diff --git a/OpenSim/Framework/TerrainData.cs b/OpenSim/Framework/TerrainData.cs
new file mode 100644
index 0000000000..8cb1aefd7a
--- /dev/null
+++ b/OpenSim/Framework/TerrainData.cs
@@ -0,0 +1,152 @@
+/*
+ * 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 OpenSimulator 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.Generic;
+using System.IO;
+
+using OpenMetaverse;
+
+namespace OpenSim.Framework
+{
+ public abstract class TerrainData
+ {
+ // Terrain always is a square
+ public int SizeX { get; protected set; }
+ public int SizeY { get; protected set; }
+ public int SizeZ { get; protected set; }
+
+ public abstract float this[int x, int y] { get; set; }
+ // Someday terrain will have caves
+ public abstract float this[int x, int y, int z] { get; set; }
+
+ // Return a representation of this terrain for storing as a blob in the database.
+ // Returns 'true' to say blob was stored in the 'out' locations.
+ public abstract bool GetDatabaseBlob(out int DBFormatRevisionCode, out Array blob);
+ }
+
+ // The terrain is stored as a blob in the database with a 'revision' field.
+ // Some implementations of terrain storage would fill the revision field with
+ // the time the terrain was stored. When real revisions were added and this
+ // feature removed, that left some old entries with the time in the revision
+ // field.
+ // Thus, if revision is greater than 'RevisionHigh' then terrain db entry is
+ // left over and it is presumed to be 'Legacy256'.
+ // Numbers are arbitrary and are chosen to to reduce possible mis-interpretation.
+ // If a revision does not match any of these, it is assumed to be Legacy256.
+ public enum DBTerrainRevision
+ {
+ // Terrain is 'double[256,256]'
+ Legacy256 = 11,
+ // Terrain is 'int32, int32, float[,]' where the shorts are X and Y dimensions
+ // The dimensions are presumed to be multiples of 16 and, more likely, multiples of 256.
+ Variable2D = 22,
+ // A revision that is not listed above or any revision greater than this value is 'Legacy256'.
+ RevisionHigh = 1234
+ }
+
+ // Version of terrain that is a heightmap.
+ // This should really be 'LLOptimizedHeightmapTerrainData' as it includes knowledge
+ // of 'patches' which are 16x16 terrain areas which can be sent separately to the viewer.
+ public class HeightmapTerrainData : TerrainData
+ {
+ // TerrainData.this[x, y]
+ public override float this[int x, int y]
+ {
+ get { return m_heightmap[x * SizeX + y]; }
+ set { m_heightmap[x * SizeX + y] = value; }
+ }
+
+ // TerrainData.this[x, y, z]
+ public override float this[int x, int y, int z]
+ {
+ get { return this[x, y]; }
+ set { this[x, y] = value; }
+ }
+
+ // TerrainData.GetDatabaseBlob
+ // The user wants something to store in the database.
+ public override bool GetDatabaseBlob(out int DBRevisionCode, out Array blob)
+ {
+ DBRevisionCode = (int)DBTerrainRevision.Legacy256;
+ blob = LegacyTerrainSerialization();
+ return false;
+ }
+ private float[] m_heightmap;
+
+ // To keep with the legacy theme, this can be created with the way terrain
+ // used to passed around as.
+ public HeightmapTerrainData(double[,] pTerrain)
+ {
+ SizeX = pTerrain.GetLength(0);
+ SizeY = pTerrain.GetLength(1);
+ SizeZ = (int)Constants.RegionHeight;
+
+ int idx = 0;
+ m_heightmap = new float[SizeX * SizeY];
+ for (int ii = 0; ii < SizeX; ii++)
+ {
+ for (int jj = 0; jj < SizeY; jj++)
+ {
+ m_heightmap[idx++] = (float)pTerrain[ii, jj];
+
+ }
+ }
+ }
+
+ public HeightmapTerrainData(float[] pHeightmap, int pX, int pY, int pZ)
+ {
+ m_heightmap = pHeightmap;
+ SizeX = pX;
+ SizeY = pY;
+ SizeZ = pZ;
+ }
+
+ // Just create an array of doubles. Presumes the caller implicitly knows the size.
+ public Array LegacyTerrainSerialization()
+ {
+ Array ret = null;
+ using (MemoryStream str = new MemoryStream(SizeX * SizeY * sizeof(double)))
+ {
+ using (BinaryWriter bw = new BinaryWriter(str))
+ {
+ // TODO: COMPATIBILITY - Add byte-order conversions
+ for (int ii = 0; ii < m_heightmap.Length; ii++)
+ {
+ double height = (double)m_heightmap[ii];
+ if (height == 0.0)
+ height = double.Epsilon;
+
+ bw.Write(height);
+ }
+ }
+ ret = str.ToArray();
+ }
+ return ret;
+ }
+ }
+}
diff --git a/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs b/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs
new file mode 100644
index 0000000000..2e856bc844
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/TerrainCompressor.cs
@@ -0,0 +1,958 @@
+/*
+ * 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 OpenSimulator 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.
