diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
index e4a875dc96..4d7538ce3e 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
@@ -207,9 +207,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
{
if (mapTile != null)
{
- mapTile.Save( // DEBUG DEBUG
- String.Format("maptiles/raw-{0}-{1}-{2}.jpg", regionName, scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY),
- ImageFormat.Jpeg);
+ // mapTile.Save( // DEBUG DEBUG
+ // String.Format("maptiles/raw-{0}-{1}-{2}.jpg", regionName, scene.RegionInfo.RegionLocX, scene.RegionInfo.RegionLocY),
+ // ImageFormat.Jpeg);
// If the region/maptile is legacy sized, just upload the one tile like it has always been done
if (mapTile.Width == Constants.RegionSize && mapTile.Height == Constants.RegionSize)
{
@@ -235,8 +235,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
(int)Constants.RegionSize, (int)Constants.RegionSize);
using (Bitmap subMapTile = mapTile.Clone(rect, mapTile.PixelFormat))
{
- m_log.DebugFormat("{0} ConvertAndUploadMaptile: {1}: rect={2}, xx,yy=<{3},{4}>",
- LogHeader, regionName, rect, xx, yy);
ConvertAndUploadMaptile(subMapTile,
scene.RegionInfo.RegionLocX + (xx / Constants.RegionSize),
scene.RegionInfo.RegionLocY + (yy / Constants.RegionSize),
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs
index df5ac92bb4..9534ad3dab 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs
@@ -1,4 +1,4 @@
-/*
+/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
@@ -32,6 +32,7 @@ using System.Drawing.Imaging;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
+using OpenSim.Region.Framework.Interfaces;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.World.Warp3DMap
@@ -66,261 +67,271 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
#endregion Constants
private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name);
+ private static string LogHeader = "[WARP3D TERRAIN SPLAT]";
///
/// Builds a composited terrain texture given the region texture
/// and heightmap settings
///
- /// Terrain heightmap
+ /// Terrain heightmap
/// Region information including terrain texture parameters
- /// A composited 256x256 RGB texture ready for rendering
+ /// A 256x256 square RGB texture ready for rendering
/// Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
+ /// Note we create a 256x256 dimension texture even if the actual terrain is larger.
///
- public static Bitmap Splat(float[] heightmap, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
+ public static Bitmap Splat(ITerrainChannel terrain,
+ UUID[] textureIDs, float[] startHeights, float[] heightRanges,
+ Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
{
- Debug.Assert(heightmap.Length == 256 * 256);
Debug.Assert(textureIDs.Length == 4);
Debug.Assert(startHeights.Length == 4);
Debug.Assert(heightRanges.Length == 4);
Bitmap[] detailTexture = new Bitmap[4];
- Bitmap output = null;
- BitmapData outputData = null;
- try
+ if (textureTerrain)
{
- if (textureTerrain)
+ // Swap empty terrain textureIDs with default IDs
+ for (int i = 0; i < textureIDs.Length; i++)
{
- // Swap empty terrain textureIDs with default IDs
- for (int i = 0; i < textureIDs.Length; i++)
+ if (textureIDs[i] == UUID.Zero)
+ textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
+ }
+
+ #region Texture Fetching
+
+ if (assetService != null)
+ {
+ for (int i = 0; i < 4; i++)
{
- if (textureIDs[i] == UUID.Zero)
- textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
- }
-
- #region Texture Fetching
-
- if (assetService != null)
- {
- for (int i = 0; i < 4; i++)
+ AssetBase asset;
+ UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
+
+ // Try to fetch a cached copy of the decoded/resized version of this texture
+ asset = assetService.GetCached(cacheID.ToString());
+ if (asset != null)
{
- AssetBase asset;
- UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
-
- // Try to fetch a cached copy of the decoded/resized version of this texture
- asset = assetService.GetCached(cacheID.ToString());
+ try
+ {
+ using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
+ detailTexture[i] = (Bitmap)Image.FromStream(stream);
+ }
+ catch (Exception ex)
+ {
+ m_log.Warn("Failed to decode cached terrain texture " + cacheID +
+ " (textureID: " + textureIDs[i] + "): " + ex.Message);
+ }
+ }
+
+ if (detailTexture[i] == null)
+ {
+ // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
+ asset = assetService.Get(textureIDs[i].ToString());
if (asset != null)
