorldPosition();
|
||||
|
||||
// skip prim outside of retion
|
||||
if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
|
||||
continue;
|
||||
|
||||
// skip prim in non-finite position
|
||||
if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
|
||||
Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
|
||||
continue;
|
||||
|
||||
// Figure out if object is under 256m above the height of the terrain
|
||||
bool isBelow256AboveTerrain = false;
|
||||
|
||||
try
|
||||
{
|
||||
isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
}
|
||||
|
||||
if (isBelow256AboveTerrain)
|
||||
{
|
||||
// Translate scale by rotation so scale is represented properly when object is rotated
|
||||
Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
|
||||
Vector3 scale = new Vector3();
|
||||
Vector3 tScale = new Vector3();
|
||||
Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
|
||||
|
||||
Quaternion llrot = part.GetWorldRotation();
|
||||
Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
|
||||
scale = lscale * rot;
|
||||
|
||||
// negative scales don't work in this situation
|
||||
scale.X = Math.Abs(scale.X);
|
||||
scale.Y = Math.Abs(scale.Y);
|
||||
scale.Z = Math.Abs(scale.Z);
|
||||
|
||||
// This scaling isn't very accurate and doesn't take into account the face rotation :P
|
||||
int mapdrawstartX = (int)(pos.X - scale.X);
|
||||
int mapdrawstartY = (int)(pos.Y - scale.Y);
|
||||
int mapdrawendX = (int)(pos.X + scale.X);
|
||||
int mapdrawendY = (int)(pos.Y + scale.Y);
|
||||
|
||||
// If object is beyond the edge of the map, don't draw it to avoid errors
|
||||
if (mapdrawstartX < 0 || mapdrawstartX > ((int)Constants.RegionSize - 1) || mapdrawendX < 0 || mapdrawendX > ((int)Constants.RegionSize - 1)
|
||||
|| mapdrawstartY < 0 || mapdrawstartY > ((int)Constants.RegionSize - 1) || mapdrawendY < 0
|
||||
|| mapdrawendY > ((int)Constants.RegionSize - 1))
|
||||
continue;
|
||||
|
||||
#region obb face reconstruction part duex
|
||||
Vector3[] vertexes = new Vector3[8];
|
||||
|
||||
// float[] distance = new float[6];
|
||||
Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
|
||||
Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
|
||||
Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
|
||||
Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
|
||||
|
||||
tScale = new Vector3(lscale.X, -lscale.Y, lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[0] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
// vertexes[0].x = pos.X + vertexes[0].x;
|
||||
//vertexes[0].y = pos.Y + vertexes[0].y;
|
||||
//vertexes[0].z = pos.Z + vertexes[0].z;
|
||||
|
||||
FaceA[0] = vertexes[0];
|
||||
FaceB[3] = vertexes[0];
|
||||
FaceA[4] = vertexes[0];
|
||||
|
||||
tScale = lscale;
|
||||
scale = ((tScale * rot));
|
||||
vertexes[1] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[1].x = pos.X + vertexes[1].x;
|
||||
// vertexes[1].y = pos.Y + vertexes[1].y;
|
||||
//vertexes[1].z = pos.Z + vertexes[1].z;
|
||||
|
||||
FaceB[0] = vertexes[1];
|
||||
FaceA[1] = vertexes[1];
|
||||
FaceC[4] = vertexes[1];
|
||||
|
||||
tScale = new Vector3(lscale.X, -lscale.Y, -lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
|
||||
vertexes[2] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
//vertexes[2].x = pos.X + vertexes[2].x;
|
||||
//vertexes[2].y = pos.Y + vertexes[2].y;
|
||||
//vertexes[2].z = pos.Z + vertexes[2].z;
|
||||
|
||||
FaceC[0] = vertexes[2];
|
||||
FaceD[3] = vertexes[2];
|
||||
FaceC[5] = vertexes[2];
|
||||
|
||||
tScale = new Vector3(lscale.X, lscale.Y, -lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[3] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
//vertexes[3].x = pos.X + vertexes[3].x;
|
||||
// vertexes[3].y = pos.Y + vertexes[3].y;
|
||||
// vertexes[3].z = pos.Z + vertexes[3].z;
|
||||
|
||||
FaceD[0] = vertexes[3];
|
||||
FaceC[1] = vertexes[3];
|
||||
FaceA[5] = vertexes[3];
|
||||
|
||||
tScale = new Vector3(-lscale.X, lscale.Y, lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[4] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[4].x = pos.X + vertexes[4].x;
|
||||
// vertexes[4].y = pos.Y + vertexes[4].y;
|
||||
// vertexes[4].z = pos.Z + vertexes[4].z;
|
||||
|
||||
FaceB[1] = vertexes[4];
|
||||
FaceA[2] = vertexes[4];
|
||||
FaceD[4] = vertexes[4];
|
||||
|
||||
tScale = new Vector3(-lscale.X, lscale.Y, -lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[5] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[5].x = pos.X + vertexes[5].x;
|
||||
// vertexes[5].y = pos.Y + vertexes[5].y;
|
||||
// vertexes[5].z = pos.Z + vertexes[5].z;
|
||||
|
||||
FaceD[1] = vertexes[5];
|
||||
FaceC[2] = vertexes[5];
|
||||
FaceB[5] = vertexes[5];
|
||||
|
||||
tScale = new Vector3(-lscale.X, -lscale.Y, lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[6] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[6].x = pos.X + vertexes[6].x;
|
||||
// vertexes[6].y = pos.Y + vertexes[6].y;
|
||||
// vertexes[6].z = pos.Z + vertexes[6].z;
|
||||
|
||||
FaceB[2] = vertexes[6];
|
||||
FaceA[3] = vertexes[6];
|
||||
FaceB[4] = vertexes[6];
|
||||
|
||||
tScale = new Vector3(-lscale.X, -lscale.Y, -lscale.Z);
|
||||
scale = ((tScale * rot));
|
||||
vertexes[7] = (new Vector3((pos.X + scale.X), (pos.Y + scale.Y), (pos.Z + scale.Z)));
|
||||
|
||||
// vertexes[7].x = pos.X + vertexes[7].x;
|
||||
// vertexes[7].y = pos.Y + vertexes[7].y;
|
||||
// vertexes[7].z = pos.Z + vertexes[7].z;
|
||||
|
||||
FaceD[2] = vertexes[7];
|
||||
FaceC[3] = vertexes[7];
|
||||
FaceD[5] = vertexes[7];
|
||||
#endregion
|
||||
|
||||
//int wy = 0;
|
||||
|
||||
//bool breakYN = false; // If we run into an error drawing, break out of the
|
||||
// loop so we don't lag to death on error handling
|
||||
DrawStruct ds = new DrawStruct();
|
||||
ds.brush = new SolidBrush(mapdotspot);
|
||||
//ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
|
||||
|
||||
ds.trns = new face[FaceA.Length];
|
||||
|
||||
for (int i = 0; i < FaceA.Length; i++)
|
||||
{
|
||||
Point[] working = new Point[5];
|
||||
working[0] = project(FaceA[i], axPos);
|
||||
working[1] = project(FaceB[i], axPos);
|
||||
working[2] = project(FaceD[i], axPos);
|
||||
working[3] = project(FaceC[i], axPos);
|
||||
working[4] = project(FaceA[i], axPos);
|
||||
|
||||
face workingface = new face();
|
||||
workingface.pts = working;
|
||||
|
||||
ds.trns[i] = workingface;
|
||||
}
|
||||
|
||||
z_sort.Add(part.LocalId, ds);
|
||||
z_localIDs.Add(part.LocalId);
|
||||
z_sortheights.Add(pos.Z);
|
||||
|
||||
//for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
|
||||
//{
|
||||
//for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
|
||||
//{
|
||||
//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
|
||||
//try
|
||||
//{
|
||||
// Remember, flip the y!
