Actively dispose of Bitmaps in Warp3D image module and world map module once we've finished with them.
This might help with memory leakage issues though I suspect it won't.0.7.4.1
parent
3b25021180
commit
2b0de66216
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@ -204,7 +204,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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Bitmap bitmap = renderer.Scene.getImage();
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if (m_useAntiAliasing)
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bitmap = ImageUtils.ResizeImage(bitmap, viewport.Width, viewport.Height);
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{
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using (Bitmap origBitmap = bitmap)
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bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height);
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}
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return bitmap;
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}
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@ -318,8 +321,17 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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uint globalX, globalY;
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Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
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Bitmap image = TerrainSplat.Splat(heightmap, textureIDs, startHeights, heightRanges, new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain);
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warp_Texture texture = new warp_Texture(image);
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warp_Texture texture;
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using (
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Bitmap image
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= TerrainSplat.Splat(
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heightmap, textureIDs, startHeights, heightRanges,
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new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
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{
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texture = new warp_Texture(image);
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}
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warp_Material material = new warp_Material(texture);
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material.setReflectivity(50);
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renderer.Scene.addMaterial("TerrainColor", material);
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@ -546,42 +558,46 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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try
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{
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Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream);
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width = bitmap.Width;
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height = bitmap.Height;
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int pixelBytes;
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BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
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int pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4;
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// Sum up the individual channels
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unsafe
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using (Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream))
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{
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if (pixelBytes == 4)
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{
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for (int y = 0; y < height; y++)
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{
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byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
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width = bitmap.Width;
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height = bitmap.Height;
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for (int x = 0; x < width; x++)
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BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
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pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4;
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// Sum up the individual channels
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unsafe
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{
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if (pixelBytes == 4)
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{
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for (int y = 0; y < height; y++)
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{
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b += row[x * pixelBytes + 0];
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g += row[x * pixelBytes + 1];
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r += row[x * pixelBytes + 2];
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a += row[x * pixelBytes + 3];
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byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
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for (int x = 0; x < width; x++)
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{
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b += row[x * pixelBytes + 0];
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g += row[x * pixelBytes + 1];
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r += row[x * pixelBytes + 2];
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a += row[x * pixelBytes + 3];
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}
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}
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}
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}
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else
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{
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for (int y = 0; y < height; y++)
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else
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{
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byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
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for (int x = 0; x < width; x++)
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for (int y = 0; y < height; y++)
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{
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b += row[x * pixelBytes + 0];
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g += row[x * pixelBytes + 1];
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r += row[x * pixelBytes + 2];
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byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
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for (int x = 0; x < width; x++)
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{
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b += row[x * pixelBytes + 0];
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g += row[x * pixelBytes + 1];
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r += row[x * pixelBytes + 2];
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}
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}
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}
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}
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@ -84,218 +84,234 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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Debug.Assert(heightRanges.Length == 4);
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Bitmap[] detailTexture = new Bitmap[4];
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Bitmap output = null;
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BitmapData outputData = null;
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if (textureTerrain)
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try
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{
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// Swap empty terrain textureIDs with default IDs
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for (int i = 0; i < textureIDs.Length; i++)
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if (textureTerrain)
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{
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if (textureIDs[i] == UUID.Zero)
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textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
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}
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#region Texture Fetching
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if (assetService != null)
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{
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for (int i = 0; i < 4; i++)
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// Swap empty terrain textureIDs with default IDs
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for (int i = 0; i < textureIDs.Length; i++)
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{
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AssetBase asset;
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UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
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if (textureIDs[i] == UUID.Zero)
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textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
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}
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// Try to fetch a cached copy of the decoded/resized version of this texture
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asset = assetService.GetCached(cacheID.ToString());
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if (asset != null)
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{
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try
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{
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using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
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detailTexture[i] = (Bitmap)Image.FromStream(stream);
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}
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catch (Exception ex)
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{
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m_log.Warn("Failed to decode cached terrain texture " + cacheID +
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" (textureID: " + textureIDs[i] + "): " + ex.Message);
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}
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}
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#region Texture Fetching
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if (detailTexture[i] == null)
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if (assetService != null)