{
-// m_log.DebugFormat(
-// "[TERRAIN SPLAT]: Got asset service cached terrain texture {0} {1}", i, asset.ID);
-
- try
- {
- using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
- detailTexture[i] = (Bitmap)Image.FromStream(stream);
- }
- catch (Exception ex)
- {
- m_log.Warn("Failed to decode cached terrain texture " + cacheID +
- " (textureID: " + textureIDs[i] + "): " + ex.Message);
- }
- }
-
- if (detailTexture[i] == null)
- {
- // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
- asset = assetService.Get(textureIDs[i].ToString());
- if (asset != null)
- {
// m_log.DebugFormat(
// "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);
- try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
- catch (Exception ex)
+ try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
+ catch (Exception ex)
+ {
+ m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
+ }
+ }
+
+ if (detailTexture[i] != null)
+ {
+ // Make sure this texture is the correct size, otherwise resize
+ if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
+ {
+ using (Bitmap origBitmap = detailTexture[i])
{
- m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
+ detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
}
}
-
- if (detailTexture[i] != null)
- {
- // Make sure this texture is the correct size, otherwise resize
- if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
- {
- using (Bitmap origBitmap = detailTexture[i])
- {
- detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
- }
- }
-
- // Save the decoded and resized texture to the cache
- byte[] data;
- using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
- {
- detailTexture[i].Save(stream, ImageFormat.Png);
- data = stream.ToArray();
- }
-
- // Cache a PNG copy of this terrain texture
- AssetBase newAsset = new AssetBase
- {
- Data = data,
- Description = "PNG",
- Flags = AssetFlags.Collectable,
- FullID = cacheID,
- ID = cacheID.ToString(),
- Local = true,
- Name = String.Empty,
- Temporary = true,
- Type = (sbyte)AssetType.Unknown
- };
- newAsset.Metadata.ContentType = "image/png";
- assetService.Store(newAsset);
+
+ // Save the decoded and resized texture to the cache
+ byte[] data;
+ using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
+ {
+ detailTexture[i].Save(stream, ImageFormat.Png);
+ data = stream.ToArray();
}
+
+ // Cache a PNG copy of this terrain texture
+ AssetBase newAsset = new AssetBase
+ {
+ Data = data,
+ Description = "PNG",
+ Flags = AssetFlags.Collectable,
+ FullID = cacheID,
+ ID = cacheID.ToString(),
+ Local = true,
+ Name = String.Empty,
+ Temporary = true,
+ Type = (sbyte)AssetType.Unknown
+ };
+ newAsset.Metadata.ContentType = "image/png";
+ assetService.Store(newAsset);
}
}
}
-
- #endregion Texture Fetching
}
-
- // Fill in any missing textures with a solid color
- for (int i = 0; i < 4; i++)
- {
- if (detailTexture[i] == null)
- {
-// m_log.DebugFormat(
-// "[TERRAIN SPLAT]: Generating solid colour for missing texture {0}", i);
- // Create a solid color texture for this layer
- detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
- using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
- {
- using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
- gfx.FillRectangle(brush, 0, 0, 256, 256);
- }
+ #endregion Texture Fetching
+ }
+
+ // Fill in any missing textures with a solid color
+ for (int i = 0; i < 4; i++)
+ {
+ if (detailTexture[i] == null)
+ {
+ m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color",
+ LogHeader, i);
+ // Create a solid color texture for this layer
+ detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
+ using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
+ {
+ using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
+ gfx.FillRectangle(brush, 0, 0, 256, 256);
}
}
-
- #region Layer Map
-
- float[] layermap = new float[256 * 256];
-
+ else
+ {
+ if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
+ {
+ detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
+ }
+ }
+ }
+
+ #region Layer Map
+
+ float[,] layermap = new float[256, 256];
+
+ // Scale difference between actual region size and the 256 texture being created
+ int xFactor = terrain.Width / 256;
+ int yFactor = terrain.Height / 256;
+
+ // Create 'layermap' where each value is the fractional layer number to place
+ // at that point. For instance, a value of 1.345 gives the blending of
+ // layer 1 and layer 2 for that point.