|
||||
// mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
|
||||
//}
|
||||
//catch (ArgumentException)
|
||||
//{
|
||||
// breakYN = true;
|
||||
//}
|
||||
|
||||
//if (breakYN)
|
||||
// break;
|
||||
//}
|
||||
|
||||
//if (breakYN)
|
||||
// break;
|
||||
//}
|
||||
} // Object is within 256m Z of terrain
|
||||
} // object is at least a meter wide
|
||||
} // loop over group children
|
||||
} // entitybase is sceneobject group
|
||||
} // foreach loop over entities
|
||||
|
||||
float[] sortedZHeights = z_sortheights.ToArray();
|
||||
uint[] sortedlocalIds = z_localIDs.ToArray();
|
||||
|
||||
// Sort prim by Z position
|
||||
Array.Sort(sortedZHeights, sortedlocalIds);
|
||||
|
||||
Graphics g = Graphics.FromImage(mapbmp);
|
||||
|
||||
for (int s = 0; s < sortedZHeights.Length; s++)
|
||||
{
|
||||
if (z_sort.ContainsKey(sortedlocalIds[s]))
|
||||
{
|
||||
DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
|
||||
for (int r = 0; r < rectDrawStruct.trns.Length; r++)
|
||||
{
|
||||
g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
|
||||
}
|
||||
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
|
||||
}
|
||||
}
|
||||
|
||||
g.Dispose();
|
||||
} // lock entities objs
|
||||
|
||||
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (Environment.TickCount - tc) + " ms");
|
||||
return mapbmp;
|
||||
}
|
||||
|
||||
private Point project(Vector3 point3d, Vector3 originpos)
|
||||
{
|
||||
Point returnpt = new Point();
|
||||
//originpos = point3d;
|
||||
//int d = (int)(256f / 1.5f);
|
||||
|
||||
//Vector3 topos = new Vector3(0, 0, 0);
|
||||
// float z = -point3d.z - topos.z;
|
||||
|
||||
returnpt.X = (int)point3d.X;//(int)((topos.x - point3d.x) / z * d);
|
||||
returnpt.Y = (int)(((int)Constants.RegionSize - 1) - point3d.Y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
|
||||
|
||||
return returnpt;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,244 @@
|
|||
/*
|
||||
* 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 System.Reflection;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||
{
|
||||
public class ShadedMapTileRenderer : IMapTileTerrainRenderer
|
||||
{
|
||||
private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
|
||||
|
||||
private static readonly ILog m_log =
|
||||
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private Scene m_scene;
|
||||
//private IConfigSource m_config; // not used currently
|
||||
|
||||
public void Initialise(Scene scene, IConfigSource config)
|
||||
{
|
||||
m_scene = scene;
|
||||
// m_config = config; // not used currently
|
||||
}
|
||||
|
||||
public void TerrainToBitmap(Bitmap mapbmp)
|
||||
{
|
||||
int tc = Environment.TickCount;
|
||||
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
|
||||
|
||||
double[,] hm = m_scene.Heightmap.GetDoubles();
|
||||
bool ShadowDebugContinue = true;
|
||||
|
||||
bool terraincorruptedwarningsaid = false;
|
||||
|
||||
float low = 255;
|
||||
float high = 0;
|
||||
for (int x = 0; x < (int)Constants.RegionSize; x++)
|
||||
{
|
||||
for (int y = 0; y < (int)Constants.RegionSize; y++)
|
||||
{
|
||||
float hmval = (float)hm[x, y];
|
||||
if (hmval < low)
|
||||
low = hmval;
|
||||
if (hmval > high)
|
||||
high = hmval;
|
||||
}
|
||||
}
|
||||
|
||||
float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
|
||||
|
||||
for (int x = 0; x < (int)Constants.RegionSize; x++)
|
||||
{
|
||||
for (int y = 0; y < (int)Constants.RegionSize; y++)
|
||||
{
|
||||
// Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
|
||||
int yr = ((int)Constants.RegionSize - 1) - y;
|
||||
|
||||
float heightvalue = (float)hm[x, y];
|
||||
|
||||
if (heightvalue > waterHeight)
|
||||
{
|
||||
// scale height value
|
||||
// No, that doesn't scale it:
|
||||
// heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue
|
||||
|
||||
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
|
||||
heightvalue = 0;
|
||||
else if (heightvalue > 255f)
|
||||
heightvalue = 255f;
|
||||
else if (heightvalue < 0f)
|
||||
heightvalue = 0f;
|
||||
|
||||
Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
|
||||
|
||||
mapbmp.SetPixel(x, yr, color);
|
||||
|
||||
try
|
||||
{
|
||||
//X
|
||||
// .
|
||||
//
|
||||
// Shade the terrain for shadows
|
||||
if (x < ((int)Constants.RegionSize - 1) && yr < ((int)Constants.RegionSize - 1))
|
||||
{
|
||||
float hfvalue = (float)hm[x, y];
|
||||
float hfvaluecompare = 0f;
|
||||
|
||||
if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
|
||||
{
|
||||
hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
|
||||
}
|
||||
if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
|
||||
hfvalue = 0f;
|
||||
|
||||
if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
|
||||
hfvaluecompare = 0f;
|
||||
|
||||
float hfdiff = hfvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
|
||||
|
||||
int hfdiffi = 0;
|
||||
int hfdiffihighlight = 0;
|
||||
float highlightfactor = 0.18f;
|
||||
|
||||
try
|
||||
{
|
||||
// hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
|
||||
hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1;
|
||||
if (hfdiff % 1f != 0)
|
||||
{
|
||||
// hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
|
||||
hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1);
|
||||
}
|
||||
|
||||
hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1;
|
||||
if (hfdiff % 1f != 0)
|
||||
{
|
||||
// hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
|
||||
hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1);
|
||||
}
|
||||
}
|
||||
catch (OverflowException)
|
||||
{
|
||||
m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
|
||||
ShadowDebugContinue = false;
|
||||
}
|
||||
|
||||
if (hfdiff > 0.3f)
|
||||
{
|
||||
// NE is lower than here
|
||||
// We have to desaturate and lighten the land at the same time
|
||||
// we use floats, colors use bytes, so shrink are space down to
|
||||
// 0-255
|
||||
|
||||
if (ShadowDebugContinue)
|
||||
{
|
||||
int r = color.R;
|
||||
int g = color.G;
|
||||
int b = color.B;
|
||||
color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255,
|
||||
(g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255,
|
||||
(b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255);
|
||||
}
|
||||
}
|
||||
else if (hfdiff < -0.3f)
|
||||
{
|
||||
// here is lower than NE:
|
||||
// We have to desaturate and blacken the land at the same time
|
||||
// we use floats, colors use bytes, so shrink are space down to
|
||||
// 0-255
|
||||
|
||||
if (ShadowDebugContinue)
|
||||
{
|
||||
if ((x - 1 > 0) && (yr + 1 < (int)Constants.RegionSize))
|
||||
{
|
||||
color = mapbmp.GetPixel(x - 1, yr + 1);
|
||||
int r = color.R;
|
||||
int g = color.G;
|
||||
int b = color.B;
|
||||
color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0,
|
||||
(g - hfdiffi > 0) ? g - hfdiffi : 0,
|
||||
(b - hfdiffi > 0) ? b - hfdiffi : 0);
|
||||
|
||||
mapbmp.SetPixel(x-1, yr+1, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{
|
||||
if (!terraincorruptedwarningsaid)
|
||||
{
|
||||
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
||||
terraincorruptedwarningsaid = true;
|
||||
}
|
||||
