fixes on warp3D
parent
0af2fafddf
commit
2e15ed80cd
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@ -32,6 +32,7 @@ using System.Drawing.Imaging;
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using log4net;
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using log4net;
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using OpenMetaverse;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Services.Interfaces;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.CoreModules.World.Warp3DMap
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namespace OpenSim.Region.CoreModules.World.Warp3DMap
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@ -66,6 +67,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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#endregion Constants
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#endregion Constants
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private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name);
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private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name);
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private static string LogHeader = "[WARP3D TERRAIN SPLAT]";
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/// <summary>
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/// <summary>
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/// Builds a composited terrain texture given the region texture
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/// Builds a composited terrain texture given the region texture
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@ -76,9 +78,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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/// <returns>A composited 256x256 RGB texture ready for rendering</returns>
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/// <returns>A composited 256x256 RGB texture ready for rendering</returns>
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/// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
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/// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
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/// </remarks>
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/// </remarks>
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public static Bitmap Splat(float[] heightmap, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
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public static Bitmap Splat(ITerrainChannel terrain, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
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{
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{
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Debug.Assert(heightmap.Length == 256 * 256);
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Debug.Assert(textureIDs.Length == 4);
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Debug.Assert(textureIDs.Length == 4);
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Debug.Assert(startHeights.Length == 4);
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Debug.Assert(startHeights.Length == 4);
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Debug.Assert(heightRanges.Length == 4);
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Debug.Assert(heightRanges.Length == 4);
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@ -200,17 +201,27 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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gfx.FillRectangle(brush, 0, 0, 256, 256);
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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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}
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else
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{
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if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
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{
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detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
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}
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}
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}
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}
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#region Layer Map
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#region Layer Map
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float[] layermap = new float[256 * 256];
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float[,] layermap = new float[256 , 256];
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int xFactor = terrain.Width / 256;
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int yFactor = terrain.Height / 256;
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for (int y = 0; y < 256; y++)
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for (int y = 0; y < 256; y++)
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{
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{
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for (int x = 0; x < 256; x++)
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for (int x = 0; x < 256; x++)
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{
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{
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float height = heightmap[y * 256 + x];
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float height = (float)terrain[x * xFactor, y * yFactor];
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float pctX = (float)x / 255f;
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float pctX = (float)x / 255f;
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float pctY = (float)y / 255f;
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float pctY = (float)y / 255f;
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@ -237,8 +248,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
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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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Vector3 vec = new Vector3
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(
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(
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((float)regionPosition.X + x) * 0.20319f,
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((float)regionPosition.X + (x * xFactor)) * 0.20319f,
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((float)regionPosition.Y + y) * 0.20319f,
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((float)regionPosition.Y + (y * yFactor)) * 0.20319f,
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height * 0.25f
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height * 0.25f
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);
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);
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@ -249,7 +260,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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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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// 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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float layer = ((height + noise - startHeight) / heightRange) * 4f;
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if (Single.IsNaN(layer)) layer = 0f;
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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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layermap[x,y] = Utils.Clamp(layer, 0f, 3f);
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}
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}
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}
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}
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@ -283,7 +294,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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{
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for (int x = 0; x < 256; x++)
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for (int x = 0; x < 256; x++)
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{
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{
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float layer = layermap[y * 256 + x];
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float layer = layermap[x, y];
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// Select two textures
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// Select two textures
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int l0 = (int)Math.Floor(layer);
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int l0 = (int)Math.Floor(layer);
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@ -331,6 +342,16 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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return output;
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return output;
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}
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}
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public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight)
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{
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m_log.DebugFormat("{0} ResizeBitmap. From <{1},{2}> to <{3},{4}>",
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LogHeader, b.Width, b.Height, nWidth, nHeight);
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Bitmap result = new Bitmap(nWidth, nHeight);
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using (Graphics g = Graphics.FromImage(result))
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g.DrawImage(b, 0, 0, nWidth, nHeight);
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b.Dispose();
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return result;
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}
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public static Bitmap SplatSimple(float[] heightmap)
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public static Bitmap SplatSimple(float[] heightmap)
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{
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{
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const float BASE_HSV_H = 93f / 360f;
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const float BASE_HSV_H = 93f / 360f;
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@ -136,8 +136,15 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
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m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
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}
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}
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Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
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Vector3 camPos = new Vector3(
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Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
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m_scene.RegionInfo.RegionSizeX / 2 - 0.5f,
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m_scene.RegionInfo.RegionSizeY / 2 - 0.5f,
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221.7025033688163f);
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// Viewport viewing down onto the region
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Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f,
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(int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY,
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(float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY);