+ for (int y = 0; y < 256; y++)
+ {
+ for (int x = 0; x < 256; x++)
+ {
+ float height = (float)terrain[x * xFactor, y * yFactor];
+
+ float pctX = (float)x / 255f;
+ float pctY = (float)y / 255f;
+
+ // Use bilinear interpolation between the four corners of start height and
+ // height range to select the current values at this position
+ float startHeight = ImageUtils.Bilinear(
+ startHeights[0],
+ startHeights[2],
+ startHeights[1],
+ startHeights[3],
+ pctX, pctY);
+ startHeight = Utils.Clamp(startHeight, 0f, 255f);
+
+ float heightRange = ImageUtils.Bilinear(
+ heightRanges[0],
+ heightRanges[2],
+ heightRanges[1],
+ heightRanges[3],
+ pctX, pctY);
+ heightRange = Utils.Clamp(heightRange, 0f, 255f);
+
+ // Generate two frequencies of perlin noise based on our global position
+ // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
+ Vector3 vec = new Vector3
+ (
+ ((float)regionPosition.X + (x * xFactor)) * 0.20319f,
+ ((float)regionPosition.Y + (y * yFactor)) * 0.20319f,
+ height * 0.25f
+ );
+
+ float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
+ float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
+ float noise = (lowFreq + highFreq) * 2f;
+
+ // Combine the current height, generated noise, start height, and height range parameters, then scale all of it
+ float layer = ((height + noise - startHeight) / heightRange) * 4f;
+ if (Single.IsNaN(layer))
+ layer = 0f;
+ layermap[x, y] = Utils.Clamp(layer, 0f, 3f);
+ }
+ }
+
+ #endregion Layer Map
+
+ #region Texture Compositing
+
+ Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
+ BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
+
+ // Unsafe work as we lock down the source textures for quicker access and access the
+ // pixel data directly
+ unsafe
+ {
+ // Get handles to all of the texture data arrays
+ BitmapData[] datas = new BitmapData[]
+ {
+ detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
+ detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
+ detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
+ detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
+ };
+
+ // Compute size of each pixel data (used to address into the pixel data array)
+ 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 height = heightmap[y * 256 + x];
-
- float pctX = (float)x / 255f;
- float pctY = (float)y / 255f;
-
- // Use bilinear interpolation between the four corners of start height and
- // height range to select the current values at this position
- float startHeight = ImageUtils.Bilinear(
- startHeights[0],
- startHeights[2],
- startHeights[1],
- startHeights[3],
- pctX, pctY);
- startHeight = Utils.Clamp(startHeight, 0f, 255f);
-
- float heightRange = ImageUtils.Bilinear(
- heightRanges[0],
- heightRanges[2],
- heightRanges[1],
- heightRanges[3],
- pctX, pctY);
- heightRange = Utils.Clamp(heightRange, 0f, 255f);
-
- // Generate two frequencies of perlin noise based on our global position
- // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
- Vector3 vec = new Vector3
- (
- ((float)regionPosition.X + x) * 0.20319f,
- ((float)regionPosition.Y + y) * 0.20319f,
- height * 0.25f
- );
-
- float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
- float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
- float noise = (lowFreq + highFreq) * 2f;
-
- // Combine the current height, generated noise, start height, and height range parameters, then scale all of it
- float layer = ((height + noise - startHeight) / heightRange) * 4f;
- if (Single.IsNaN(layer)) layer = 0f;
- layermap[y * 256 + x] = Utils.Clamp(layer, 0f, 3f);
+ float layer = layermap[x, y];
+
+ // 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));
}
}
-
- #endregion Layer Map
-
- #region Texture Compositing
-
- output = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
- outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
-
- unsafe
- {
- // Get handles to all of the texture data arrays
- BitmapData[] datas = new BitmapData[]
- {
- detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
- detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
- detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
- detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
- };
-
- int[] comps = new int[]
- {
- (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