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{
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for (int i = 0; i < 4; i++)
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{
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// Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
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asset = assetService.Get(textureIDs[i].ToString());
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AssetBase asset;
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UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
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// Try to fetch a cached copy of the decoded/resized version of this texture
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asset = assetService.GetCached(cacheID.ToString());
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if (asset != null)
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{
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try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
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try
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{
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using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
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detailTexture[i] = (Bitmap)Image.FromStream(stream);
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}
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catch (Exception ex)
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{
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m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
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m_log.Warn("Failed to decode cached terrain texture " + cacheID +
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" (textureID: " + textureIDs[i] + "): " + ex.Message);
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}
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}
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if (detailTexture[i] != null)
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if (detailTexture[i] == null)
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{
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Bitmap bitmap = detailTexture[i];
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// Make sure this texture is the correct size, otherwise resize
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if (bitmap.Width != 256 || bitmap.Height != 256)
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bitmap = ImageUtils.ResizeImage(bitmap, 256, 256);
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// Save the decoded and resized texture to the cache
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byte[] data;
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using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
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// Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
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asset = assetService.Get(textureIDs[i].ToString());
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if (asset != null)
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{
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bitmap.Save(stream, ImageFormat.Png);
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data = stream.ToArray();
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try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
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catch (Exception ex)
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{
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m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
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}
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}
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// Cache a PNG copy of this terrain texture
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AssetBase newAsset = new AssetBase
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if (detailTexture[i] != null)
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{
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Data = data,
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Description = "PNG",
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Flags = AssetFlags.Collectable,
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FullID = cacheID,
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ID = cacheID.ToString(),
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Local = true,
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Name = String.Empty,
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Temporary = true,
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Type = (sbyte)AssetType.Unknown
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};
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newAsset.Metadata.ContentType = "image/png";
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assetService.Store(newAsset);
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Bitmap bitmap = detailTexture[i];
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// Make sure this texture is the correct size, otherwise resize
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if (bitmap.Width != 256 || bitmap.Height != 256)
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{
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using (Bitmap origBitmap = bitmap)
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{
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bitmap = ImageUtils.ResizeImage(origBitmap, 256, 256);
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}
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}
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// Save the decoded and resized texture to the cache
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byte[] data;
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using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
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{
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bitmap.Save(stream, ImageFormat.Png);
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data = stream.ToArray();
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}
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// Cache a PNG copy of this terrain texture
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AssetBase newAsset = new AssetBase
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{
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Data = data,
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Description = "PNG",
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Flags = AssetFlags.Collectable,
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FullID = cacheID,
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ID = cacheID.ToString(),
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Local = true,
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Name = String.Empty,
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Temporary = true,
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Type = (sbyte)AssetType.Unknown
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};
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newAsset.Metadata.ContentType = "image/png";
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assetService.Store(newAsset);
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}
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}
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}
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}
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#endregion Texture Fetching
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}
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// Fill in any missing textures with a solid color
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for (int i = 0; i < 4; i++)
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{
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if (detailTexture[i] == null)
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{
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// Create a solid color texture for this layer
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detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
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using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
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{
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using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
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gfx.FillRectangle(brush, 0, 0, 256, 256);
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}
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}
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}
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#endregion Texture Fetching
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}
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#region Layer Map
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// Fill in any missing textures with a solid color
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for (int i = 0; i < 4; i++)
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{
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if (detailTexture[i] == null)
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{
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// Create a solid color texture for this layer
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detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
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using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
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{
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using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
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gfx.FillRectangle(brush, 0, 0, 256, 256);
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}
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}
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}
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#region Layer Map
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float[] layermap = new float[256 * 256];
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for (int y = 0; y < 256; y++)
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{
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for (int x = 0; x < 256; x++)
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{
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float height = heightmap[y * 256 + x];
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float pctX = (float)x / 255f;
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float pctY = (float)y / 255f;
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// Use bilinear interpolation between the four corners of start height and
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// height range to select the current values at this position
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float startHeight = ImageUtils.Bilinear(
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startHeights[0],