color = Color.Black;
|
||||
mapbmp.SetPixel(x, yr, color);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// We're under the water level with the terrain, so paint water instead of land
|
||||
|
||||
// Y flip the cordinates
|
||||
heightvalue = waterHeight - heightvalue;
|
||||
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
|
||||
heightvalue = 0f;
|
||||
else if (heightvalue > 19f)
|
||||
heightvalue = 19f;
|
||||
else if (heightvalue < 0f)
|
||||
heightvalue = 0f;
|
||||
|
||||
heightvalue = 100f - (heightvalue * 100f) / 19f;
|
||||
|
||||
try
|
||||
{
|
||||
mapbmp.SetPixel(x, yr, WATER_COLOR);
|
||||
}
|
||||
catch (ArgumentException)
|
||||
{
|
||||
if (!terraincorruptedwarningsaid)
|
||||
{
|
||||
m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
||||
terraincorruptedwarningsaid = true;
|
||||
}
|
||||
Color black = Color.Black;
|
||||
mapbmp.SetPixel(x, ((int)Constants.RegionSize - y) - 1, black);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,418 @@
|
|||
/*
|
||||
* 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.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Imaging;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.LegacyMap
|
||||
{
|
||||
// Hue, Saturation, Value; used for color-interpolation
|
||||
struct HSV {
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
public float h;
|
||||
public float s;
|
||||
public float v;
|
||||
|
||||
public HSV(float h, float s, float v)
|
||||
{
|
||||
this.h = h;
|
||||
this.s = s;
|
||||
this.v = v;
|
||||
}
|
||||
|
||||
// (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
|
||||
public HSV(Color c)
|
||||
{
|
||||
float r = c.R / 255f;
|
||||
float g = c.G / 255f;
|
||||
float b = c.B / 255f;
|
||||
float max = Math.Max(Math.Max(r, g), b);
|
||||
float min = Math.Min(Math.Min(r, g), b);
|
||||
float diff = max - min;
|
||||
|
||||
if (max == min) h = 0f;
|
||||
else if (max == r) h = (g - b) / diff * 60f;
|
||||
else if (max == g) h = (b - r) / diff * 60f + 120f;
|
||||
else h = (r - g) / diff * 60f + 240f;
|
||||
if (h < 0f) h += 360f;
|
||||
|
||||
if (max == 0f) s = 0f;
|
||||
else s = diff / max;
|
||||
|
||||
v = max;
|
||||
}
|
||||
|
||||
// (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
|
||||
public Color toColor()
|
||||
{
|
||||
if (s < 0f) m_log.Debug("S < 0: " + s);
|
||||
else if (s > 1f) m_log.Debug("S > 1: " + s);
|
||||
if (v < 0f) m_log.Debug("V < 0: " + v);
|
||||
else if (v > 1f) m_log.Debug("V > 1: " + v);
|
||||
|
||||
float f = h / 60f;
|
||||
int sector = (int)f % 6;
|
||||
f = f - (int)f;
|
||||
int pi = (int)(v * (1f - s) * 255f);
|
||||
int qi = (int)(v * (1f - s * f) * 255f);
|
||||
int ti = (int)(v * (1f - (1f - f) * s) * 255f);
|
||||
int vi = (int)(v * 255f);
|
||||
|
||||
if (pi < 0) pi = 0;
|
||||
if (pi > 255) pi = 255;
|
||||
if (qi < 0) qi = 0;
|
||||
if (qi > 255) qi = 255;
|
||||
if (ti < 0) ti = 0;
|
||||
if (ti > 255) ti = 255;
|
||||
if (vi < 0) vi = 0;
|
||||
if (vi > 255) vi = 255;
|
||||
|
||||
switch (sector)
|
||||
{
|
||||
case 0:
|
||||
return Color.FromArgb(vi, ti, pi);
|
||||
case 1:
|
||||
return Color.FromArgb(qi, vi, pi);
|
||||
case 2:
|
||||
return Color.FromArgb(pi, vi, ti);
|
||||
case 3:
|
||||
return Color.FromArgb(pi, qi, vi);
|
||||
case 4:
|
||||
return Color.FromArgb(ti, pi, vi);
|
||||
default:
|
||||
return Color.FromArgb(vi, pi, qi);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class TexturedMapTileRenderer : IMapTileTerrainRenderer
|
||||
{
|
||||
#region Constants
|
||||
|
||||
private static readonly ILog m_log =
|
||||
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
// some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank").
|
||||
// The color-values were choosen because they "look right" (at least to me) ;-)
|
||||
private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
|
||||
private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118);
|
||||
private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
|
||||
private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49);
|
||||
private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740");
|
||||
private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141);
|
||||
private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
|
||||
private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
|
||||
|
||||
private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
private Scene m_scene;
|
||||
// private IConfigSource m_config; // not used currently
|
||||
|
||||
// mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only
|
||||
// added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in
|
||||
// that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one.
|
||||
// TODO does it make sense to use a "real" cache and regenerate missing entries on fetch?
|
||||
private Dictionary<UUID, Color> m_mapping;
|
||||
|
||||
|
||||
public void Initialise(Scene scene, IConfigSource source)
|
||||
{
|
||||
m_scene = scene;
|
||||
// m_config = source; // not used currently
|
||||
m_mapping = new Dictionary<UUID,Color>();
|
||||
m_mapping.Add(defaultTerrainTexture1, defaultColor1);
|
||||
m_mapping.Add(defaultTerrainTexture2, defaultColor2);
|
||||
m_mapping.Add(defaultTerrainTexture3, defaultColor3);
|
||||
m_mapping.Add(defaultTerrainTexture4, defaultColor4);
|
||||
m_mapping.Add(Util.BLANK_TEXTURE_UUID, Color.White);
|
||||
}
|
||||
|
||||
#region Helpers
|
||||
// This fetches the texture from the asset server synchroneously. That should be ok, as we
|
||||
// call map-creation only in those places:
|
||||
// - on start: We can wait here until the asset server returns the texture
|
||||
// TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway)
|
||||
// TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and
|
||||
// will wait anyway)
|
||||
private Bitmap fetchTexture(UUID id)
|
||||
{
|
||||
AssetBase asset = m_scene.AssetService.Get(id.ToString());
|
||||
m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null);
|
||||
if (asset == null) return null;
|
||||
|
||||
ManagedImage managedImage;
|
||||
Image image;
|
||||
|
||||
try
|
||||
{
|
||||
if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
|
||||
return new Bitmap(image);
|
||||
else
|
||||
return null;
|
||||
}
|
||||
catch (DllNotFoundException)
|
||||
{
|
||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg is not installed correctly on this system. Asset Data is emtpy for {0}", id);
|
||||
|
||||
}
|
||||
catch (IndexOutOfRangeException)
|
||||
{
|
||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is emtpy for {0}", id);
|
||||
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
m_log.ErrorFormat("[TexturedMapTileRenderer]: OpenJpeg was unable to encode this. Asset Data is emtpy for {0}", id);
|
||||
|
||||
}
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
// Compute the average color of a texture.
|
||||
private Color computeAverageColor(Bitmap bmp)
|
||||
{
|
||||
// we have 256 x 256 pixel, each with 256 possible color-values per
|
||||
// color-channel, so 2^24 is the maximum value we can get, adding everything.
|
||||
// int is be big enough for that.