+ */
+
+/* Freely adapted from the Aurora version of the terrain compressor.
+ * Copyright (c) Contributors, http://aurora-sim.org/, http://opensimulator.org/
+ */
+
+using System;
+using System.Reflection;
+
+using log4net;
+
+using OpenSim.Framework;
+using OpenSim.Region.Framework;
+using OpenSim.Region.Framework.Scenes;
+
+using OpenMetaverse;
+using OpenMetaverse.Packets;
+
+namespace OpenSim.Region.ClientStack.LindenUDP
+{
+ public static class OpenSimTerrainCompressor
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+ private static string LogHeader = "[TERRAIN COMPRESSOR]";
+
+ public const int END_OF_PATCHES = 97;
+
+ private const float OO_SQRT2 = 0.7071067811865475244008443621049f;
+ private const int STRIDE = 264;
+
+ private const int ZERO_CODE = 0x0;
+ private const int ZERO_EOB = 0x2;
+ private const int POSITIVE_VALUE = 0x6;
+ private const int NEGATIVE_VALUE = 0x7;
+
+ private static readonly float[] DequantizeTable16 =
+ new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+
+ private static readonly float[] DequantizeTable32 =
+ new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+
+ private static readonly float[] CosineTable16 = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+ //private static readonly float[] CosineTable32 = new float[Constants.TerrainPatchSize * Constants.TerrainPatchSize];
+ private static readonly int[] CopyMatrix16 = new int[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+ private static readonly int[] CopyMatrix32 = new int[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+
+ private static readonly float[] QuantizeTable16 =
+ new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+
+ static OpenSimTerrainCompressor()
+ {
+ // Initialize the decompression tables
+ BuildDequantizeTable16();
+ SetupCosines16();
+ BuildCopyMatrix16();
+ BuildQuantizeTable16();
+ }
+
+ // Unused: left for historical reference.
+ public static LayerDataPacket CreateLayerDataPacket(TerrainPatch[] patches, byte type, int pRegionSizeX,
+ int pRegionSizeY)
+ {
+ LayerDataPacket layer = new LayerDataPacket {LayerID = {Type = type}};
+
+ TerrainPatch.GroupHeader header = new TerrainPatch.GroupHeader
+ {Stride = STRIDE, PatchSize = Constants.TerrainPatchSize};
+
+ // Should be enough to fit even the most poorly packed data
+ byte[] data = new byte[patches.Length*Constants.TerrainPatchSize*Constants.TerrainPatchSize*2];
+ BitPack bitpack = new BitPack(data, 0);
+ bitpack.PackBits(header.Stride, 16);
+ bitpack.PackBits(header.PatchSize, 8);
+ bitpack.PackBits(type, 8);
+
+ foreach (TerrainPatch t in patches)
+ CreatePatch(bitpack, t.Data, t.X, t.Y, pRegionSizeX, pRegionSizeY);
+
+ bitpack.PackBits(END_OF_PATCHES, 8);
+
+ layer.LayerData.Data = new byte[bitpack.BytePos + 1];
+ Buffer.BlockCopy(bitpack.Data, 0, layer.LayerData.Data, 0, bitpack.BytePos + 1);
+
+ return layer;
+ }
+
+ // Legacy land packet generation gluing old land representation (heights) to compressed representation.
+ // This is an intermediate step in converting terrain into a variable sized heightmap. Some of the
+ // routines (like IClientAPI) only pass the float array of heights around. This entry
+ // converts that legacy representation into the more compact represenation used in
+ // TerrainChannel. Someday fix the plumbing between here and the scene.
