Changing map tile colors This change also allows setting the water color, as well as the 4 colors for textured map tiles.
Signed-off-by: UbitUmarov <ajlduarte@sapo.pt>0.9.0.1-postfixes
parent
6546ea6da6
commit
98f90f4eed
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@ -38,18 +38,20 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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{
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public class ShadedMapTileRenderer : IMapTileTerrainRenderer
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{
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private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[SHADED MAPTILE RENDERER]";
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private Scene m_scene;
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//private IConfigSource m_config; // not used currently
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private IConfigSource m_config;
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private Color m_color_water;
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public void Initialise(Scene scene, IConfigSource config)
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{
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m_scene = scene;
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// m_config = config; // not used currently
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m_config = config;
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string[] configSections = new string[] { "Map", "Startup" };
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m_color_water = System.Drawing.ColorTranslator.FromHtml(Util.GetConfigVarFromSections<string>(m_config, "MapColorWater", configSections, "#1D475F"));
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}
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public void TerrainToBitmap(Bitmap mapbmp)
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@ -231,7 +233,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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try
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{
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mapbmp.SetPixel(x, yr, WATER_COLOR);
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mapbmp.SetPixel(x, yr, m_color_water);
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}
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catch (ArgumentException)
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{
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@ -130,21 +130,19 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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// some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank").
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// The color-values were choosen because they "look right" (at least to me) ;-)
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private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
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private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118);
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private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
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private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49);
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private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740");
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private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141);
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private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
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private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
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private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
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#endregion
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private Scene m_scene;
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// private IConfigSource m_config; // not used currently
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private IConfigSource m_config;
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private Color m_color_water;
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private Color m_color_1;
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private Color m_color_2;
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private Color m_color_3;
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private Color m_color_4;
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// mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only
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// added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in
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@ -156,12 +154,21 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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public void Initialise(Scene scene, IConfigSource source)
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{
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m_scene = scene;
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// m_config = source; // not used currently
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m_config = source;
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string[] configSections = new string[] { "Map", "Startup" };
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m_color_water = System.Drawing.ColorTranslator.FromHtml(Util.GetConfigVarFromSections<string>(m_config, "MapColorWater", configSections, "#1D475F"));
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m_color_1 = System.Drawing.ColorTranslator.FromHtml(Util.GetConfigVarFromSections<string>(m_config, "MapColor1", configSections, "#A58976"));
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m_color_2 = System.Drawing.ColorTranslator.FromHtml(Util.GetConfigVarFromSections<string>(m_config, "MapColor2", configSections, "#455931"));
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m_color_3 = System.Drawing.ColorTranslator.FromHtml(Util.GetConfigVarFromSections<string>(m_config, "MapColor3", configSections, "#A29A8D"));
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m_color_4 = System.Drawing.ColorTranslator.FromHtml(Util.GetConfigVarFromSections<string>(m_config, "MapColor4", configSections, "#C8C8C8"));
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m_mapping = new Dictionary<UUID,Color>();
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m_mapping.Add(defaultTerrainTexture1, defaultColor1);
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m_mapping.Add(defaultTerrainTexture2, defaultColor2);
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m_mapping.Add(defaultTerrainTexture3, defaultColor3);
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m_mapping.Add(defaultTerrainTexture4, defaultColor4);
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m_mapping.Add(defaultTerrainTexture1, m_color_1);
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m_mapping.Add(defaultTerrainTexture2, m_color_2);
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m_mapping.Add(defaultTerrainTexture3, m_color_3);
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m_mapping.Add(defaultTerrainTexture4, m_color_4);
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m_mapping.Add(Util.BLANK_TEXTURE_UUID, Color.White);
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}
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@ -298,10 +305,10 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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RegionSettings settings = m_scene.RegionInfo.RegionSettings;
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// the four terrain colors as HSVs for interpolation
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HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1));
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HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
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HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
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HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));
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HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, m_color_1));
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HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, m_color_2));
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HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, m_color_3));
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HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, m_color_4));
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float levelNElow = (float)settings.Elevation1NE;
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float levelNEhigh = (float)settings.Elevation2NE;
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@ -417,7 +424,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0
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mapbmp.SetPixel(x, yr, WATER_COLOR);
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mapbmp.SetPixel(x, yr, m_color_water);
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}
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}
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}
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@ -370,6 +370,21 @@
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;; Attempt to render meshes and sculpties on the map.
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; RenderMeshes = false
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;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
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; MapColorWater = "#3399FF"
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;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
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; MapColor1 = "#A58976"
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;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
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; MapColor2 = "#455931"
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;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
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; MapColor3 = "#A29A8D"
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;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
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; MapColor4 = "#C8C8C8"
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[Permissions]
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;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
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