|
||||
int r = 0, g = 0, b = 0;
|
||||
for (int y = 0; y < bmp.Height; ++y)
|
||||
{
|
||||
for (int x = 0; x < bmp.Width; ++x)
|
||||
{
|
||||
Color c = bmp.GetPixel(x, y);
|
||||
r += (int)c.R & 0xff;
|
||||
g += (int)c.G & 0xff;
|
||||
b += (int)c.B & 0xff;
|
||||
}
|
||||
}
|
||||
|
||||
int pixels = bmp.Width * bmp.Height;
|
||||
return Color.FromArgb(r / pixels, g / pixels, b / pixels);
|
||||
}
|
||||
|
||||
// return either the average color of the texture, or the defaultColor if the texturID is invalid
|
||||
// or the texture couldn't be found
|
||||
private Color computeAverageColor(UUID textureID, Color defaultColor) {
|
||||
if (textureID == UUID.Zero) return defaultColor; // not set
|
||||
if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
|
||||
|
||||
Bitmap bmp = fetchTexture(textureID);
|
||||
Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
|
||||
// store it for future reference
|
||||
m_mapping[textureID] = color;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
// S-curve: f(x) = 3x² - 2x³:
|
||||
// f(0) = 0, f(0.5) = 0.5, f(1) = 1,
|
||||
// f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5,
|
||||
// f''(0.5) = 0, f''(x) != 0 for x != 0.5
|
||||
private float S(float v) {
|
||||
return (v * v * (3f - 2f * v));
|
||||
}
|
||||
|
||||
// interpolate two colors in HSV space and return the resulting color
|
||||
private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) {
|
||||
if (ratio <= 0f) return c1;
|
||||
if (ratio >= 1f) return c2;
|
||||
|
||||
// make sure we are on the same side on the hue-circle for interpolation
|
||||
// We change the hue of the parameters here, but we don't change the color
|
||||
// represented by that value
|
||||
if (c1.h - c2.h > 180f) c1.h -= 360f;
|
||||
else if (c2.h - c1.h > 180f) c1.h += 360f;
|
||||
|
||||
return new HSV(c1.h * (1f - ratio) + c2.h * ratio,
|
||||
c1.s * (1f - ratio) + c2.s * ratio,
|
||||
c1.v * (1f - ratio) + c2.v * ratio);
|
||||
}
|
||||
|
||||
// the heigthfield might have some jumps in values. Rendered land is smooth, though,
|
||||
// as a slope is rendered at that place. So average 4 neighbour values to emulate that.
|
||||
private float getHeight(double[,] hm, int x, int y) {
|
||||
if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
|
||||
return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112);
|
||||
else
|
||||
return (float)hm[x, y];
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void TerrainToBitmap(Bitmap mapbmp)
|
||||
{
|
||||
int tc = Environment.TickCount;
|
||||
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
|
||||
|
||||
// These textures should be in the AssetCache anyway, as every client conneting to this
|
||||
// region needs them. Except on start, when the map is recreated (before anyone connected),
|
||||
// and on change of the estate settings (textures and terrain values), when the map should
|
||||
// be recreated.
|
||||
RegionSettings settings = m_scene.RegionInfo.RegionSettings;
|
||||
|
||||
// the four terrain colors as HSVs for interpolation
|
||||
HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1));
|
||||
HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
|
||||
HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
|
||||
HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));
|
||||
|
||||
float levelNElow = (float)settings.Elevation1NE;
|
||||
float levelNEhigh = (float)settings.Elevation2NE;
|
||||
|
||||
float levelNWlow = (float)settings.Elevation1NW;
|
||||
float levelNWhigh = (float)settings.Elevation2NW;
|
||||
|
||||
float levelSElow = (float)settings.Elevation1SE;
|
||||
float levelSEhigh = (float)settings.Elevation2SE;
|
||||
|
||||
float levelSWlow = (float)settings.Elevation1SW;
|
||||
float levelSWhigh = (float)settings.Elevation2SW;
|
||||
|
||||
float waterHeight = (float)settings.WaterHeight;
|
||||
|
||||
double[,] hm = m_scene.Heightmap.GetDoubles();
|
||||
|
||||
for (int x = 0; x < (int)Constants.RegionSize; x++)
|
||||
{
|
||||
float columnRatio = x / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
|
||||
for (int y = 0; y < (int)Constants.RegionSize; y++)
|
||||
{
|
||||
float rowRatio = y / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation
|
||||
|
||||
// Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
|
||||
int yr = ((int)Constants.RegionSize - 1) - y;
|
||||
|
||||
float heightvalue = getHeight(hm, x, y);
|
||||
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
|
||||
heightvalue = 0;
|
||||
|
||||
if (heightvalue > waterHeight)
|
||||
{
|
||||
// add a bit noise for breaking up those flat colors:
|
||||
// - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast)
|
||||
// - a small-scale noise, for bringing in some small scale variation
|
||||
//float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0
|
||||
//float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f;
|
||||
//float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f;
|
||||
float hmod =
|
||||
heightvalue +
|
||||
(float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3
|
||||
S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10
|
||||
|
||||
// find the low/high values for this point (interpolated bilinearily)
|
||||
// (and remember, x=0,y=0 is SW)
|
||||
float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) +
|
||||
levelSElow * (1f - rowRatio) * columnRatio +
|
||||
levelNWlow * rowRatio * (1f - columnRatio) +
|
||||
levelNElow * rowRatio * columnRatio;
|
||||
float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) +
|
||||
levelSEhigh * (1f - rowRatio) * columnRatio +
|
||||
levelNWhigh * rowRatio * (1f - columnRatio) +
|
||||
levelNEhigh * rowRatio * columnRatio;
|
||||
if (high < low)
|
||||
{
|
||||
// someone tried to fool us. High value should be higher than low every time
|
||||
float tmp = high;
|
||||
high = low;
|
||||
low = tmp;
|
||||
}
|
||||
|
||||
HSV hsv;
|
||||
if (hmod <= low) hsv = hsv1; // too low
|
||||
else if (hmod >= high) hsv = hsv4; // too high
|
||||
else
|
||||
{
|
||||
// HSV-interpolate along the colors
|
||||
// first, rescale h to 0.0 - 1.0
|
||||
hmod = (hmod - low) / (high - low);
|
||||
// now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4
|
||||
if (hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f);
|
||||
else if (hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f);
|
||||
else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f);
|
||||
}
|
||||
|
||||
// Shade the terrain for shadows
|
||||
if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1))
|
||||
{
|
||||
float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there
|
||||
if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
|
||||
hfvaluecompare = 0f;
|
||||
|
||||
float hfdiff = heightvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
|
||||
hfdiff *= 0.06f; // some random factor so "it looks good"
|
||||
if (hfdiff > 0.02f)
|
||||
{
|
||||
float highlightfactor = 0.18f;
|
||||
// NE is lower than here
|
||||
// We have to desaturate and lighten the land at the same time
|
||||
hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f;
|
||||
hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f;
|
||||
}
|
||||
else if (hfdiff < -0.02f)
