breaking map (warp3d); remove warp3d viewport code not realy used and confusing my last neuron

httptests
UbitUmarov 2018-05-07 17:29:19 +01:00
parent fd426354f1
commit 4837a8a8fa
4 changed files with 189 additions and 258 deletions

View File

@ -83,7 +83,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
public static Bitmap Splat(ITerrainChannel terrain, public static Bitmap Splat(ITerrainChannel terrain,
UUID[] textureIDs, float[] startHeights, float[] heightRanges, UUID[] textureIDs, float[] startHeights, float[] heightRanges,
uint regionPositionX,uint regionPositionY, uint regionPositionX,uint regionPositionY,
IAssetService assetService, bool textureTerrain, bool averagetextureTerrain) IAssetService assetService, bool textureTerrain, bool averagetextureTerrain, bool FlipedY)
{ {
Debug.Assert(textureIDs.Length == 4); Debug.Assert(textureIDs.Length == 4);
Debug.Assert(startHeights.Length == 4); Debug.Assert(startHeights.Length == 4);
@ -294,38 +294,79 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
// pixel data directly // pixel data directly
if(usecolors) if(usecolors)
{ {
unsafe if(FlipedY)
{ {
for(int y = 0; y < 256; ++y) unsafe
{ {
int ty = (int)((255 - y) * yFactor); for(int y = 0; y < 256; ++y)
byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride;
for(int x = 0; x < 256; ++x)
{ {
int tx = (int)(x * xFactor); int ty = (int)(y * yFactor);
float height = (float)terrain[tx, ty]; byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride;
float layer = getLayerTex(height, x, (255 - y),
(uint)tx + regionPositionX, (uint)ty + regionPositionY,
startHeights, heightRanges);
// Select two textures for(int x = 0; x < 256; ++x)
int l0 = (int)layer; {
int l1 = Math.Min(l0 + 1, 3); int tx = (int)(x * xFactor);
float height = (float)terrain[tx, ty];
float layer = getLayerTex(height, x, y,
(uint)tx + regionPositionX, (uint)ty + regionPositionY,
startHeights, heightRanges);
float layerDiff = layer - l0; // Select two textures
int l0 = (int)layer;
int l1 = Math.Min(l0 + 1, 3);
float a = mapColorsRed[l0]; float layerDiff = layer - l0;
float b = mapColorsRed[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a));
a = mapColorsGreen[l0]; float a = mapColorsRed[l0];
b = mapColorsGreen[l1]; float b = mapColorsRed[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a)); *(ptrO++) = (byte)(a + layerDiff * (b - a));
a = mapColorsBlue[l0]; a = mapColorsGreen[l0];
b = mapColorsBlue[l1]; b = mapColorsGreen[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a)); *(ptrO++) = (byte)(a + layerDiff * (b - a));
a = mapColorsBlue[l0];
b = mapColorsBlue[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a));
}
}
}
}
else
{
unsafe
{
for(int y = 0; y < 256; ++y)
{
int ty = (int)((255 - y) * yFactor);
byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride;
for(int x = 0; x < 256; ++x)
{
int tx = (int)(x * xFactor);
float height = (float)terrain[tx, ty];
float layer = getLayerTex(height, x, (255 - y),
(uint)tx + regionPositionX, (uint)ty + regionPositionY,
startHeights, heightRanges);
// Select two textures
int l0 = (int)layer;
int l1 = Math.Min(l0 + 1, 3);
float layerDiff = layer - l0;
float a = mapColorsRed[l0];
float b = mapColorsRed[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a));
a = mapColorsGreen[l0];
b = mapColorsGreen[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a));
a = mapColorsBlue[l0];
b = mapColorsBlue[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a));
}
} }
} }
} }
@ -343,42 +384,86 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
detailTexture[3].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) detailTexture[3].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
}; };
for(int y = 0; y < 256; y++) if(FlipedY)
{ {