+ public static LayerDataPacket CreateLandPacket(float[] heightmap, int patchX, int patchY, uint sizeX, uint sizeY)
+ {
+ int[] xPieces = new int[1];
+ int[] yPieces = new int[1];
+
+ short[] newmap = new short[heightmap.Length];
+ for (int ii = 0; ii < heightmap.Length; ii++)
+ newmap[ii] = TerrainChannel.ToCompressedHeight(heightmap[ii]);
+
+ xPieces[0] = patchX; // patch X dimension
+ yPieces[0] = patchY;
+
+ m_log.DebugFormat("{0} CreateLandPacket. patchX={1}, patchY={2}, sizeX={3}, sizeY={4}",
+ LogHeader, patchX, patchY, sizeX, sizeY);
+
+ return CreateLandPacket(newmap, xPieces, yPieces, (int)TerrainPatch.LayerType.Land, sizeX, sizeY);
+ }
+
+ ///
+ /// Creates a LayerData packet for compressed land data given a full
+ /// simulator heightmap and an array of indices of patches to compress
+ ///
+ ///
+ /// A 256 * 256 array of floating point values
+ /// specifying the height at each meter in the simulator
+ ///
+ ///
+ /// Array of indexes in the 16x16 grid of patches
+ /// for this simulator. For example if 1 and 17 are specified, patches
+ /// x=1,y=0 and x=1,y=1 are sent
+ ///
+ ///
+ /// Array of indexes in the 16x16 grid of patches
+ /// for this simulator. For example if 1 and 17 are specified, patches
+ /// x=1,y=0 and x=1,y=1 are sent
+ ///
+ ///
+ ///
+ ///
+ ///
+ public static LayerDataPacket CreateLandPacket(short[] heightmap, int[] x, int[] y, byte type,
+ uint pRegionSizeX, uint pRegionSizeY)
+ {
+ LayerDataPacket layer = new LayerDataPacket {LayerID = {Type = type}};
+
+ TerrainPatch.GroupHeader header = new TerrainPatch.GroupHeader
+ {Stride = STRIDE, PatchSize = Constants.TerrainPatchSize};
+
+ byte[] data = new byte[x.Length * Constants.TerrainPatchSize * Constants.TerrainPatchSize * 2];
+ BitPack bitpack = new BitPack(data, 0);
+ bitpack.PackBits(header.Stride, 16);
+ bitpack.PackBits(header.PatchSize, 8);
+ bitpack.PackBits(type, 8);
+
+ for (int i = 0; i < x.Length; i++)
+ CreatePatchFromHeightmap(bitpack, heightmap, x[i], y[i], pRegionSizeX, pRegionSizeY);
+
+ bitpack.PackBits(END_OF_PATCHES, 8);
+
+ layer.LayerData.Data = new byte[bitpack.BytePos + 1];
+ Buffer.BlockCopy(bitpack.Data, 0, layer.LayerData.Data, 0, bitpack.BytePos + 1);
+
+ return layer;
+ }
+
+ // Unused: left for historical reference.
+ public static void CreatePatch(BitPack output, float[] patchData, int x, int y, int pRegionSizeX, int pRegionSizeY)
+ {
+ TerrainPatch.Header header = PrescanPatch(patchData);
+ header.QuantWBits = 136;
+ if (pRegionSizeX > Constants.RegionSize || pRegionSizeY > Constants.RegionSize)
+ {
+ header.PatchIDs = (y & 0xFFFF);
+ header.PatchIDs += (x << 16);
+ }
+ else
+ {
+ header.PatchIDs = (y & 0x1F);
+ header.PatchIDs += (x << 5);
+ }
+
+ // NOTE: No idea what prequant and postquant should be or what they do
+
+ int wbits;
+ int[] patch = CompressPatch(patchData, header, 10, out wbits);
+ wbits = EncodePatchHeader(output, header, patch, Constants.RegionSize, Constants.RegionSize, wbits);
+ EncodePatch(output, patch, 0, wbits);
+ }
+
+ ///
+ /// Add a patch of terrain to a BitPacker
+ ///
+ /// BitPacker to write the patch to
+ ///
+ /// Heightmap of the simulator. Presumed to be an sizeX*sizeY array.
+ ///
+ ///
+ /// X offset of the patch to create.
+ ///
+ ///
+ /// Y offset of the patch to create.
+ ///
+ ///
+ ///
+ public static void CreatePatchFromHeightmap(BitPack output, short[] heightmap, int patchX, int patchY,
+ uint pRegionSizeX, uint pRegionSizeY)
+ {
+ TerrainPatch.Header header = PrescanPatch(heightmap, patchX, patchY, pRegionSizeX, pRegionSizeY);
+ header.QuantWBits = 136;
+
+ // If larger than legacy region size, pack patch X and Y info differently.
+ if (pRegionSizeX > Constants.RegionSize || pRegionSizeY > Constants.RegionSize)
+ {
+ header.PatchIDs = (patchY & 0xFFFF);
+ header.PatchIDs += (patchX << 16);
+ }
+ else
+ {
+ header.PatchIDs = (patchY & 0x1F);
+ header.PatchIDs += (patchX << 5);
+ }
+
+ // NOTE: No idea what prequant and postquant should be or what they do
+ int wbits;
+ int[] patch = CompressPatch(heightmap, patchX, patchY, header, 10, pRegionSizeX, pRegionSizeY, out wbits);
+ wbits = EncodePatchHeader(output, header, patch, pRegionSizeX, pRegionSizeY, wbits);
+ EncodePatch(output, patch, 0, wbits);
+ }
+
+ private static TerrainPatch.Header PrescanPatch(float[] patch)
+ {
+ TerrainPatch.Header header = new TerrainPatch.Header();
+ float zmax = -99999999.0f;
+ float zmin = 99999999.0f;
+
+ for (int i = 0; i < Constants.TerrainPatchSize*Constants.TerrainPatchSize; i++)
+ {
+ float val = patch[i];
+ if (val > zmax) zmax = val;
+ if (val < zmin) zmin = val;
+ }
+
+ header.DCOffset = zmin;
+ header.Range = (int) ((zmax - zmin) + 1.0f);
+
+ return header;
+ }
+
+ // Scan the height info we're returning and return a patch packet header for this patch.