|
||||
{
|
||||
// here is lower than NE:
|
||||
// We have to desaturate and blacken the land at the same time
|
||||
hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f;
|
||||
hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f;
|
||||
}
|
||||
}
|
||||
mapbmp.SetPixel(x, yr, hsv.toColor());
|
||||
}
|
||||
else
|
||||
{
|
||||
// We're under the water level with the terrain, so paint water instead of land
|
||||
|
||||
heightvalue = waterHeight - heightvalue;
|
||||
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
|
||||
heightvalue = 0f;
|
||||
else if (heightvalue > 19f)
|
||||
heightvalue = 19f;
|
||||
else if (heightvalue < 0f)
|
||||
heightvalue = 0f;
|
||||
|
||||
heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0
|
||||
|
||||
mapbmp.SetPixel(x, yr, WATER_COLOR);
|
||||
}
|
||||
}
|
||||
}
|
||||
m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,624 @@
|
|||
/*
|
||||
* 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.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Drawing.Imaging;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using CSJ2K;
|
||||
using Nini.Config;
|
||||
using log4net;
|
||||
using Rednettle.Warp3D;
|
||||
using OpenMetaverse;
|
||||
using OpenMetaverse.Imaging;
|
||||
using OpenMetaverse.Rendering;
|
||||
using OpenMetaverse.StructuredData;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Framework.Interfaces;
|
||||
using OpenSim.Region.Framework.Scenes;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenSim.Services.Interfaces;
|
||||
|
||||
using WarpRenderer = global::Warp3D.Warp3D;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
||||
{
|
||||
public class Warp3DImageModule : IMapImageGenerator, IRegionModule
|
||||
{
|
||||
private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3");
|
||||
private static readonly Color4 WATER_COLOR = new Color4(29, 71, 95, 216);
|
||||
|
||||
private static readonly ILog m_log =
|
||||
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private Scene m_scene;
|
||||
private IRendering m_primMesher;
|
||||
private IConfigSource m_config;
|
||||
private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>();
|
||||
private bool m_useAntiAliasing = true; // TODO: Make this a config option
|
||||
|
||||
#region IRegionModule Members
|
||||
|
||||
public void Initialise(Scene scene, IConfigSource source)
|
||||
{
|
||||
m_scene = scene;
|
||||
m_config = source;
|
||||
|
||||
IConfig startupConfig = m_config.Configs["Startup"];
|
||||
if (startupConfig.GetString("MapImageModule", "MapImageModule") != "Warp3DImageModule")
|
||||
return;
|
||||
|
||||
List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
|
||||
if (renderers.Count > 0)
|
||||
{
|
||||
m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
|
||||
m_log.Info("[MAPTILE]: Loaded prim mesher " + m_primMesher.ToString());
|
||||
}
|
||||
else
|
||||
{
|
||||
m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
|
||||
}
|
||||
|
||||
m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
|
||||
}
|
||||
|
||||
public void PostInitialise()
|
||||
{
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
}
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return "Warp3DImageModule"; }
|
||||
}
|
||||
|
||||
public bool IsSharedModule
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region IMapImageGenerator Members
|
||||
|
||||
public Bitmap CreateMapTile()
|
||||
{
|
||||
bool drawPrimVolume = true;
|
||||
bool textureTerrain = true;
|
||||
|
||||
try
|
||||
{
|
||||
IConfig startupConfig = m_config.Configs["Startup"];
|
||||
drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
|
||||
textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
|
||||
}
|
||||
catch
|
||||
{
|
||||
m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
|
||||
}
|
||||
|
||||
m_colors.Clear();
|
||||
|
||||
Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
|
||||
Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
|
||||
|
||||
int width = viewport.Width;
|
||||
int height = viewport.Height;
|
||||
|
||||
if (m_useAntiAliasing)
|
||||
{
|
||||
width *= 2;
|
||||
height *= 2;
|
||||
}
|
||||
|
||||
WarpRenderer renderer = new WarpRenderer();
|
||||
renderer.CreateScene(width, height);
|
||||
renderer.Scene.autoCalcNormals = false;
|
||||
|
||||
#region Camera
|
||||
|
||||
warp_Vector pos = ConvertVector(viewport.Position);
|
||||
pos.z -= 0.001f; // Works around an issue with the Warp3D camera
|
||||
warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection));
|
||||
|
||||
renderer.Scene.defaultCamera.setPos(pos);
|
||||
renderer.Scene.defaultCamera.lookAt(lookat);
|
||||
|
||||
if (viewport.Orthographic)
|
||||
{
|
||||
renderer.Scene.defaultCamera.isOrthographic = true;
|
||||
renderer.Scene.defaultCamera.orthoViewWidth = viewport.OrthoWindowWidth;
|
||||
renderer.Scene.defaultCamera.orthoViewHeight = viewport.OrthoWindowHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
float fov = viewport.FieldOfView;
|
||||
fov *= 1.75f; // FIXME: ???
|
||||
renderer.Scene.defaultCamera.setFov(fov);
|
||||
}
|
||||
|
||||
#endregion Camera
|
||||
|
||||
renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(0.2f, 0.2f, 1f), 0xffffff, 320, 80));
|
||||
renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 100, 40));
|
||||
|
||||
CreateWater(renderer);
|
||||
CreateTerrain(renderer, textureTerrain);
|
||||
if (drawPrimVolume)
|
||||
CreateAllPrims(renderer);
|
||||
|
||||
renderer.Render();
|
||||
Bitmap bitmap = renderer.Scene.getImage();
|
||||
|
||||
if (m_useAntiAliasing)
|
||||
bitmap = ImageUtils.ResizeImage(bitmap, viewport.Width, viewport.Height);
|
||||
|
||||
return bitmap;
|
||||
}
|
||||
|
||||
public byte[] WriteJpeg2000Image()
|
||||
{
|
||||
try
|
||||
{
|
||||
using (Bitmap mapbmp = CreateMapTile())
|
||||
return OpenJPEG.EncodeFromImage(mapbmp, true);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// JPEG2000 encoder failed
|
||||
m_log.Error("[MAPTILE]: Failed generating terrain map: " + e);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Rendering Methods
|
||||
|
||||
private void CreateWater(WarpRenderer renderer)
|
||||
{
|
||||
float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
|
||||
|
||||
renderer.AddPlane("Water", 256f * 0.5f);
|
||||
renderer.Scene.sceneobject("Water").setPos(127.5f, waterHeight, 127.5f);
|
||||
|
||||
renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR));
|
||||
renderer.Scene.material("WaterColor").setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
|
||||
renderer.SetObjectMaterial("Water", "WaterColor");
|
||||
}
|
||||
|
||||
private void CreateTerrain(WarpRenderer renderer, bool textureTerrain)
|
||||
{
|
||||
ITerrainChannel terrain = m_scene.Heightmap;
|
||||
float[] heightmap = terrain.GetFloatsSerialised();
|
||||
|
||||
warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2);
|
||||
|
||||
for (int y = 0; y < 256; y++)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
{
|
||||
int v = y * 256 + x;
|
||||
float height = heightmap[v];
|
||||
|
||||
warp_Vector pos = ConvertVector(new Vector3(x, y, height));
|
||||
obj.addVertex(new warp_Vertex(pos, (float)x / 255f, (float)(255 - y) / 255f));
|
||||
}
|
||||
}
|
||||