int ty = (int)((255 - y) * yFactor); for(int y = 0; y < 256; y++)
int ypatch = ((int)(y * yFactor) & 0x0f) * datas[0].Stride;
for(int x = 0; x < 256; x++)
{ {
int tx = (int)(x * xFactor); int ty = (int)(y * yFactor);
float height = (float)terrain[tx, ty]; int ypatch = ((int)(y * yFactor) & 0x0f) * datas[0].Stride;
float layer = getLayerTex(height, x, (255 - y),
(uint)tx + regionPositionX, (uint)ty + regionPositionY,
startHeights, heightRanges);
// Select two textures for(int x = 0; x < 256; x++)
int l0 = (int)layer; {
int l1 = Math.Min(l0 + 1, 3); int tx = (int)(x * xFactor);
float height = (float)terrain[tx, ty];
float layer = getLayerTex(height, x, y,
(uint)tx + regionPositionX, (uint)ty + regionPositionY,
startHeights, heightRanges);
int patchOffset = (tx & 0x0f) * 3 + ypatch; // Select two textures
byte* ptrA = (byte*)datas[l0].Scan0 + patchOffset; int l0 = (int)layer;
byte* ptrB = (byte*)datas[l1].Scan0 + patchOffset; int l1 = Math.Min(l0 + 1, 3);
byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
float aB = *(ptrA + 0); int patchOffset = (tx & 0x0f) * 3 + ypatch;
float aG = *(ptrA + 1); byte* ptrA = (byte*)datas[l0].Scan0 + patchOffset;
float aR = *(ptrA + 2); byte* ptrB = (byte*)datas[l1].Scan0 + patchOffset;
byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
float bB = *(ptrB + 0); float aB = *(ptrA + 0);
float bG = *(ptrB + 1); float aG = *(ptrA + 1);
float bR = *(ptrB + 2); float aR = *(ptrA + 2);
float layerDiff = layer - l0; float bB = *(ptrB + 0);
float bG = *(ptrB + 1);
float bR = *(ptrB + 2);
// Interpolate between the two selected textures float layerDiff = layer - l0;
*(ptrO + 0) = (byte)(aB + layerDiff * (bB - aB));
*(ptrO + 1) = (byte)(aG + layerDiff * (bG - aG)); // Interpolate between the two selected textures
*(ptrO + 2) = (byte)(aR + layerDiff * (bR - aR)); *(ptrO + 0) = (byte)(aB + layerDiff * (bB - aB));
*(ptrO + 1) = (byte)(aG + layerDiff * (bG - aG));
*(ptrO + 2) = (byte)(aR + layerDiff * (bR - aR));
}
}
}
else
{
for(int y = 0; y < 256; y++)
{
int ty = (int)((255 - y) * yFactor);
int ypatch = ((int)(y * yFactor) & 0x0f) * datas[0].Stride;
for(int x = 0; x < 256; x++)
{
int tx = (int)(x * xFactor);
float height = (float)terrain[tx, ty];
float layer = getLayerTex(height, x, (255 - y),
(uint)tx + regionPositionX, (uint)ty + regionPositionY,
startHeights, heightRanges);
// Select two textures
int l0 = (int)layer;
int l1 = Math.Min(l0 + 1, 3);
int patchOffset = (tx & 0x0f) * 3 + ypatch;
byte* ptrA = (byte*)datas[l0].Scan0 + patchOffset;
byte* ptrB = (byte*)datas[l1].Scan0 + patchOffset;
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)(aB + layerDiff * (bB - aB));
*(ptrO + 1) = (byte)(aG + layerDiff * (bG - aG));
*(ptrO + 2) = (byte)(aR + layerDiff * (bR - aR));
}
} }
} }
@ -420,6 +505,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
heightRanges[1], heightRanges[3], heightRanges[1], heightRanges[3],
pctX, pctY); pctX, pctY);
heightRange = Utils.Clamp(heightRange, 0f, 255f); heightRange = Utils.Clamp(heightRange, 0f, 255f);
if(heightRange == 0f)
return 0;
// Generate two frequencies of perlin noise based on our global position // Generate two frequencies of perlin noise based on our global position
// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
@ -435,8 +522,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
// Combine the current height, generated noise, start height, and height range parameters, then scale all of it // Combine the current height, generated noise, start height, and height range parameters, then scale all of it
float layer = ((height + noise - startHeight) / heightRange) * 4f; float layer = ((height + noise - startHeight) / heightRange) * 4f;
if(Single.IsNaN(layer))
return 0;
return Utils.Clamp(layer, 0f, 3f); return Utils.Clamp(layer, 0f, 3f);
} }
} }