+ // TODO. Why are patches ordered Y,X rather than X,Y?
+ private static TerrainPatch.Header PrescanPatch(short[] heightmap, int patchX, int patchY,
+ uint pRegionSizeX, uint pRegionSizeY)
+ {
+ TerrainPatch.Header header = new TerrainPatch.Header();
+ short zmax = -32767;
+ short zmin = 32767;
+
+ for (int j = patchY*16; j < (patchY + 1)*16; j++)
+ {
+ for (int i = patchX*16; i < (patchX + 1)*16; i++)
+ {
+ short val = heightmap[j*pRegionSizeX + i];
+ if (val > zmax) zmax = val;
+ if (val < zmin) zmin = val;
+ }
+ }
+
+ // Since the the min and max values are the shorts, rescale to be real values.
+ // TODO: all this logic should go into the class wrapping the short values.
+ header.DCOffset = TerrainChannel.FromCompressedHeight(zmin);
+ header.Range = (int)(TerrainChannel.FromCompressedHeight(zmax) - TerrainChannel.FromCompressedHeight(zmin) + 1.0f);
+
+ return header;
+ }
+
+ public static TerrainPatch.Header DecodePatchHeader(BitPack bitpack)
+ {
+ TerrainPatch.Header header = new TerrainPatch.Header {QuantWBits = bitpack.UnpackBits(8)};
+
+ // Quantized word bits
+ if (header.QuantWBits == END_OF_PATCHES)
+ return header;
+
+ // DC offset
+ header.DCOffset = bitpack.UnpackFloat();
+
+ // Range
+ header.Range = bitpack.UnpackBits(16);
+
+ // Patch IDs (10 bits)
+ header.PatchIDs = bitpack.UnpackBits(10);
+
+ // Word bits
+ header.WordBits = (uint) ((header.QuantWBits & 0x0f) + 2);
+
+ return header;
+ }
+
+ private static int EncodePatchHeader(BitPack output, TerrainPatch.Header header, int[] patch, uint pRegionSizeX,
+ uint pRegionSizeY, int wbits)
+ {
+ /*
+ int temp;
+ int wbits = (header.QuantWBits & 0x0f) + 2;
+ uint maxWbits = (uint)wbits + 5;
+ uint minWbits = ((uint)wbits >> 1);
+ int wbitsMaxValue;
+ */
+ // goal is to determ minimum number of bits to use so all data fits
+ /*
+ wbits = (int)minWbits;
+ wbitsMaxValue = (1 << wbits);
+
+ for (int i = 0; i < patch.Length; i++)
+ {
+ temp = patch[i];
+ if (temp != 0)
+ {
+ // Get the absolute value
+ if (temp < 0) temp *= -1;
+
+ no coments..
+
+ for (int j = (int)maxWbits; j > (int)minWbits; j--)
+ {
+ if ((temp & (1 << j)) != 0)
+ {
+ if (j > wbits) wbits = j;
+ break;
+ }
+ }
+
+ while (temp > wbitsMaxValue)
+ {
+ wbits++;
+ if (wbits == maxWbits)
+ goto Done;
+ wbitsMaxValue = 1 << wbits;
+ }
+ }
+ }
+
+ Done:
+
+ // wbits += 1;
+ */
+ // better check
+ if (wbits > 17)
+ wbits = 16;
+ else if (wbits < 3)
+ wbits = 3;
+
+ header.QuantWBits &= 0xf0;
+
+ header.QuantWBits |= (wbits - 2);
+
+ output.PackBits(header.QuantWBits, 8);
+ output.PackFloat(header.DCOffset);
+ output.PackBits(header.Range, 16);
+ if (pRegionSizeX > Constants.RegionSize || pRegionSizeY > Constants.RegionSize)
+ output.PackBits(header.PatchIDs, 32);
+ else
+ output.PackBits(header.PatchIDs, 10);
+
+ return wbits;
+ }
+
+ private static void IDCTColumn16(float[] linein, float[] lineout, int column)
+ {
+ for (int n = 0; n < Constants.TerrainPatchSize; n++)
+ {
+ float total = OO_SQRT2*linein[column];
+
+ for (int u = 1; u < Constants.TerrainPatchSize; u++)
+ {
+ int usize = u*Constants.TerrainPatchSize;
+ total += linein[usize + column]*CosineTable16[usize + n];
+ }
+
+ lineout[Constants.TerrainPatchSize*n + column] = total;
+ }
+ }
+
+ private static void IDCTLine16(float[] linein, float[] lineout, int line)
+ {
+ const float oosob = 2.0f/Constants.TerrainPatchSize;
+ int lineSize = line*Constants.TerrainPatchSize;
+
+ for (int n = 0; n < Constants.TerrainPatchSize; n++)
+ {
+ float total = OO_SQRT2*linein[lineSize];
+
+ for (int u = 1; u < Constants.TerrainPatchSize; u++)