|
||||
for (int y = 0; y < 256; y++)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
{
|
||||
if (x < 255 && y < 255)
|
||||
{
|
||||
int v = y * 256 + x;
|
||||
|
||||
// Normal
|
||||
Vector3 v1 = new Vector3(x, y, heightmap[y * 256 + x]);
|
||||
Vector3 v2 = new Vector3(x + 1, y, heightmap[y * 256 + x + 1]);
|
||||
Vector3 v3 = new Vector3(x, y + 1, heightmap[(y + 1) * 256 + x]);
|
||||
warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3));
|
||||
norm = norm.reverse();
|
||||
obj.vertex(v).n = norm;
|
||||
|
||||
// Triangle 1
|
||||
obj.addTriangle(
|
||||
v,
|
||||
v + 1,
|
||||
v + 256);
|
||||
|
||||
// Triangle 2
|
||||
obj.addTriangle(
|
||||
v + 256 + 1,
|
||||
v + 256,
|
||||
v + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
renderer.Scene.addObject("Terrain", obj);
|
||||
|
||||
UUID[] textureIDs = new UUID[4];
|
||||
float[] startHeights = new float[4];
|
||||
float[] heightRanges = new float[4];
|
||||
|
||||
RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
|
||||
|
||||
textureIDs[0] = regionInfo.TerrainTexture1;
|
||||
textureIDs[1] = regionInfo.TerrainTexture2;
|
||||
textureIDs[2] = regionInfo.TerrainTexture3;
|
||||
textureIDs[3] = regionInfo.TerrainTexture4;
|
||||
|
||||
startHeights[0] = (float)regionInfo.Elevation1SW;
|
||||
startHeights[1] = (float)regionInfo.Elevation1NW;
|
||||
startHeights[2] = (float)regionInfo.Elevation1SE;
|
||||
startHeights[3] = (float)regionInfo.Elevation1NE;
|
||||
|
||||
heightRanges[0] = (float)regionInfo.Elevation2SW;
|
||||
heightRanges[1] = (float)regionInfo.Elevation2NW;
|
||||
heightRanges[2] = (float)regionInfo.Elevation2SE;
|
||||
heightRanges[3] = (float)regionInfo.Elevation2NE;
|
||||
|
||||
uint globalX, globalY;
|
||||
Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
|
||||
|
||||
Bitmap image = TerrainSplat.Splat(heightmap, textureIDs, startHeights, heightRanges, new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain);
|
||||
warp_Texture texture = new warp_Texture(image);
|
||||
warp_Material material = new warp_Material(texture);
|
||||
material.setReflectivity(50);
|
||||
renderer.Scene.addMaterial("TerrainColor", material);
|
||||
renderer.SetObjectMaterial("Terrain", "TerrainColor");
|
||||
}
|
||||
|
||||
private void CreateAllPrims(WarpRenderer renderer)
|
||||
{
|
||||
if (m_primMesher == null)
|
||||
return;
|
||||
|
||||
m_scene.ForEachSOG(
|
||||
delegate(SceneObjectGroup group)
|
||||
{
|
||||
CreatePrim(renderer, group.RootPart);
|
||||
foreach (SceneObjectPart child in group.Children.Values)
|
||||
CreatePrim(renderer, child);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
|
||||
{
|
||||
const float MIN_SIZE = 2f;
|
||||
|
||||
if ((PCode)prim.Shape.PCode != PCode.Prim)
|
||||
return;
|
||||
if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE)
|
||||
return;
|
||||
|
||||
Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
|
||||
FacetedMesh renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
|
||||
if (renderMesh == null)
|
||||
return;
|
||||
|
||||
warp_Vector primPos = ConvertVector(prim.AbsolutePosition);
|
||||
warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset);
|
||||
|
||||
warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
|
||||
|
||||
if (prim.ParentID != 0)
|
||||
{
|
||||
SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId);
|
||||
if (group != null)
|
||||
m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset)));
|
||||
}
|
||||
|
||||
warp_Vector primScale = ConvertVector(prim.Scale);
|
||||
|
||||
string primID = prim.UUID.ToString();
|
||||
|
||||
// Create the prim faces
|
||||
for (int i = 0; i < renderMesh.Faces.Count; i++)
|
||||
{
|
||||
Face face = renderMesh.Faces[i];
|
||||
string meshName = primID + "-Face-" + i.ToString();
|
||||
|
||||
warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3);
|
||||
|
||||
for (int j = 0; j < face.Vertices.Count; j++)
|
||||
{
|
||||
Vertex v = face.Vertices[j];
|
||||
|
||||
warp_Vector pos = ConvertVector(v.Position);
|
||||
warp_Vector norm = ConvertVector(v.Normal);
|
||||
|
||||
if (prim.Shape.SculptTexture == UUID.Zero)
|
||||
norm = norm.reverse();
|
||||
warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y);
|
||||
|
||||
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]);
|
||||
}
|
||||
|
||||
Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
|
||||
Color4 faceColor = GetFaceColor(teFace);
|
||||
string materialName = GetOrCreateMaterial(renderer, faceColor);
|
||||
|
||||
faceObj.transform(m);
|
||||
faceObj.setPos(primPos);
|
||||
faceObj.scaleSelf(primScale.x, primScale.y, primScale.z);
|
||||
|
||||
renderer.Scene.addObject(meshName, faceObj);
|
||||
|
||||
renderer.SetObjectMaterial(meshName, materialName);
|
||||
}
|
||||
}
|
||||
|
||||
private Color4 GetFaceColor(Primitive.TextureEntryFace face)
|
||||
{
|
||||
Color4 color;
|
||||
|
||||
if (face.TextureID == UUID.Zero)
|
||||
return face.RGBA;
|
||||
|
||||
if (!m_colors.TryGetValue(face.TextureID, out color))
|
||||
{
|
||||
bool fetched = false;
|
||||
|
||||
// Attempt to fetch the texture metadata
|
||||
UUID metadataID = UUID.Combine(face.TextureID, TEXTURE_METADATA_MAGIC);
|
||||
AssetBase metadata = m_scene.AssetService.GetCached(metadataID.ToString());
|
||||
if (metadata != null)
|
||||
{
|
||||
OSDMap map = null;
|
||||
try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { }
|
||||
|
||||
if (map != null)
|
||||
{
|
||||
color = map["X-JPEG2000-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;
|
||||
color = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height);
|
||||
|
||||
OSDMap data = new OSDMap { { "X-JPEG2000-RGBA", OSD.FromColor4(color) } };
|
||||
metadata = new AssetBase
|
||||
{
|
||||
Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)),
|
||||
Description = "Metadata for JPEG2000 texture " + face.TextureID.ToString(),
|
||||
Flags = AssetFlags.Collectable,
|
||||
FullID = metadataID,
|
||||
ID = metadataID.ToString(),
|
||||
Local = true,
|
||||
Temporary = true,
|
||||
Name = String.Empty,
|
||||
Type = (sbyte)AssetType.Unknown
|
||||
};
|
||||
m_scene.AssetService.Store(metadata);
|
||||
}
|
||||
else
|
||||
{
|
||||
color = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
m_colors[face.TextureID] = color;
|
||||
}
|
||||
|
||||
return color * face.RGBA;
|
||||
}
|
||||
|
||||
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));
|
||||
if (color.A < 1f)
|
||||
renderer.Scene.material(name).setTransparency((byte)((1f - color.A) * 255f));
|
||||
return name;
|
||||
}
|
||||
|
||||
#endregion Rendering Methods
|
||||
|
||||
#region Static Helpers
|
||||
|
||||
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));
|
||||
if (color.A < 1f)
|
||||
c |= (byte)(color.A * 255f) << 24;
|
||||
|
||||
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 static Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height)
|
||||
{
|
||||
ulong r = 0;
|
||||
ulong g = 0;
|
||||
ulong b = 0;
|
||||
ulong a = 0;
|
||||
|
||||
using (MemoryStream stream = new MemoryStream(j2kData))
|
||||
{
|
||||
try
|
||||
{
|
||||
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);
|
||||