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startHeights[2],
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startHeights[1],
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startHeights[3],
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pctX, pctY);
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startHeight = Utils.Clamp(startHeight, 0f, 255f);
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float heightRange = ImageUtils.Bilinear(
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heightRanges[0],
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heightRanges[2],
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heightRanges[1],
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heightRanges[3],
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pctX, pctY);
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heightRange = Utils.Clamp(heightRange, 0f, 255f);
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// Generate two frequencies of perlin noise based on our global position
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// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
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Vector3 vec = new Vector3
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(
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((float)regionPosition.X + x) * 0.20319f,
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((float)regionPosition.Y + y) * 0.20319f,
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height * 0.25f
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);
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float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
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float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
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float noise = (lowFreq + highFreq) * 2f;
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// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
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float layer = ((height + noise - startHeight) / heightRange) * 4f;
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if (Single.IsNaN(layer)) layer = 0f;
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layermap[y * 256 + x] = Utils.Clamp(layer, 0f, 3f);
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}
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}
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#endregion Layer Map
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#region Texture Compositing
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Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
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BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
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unsafe
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{
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// Get handles to all of the texture data arrays
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BitmapData[] datas = new BitmapData[]
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{
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detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
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detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
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detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
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detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
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};
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int[] comps = new int[]
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{
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(datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
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(datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
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(datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
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(datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3
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};
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float[] layermap = new float[256 * 256];
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for (int y = 0; y < 256; y++)
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{
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for (int x = 0; x < 256; x++)
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{
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float layer = layermap[y * 256 + x];
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float height = heightmap[y * 256 + x];
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// Select two textures
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int l0 = (int)Math.Floor(layer);
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int l1 = Math.Min(l0 + 1, 3);
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float pctX = (float)x / 255f;
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float pctY = (float)y / 255f;
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byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0];
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byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1];
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byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
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// Use bilinear interpolation between the four corners of start height and
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// height range to select the current values at this position
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float startHeight = ImageUtils.Bilinear(
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startHeights[0],
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startHeights[2],
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startHeights[1],
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startHeights[3],
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pctX, pctY);
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startHeight = Utils.Clamp(startHeight, 0f, 255f);
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float aB = *(ptrA + 0);
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float aG = *(ptrA + 1);
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float aR = *(ptrA + 2);
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float heightRange = ImageUtils.Bilinear(
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heightRanges[0],
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heightRanges[2],
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heightRanges[1],
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heightRanges[3],
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pctX, pctY);
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heightRange = Utils.Clamp(heightRange, 0f, 255f);
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float bB = *(ptrB + 0);
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float bG = *(ptrB + 1);
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float bR = *(ptrB + 2);
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// Generate two frequencies of perlin noise based on our global position
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// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
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Vector3 vec = new Vector3
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(
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((float)regionPosition.X + x) * 0.20319f,
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((float)regionPosition.Y + y) * 0.20319f,
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height * 0.25f
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);
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float layerDiff = layer - l0;
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float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
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float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
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float noise = (lowFreq + highFreq) * 2f;
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// Interpolate between the two selected textures
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*(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB));
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*(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
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*(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR));
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// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
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float layer = ((height + noise - startHeight) / heightRange) * 4f;
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if (Single.IsNaN(layer)) layer = 0f;
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layermap[y * 256 + x] = Utils.Clamp(layer, 0f, 3f);
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}
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}
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#endregion Layer Map
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#region Texture Compositing
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output = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
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outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
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unsafe
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{
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// Get handles to all of the texture data arrays
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BitmapData[] datas = new BitmapData[]
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{
|
||||
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]);
|
||||
}
|
||||
}
|
||||
finally
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
detailTexture[i].UnlockBits(datas[i]);
|
||||
if (detailTexture[i] != null)
|
||||
detailTexture[i].Dispose();
|
||||
}
|
||||
|
||||
output.UnlockBits(outputData);
|
||||
|
|
|
@ -1343,14 +1343,14 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
if (terrain == null)
|
||||
return;
|
||||
|
||||
m_log.DebugFormat("[WORLDMAP]: Generating map image for {0}", m_scene.RegionInfo.RegionName);
|
||||
|
||||
byte[] data = terrain.WriteJpeg2000Image();
|
||||
if (data == null)
|
||||
return;
|
||||
|
||||
byte[] overlay = GenerateOverlay();
|
||||
|
||||
m_log.Debug("[WORLDMAP]: STORING MAPTILE IMAGE");
|
||||
|
||||
UUID terrainImageID = UUID.Random();
|
||||
UUID parcelImageID = UUID.Zero;
|
||||
|
||||
|
@ -1365,7 +1365,8 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
asset.Flags = AssetFlags.Maptile;
|
||||
|
||||
// Store the new one
|
||||
m_log.DebugFormat("[WORLDMAP]: Storing map tile {0}", asset.ID);
|
||||
m_log.DebugFormat("[WORLDMAP]: Storing map tile {0} for {1}", asset.ID, m_scene.RegionInfo.RegionName);
|
||||
|
||||
m_scene.AssetService.Store(asset);
|
||||
|
||||
if (overlay != null)
|
||||
|
|
Loading…
Reference in New Issue