+ {
+ total += linein[lineSize + u]*CosineTable16[u*Constants.TerrainPatchSize + n];
+ }
+
+ lineout[lineSize + n] = total*oosob;
+ }
+ }
+
+/*
+ private static void DCTLine16(float[] linein, float[] lineout, int line)
+ {
+ float total = 0.0f;
+ int lineSize = line * Constants.TerrainPatchSize;
+
+ for (int n = 0; n < Constants.TerrainPatchSize; n++)
+ {
+ total += linein[lineSize + n];
+ }
+
+ lineout[lineSize] = OO_SQRT2 * total;
+
+ int uptr = 0;
+ for (int u = 1; u < Constants.TerrainPatchSize; u++)
+ {
+ total = 0.0f;
+ uptr += Constants.TerrainPatchSize;
+
+ for (int n = 0; n < Constants.TerrainPatchSize; n++)
+ {
+ total += linein[lineSize + n] * CosineTable16[uptr + n];
+ }
+
+ lineout[lineSize + u] = total;
+ }
+ }
+*/
+
+ private static void DCTLine16(float[] linein, float[] lineout, int line)
+ {
+ // outputs transpose data (lines exchanged with coluns )
+ // so to save a bit of cpu when doing coluns
+ float total = 0.0f;
+ int lineSize = line*Constants.TerrainPatchSize;
+
+ for (int n = 0; n < Constants.TerrainPatchSize; n++)
+ {
+ total += linein[lineSize + n];
+ }
+
+ lineout[line] = OO_SQRT2*total;
+
+ for (int u = Constants.TerrainPatchSize;
+ u < Constants.TerrainPatchSize*Constants.TerrainPatchSize;
+ u += Constants.TerrainPatchSize)
+ {
+ total = 0.0f;
+ for (int ptrn = lineSize, ptru = u; ptrn < lineSize + Constants.TerrainPatchSize; ptrn++,ptru++)
+ {
+ total += linein[ptrn]*CosineTable16[ptru];
+ }
+
+ lineout[line + u] = total;
+ }
+ }
+
+
+ /*
+ private static void DCTColumn16(float[] linein, int[] lineout, int column)
+ {
+ float total = 0.0f;
+ // const float oosob = 2.0f / Constants.TerrainPatchSize;
+
+ for (int n = 0; n < Constants.TerrainPatchSize; n++)
+ {
+ total += linein[Constants.TerrainPatchSize * n + column];
+ }
+
+ // lineout[CopyMatrix16[column]] = (int)(OO_SQRT2 * total * oosob * QuantizeTable16[column]);
+ lineout[CopyMatrix16[column]] = (int)(OO_SQRT2 * total * QuantizeTable16[column]);
+
+ for (int uptr = Constants.TerrainPatchSize; uptr < Constants.TerrainPatchSize * Constants.TerrainPatchSize; uptr += Constants.TerrainPatchSize)
+ {
+ total = 0.0f;
+
+ for (int n = 0; n < Constants.TerrainPatchSize; n++)
+ {
+ total += linein[Constants.TerrainPatchSize * n + column] * CosineTable16[uptr + n];
+ }
+
+ // lineout[CopyMatrix16[Constants.TerrainPatchSize * u + column]] = (int)(total * oosob * QuantizeTable16[Constants.TerrainPatchSize * u + column]);
+ lineout[CopyMatrix16[uptr + column]] = (int)(total * QuantizeTable16[uptr + column]);
+ }
+ }
+ */
+
+ private static void DCTColumn16(float[] linein, int[] lineout, int column)
+ {
+ // input columns are in fact stored in lines now
+
+ float total = 0.0f;
+// const float oosob = 2.0f / Constants.TerrainPatchSize;
+ int inlinesptr = Constants.TerrainPatchSize*column;
+
+ for (int n = 0; n < Constants.TerrainPatchSize; n++)
+ {
+ total += linein[inlinesptr + n];
+ }
+
+ // lineout[CopyMatrix16[column]] = (int)(OO_SQRT2 * total * oosob * QuantizeTable16[column]);
+ lineout[CopyMatrix16[column]] = (int) (OO_SQRT2*total*QuantizeTable16[column]);
+
+ for (int uptr = Constants.TerrainPatchSize;
+ uptr < Constants.TerrainPatchSize*Constants.TerrainPatchSize;
+ uptr += Constants.TerrainPatchSize)
+ {
+ total = 0.0f;
+
+ for (int n = inlinesptr, ptru = uptr; n < inlinesptr + Constants.TerrainPatchSize; n++, ptru++)
+ {
+ total += linein[n]*CosineTable16[ptru];
+ }
+
+// lineout[CopyMatrix16[Constants.TerrainPatchSize * u + column]] = (int)(total * oosob * QuantizeTable16[Constants.TerrainPatchSize * u + column]);