int 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("[MAPTILE]: 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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a high quality image resize
|
||||
/// </summary>
|
||||
/// <param name="image">Image to resize</param>
|
||||
/// <param name="width">New width</param>
|
||||
/// <param name="height">New height</param>
|
||||
/// <returns>Resized image</returns>
|
||||
public static Bitmap ResizeImage(Image image, int width, int height)
|
||||
{
|
||||
Bitmap result = new Bitmap(width, height);
|
||||
|
||||
using (Graphics graphics = Graphics.FromImage(result))
|
||||
{
|
||||
graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
|
||||
graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
|
||||
graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
|
||||
graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
|
||||
|
||||
graphics.DrawImage(image, 0, 0, result.Width, result.Height);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,273 @@
|
|||
/*
|
||||
* 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 OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
||||
{
|
||||
public static class Perlin
|
||||
{
|
||||
// We use a hardcoded seed to keep the noise generation consistent between runs
|
||||
private const int SEED = 42;
|
||||
|
||||
private const int SAMPLE_SIZE = 1024;
|
||||
private const int B = SAMPLE_SIZE;
|
||||
private const int BM = SAMPLE_SIZE - 1;
|
||||
private const int N = 0x1000;
|
||||
|
||||
private static readonly int[] p = new int[SAMPLE_SIZE + SAMPLE_SIZE + 2];
|
||||
private static readonly float[,] g3 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2, 3];
|
||||
private static readonly float[,] g2 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2, 2];
|
||||
private static readonly float[] g1 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2];
|
||||
|
||||
static Perlin()
|
||||
{
|
||||
Random rng = new Random(SEED);
|
||||
int i, j, k;
|
||||
|
||||
for (i = 0; i < B; i++)
|
||||
{
|
||||
p[i] = i;
|
||||
g1[i] = (float)((rng.Next() % (B + B)) - B) / B;
|
||||
|
||||
for (j = 0; j < 2; j++)
|
||||
g2[i, j] = (float)((rng.Next() % (B + B)) - B) / B;
|
||||
normalize2(g2, i);
|
||||
|
||||
for (j = 0; j < 3; j++)
|
||||
g3[i, j] = (float)((rng.Next() % (B + B)) - B) / B;
|
||||
normalize3(g3, i);
|
||||
}
|
||||
|
||||
while (--i > 0)
|
||||
{
|
||||
k = p[i];
|
||||
p[i] = p[j = rng.Next() % B];
|
||||
p[j] = k;
|
||||
}
|
||||
|
||||
for (i = 0; i < B + 2; i++)
|
||||
{
|
||||
p[B + i] = p[i];
|
||||
g1[B + i] = g1[i];
|
||||
for (j = 0; j < 2; j++)
|
||||
g2[B + i, j] = g2[i, j];
|
||||
for (j = 0; j < 3; j++)
|
||||
g3[B + i, j] = g3[i, j];
|
||||
}
|
||||
}
|
||||
|
||||
public static float noise1(float arg)
|
||||
{
|
||||
int bx0, bx1;
|
||||
float rx0, rx1, sx, t, u, v, a;
|
||||
|
||||
a = arg;
|
||||
|
||||
t = arg + N;
|
||||
bx0 = ((int)t) & BM;
|
||||
bx1 = (bx0 + 1) & BM;
|
||||
rx0 = t - (int)t;
|
||||
rx1 = rx0 - 1f;
|
||||
|
||||
sx = s_curve(rx0);
|
||||
|
||||
u = rx0 * g1[p[bx0]];
|
||||
v = rx1 * g1[p[bx1]];
|
||||
|
||||
return Utils.Lerp(u, v, sx);
|
||||
}
|
||||
|
||||
public static float noise2(float x, float y)
|
||||
{
|
||||
int bx0, bx1, by0, by1, 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;
|
||||
|
||||
t = y + N;
|
||||
by0 = ((int)t) & BM;
|
||||
by1 = (by0 + 1) & BM;
|
||||
ry0 = t - (int)t;
|
||||
ry1 = ry0 - 1f;
|
||||
|
||||
i = p[bx0];
|
||||
j = p[bx1];
|
||||
|
||||
b00 = p[i + by0];
|
||||
b10 = p[j + by0];
|
||||
b01 = p[i + by1];
|
||||
b11 = p[j + by1];
|
||||
|
||||
sx = s_curve(rx0);
|
||||
sy = s_curve(ry0);
|
||||
|
||||
u = rx0 * g2[b00, 0] + ry0 * g2[b00, 1];
|
||||
v = rx1 * g2[b10, 0] + ry0 * g2[b10, 1];
|
||||
a = Utils.Lerp(u, v, sx);
|
||||
|
||||
u = rx0 * g2[b01, 0] + ry1 * g2[b01, 1];
|
||||
v = rx1 * g2[b11, 0] + ry1 * g2[b11, 1];
|
||||
b = Utils.Lerp(u, v, sx);
|
||||
|
||||
return Utils.Lerp(a, b, sy);
|
||||
}
|
||||
|
||||
public static float noise3(float x, float y, float z)
|
||||
{
|
||||
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
|
||||
float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v;
|
||||
int i, j;
|
||||
|
||||
t = x + N;
|
||||
bx0 = ((int)t) & BM;
|
||||
bx1 = (bx0 + 1) & BM;
|
||||
rx0 = t - (int)t;
|
||||
rx1 = rx0 - 1f;
|
||||
|
||||
t = y + N;
|
||||
by0 = ((int)t) & BM;
|
||||
by1 = (by0 + 1) & BM;
|
||||
ry0 = t - (int)t;
|
||||
ry1 = ry0 - 1f;
|
||||
|
||||
t = z + N;
|
||||
bz0 = ((int)t) & BM;
|
||||
bz1 = (bz0 + 1) & BM;
|
||||
rz0 = t - (int)t;
|
||||
rz1 = rz0 - 1f;
|
||||
|
||||
i = p[bx0];
|
||||
j = p[bx1];
|
||||
|
||||
b00 = p[i + by0];
|
||||
b10 = p[j + by0];
|
||||
b01 = p[i + by1];
|
||||
b11 = p[j + by1];
|
||||
|
||||
t = s_curve(rx0);
|
||||
sy = s_curve(ry0);
|
||||
sz = s_curve(rz0);
|
||||
|
||||
u = rx0 * g3[b00 + bz0, 0] + ry0 * g3[b00 + bz0, 1] + rz0 * g3[b00 + bz0, 2];
|
||||
v = rx1 * g3[b10 + bz0, 0] + ry0 * g3[b10 + bz0, 1] + rz0 * g3[b10 + bz0, 2];
|
||||
a = Utils.Lerp(u, v, t);
|
||||
|
||||
u = rx0 * g3[b01 + bz0, 0] + ry1 * g3[b01 + bz0, 1] + rz0 * g3[b01 + bz0, 2];
|
||||
v = rx1 * g3[b11 + bz0, 0] + ry1 * g3[b11 + bz0, 1] + rz0 * g3[b11 + bz0, 2];
|
||||
b = Utils.Lerp(u, v, t);
|
||||
|
||||
c = Utils.Lerp(a, b, sy);
|
||||
|
||||
u = rx0 * g3[b00 + bz1, 0] + ry0 * g3[b00 + bz1, 1] + rz1 * g3[b00 + bz1, 2];
|
||||
v = rx1 * g3[b10 + bz1, 0] + ry0 * g3[b10 + bz1, 1] + rz1 * g3[b10 + bz1, 2];
|
||||
a = Utils.Lerp(u, v, t);
|
||||
|
||||
u = rx0 * g3[b01 + bz1, 0] + ry1 * g3[b01 + bz1, 1] + rz1 * g3[b01 + bz1, 2];
|
||||
v = rx1 * g3[b11 + bz1, 0] + ry1 * g3[b11 + bz1, 1] + rz1 * g3[b11 + bz1, 2];
|
||||
b = Utils.Lerp(u, v, t);
|
||||
|
||||
d = Utils.Lerp(a, b, sy);
|
||||
return Utils.Lerp(c, d, sz);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
return t;
|
||||
}
|
||||
|
||||
private static void normalize2(float[,] v, int i)
|
||||
{
|
||||
float s;
|
||||
|
||||
s = (float)Math.Sqrt(v[i, 0] * v[i, 0] + v[i, 1] * v[i, 1]);
|
||||
s = 1.0f / s;
|
||||
v[i, 0] = v[i, 0] * s;
|
||||
v[i, 1] = v[i, 1] * s;
|
||||
}
|
||||
|
||||
private static void normalize3(float[,] v, int i)
|
||||
{
|
||||
float s;
|
||||
|
||||
s = (float)Math.Sqrt(v[i, 0] * v[i, 0] + v[i, 1] * v[i, 1] + v[i, 2] * v[i, 2]);
|
||||
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;
|
||||
}
|
||||
|
||||
private static float s_curve(float t)
|
||||
{
|
||||
return t * t * (3f - 2f * t);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,343 @@
|
|||
/*
|
||||
* 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.Diagnostics;
|
||||
using System.Drawing;
|
||||
using System.Drawing.Imaging;
|
||||
using log4net;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Services.Interfaces;
|
||||
|
||||
namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
||||
{
|
||||
public static class TerrainSplat
|
||||
{
|
||||
#region Constants
|
||||
|
||||
private static readonly UUID DIRT_DETAIL = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
|
||||
private static readonly UUID GRASS_DETAIL = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
|
||||
private static readonly UUID MOUNTAIN_DETAIL = new UUID("303cd381-8560-7579-23f1-f0a880799740");
|
||||
