replace warp3D.dll by a newer modified version. (only minor testing done :(

LSLKeyTest
UbitUmarov 2016-08-23 10:58:34 +01:00
parent 08c1dff86c
commit 8eacc6b207
3 changed files with 56 additions and 106 deletions

View File

@ -35,7 +35,7 @@ using System.Reflection;
using CSJ2K;
using Nini.Config;
using log4net;
using Rednettle.Warp3D;
using Warp3D;
using Mono.Addins;
using OpenSim.Framework;
@ -76,11 +76,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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;
private Bitmap lastImage = null;
// private Bitmap lastImage = null;
private DateTime lastImageTime = DateTime.MinValue;
#region Region Module interface
@ -107,9 +106,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
= 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)
@ -201,21 +197,14 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
int width = viewport.Width;
int height = viewport.Height;
if (m_useAntiAliasing)
{
width *= 2;
height *= 2;
}
WarpRenderer renderer = new WarpRenderer();
renderer.CreateScene(width, height);
renderer.Scene.autoCalcNormals = false;
if(!renderer.CreateScene(width, height))
return new Bitmap(width,height);
#region Camera
warp_Vector pos = ConvertVector(viewport.Position);
pos.z -= 0.001f; // Works around an issue with the Warp3D camera
warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection));
renderer.Scene.defaultCamera.setPos(pos);
@ -247,24 +236,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
renderer.Render();
Bitmap bitmap = renderer.Scene.getImage();
if (m_useAntiAliasing)
{
using (Bitmap origBitmap = bitmap)
bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height);
}
// XXX: It shouldn't really be necesary to force a GC here as one should occur anyway pretty shortly
// 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.Scene.destroy();
renderer.Reset();
renderer = null;
viewport = null;
@ -301,9 +274,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f);
renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX / 2 - 0.5f,
renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX * 0.5f - 0.5f,
waterHeight,
m_scene.RegionInfo.RegionSizeY / 2 - 0.5f);
m_scene.RegionInfo.RegionSizeY * 0.5f - 0.5f);
warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR));
waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif
@ -319,53 +292,53 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
{
ITerrainChannel terrain = m_scene.Heightmap;
// '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;
float regionsx = m_scene.RegionInfo.RegionSizeX;
float regionsy = m_scene.RegionInfo.RegionSizeY;
warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2);
// 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
float diff = regionsx / 256f;
int npointsx =(int)(regionsx / diff);
int npointsy =(int)(regionsy / diff);
float invsx = 1.0f / regionsx;
float invsy = 1.0f / (float)m_scene.RegionInfo.RegionSizeY;
// Create all the vertices for the terrain
for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff)
warp_Object obj = new warp_Object();
for (float y = 0; y < regionsy; y += diff)
{
for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff)
for (float x = 0; x < regionsx; x += diff)
{
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));
obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f - y * invsy));
}
}
// Now that we have all the vertices, make another pass and create
// the normals for each of the surface triangles and
// Now that we have all the vertices, make another pass and
// create the list of triangle indices.
for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff)
float invdiff = 1.0f / diff;
int limx = npointsx - 1;
int limy = npointsy - 1;
for (float y = 0; y < regionsy; y += diff)
{
for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff)
for (float x = 0; x < regionsx; x += diff)
{
float newX = x / diff;
float newY = y / diff;
if (newX < 255 && newY < 255)
float newX = x * invdiff;
float newY = y * invdiff;
if (newX < limx && newY < limy)
{
int v = (int)newY * 256 + (int)newX;
// 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;
int v = (int)newY * npointsx + (int)newX;
// Make two triangles for each of the squares in the grid of vertices
obj.addTriangle(
v,
v + 1,
v + 256);
v + npointsx);
obj.addTriangle(
v + 256 + 1,
v + 256,
v + npointsx + 1,
v + npointsx,
v + 1);
}
}
@ -398,14 +371,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
warp_Texture texture;
using (
Bitmap image
= TerrainSplat.Splat(
using (Bitmap image = TerrainSplat.Splat(
terrain, textureIDs, startHeights, heightRanges,
new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
{
texture = new warp_Texture(image);
}
warp_Material material = new warp_Material(texture);
material.setReflectivity(50);
@ -431,11 +400,13 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim,
bool useTextures)
{
const float MIN_SIZE = 2f;
const float MIN_SIZE_SQUARE = 4f;
if ((PCode)prim.Shape.PCode != PCode.Prim)
return;
if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE)
float primScaleLenSquared = prim.Scale.LengthSquared();
if (primScaleLenSquared < MIN_SIZE_SQUARE)
return;
FacetedMesh renderMesh = null;
@ -483,20 +454,6 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
if (renderMesh == null)
return;
warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset);
warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
if (prim.ParentID != 0)
{
SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId);
if (group != null)
m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset)));
}
warp_Vector primScale = ConvertVector(prim.Scale);
string primID = prim.UUID.ToString();
// Create the prim faces
@ -504,27 +461,18 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
for (int i = 0; i < renderMesh.Faces.Count; i++)
{
Face face = renderMesh.Faces[i];
string meshName = primID + "-Face-" + i.ToString();
string meshName = primID + i.ToString();
// Avoid adding duplicate meshes to the scene
if (renderer.Scene.objectData.ContainsKey(meshName))
{
continue;
}
warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3);
warp_Object faceObj = new warp_Object();
for (int j = 0; j < face.Vertices.Count; j++)
{
Vertex v = face.Vertices[j];
warp_Vector pos = ConvertVector(v.Position);
warp_Vector norm = ConvertVector(v.Normal);
if (prim.Shape.SculptTexture == UUID.Zero)
norm = norm.reverse();
warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y);
warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, v.TexCoord.Y);
faceObj.addVertex(vert);
}
@ -539,17 +487,19 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
Color4 faceColor = GetFaceColor(teFace);
string materialName = String.Empty;
if (m_texturePrims && prim.Scale.LengthSquared() > m_texturePrimSize*m_texturePrimSize)
if (m_texturePrims && primScaleLenSquared > m_texturePrimSize*m_texturePrimSize)
materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
else
materialName = GetOrCreateMaterial(renderer, faceColor);
warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation());
warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
faceObj.transform(m);
faceObj.setPos(primPos);
faceObj.scaleSelf(primScale.x, primScale.y, primScale.z);
faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
renderer.Scene.addObject(meshName, faceObj);
renderer.SetObjectMaterial(meshName, materialName);
}
}

View File

@ -1617,9 +1617,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
int mb = bx;
if(mb < by)
mb = by;
if(mb > 2 * Constants.RegionSize && mb > 0)
if(mb > Constants.RegionSize && mb > 0)
{
float scale = 2.0f * (float)Constants.RegionSize/(float)mb;
float scale = (float)Constants.RegionSize/(float)mb;
Size newsize = new Size();
newsize.Width = (int)(bx * scale);
newsize.Height = (int)(by * scale);

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