+ lineout[CopyMatrix16[uptr + column]] = (int) (total*QuantizeTable16[uptr + column]);
+ }
+ }
+
+ private static int DCTColumn16Wbits(float[] linein, int[] lineout, int column, int wbits, int maxwbits)
+ {
+ // input columns are in fact stored in lines now
+
+ bool dowbits = wbits != maxwbits;
+ int wbitsMaxValue = 1 << wbits;
+
+ float total = 0.0f;
+ // const float oosob = 2.0f / Constants.TerrainPatchSize;
+ int inlinesptr = Constants.TerrainPatchSize*column;
+
+ for (int n = 0; n < Constants.TerrainPatchSize; n++)
+ {
+ total += linein[inlinesptr + n];
+ }
+
+ // lineout[CopyMatrix16[column]] = (int)(OO_SQRT2 * total * oosob * QuantizeTable16[column]);
+ int tmp = (int) (OO_SQRT2*total*QuantizeTable16[column]);
+ lineout[CopyMatrix16[column]] = tmp;
+
+ if (dowbits)
+ {
+ if (tmp < 0) tmp *= -1;
+ while (tmp > wbitsMaxValue)
+ {
+ wbits++;
+ wbitsMaxValue = 1 << wbits;
+ if (wbits == maxwbits)
+ {
+ dowbits = false;
+ break;
+ }
+ }
+ }
+
+ for (int uptr = Constants.TerrainPatchSize;
+ uptr < Constants.TerrainPatchSize*Constants.TerrainPatchSize;
+ uptr += Constants.TerrainPatchSize)
+ {
+ total = 0.0f;
+
+ for (int n = inlinesptr, ptru = uptr; n < inlinesptr + Constants.TerrainPatchSize; n++, ptru++)
+ {
+ total += linein[n]*CosineTable16[ptru];
+ }
+
+ tmp = (int) (total*QuantizeTable16[uptr + column]);
+ lineout[CopyMatrix16[uptr + column]] = tmp;
+
+ if (dowbits)
+ {
+ if (tmp < 0) tmp *= -1;
+ while (tmp > wbitsMaxValue)
+ {
+ wbits++;
+ wbitsMaxValue = 1 << wbits;
+ if (wbits == maxwbits)
+ {
+ dowbits = false;
+ break;
+ }
+ }
+ }
+ }
+ return wbits;
+ }
+
+ public static void DecodePatch(int[] patches, BitPack bitpack, TerrainPatch.Header header, int size)
+ {
+ for (int n = 0; n < size*size; n++)
+ {
+ // ?
+ int temp = bitpack.UnpackBits(1);
+ if (temp != 0)
+ {
+ // Value or EOB
+ temp = bitpack.UnpackBits(1);
+ if (temp != 0)
+ {
+ // Value
+ temp = bitpack.UnpackBits(1);
+ if (temp != 0)
+ {
+ // Negative
+ temp = bitpack.UnpackBits((int) header.WordBits);
+ patches[n] = temp*-1;
+ }
+ else
+ {
+ // Positive
+ temp = bitpack.UnpackBits((int) header.WordBits);
+ patches[n] = temp;
+ }
+ }
+ else
+ {
+ // Set the rest to zero
+ // TODO: This might not be necessary
+ for (int o = n; o < size*size; o++)
+ {
+ patches[o] = 0;
+ }
+ break;
+ }
+ }
+ else
+ {
+ patches[n] = 0;
+ }
+ }
+ }
+
+ private static void EncodePatch(BitPack output, int[] patch, int postquant, int wbits)
+ {
+ int maxwbitssize = (1 << wbits) - 1;
+
+ if (postquant > Constants.TerrainPatchSize*Constants.TerrainPatchSize || postquant < 0)
+ {
+ Logger.Log("Postquant is outside the range of allowed values in EncodePatch()", Helpers.LogLevel.Error);
+ return;
+ }
+
+ if (postquant != 0) patch[Constants.TerrainPatchSize*Constants.TerrainPatchSize - postquant] = 0;
+
+ for (int i = 0; i < Constants.TerrainPatchSize*Constants.TerrainPatchSize; i++)
+ {
+ int temp = patch[i];
+
+ if (temp == 0)
+ {
+ bool eob = true;
+
+ for (int j = i; j < Constants.TerrainPatchSize*Constants.TerrainPatchSize - postquant; j++)
+ {
+ if (patch[j] != 0)
+ {
+ eob = false;
+ break;
+ }
+ }
+
+ if (eob)
+ {
+ output.PackBits(ZERO_EOB, 2);
+ return;
+ }
+ output.PackBits(ZERO_CODE, 1);
+ }
+ else
+ {
+ if (temp < 0)
+ {
+ temp *= -1;
+
+ if (temp > maxwbitssize) temp = maxwbitssize;
+
+ output.PackBits(NEGATIVE_VALUE, 3);
+ output.PackBits(temp, wbits);
+ }
+ else
+ {
+ if (temp > maxwbitssize) temp = maxwbitssize;
+
+ output.PackBits(POSITIVE_VALUE, 3);
+ output.PackBits(temp, wbits);
+ }
+ }
+ }
+ }
+