- (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
- (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
- (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3
- };
-
- for (int y = 0; y < 256; y++)
- {
- for (int x = 0; x < 256; x++)
- {
- float layer = layermap[y * 256 + x];
-
- // Select two textures
- int l0 = (int)Math.Floor(layer);
- int l1 = Math.Min(l0 + 1, 3);
-
- byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0];
- byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1];
- byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
-
- float aB = *(ptrA + 0);
- float aG = *(ptrA + 1);
- float aR = *(ptrA + 2);
-
- float bB = *(ptrB + 0);
- float bG = *(ptrB + 1);
- float bR = *(ptrB + 2);
-
- float layerDiff = layer - l0;
-
- // Interpolate between the two selected textures
- *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB));
- *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
- *(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR));
- }
- }
-
- for (int i = 0; i < 4; i++)
- detailTexture[i].UnlockBits(datas[i]);
- }
- }
- finally
- {
- for (int i = 0; i < 4; i++)
- if (detailTexture[i] != null)
- detailTexture[i].Dispose();
+
+ for (int i = 0; i < detailTexture.Length; i++)
+ detailTexture[i].UnlockBits(datas[i]);
}
+ for (int i = 0; i < detailTexture.Length; i++)
+ if (detailTexture[i] != null)
+ detailTexture[i].Dispose();
+
output.UnlockBits(outputData);
// We generated the texture upside down, so flip it
@@ -331,6 +342,17 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
return output;
}
+ public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight)
+ {
+ m_log.DebugFormat("{0} ResizeBitmap. From <{1},{2}> to <{3},{4}>",
+ LogHeader, b.Width, b.Height, nWidth, nHeight);
+ Bitmap result = new Bitmap(nWidth, nHeight);
+ using (Graphics g = Graphics.FromImage(result))
+ g.DrawImage(b, 0, 0, nWidth, nHeight);
+ b.Dispose();
+ return result;
+ }
+
public static Bitmap SplatSimple(float[] heightmap)
{
const float BASE_HSV_H = 93f / 360f;
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
index 6d9e31b1c5..f072268f16 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
@@ -31,21 +31,25 @@ using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Reflection;
+
using CSJ2K;
using Nini.Config;
using log4net;
using Rednettle.Warp3D;
using Mono.Addins;
-using OpenMetaverse;
-using OpenMetaverse.Imaging;
-using OpenMetaverse.Rendering;
-using OpenMetaverse.StructuredData;
+
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
using OpenSim.Services.Interfaces;
+using OpenMetaverse;
+using OpenMetaverse.Assets;
+using OpenMetaverse.Imaging;
+using OpenMetaverse.Rendering;
+using OpenMetaverse.StructuredData;
+
using WarpRenderer = global::Warp3D.Warp3D;
namespace OpenSim.Region.CoreModules.World.Warp3DMap
@@ -57,12 +61,20 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216);
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+ private static string LogHeader = "[WARP 3D IMAGE MODULE]";
private Scene m_scene;
private IRendering m_primMesher;
- private IConfigSource m_config;
private Dictionary m_colors = new Dictionary();
- private bool m_useAntiAliasing = false; // TODO: Make this a config option
+
+ private IConfigSource m_config;
+ private bool m_drawPrimVolume = true; // true if should render the prims on the tile
+ private bool m_textureTerrain = true; // true if to create terrain splatting texture
+ private bool m_texturePrims = true; // true if should texture the rendered prims
+ private float m_texturePrimSize = 48f; // size of prim before we consider texturing it
+ private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes
+ private bool m_useAntiAliasing = false; // true if to anti-alias the rendered image
+
private bool m_Enabled = false;
#region Region Module interface
@@ -71,11 +83,27 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
{
m_config = source;
+ string[] configSections = new string[] { "Map", "Startup" };
+
if (Util.GetConfigVarFromSections(
- m_config, "MapImageModule", new string[] { "Startup", "Map" }, "MapImageModule") != "Warp3DImageModule")
+ m_config, "MapImageModule", configSections, "MapImageModule") != "Warp3DImageModule")
return;
m_Enabled = true;
+
+ m_drawPrimVolume
+ = Util.GetConfigVarFromSections(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
+ m_textureTerrain
