diff --git a/CONTRIBUTORS.txt b/CONTRIBUTORS.txt index 83678c89b5..a3413a1c53 100644 --- a/CONTRIBUTORS.txt +++ b/CONTRIBUTORS.txt @@ -59,6 +59,7 @@ Patches * YZh * Grumly57 * Junta Kohime +* Homer_Horwitz LSL Devs diff --git a/OpenSim/Region/Environment/Modules/World/Terrain/TerrainUtil.cs b/OpenSim/Region/Environment/Modules/World/Terrain/TerrainUtil.cs index 4cb828ebaf..def28eb614 100644 --- a/OpenSim/Region/Environment/Modules/World/Terrain/TerrainUtil.cs +++ b/OpenSim/Region/Environment/Modules/World/Terrain/TerrainUtil.cs @@ -95,7 +95,7 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain return (x * (1.0 - z)) + (y * z); } - private static double InterpolatedNoise(double x, double y) + public static double InterpolatedNoise(double x, double y) { int integer_X = (int) (x); double fractional_X = x - integer_X; @@ -128,4 +128,4 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain return total; } } -} \ No newline at end of file +} diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/IMapTileTerrainRenderer.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/IMapTileTerrainRenderer.cs new file mode 100644 index 0000000000..bebcc5256a --- /dev/null +++ b/OpenSim/Region/Environment/Modules/World/WorldMap/IMapTileTerrainRenderer.cs @@ -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 OpenSim 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 OpenSim.Region.Environment.Scenes; +using Nini.Config; + +namespace OpenSim.Region.Environment +{ + public interface IMapTileTerrainRenderer + { + void Initialise(Scene scene, IConfigSource config); + void TerrainToBitmap(Bitmap mapbmp); + } +} diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs index 38c52f0de2..2ae4174f70 100644 --- a/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs +++ b/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs @@ -69,29 +69,47 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap private Scene m_scene; private IConfigSource m_config; + private IMapTileTerrainRenderer terrainRenderer; #region IMapImageGenerator Members public byte[] WriteJpeg2000Image(string gradientmap) { byte[] imageData = null; - Bitmap mapbmp = new Bitmap(256, 256); - - //Bitmap bmp = TerrainToBitmap(gradientmap); - mapbmp = TerrainToBitmap2(m_scene,mapbmp); bool drawPrimVolume = true; + bool textureTerrain = true; try { IConfig startupConfig = m_config.Configs["Startup"]; - drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", true); + drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume); + textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain); } catch (Exception) { m_log.Warn("Failed to load StartupConfig"); } + if (textureTerrain) + { + terrainRenderer = new TexturedMapTileRenderer(); + } + else + { + terrainRenderer = new ShadedMapTileRenderer(); + } + terrainRenderer.Initialise(m_scene, m_config); + + Bitmap mapbmp = new Bitmap(256, 256); + //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); @@ -181,181 +199,6 @@ namespace OpenSim.Region.Environment.Modules.World.WorldMap // } // } - private Bitmap TerrainToBitmap2(Scene whichScene, Bitmap mapbmp) - { - int tc = System.Environment.TickCount; - m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain"); - - double[,] hm = whichScene.Heightmap.GetDoubles(); - bool ShadowDebugContinue = true; - - bool terraincorruptedwarningsaid = false; - - float low = 255; - float high = 0; - for (int x = 0; x < 256; x++) - { - for (int y = 0; y < 256; y++) - { - float hmval = (float)hm[x, y]; - if (hmval < low) - low = hmval; - if (hmval > high) - high = hmval; - } - } - - float mid = (high + low) * 0.5f; - - // temporary initializer - float hfvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight; - float hfvaluecompare = hfvalue; - float hfdiff = hfvalue; - int hfdiffi = 0; - - - for (int x = 0; x < 256; x++) - { - //int tc = System.Environment.TickCount; - for (int y = 0; y < 256; y++) - { - float heightvalue = (float)hm[x, y]; - - if (heightvalue > (float)whichScene.RegionInfo.RegionSettings.WaterHeight) - { - // scale height value - heightvalue = low + mid * (heightvalue - low) / mid; - - if (heightvalue > 255) - heightvalue = 255; - - if (heightvalue < 0) - heightvalue = 0; - - if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) - heightvalue = 0; - - try - { - Color green = Color.FromArgb((int)heightvalue, 100, (int)heightvalue); - - // Y flip the cordinates - mapbmp.SetPixel(x, (256 - y) - 1, green); - - //X - // . - // - // Shade the terrain for shadows - if ((x - 1 > 0) && (y - 1 > 0)) - { - hfvalue = (float)hm[x, y]; - hfvaluecompare = (float)hm[x - 1, y - 1]; - - if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue)) - hfvalue = 0; - - if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare)) - hfvaluecompare = 0; - - hfdiff = hfvaluecompare - hfvalue; - - if (hfdiff > 0.3f) - { - } - else if (hfdiff < -0.3f) - { - // 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 - - - try - { - hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1; - if (hfdiff % 1 != 0) - { - hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1); - } - } - catch (System.OverflowException) - { - m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString()); - ShadowDebugContinue = false; - } - - if (ShadowDebugContinue) - { - if ((256 - y) - 1 > 0) - { - Color Shade = mapbmp.GetPixel(x - 1, (256 - y) - 1); - - int r = Shade.R; - - int g = Shade.G; - int b = Shade.B; - Shade = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, (g - hfdiffi > 0) ? g - hfdiffi : 0, (b - hfdiffi > 0) ? b - hfdiffi : 0); - mapbmp.SetPixel(x - 1, (256 - y) - 1, Shade); - } - } - } - } - } - catch (System.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", whichScene.RegionInfo.RegionName); - terraincorruptedwarningsaid = true; - } - Color black = Color.Black; - mapbmp.SetPixel(x, (256 - y) - 1, black); - } - } - else - { - // We're under the water level with the terrain, so paint water instead of land - - // Y flip the cordinates - heightvalue = (float)whichScene.RegionInfo.RegionSettings.WaterHeight - heightvalue; - if (heightvalue > 19) - heightvalue = 19; - if (heightvalue < 0) - heightvalue = 0; - - heightvalue = 100 - (heightvalue * 100) / 19; - - if (heightvalue > 255) - heightvalue = 255; - - if (heightvalue < 0) - heightvalue = 0; - - if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) - heightvalue = 0; - - try - { - Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255); - mapbmp.SetPixel(x, (256 - y) - 1, water); - } - catch (System.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", whichScene.RegionInfo.RegionName); - terraincorruptedwarningsaid = true; - } - Color black = Color.Black; - mapbmp.SetPixel(x, (256 - y) - 1, black); - } - } - } - } - m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms"); - - return mapbmp; - } - private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp) { int tc = 0; diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/ShadedMapTileRenderer.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/ShadedMapTileRenderer.cs new file mode 100644 index 0000000000..253a7f5369 --- /dev/null +++ b/OpenSim/Region/Environment/Modules/World/WorldMap/ShadedMapTileRenderer.cs @@ -0,0 +1,254 @@ +/* + * 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 OpenSim 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; +using System.Collections.Generic; +using System.Drawing; +using System.Drawing.Drawing2D; +using System.Drawing.Imaging; +using System.Reflection; +using Axiom.Math; +using Nini.Config; +using log4net; +using OpenJPEGNet; +using OpenSim.Region.Environment.Interfaces; +using OpenSim.Region.Environment.Scenes; +using libsecondlife; + +namespace OpenSim.Region.Environment.Modules.World.WorldMap +{ + public class ShadedMapTileRenderer : IMapTileTerrainRenderer + { + 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 = System.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 < 256; x++) + { + for (int y = 0; y < 256; 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 < 256; x++) + { + for (int y = 0; y < 256; y++) + { + // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left + int yr = 255 - 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 < 255 && yr < 255) + { + float hfvalue = (float)hm[x, y]; + float hfvaluecompare = 0f; + + if ((x + 1 < 256) && (y + 1 < 256)) + { + 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 (System.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 < 256)) + { + 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 (System.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 + { + Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255); + mapbmp.SetPixel(x, yr, water); + } + catch (System.