+ public static float[] DecompressPatch(int[] patches, TerrainPatch.Header header, TerrainPatch.GroupHeader group)
+ {
+ float[] block = new float[group.PatchSize*group.PatchSize];
+ float[] output = new float[group.PatchSize*group.PatchSize];
+ int prequant = (header.QuantWBits >> 4) + 2;
+ int quantize = 1 << prequant;
+ float ooq = 1.0f/quantize;
+ float mult = ooq*header.Range;
+ float addval = mult*(1 << (prequant - 1)) + header.DCOffset;
+
+ if (group.PatchSize == Constants.TerrainPatchSize)
+ {
+ for (int n = 0; n < Constants.TerrainPatchSize*Constants.TerrainPatchSize; n++)
+ {
+ block[n] = patches[CopyMatrix16[n]]*DequantizeTable16[n];
+ }
+
+ float[] ftemp = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+
+ for (int o = 0; o < Constants.TerrainPatchSize; o++)
+ IDCTColumn16(block, ftemp, o);
+ for (int o = 0; o < Constants.TerrainPatchSize; o++)
+ IDCTLine16(ftemp, block, o);
+ }
+ else
+ {
+ for (int n = 0; n < Constants.TerrainPatchSize*2*Constants.TerrainPatchSize*2; n++)
+ {
+ block[n] = patches[CopyMatrix32[n]]*DequantizeTable32[n];
+ }
+
+ Logger.Log("Implement IDCTPatchLarge", Helpers.LogLevel.Error);
+ }
+
+ for (int j = 0; j < block.Length; j++)
+ {
+ output[j] = block[j]*mult + addval;
+ }
+
+ return output;
+ }
+
+ private static int[] CompressPatch(float[] patchData, TerrainPatch.Header header, int prequant, out int wbits)
+ {
+ float[] block = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+ int wordsize = (prequant - 2) & 0x0f;
+ float oozrange = 1.0f/header.Range;
+ float range = (1 << prequant);
+ float premult = oozrange*range;
+ float sub = (1 << (prequant - 1)) + header.DCOffset*premult;
+
+ header.QuantWBits = wordsize;
+ header.QuantWBits |= wordsize << 4;
+
+ int k = 0;
+ for (int j = 0; j < Constants.TerrainPatchSize; j++)
+ {
+ for (int i = 0; i < Constants.TerrainPatchSize; i++)
+ block[k++] = patchData[j*Constants.TerrainPatchSize + i]*premult - sub;
+ }
+
+ float[] ftemp = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+ int[] itemp = new int[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+
+
+ int maxWbits = prequant + 5;
+ wbits = (prequant >> 1);
+
+ for (int o = 0; o < Constants.TerrainPatchSize; o++)
+ DCTLine16(block, ftemp, o);
+ for (int o = 0; o < Constants.TerrainPatchSize; o++)
+ wbits = DCTColumn16Wbits(ftemp, itemp, o, wbits, maxWbits);
+
+ return itemp;
+ }
+
+ private static int[] CompressPatch(float[,] patchData, TerrainPatch.Header header, int prequant, out int wbits)
+ {
+ float[] block = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+ float oozrange = 1.0f/header.Range;
+ float range = (1 << prequant);
+ float premult = oozrange*range;
+ float sub = (1 << (prequant - 1)) + header.DCOffset*premult;
+ int wordsize = (prequant - 2) & 0x0f;
+
+ header.QuantWBits = wordsize;
+ header.QuantWBits |= wordsize << 4;
+
+ int k = 0;
+ for (int j = 0; j < Constants.TerrainPatchSize; j++)
+ {
+ for (int i = 0; i < Constants.TerrainPatchSize; i++)
+ block[k++] = patchData[j, i]*premult - sub;
+ }
+
+ float[] ftemp = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+ int[] itemp = new int[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+
+ int maxWbits = prequant + 5;
+ wbits = (prequant >> 1);
+
+ for (int o = 0; o < Constants.TerrainPatchSize; o++)
+ DCTLine16(block, ftemp, o);
+ for (int o = 0; o < Constants.TerrainPatchSize; o++)
+ wbits = DCTColumn16Wbits(ftemp, itemp, o, wbits, maxWbits);
+
+ return itemp;
+ }
+
+ private static int[] CompressPatch(short[] heightmap, int patchX, int patchY, TerrainPatch.Header header,