View File

@ -1,166 +0,0 @@
/*
* 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;
Orthographic = false;
}
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);
}
}
}

View File

@ -156,65 +156,74 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
#region IMapImageGenerator Members #region IMapImageGenerator Members
private Vector3 cameraPos;
private Vector3 cameraDir;
private int viewWitdh = 256;
private int viewHeigth = 256;
private float fov;
private bool orto;
public Bitmap CreateMapTile() public Bitmap CreateMapTile()
{ {
/* this must be on all map, not just its image
if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
{
return (Bitmap)lastImage.Clone();
}
*/
List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
if (renderers.Count > 0) if (renderers.Count > 0)
{ {
m_primMesher = RenderingLoader.LoadRenderer(renderers[0]); m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
} }
Vector3 camPos = new Vector3( cameraPos = new Vector3(
(m_scene.RegionInfo.RegionSizeX) * 0.5f, (m_scene.RegionInfo.RegionSizeX) * 0.5f,
(m_scene.RegionInfo.RegionSizeY) * 0.5f, (m_scene.RegionInfo.RegionSizeY) * 0.5f,
250f); 250f);
// Viewport viewing down onto the region
Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f,
(int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY,
(float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY);
Bitmap tile = CreateMapTile(viewport); cameraDir = -Vector3.UnitZ;
viewWitdh = (int)m_scene.RegionInfo.RegionSizeX;
viewHeigth = (int)m_scene.RegionInfo.RegionSizeY;
orto = true;
Bitmap tile = GenMapTile();
m_primMesher = null; m_primMesher = null;
return tile; return tile;
/*
lastImage = tile;
lastImageTime = DateTime.Now;
return (Bitmap)lastImage.Clone();
*/
} }
public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float pfov, int width, int height, bool useTextures)
{ {
Viewport viewport = new Viewport(camPos, camDir, fov, Constants.RegionSize, 0.1f, width, height); List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
return CreateMapTile(viewport); if (renderers.Count > 0)
{
m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
}
cameraPos = camPos;
cameraDir = camDir;
viewWitdh = width;
viewHeigth = height;
fov = pfov;
orto = false;
Bitmap tile = GenMapTile();
m_primMesher = null;
return tile;
} }
public Bitmap CreateMapTile(Viewport viewport) private Bitmap GenMapTile()
{ {
m_colors.Clear(); m_colors.Clear();
int width = viewport.Width;
int height = viewport.Height;
WarpRenderer renderer = new WarpRenderer(); WarpRenderer renderer = new WarpRenderer();
if(!renderer.CreateScene(width, height)) if(!renderer.CreateScene(viewWitdh, viewHeigth))
return new Bitmap(width,height); return new Bitmap(viewWitdh, viewHeigth);
#region Camera #region Camera
warp_Vector pos = ConvertVector(viewport.Position); warp_Vector pos = ConvertVector(cameraPos);
warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection)); warp_Vector lookat = warp_Vector.add(pos, ConvertVector(cameraDir));
if(orto)
renderer.Scene.defaultCamera.setOrthographic(true, viewport.OrthoWindowWidth, viewport.OrthoWindowHeight); renderer.Scene.defaultCamera.setOrthographic(true, viewWitdh, viewHeigth);
else
renderer.Scene.defaultCamera.setFov(fov);
renderer.Scene.defaultCamera.setPos(pos); renderer.Scene.defaultCamera.setPos(pos);
renderer.Scene.defaultCamera.lookAt(lookat); renderer.Scene.defaultCamera.lookAt(lookat);
@ -234,7 +243,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
renderer.Scene.destroy(); renderer.Scene.destroy();
renderer.Reset(); renderer.Reset();
renderer = null; renderer = null;
viewport = null;
m_colors.Clear(); m_colors.Clear();
GC.Collect(); GC.Collect();
@ -303,28 +311,31 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
npointsy++; npointsy++;
// Create all the vertices for the terrain // Create all the vertices for the terrain
// for texture fliped on Y
warp_Object obj = new warp_Object(); warp_Object obj = new warp_Object();
warp_Vector pos; warp_Vector pos;
float x, y; float x, y;
float tv;
for (y = 0; y < regionsy; y += diff) for (y = 0; y < regionsy; y += diff)
{ {
tv = y * invsy;
for (x = 0; x < regionsx; x += diff) for (x = 0; x < regionsx; x += diff)
{ {
pos = ConvertVector(x , y , (float)terrain[(int)x, (int)y]); pos = ConvertVector(x , y , (float)terrain[(int)x, (int)y]);
obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f - y * invsy)); obj.addVertex(new warp_Vertex(pos, x * invsx, tv ));
} }
pos = ConvertVector(x , y , (float)terrain[(int)(x - diff), (int)y]); pos = ConvertVector(x , y , (float)terrain[(int)(x - diff), (int)y]);
obj.addVertex(new warp_Vertex(pos, 1.0f, 1.0f - y * invsy)); obj.addVertex(new warp_Vertex(pos, 1.0f, tv));
} }
int lastY = (int)(y - diff); int lastY = (int)(y - diff);
for (x = 0; x < regionsx; x += diff) for (x = 0; x < regionsx; x += diff)
{ {
pos = ConvertVector(x , y , (float)terrain[(int)x, lastY]); pos = ConvertVector(x , y , (float)terrain[(int)x, lastY]);
obj.addVertex(new warp_Vertex(pos, x * invsx, 0f)); obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f));
} }
pos = ConvertVector(x , y , (float)terrain[(int)(x - diff), lastY]); pos = ConvertVector(x , y , (float)terrain[(int)(x - diff), lastY]);
obj.addVertex(new warp_Vertex(pos, 1.0f, 0f)); obj.addVertex(new warp_Vertex(pos, 1.0f, 1.0f));
// Now that we have all the vertices, make another pass and // Now that we have all the vertices, make another pass and
// create the list of triangle indices. // create the list of triangle indices.
@ -376,10 +387,11 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
warp_Texture texture; warp_Texture texture;
// get texture fliped on Y
using (Bitmap image = TerrainSplat.Splat( using (Bitmap image = TerrainSplat.Splat(
terrain, textureIDs, startHeights, heightRanges, terrain, textureIDs, startHeights, heightRanges,
m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY, m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY,
m_scene.AssetService, m_textureTerrain, m_textureAvegareTerrain)) m_scene.AssetService, m_textureTerrain, m_textureAvegareTerrain, true))
texture = new warp_Texture(image); texture = new warp_Texture(image);
warp_Material material = new warp_Material(texture); warp_Material material = new warp_Material(texture);

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