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, (256 - y) - 1, black); + } + } + } + } + m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms"); + } + } +} diff --git a/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs b/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs new file mode 100644 index 0000000000..957a1dfaa6 --- /dev/null +++ b/OpenSim/Region/Environment/Modules/World/WorldMap/TexturedMapTileRenderer.cs @@ -0,0 +1,386 @@ +/* + * 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 OpenSim 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; +using System.Collections.Generic; +using System.Drawing; +using System.Drawing.Drawing2D; +using System.Drawing.Imaging; +using System.Reflection; +using Axiom.Math; +using Nini.Config; +using log4net; +using OpenJPEGNet; +using OpenSim.Framework; +using OpenSim.Region.Environment.Interfaces; +using OpenSim.Region.Environment.Scenes; +using OpenSim.Region.Environment.Modules.World.Terrain; +using libsecondlife; + +namespace OpenSim.Region.Environment.Modules.World.WorldMap +{ + // Hue, Saturation, Value; used for color-interpolation + struct HSV { + 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) Console.WriteLine("S < 0: " + s); + else if(s > 1f) Console.WriteLine("S > 1: " + s); + if(v < 0f) Console.WriteLine("V < 0: " + v); + else if(v > 1f) Console.WriteLine("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); + + 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 LLUUID defaultTerrainTexture1 = new LLUUID("0bc58228-74a0-7e83-89bc-5c23464bcec5"); + private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118); + private static readonly LLUUID defaultTerrainTexture2 = new LLUUID("63338ede-0037-c4fd-855b-015d77112fc8"); + private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49); + private static readonly LLUUID defaultTerrainTexture3 = new LLUUID("303cd381-8560-7579-23f1-f0a880799740"); + private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141); + private static readonly LLUUID defaultTerrainTexture4 = new LLUUID("53a2f406-4895-1d13-d541-d2e3b86bc19c"); + private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200); + private static readonly LLUUID blankTerrainTexture = new LLUUID("5748decc-f629-461c-9a36-a35a221fe21f"); + + #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 m_mapping; + + + public void Initialise(Scene scene, IConfigSource source) + { + m_scene = scene; + // m_config = source; // not used currently + m_mapping = new Dictionary(); + m_mapping.Add(defaultTerrainTexture1, defaultColor1); + m_mapping.Add(defaultTerrainTexture2, defaultColor2); + m_mapping.Add(defaultTerrainTexture3, defaultColor3); + m_mapping.Add(defaultTerrainTexture4, defaultColor4); + m_mapping.Add(blankTerrainTexture, 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(LLUUID id) + { + AssetBase asset = m_scene.AssetCache.GetAsset(id, true); + m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null); + if(asset == null) return null; + return new Bitmap(OpenJPEG.DecodeToImage(asset.Data)); + } + + // 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(LLUUID textureID, Color defaultColor) { + if (textureID == LLUUID.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 < 255 && y < 255) + 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 = System.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 < 256; x++) + { + float columnRatio = x / 255f; // 0 - 1, for interpolation + for (int y = 0; y < 256; y++) + { + float rowRatio = y / 255f; // 0 - 1, for interpolation + + // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left + int yr = 255 - 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 < 255 && y < 255) + { + 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 + + Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255); + mapbmp.SetPixel(x, yr, water); + } + } + } + m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms"); + } + } +} diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 01633fad2f..eb1cc0ba80 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -25,6 +25,8 @@ region_info_source = "filesystem" ; Draw objects on maptile. This step might take a long time if you've got a huge amount of ; objects, so you can turn it off here if you'd like. DrawPrimOnMapTile = true +; Use terrain texture for maptiles if true, use shaded green if false +TextureOnMapTile = false ; Maximum total size, and maximum size where a prim can be physical NonPhysicalPrimMax = 256