+ int prequant, uint pRegionSizeX, uint pRegionSizeY, out int wbits)
+ {
+ float[] block = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+ int wordsize = prequant;
+ float oozrange = 1.0f/header.Range;
+ float range = (1 << prequant);
+ float premult = oozrange*range;
+ float sub = (1 << (prequant - 1)) + header.DCOffset*premult;
+
+ header.QuantWBits = wordsize - 2;
+ header.QuantWBits |= (prequant - 2) << 4;
+
+ int k = 0;
+
+ premult /= Constants.TerrainCompression; // put here short to float factor
+
+ int jPatchLimit = patchY;
+ if (patchY >= (pRegionSizeY / Constants.TerrainPatchSize))
+ {
+ jPatchLimit = (int)(pRegionSizeY - Constants.TerrainPatchSize) / Constants.TerrainPatchSize;
+ }
+ jPatchLimit = (jPatchLimit + 1) * Constants.TerrainPatchSize;
+
+ int iPatchLimit = patchX;
+ if (patchX >= (pRegionSizeX / Constants.TerrainPatchSize))
+ {
+ iPatchLimit = (int)(pRegionSizeX - Constants.TerrainPatchSize) / Constants.TerrainPatchSize;
+ }
+ iPatchLimit = (iPatchLimit + 1) * Constants.TerrainPatchSize;
+
+ for (int j = patchY * Constants.TerrainPatchSize; j < jPatchLimit; j++)
+ {
+ for (int i = patchX * Constants.TerrainPatchSize; i < iPatchLimit; i++)
+ {
+ block[k++] = (heightmap[j*pRegionSizeX + i])*premult - sub;
+ }
+ }
+
+ float[] ftemp = new float[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+ int[] itemp = new int[Constants.TerrainPatchSize*Constants.TerrainPatchSize];
+
+ int maxWbits = prequant + 5;
+ wbits = (prequant >> 1);
+
+ for (int o = 0; o < Constants.TerrainPatchSize; o++)
+ DCTLine16(block, ftemp, o);
+ for (int o = 0; o < Constants.TerrainPatchSize; o++)
+ wbits = DCTColumn16Wbits(ftemp, itemp, o, wbits, maxWbits);
+
+ return itemp;
+ }
+
+ #region Initialization
+
+ private static void BuildDequantizeTable16()
+ {
+ for (int j = 0; j < Constants.TerrainPatchSize; j++)
+ {
+ for (int i = 0; i < Constants.TerrainPatchSize; i++)
+ {
+ DequantizeTable16[j*Constants.TerrainPatchSize + i] = 1.0f + 2.0f*(i + j);
+ }
+ }
+ }
+
+ private static void BuildQuantizeTable16()
+ {
+ const float oosob = 2.0f/Constants.TerrainPatchSize;
+ for (int j = 0; j < Constants.TerrainPatchSize; j++)
+ {
+ for (int i = 0; i < Constants.TerrainPatchSize; i++)
+ {
+// QuantizeTable16[j * Constants.TerrainPatchSize + i] = 1.0f / (1.0f + 2.0f * ((float)i + (float)j));
+ QuantizeTable16[j*Constants.TerrainPatchSize + i] = oosob/(1.0f + 2.0f*(i + (float) j));
+ }
+ }
+ }
+
+ private static void SetupCosines16()
+ {
+ const float hposz = (float) Math.PI*0.5f/Constants.TerrainPatchSize;
+
+ for (int u = 0; u < Constants.TerrainPatchSize; u++)
+ {
+ for (int n = 0; n < Constants.TerrainPatchSize; n++)
+ {
+ CosineTable16[u*Constants.TerrainPatchSize + n] = (float) Math.Cos((2.0f*n + 1.0f)*u*hposz);
+ }
+ }
+ }
+
+ private static void BuildCopyMatrix16()
+ {
+ bool diag = false;
+ bool right = true;
+ int i = 0;
+ int j = 0;
+ int count = 0;
+
+ while (i < Constants.TerrainPatchSize && j < Constants.TerrainPatchSize)
+ {
+ CopyMatrix16[j*Constants.TerrainPatchSize + i] = count++;
+
+ if (!diag)
+ {
+ if (right)
+ {
+ if (i < Constants.TerrainPatchSize - 1) i++;
+ else j++;
+
+ right = false;
+ diag = true;
+ }
+ else
+ {
+ if (j < Constants.TerrainPatchSize - 1) j++;
+ else i++;
+
+ right = true;
+ diag = true;
+ }
+ }
+ else
+ {
+ if (right)
+ {
+ i++;
+ j--;
+ if (i == Constants.TerrainPatchSize - 1 || j == 0) diag = false;
+ }
+ else
+ {
+ i--;
+ j++;
+ if (j == Constants.TerrainPatchSize - 1 || i == 0) diag = false;
+ }
+ }
+ }
+ }
+
+ #endregion Initialization
+ }
+}
\ No newline at end of file