+ = Util.GetConfigVarFromSections(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
+ m_texturePrims
+ = Util.GetConfigVarFromSections(m_config, "TexturePrims", configSections, m_texturePrims);
+ m_texturePrimSize
+ = Util.GetConfigVarFromSections(m_config, "TexturePrimSize", configSections, m_texturePrimSize);
+ m_renderMeshes
+ = Util.GetConfigVarFromSections(m_config, "RenderMeshes", configSections, m_renderMeshes);
+ m_useAntiAliasing
+ = Util.GetConfigVarFromSections(m_config, "UseAntiAliasing", configSections, m_useAntiAliasing);
+
}
public void AddRegion(Scene scene)
@@ -127,31 +155,28 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
public Bitmap CreateMapTile()
{
- Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
+ // Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
+ // Camera above the middle of the region
+ Vector3 camPos = new Vector3(
+ m_scene.RegionInfo.RegionSizeX/2 - 0.5f,
+ m_scene.RegionInfo.RegionSizeY/2 - 0.5f,
+ 221.7025033688163f);
+ // Viewport viewing down onto the region
Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f,
- (int)Constants.RegionSize, (int)Constants.RegionSize,
- (float)Constants.RegionSize, (float)Constants.RegionSize);
+ (int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY,
+ (float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY );
+ // Fill the viewport and return the image
return CreateMapTile(viewport, false);
}
public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
{
- Viewport viewport = new Viewport(camPos, camDir, fov, (float)Constants.RegionSize, 0.1f, width, height);
+ Viewport viewport = new Viewport(camPos, camDir, fov, Constants.RegionSize, 0.1f, width, height);
return CreateMapTile(viewport, useTextures);
}
public Bitmap CreateMapTile(Viewport viewport, bool useTextures)
{
- bool drawPrimVolume = true;
- bool textureTerrain = true;
-
- string[] configSections = new string[] { "Map", "Startup" };
-
- drawPrimVolume
- = Util.GetConfigVarFromSections(m_config, "DrawPrimOnMapTile", configSections, drawPrimVolume);
- textureTerrain
- = Util.GetConfigVarFromSections(m_config, "TextureOnMapTile", configSections, textureTerrain);
-
m_colors.Clear();
int width = viewport.Width;
@@ -195,8 +220,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40));
CreateWater(renderer);
- CreateTerrain(renderer, textureTerrain);
- if (drawPrimVolume)
+ CreateTerrain(renderer, m_textureTerrain);
+ if (m_drawPrimVolume)
CreateAllPrims(renderer, useTextures);
renderer.Render();
@@ -212,6 +237,16 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
// afterwards. It's generally regarded as a bad idea to manually GC. If Warp3D is using lots of memory
// then this may be some issue with the Warp3D code itself, though it's also quite possible that generating
// this map tile simply takes a lot of memory.
+ foreach (var o in renderer.Scene.objectData.Values)
+ {
+ warp_Object obj = (warp_Object)o;
+ obj.vertexData = null;
+ obj.triangleData = null;
+ }
+ renderer.Scene.removeAllObjects();
+ renderer = null;
+ viewport = null;
+ m_colors.Clear();
GC.Collect();
m_log.Debug("[WARP 3D IMAGE MODULE]: GC.Collect()");
@@ -238,61 +273,74 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
#region Rendering Methods
+ // Add a water plane to the renderer.
private void CreateWater(WarpRenderer renderer)
{
float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
- renderer.AddPlane("Water", 256f * 0.5f);
- renderer.Scene.sceneobject("Water").setPos(127.5f, waterHeight, 127.5f);
+ renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f);
+ renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX/2 - 0.5f,
+ waterHeight,
+ m_scene.RegionInfo.RegionSizeY/2 - 0.5f );
- renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR));
- renderer.Scene.material("WaterColor").setReflectivity(0); // match water color with standard map module thanks lkalif
- renderer.Scene.material("WaterColor").setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
+ warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR));
+ waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif
+ waterColorMaterial.setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
+ renderer.Scene.addMaterial("WaterColor", waterColorMaterial);
renderer.SetObjectMaterial("Water", "WaterColor");
}
+ // Add a terrain to the renderer.