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Bitmap tile = CreateMapTile(viewport, false);
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Bitmap tile = CreateMapTile(viewport, false);
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m_primMesher = null;
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m_primMesher = null;
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@ -254,8 +261,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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{
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float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
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float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
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renderer.AddPlane("Water", 256f * 0.5f);
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renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f);
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renderer.Scene.sceneobject("Water").setPos(127.5f, waterHeight, 127.5f);
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renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX / 2 - 0.5f,
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waterHeight,
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m_scene.RegionInfo.RegionSizeY / 2 - 0.5f);
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renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR));
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renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR));
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renderer.Scene.material("WaterColor").setReflectivity(0); // match water color with standard map module thanks lkalif
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renderer.Scene.material("WaterColor").setReflectivity(0); // match water color with standard map module thanks lkalif
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@ -266,45 +275,51 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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private void CreateTerrain(WarpRenderer renderer, bool textureTerrain)
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private void CreateTerrain(WarpRenderer renderer, bool textureTerrain)
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{
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{
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ITerrainChannel terrain = m_scene.Heightmap;
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ITerrainChannel terrain = m_scene.Heightmap;
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float[] heightmap = terrain.GetFloatsSerialised();
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// 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
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float diff = (float)m_scene.RegionInfo.RegionSizeX / 256f;
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warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2);
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warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2);
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for (int y = 0; y < 256; y++)
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// Create all the vertices for the terrain
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for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff)
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{
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{
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for (int x = 0; x < 256; x++)
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for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff)
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{
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{
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int v = y * 256 + x;
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warp_Vector pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]);
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float height = heightmap[v];
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obj.addVertex(new warp_Vertex(pos,
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x / (float)m_scene.RegionInfo.RegionSizeX,
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warp_Vector pos = ConvertVector(new Vector3(x, y, height));
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(((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY));
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obj.addVertex(new warp_Vertex(pos, (float)x / 255f, (float)(255 - y) / 255f));
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}
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}
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}
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}
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for (int y = 0; y < 256; y++)
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// Now that we have all the vertices, make another pass and create
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// the normals for each of the surface triangles and
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// create the list of triangle indices.
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for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff)
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{
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{
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for (int x = 0; x < 256; x++)
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for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff)
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{
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{
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if (x < 255 && y < 255)
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float newX = x / diff;
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float newY = y / diff;
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if (newX < 255 && newY < 255)
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{
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{
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int v = y * 256 + x;
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int v = (int)newY * 256 + (int)newX;
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// Normal
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// Normal for a triangle made up of three adjacent vertices
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Vector3 v1 = new Vector3(x, y, heightmap[y * 256 + x]);
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Vector3 v1 = new Vector3(newX, newY, (float)terrain[(int)x, (int)y]);
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Vector3 v2 = new Vector3(x + 1, y, heightmap[y * 256 + x + 1]);
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Vector3 v2 = new Vector3(newX + 1, newY, (float)terrain[(int)(x + 1), (int)y]);
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Vector3 v3 = new Vector3(x, y + 1, heightmap[(y + 1) * 256 + x]);
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Vector3 v3 = new Vector3(newX, newY + 1, (float)terrain[(int)x, ((int)(y + 1))]);
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warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3));
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warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3));
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norm = norm.reverse();
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norm = norm.reverse();
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obj.vertex(v).n = norm;
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obj.vertex(v).n = norm;
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// Triangle 1
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// Make two triangles for each of the squares in the grid of vertices
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obj.addTriangle(
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obj.addTriangle(
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v,
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v,
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v + 1,
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v + 1,
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v + 256);
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v + 256);
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// Triangle 2
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obj.addTriangle(
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obj.addTriangle(
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v + 256 + 1,
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v + 256 + 1,
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v + 256,
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v + 256,
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@ -337,14 +352,14 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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heightRanges[3] = (float)regionInfo.Elevation2NE;
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heightRanges[3] = (float)regionInfo.Elevation2NE;
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uint globalX, globalY;
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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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Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
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warp_Texture texture;
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warp_Texture texture;
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using (
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using (
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Bitmap image
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Bitmap image
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= TerrainSplat.Splat(
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= TerrainSplat.Splat(
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heightmap, textureIDs, startHeights, heightRanges,
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terrain, textureIDs, startHeights, heightRanges,
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new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
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new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
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{
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{
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texture = new warp_Texture(image);
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texture = new warp_Texture(image);
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@ -534,6 +549,11 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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#endregion Rendering Methods
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#endregion Rendering Methods
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#region Static Helpers
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#region Static Helpers
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// Note: axis change.
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private static warp_Vector ConvertVector(float x, float y, float z)
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{
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return new warp_Vector(x, z, y);
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}
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private static warp_Vector ConvertVector(Vector3 vector)
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private static warp_Vector ConvertVector(Vector3 vector)
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{
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{
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