Add and plumb the usetex URL parameter to worldview. Required but not yet
functionalviewer-2-initial-appearance
parent
9a1c8db443
commit
d45276b3f6
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@ -560,7 +560,7 @@ namespace OpenSim.Region.CoreModules.World.LegacyMap
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return returnpt;
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return returnpt;
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}
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}
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public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height)
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public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
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{
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{
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return null;
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return null;
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}
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}
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@ -128,16 +128,16 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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{
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Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
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Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
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Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
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Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
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return CreateMapTile(viewport);
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return CreateMapTile(viewport, false);
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}
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}
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public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height)
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public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
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{
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{
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Viewport viewport = new Viewport(camPos, camDir, fov, (float)Constants.RegionSize, 0.1f, width, height);
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Viewport viewport = new Viewport(camPos, camDir, fov, (float)Constants.RegionSize, 0.1f, width, height);
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return CreateMapTile(viewport);
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return CreateMapTile(viewport, useTextures);
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}
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}
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public Bitmap CreateMapTile(Viewport viewport)
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public Bitmap CreateMapTile(Viewport viewport, bool useTextures)
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{
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{
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bool drawPrimVolume = true;
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bool drawPrimVolume = true;
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bool textureTerrain = true;
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bool textureTerrain = true;
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@ -198,7 +198,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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CreateWater(renderer);
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CreateWater(renderer);
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CreateTerrain(renderer, textureTerrain);
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CreateTerrain(renderer, textureTerrain);
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if (drawPrimVolume)
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if (drawPrimVolume)
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CreateAllPrims(renderer);
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CreateAllPrims(renderer, useTextures);
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renderer.Render();
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renderer.Render();
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Bitmap bitmap = renderer.Scene.getImage();
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Bitmap bitmap = renderer.Scene.getImage();
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@ -325,7 +325,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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renderer.SetObjectMaterial("Terrain", "TerrainColor");
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renderer.SetObjectMaterial("Terrain", "TerrainColor");
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}
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}
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private void CreateAllPrims(WarpRenderer renderer)
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private void CreateAllPrims(WarpRenderer renderer, bool useTextures)
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{
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{
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if (m_primMesher == null)
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if (m_primMesher == null)
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return;
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return;
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@ -333,14 +333,15 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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m_scene.ForEachSOG(
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m_scene.ForEachSOG(
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delegate(SceneObjectGroup group)
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delegate(SceneObjectGroup group)
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{
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{
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CreatePrim(renderer, group.RootPart);
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CreatePrim(renderer, group.RootPart, useTextures);
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foreach (SceneObjectPart child in group.Parts)
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foreach (SceneObjectPart child in group.Parts)
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CreatePrim(renderer, child);
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CreatePrim(renderer, child, useTextures);
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}
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}
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);
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);
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}
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}
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private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
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private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim,
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bool useTextures)
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{
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{
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const float MIN_SIZE = 2f;
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const float MIN_SIZE = 2f;
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@ -371,6 +372,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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string primID = prim.UUID.ToString();
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string primID = prim.UUID.ToString();
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// Create the prim faces
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// Create the prim faces
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// TODO: Implement the useTextures flag behavior
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for (int i = 0; i < renderMesh.Faces.Count; i++)
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for (int i = 0; i < renderMesh.Faces.Count; i++)
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{
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{
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Face face = renderMesh.Faces[i];
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Face face = renderMesh.Faces[i];
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@ -75,7 +75,7 @@ namespace OpenSim.Region.Framework.Interfaces
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public interface IMapImageGenerator
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public interface IMapImageGenerator
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{
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{
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System.Drawing.Bitmap CreateMapTile();
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System.Drawing.Bitmap CreateMapTile();
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System.Drawing.Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height);
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System.Drawing.Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures);
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byte[] WriteJpeg2000Image();
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byte[] WriteJpeg2000Image();
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}
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}
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}
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}
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@ -104,13 +104,13 @@ namespace OpenSim.Region.OptionalModules.World.WorldView
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}
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}
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public byte[] GenerateWorldView(Vector3 pos, Vector3 rot, float fov,
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public byte[] GenerateWorldView(Vector3 pos, Vector3 rot, float fov,
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int width, int height)
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int width, int height, bool usetex)
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{
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{
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if (!m_Enabled)
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if (!m_Enabled)
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return new Byte[0];
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return new Byte[0];
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Bitmap bmp = m_Generator.CreateViewImage(pos, rot, fov, width,
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Bitmap bmp = m_Generator.CreateViewImage(pos, rot, fov, width,
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height);
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height, usetex);
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MemoryStream str = new MemoryStream();
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MemoryStream str = new MemoryStream();
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@ -96,6 +96,7 @@ namespace OpenSim.Region.OptionalModules.World.WorldView
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float fov;
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float fov;
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int width;
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int width;
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int height;
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int height;
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bool usetex;
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if (!request.ContainsKey("posX"))
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if (!request.ContainsKey("posX"))
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return new Byte[0];
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return new Byte[0];
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@ -115,6 +116,8 @@ namespace OpenSim.Region.OptionalModules.World.WorldView
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return new Byte[0];
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return new Byte[0];
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if (!request.ContainsKey("height"))
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if (!request.ContainsKey("height"))
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return new Byte[0];
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return new Byte[0];
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if (!request.ContainsKey("usetex"))
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return new Byte[0];
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try
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try
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{
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{
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@ -127,6 +130,7 @@ namespace OpenSim.Region.OptionalModules.World.WorldView
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fov = Convert.ToSingle(request["fov"]);
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fov = Convert.ToSingle(request["fov"]);
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width = Convert.ToInt32(request["width"]);
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width = Convert.ToInt32(request["width"]);
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height = Convert.ToInt32(request["height"]);
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height = Convert.ToInt32(request["height"]);
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usetex = Convert.ToBoolean(request["usetex"]);
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}
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}
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catch
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catch
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{
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{
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@ -137,7 +141,7 @@ namespace OpenSim.Region.OptionalModules.World.WorldView
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Vector3 rot = new Vector3(rotX, rotY, rotZ);
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Vector3 rot = new Vector3(rotX, rotY, rotZ);
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return m_WorldViewModule.GenerateWorldView(pos, rot, fov, width,
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return m_WorldViewModule.GenerateWorldView(pos, rot, fov, width,
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height);
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height, usetex);
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}
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}
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}
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}
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}
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}
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