private static readonly UUID ROCK_DETAIL = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
|
||||
|
||||
private static readonly UUID[] DEFAULT_TERRAIN_DETAIL = new UUID[]
|
||||
{
|
||||
DIRT_DETAIL,
|
||||
GRASS_DETAIL,
|
||||
MOUNTAIN_DETAIL,
|
||||
ROCK_DETAIL
|
||||
};
|
||||
|
||||
private static readonly Color[] DEFAULT_TERRAIN_COLOR = new Color[]
|
||||
{
|
||||
Color.FromArgb(255, 164, 136, 117),
|
||||
Color.FromArgb(255, 65, 87, 47),
|
||||
Color.FromArgb(255, 157, 145, 131),
|
||||
Color.FromArgb(255, 125, 128, 130)
|
||||
};
|
||||
|
||||
private static readonly UUID TERRAIN_CACHE_MAGIC = new UUID("2c0c7ef2-56be-4eb8-aacb-76712c535b4b");
|
||||
|
||||
#endregion Constants
|
||||
|
||||
private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name);
|
||||
|
||||
/// <summary>
|
||||
/// Builds a composited terrain texture given the region texture
|
||||
/// and heightmap settings
|
||||
/// </summary>
|
||||
/// <param name="heightmap">Terrain heightmap</param>
|
||||
/// <param name="regionInfo">Region information including terrain texture parameters</param>
|
||||
/// <returns>A composited 256x256 RGB texture ready for rendering</returns>
|
||||
/// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
|
||||
/// </remarks>
|
||||
public static Bitmap Splat(float[] heightmap, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
|
||||
{
|
||||
Debug.Assert(heightmap.Length == 256 * 256);
|
||||
Debug.Assert(textureIDs.Length == 4);
|
||||
Debug.Assert(startHeights.Length == 4);
|
||||
Debug.Assert(heightRanges.Length == 4);
|
||||
|
||||
Bitmap[] detailTexture = new Bitmap[4];
|
||||
|
||||
if (textureTerrain)
|
||||
{
|
||||
// Swap empty terrain textureIDs with default IDs
|
||||
for (int i = 0; i < textureIDs.Length; i++)
|
||||
{
|
||||
if (textureIDs[i] == UUID.Zero)
|
||||
textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
|
||||
}
|
||||
|
||||
#region Texture Fetching
|
||||
|
||||
if (assetService != null)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
AssetBase asset;
|
||||
UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
|
||||
|
||||
// Try to fetch a cached copy of the decoded/resized version of this texture
|
||||
asset = assetService.GetCached(cacheID.ToString());
|
||||
if (asset != null)
|
||||
{
|
||||
try
|
||||
{
|
||||
using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
|
||||
detailTexture[i] = (Bitmap)Image.FromStream(stream);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
m_log.Warn("Failed to decode cached terrain texture " + cacheID +
|
||||
" (textureID: " + textureIDs[i] + "): " + ex.Message);
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
|
||||
catch (Exception ex)
|
||||
{
|
||||
m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
|
||||
}
|
||||
}
|
||||
|
||||
if (detailTexture[i] != null)
|
||||
{
|
||||
Bitmap bitmap = detailTexture[i];
|
||||
|
||||
// Make sure this texture is the correct size, otherwise resize
|
||||
if (bitmap.Width != 256 || bitmap.Height != 256)
|
||||
bitmap = ImageUtils.ResizeImage(bitmap, 256, 256);
|
||||
|
||||
// Save the decoded and resized texture to the cache
|
||||
byte[] data;
|
||||
using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
|
||||
{
|
||||
bitmap.Save(stream, ImageFormat.Png);
|
||||
data = stream.ToArray();
|
||||
}
|
||||
|
||||
// Cache a PNG copy of this terrain texture
|
||||
AssetBase newAsset = new AssetBase
|
||||
{
|
||||
Data = data,
|
||||
Description = "PNG",
|
||||
Flags = AssetFlags.Collectable,
|
||||
FullID = cacheID,
|
||||
ID = cacheID.ToString(),
|
||||
Local = true,
|
||||
Name = String.Empty,
|
||||
Temporary = true,
|
||||
Type = (sbyte)AssetType.Unknown
|
||||
};
|
||||
newAsset.Metadata.ContentType = "image/png";
|
||||
assetService.Store(newAsset);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Texture Fetching
|
||||
}
|
||||
|
||||
// Fill in any missing textures with a solid color
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (detailTexture[i] == null)
|
||||
{
|
||||
// Create a solid color texture for this layer
|
||||
detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
|
||||
using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
|
||||
{
|
||||
using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
|
||||
gfx.FillRectangle(brush, 0, 0, 256, 256);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region Layer Map
|
||||
|
||||
float[] layermap = new float[256 * 256];
|
||||
|
||||
for (int y = 0; y < 256; y++)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
{
|
||||
float height = heightmap[y * 256 + x];
|
||||
|
||||
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) * 0.20319f,
|
||||
((float)regionPosition.Y + y) * 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[y * 256 + x] = Utils.Clamp(layer, 0f, 3f);
|
||||
}
|
||||
}
|
||||
|
||||
#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);
|
||||
|
||||
unsafe
|
||||
{
|
||||
// Get handles to all of the texture data arrays
|
||||
BitmapData[] datas = new BitmapData[]
|
||||
{
|
||||
detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
|
||||
detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
|
||||
detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
|
||||
detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
|
||||
};
|
||||
|
||||
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++)
|
||||
{
|
||||
float layer = layermap[y * 256 + x];
|
||||
|
||||
// Select two textures
|
||||
int l0 = (int)Math.Floor(layer);
|
||||
int l1 = Math.Min(l0 + 1, 3);
|
||||
|
||||
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;
|
||||
|
||||
float aB = *(ptrA + 0);
|
||||
float aG = *(ptrA + 1);
|
||||
float aR = *(ptrA + 2);
|
||||
|
||||
float bB = *(ptrB + 0);
|
||||
float bG = *(ptrB + 1);
|
||||
float bR = *(ptrB + 2);
|
||||
|
||||
float layerDiff = layer - l0;
|
||||
|
||||
// Interpolate between the two selected textures
|
||||
*(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB));
|
||||
*(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
|
||||
*(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR));
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
detailTexture[i].UnlockBits(datas[i]);
|
||||
}
|
||||
|
||||
output.UnlockBits(outputData);
|
||||
|
||||
// We generated the texture upside down, so flip it
|
||||
output.RotateFlip(RotateFlipType.RotateNoneFlipY);
|
||||
|
||||
#endregion Texture Compositing
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
Bitmap img = new Bitmap(256, 256);
|
||||
BitmapData bitmapData = img.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
|
||||
|
||||
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);
|
||||
|
||||
Color4 color = Color4.FromHSV(BASE_HSV_H, BASE_HSV_S, normHeight);
|
||||
|
||||
byte* ptr = (byte*)bitmapData.Scan0 + y * bitmapData.Stride + x * 3;
|
||||
*(ptr + 0) = (byte)(color.B * 255f);
|
||||
*(ptr + 1) = (byte)(color.G * 255f);
|
||||
*(ptr + 2) = (byte)(color.R * 255f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
img.UnlockBits(bitmapData);
|
||||
return img;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,165 @@
|
|||
/*
|
||||
* 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);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue