varregion: Update Warp3D to properly handle varregions.

This includes additions to Warp3D:
   Optional rendering of mesh and scupltie prims (INI parameter. Off by default)
   Texturing of large prims (INI parameter. On by default)
   Better garbage collection
varregion
Robert Adams 2014-01-19 07:33:56 -08:00
parent 813f0da00b
commit 54a4b9eab4
5 changed files with 447 additions and 271 deletions

View File

@ -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),

View File

@ -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]";
/// <summary>
/// Builds a composited terrain texture given the region texture
/// and heightmap settings
/// </summary>
/// <param name="heightmap">Terrain heightmap</param>
/// <param name="terrain">Terrain heightmap</param>
/// <param name="regionInfo">Region information including terrain texture parameters</param>
/// <returns>A composited 256x256 RGB texture ready for rendering</returns>
/// <returns>A 256x256 square RGB texture ready for rendering</returns>
/// <remarks>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.
/// </remarks>
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;

View File

@ -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<UUID, Color4> m_colors = new Dictionary<UUID, Color4>();
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<string>(
m_config, "MapImageModule", new string[] { "Startup", "Map" }, "MapImageModule") != "Warp3DImageModule")
m_config, "MapImageModule", configSections, "MapImageModule") != "Warp3DImageModule")
return;
m_Enabled = true;
m_drawPrimVolume
= Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
m_textureTerrain
= Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
m_texturePrims
= Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims);
m_texturePrimSize
= Util.GetConfigVarFromSections<float>(m_config, "TexturePrimSize", configSections, m_texturePrimSize);
m_renderMeshes
= Util.GetConfigVarFromSections<bool>(m_config, "RenderMeshes", configSections, m_renderMeshes);
m_useAntiAliasing
= Util.GetConfigVarFromSections<bool>(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<bool>(m_config, "DrawPrimOnMapTile", configSections, drawPrimVolume);
textureTerrain
= Util.GetConfigVarFromSections<bool>(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<IJ2KDecoder>();
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<IJ2KDecoder>();
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);

View File

@ -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

View File

@ -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