+ // Note that we create a 'low resolution' 256x256 vertex terrain rather than trying for
+ // full resolution. This saves a lot of memory especially for very large regions.
private void CreateTerrain(WarpRenderer renderer, bool textureTerrain)
{
ITerrainChannel terrain = m_scene.Heightmap;
- float[] heightmap = terrain.GetFloatsSerialised();
+
+ // 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
+ float diff = (float)m_scene.RegionInfo.RegionSizeX / 256f;
warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2);
- for (int y = 0; y < 256; y++)
+ // Create all the vertices for the terrain
+ for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff)
{
- for (int x = 0; x < 256; x++)
+ for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff)
{
- int v = y * 256 + x;
- float height = heightmap[v];
-
- warp_Vector pos = ConvertVector(new Vector3(x, y, height));
- obj.addVertex(new warp_Vertex(pos, (float)x / 255f, (float)(255 - y) / 255f));
+ warp_Vector pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]);
+ obj.addVertex(new warp_Vertex(pos,
+ x / (float)m_scene.RegionInfo.RegionSizeX,
+ (((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY) );
}
}
- for (int y = 0; y < 256; y++)
+ // Now that we have all the vertices, make another pass and create
+ // the normals for each of the surface triangles and
+ // create the list of triangle indices.
+ for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff)
{
- for (int x = 0; x < 256; x++)
+ for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff)
{
- if (x < 255 && y < 255)
+ float newX = x / diff;
+ float newY = y / diff;
+ if (newX < 255 && newY < 255)
{
- int v = y * 256 + x;
+ int v = (int)newY * 256 + (int)newX;
- // Normal
- Vector3 v1 = new Vector3(x, y, heightmap[y * 256 + x]);
- Vector3 v2 = new Vector3(x + 1, y, heightmap[y * 256 + x + 1]);
- Vector3 v3 = new Vector3(x, y + 1, heightmap[(y + 1) * 256 + x]);
+ // Normal for a triangle made up of three adjacent vertices
+ Vector3 v1 = new Vector3(newX, newY, (float)terrain[(int)x, (int)y]);
+ Vector3 v2 = new Vector3(newX + 1, newY, (float)terrain[(int)(x + 1), (int)y]);
+ Vector3 v3 = new Vector3(newX, newY + 1, (float)terrain[(int)x, ((int)(y + 1))]);
warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3));
norm = norm.reverse();
obj.vertex(v).n = norm;
- // Triangle 1
+ // Make two triangles for each of the squares in the grid of vertices
obj.addTriangle(
v,
v + 1,
v + 256);
- // Triangle 2
obj.addTriangle(
v + 256 + 1,
v + 256,
@@ -307,7 +355,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
float[] startHeights = new float[4];
float[] heightRanges = new float[4];
- RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
+ OpenSim.Framework.RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
textureIDs[0] = regionInfo.TerrainTexture1;
textureIDs[1] = regionInfo.TerrainTexture2;
@@ -325,16 +373,18 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
heightRanges[3] = (float)regionInfo.Elevation2NE;
uint globalX, globalY;
- Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
+ Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
warp_Texture texture;
-
using (
Bitmap image
- = TerrainSplat.Splat(
- heightmap, textureIDs, startHeights, heightRanges,
+ = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges,
new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
{
+ image.Save( // DEBUG DEBUG
+ String.Format("maptiles/splat-{0}-{1}-{2}.jpg", m_scene.RegionInfo.RegionName,
+ m_scene.RegionInfo.RegionLocX, m_scene.RegionInfo.RegionLocY),
+ ImageFormat.Jpeg);
texture = new warp_Texture(image);
}
@@ -370,8 +420,48 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE)
return;
+ FacetedMesh renderMesh = null;
Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
- FacetedMesh renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
+
+ if (m_renderMeshes)
+ {
+ if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero)
+ {
+ // Try fetchinng the asset
+ byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
+ if (sculptAsset != null)
+ {
+ // Is it a mesh?
+ if (omvPrim.Sculpt.Type == SculptType.Mesh)
+ {
+ AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
+ FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh);
+ meshAsset = null;
+ }
+ else // It's sculptie
+ {
+ IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface();
+ if (imgDecoder != null)
+ {
+ Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
+ if (sculpt != null)
+ {
+ renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt,
+ DetailLevel.Medium);
+ sculpt.Dispose();
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // If not a mesh or sculptie, try the regular mesher
+ if (renderMesh == null)
+ {
+ renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
+ }
+
if (renderMesh == null)
return;
@@ -430,7 +520,11 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
Color4 faceColor = GetFaceColor(teFace);
- string materialName = GetOrCreateMaterial(renderer, faceColor);
+ string materialName = String.Empty;
+ if (m_texturePrims && prim.Scale.LengthSquared() > m_texturePrimSize*m_texturePrimSize)
+ materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
+ else
+ materialName = GetOrCreateMaterial(renderer, faceColor);
faceObj.transform(m);
faceObj.setPos(primPos);
@@ -519,10 +613,51 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
return name;
}
+ public string GetOrCreateMaterial(WarpRenderer renderer, Color4 faceColor, UUID textureID)
+ {
+ string materialName = "Color-" + faceColor.ToString() + "-Texture-" + textureID.ToString();
+
+ if (renderer.Scene.material(materialName) == null)
+ {
+ renderer.AddMaterial(materialName, ConvertColor(faceColor));
+ if (faceColor.A < 1f)
+ {
+ renderer.Scene.material(materialName).setTransparency((byte) ((1f - faceColor.A)*255f));
+ }
+ warp_Texture texture = GetTexture(textureID);
+ if (texture != null)
+ renderer.Scene.material(materialName).setTexture(texture);
+ }
+
+ return materialName;
+ }
+
+ private warp_Texture GetTexture(UUID id)
+ {
+ warp_Texture ret = null;
+ byte[] asset = m_scene.AssetService.GetData(id.ToString());
+ if (asset != null)
+ {
+ IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface();
+ Bitmap img = (Bitmap) imgDecoder.DecodeToImage(asset);
+ if (img != null)
+ {
+ return new warp_Texture(img);
+ }
+ }
+ return ret;
+ }
+
#endregion Rendering Methods
#region Static Helpers
+ // Note: axis change.
+ private static warp_Vector ConvertVector(float x, float y, float z)
+ {
+ return new warp_Vector(x, z, y);
+ }
+
private static warp_Vector ConvertVector(Vector3 vector)
{
return new warp_Vector(vector.X, vector.Z, vector.Y);
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 28c16cf5dc..d422c3395c 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -308,6 +308,18 @@
;; got a large number of objects, so you can turn it off here if you'd like.
; DrawPrimOnMapTile = true
+ ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
+ ;; Texture the faces of the prims that are rendered on the map tiles.
+ ; TexturePrims = true
+
+ ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
+ ;; Only texture prims that have a diagonal size greater than this number
+ ; TexturePrimSize = 48
+
+ ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
+ ;; Attempt to render meshes and sculpties on the map
+ ; RenderMeshes = false;
+
[Permissions]
;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index ae7b7947d8..d80f5bae2e 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -310,6 +310,15 @@
; Use terrain texture for maptiles if true, use shaded green if false
TextureOnMapTile = true
+ ; Texture prims
+ TexturePrims = true
+
+ ; Only texture prims that have a diagonal size greater than this number
+ TexturePrimSize = 48
+
+ ; Attempt to render meshes and sculpties on the map
+ RenderMeshes = false;
+
[Permissions]
; ##
; ## PERMISSIONS