break nap a bit more, add options ExportMapAddScale, ExportMapAddRegionName and (warp3d) AverageTextureColorOnMapTile
parent
bf0ece8061
commit
dffa628966
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@ -56,7 +56,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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private static readonly Color[] DEFAULT_TERRAIN_COLOR = new Color[]
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{
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Color.FromArgb(255, 164, 136, 117),
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// Color.FromArgb(255, 164, 136, 117),
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Color.FromArgb(255, 255, 136, 117),
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Color.FromArgb(255, 65, 87, 47),
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Color.FromArgb(255, 157, 145, 131),
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Color.FromArgb(255, 125, 128, 130)
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@ -82,7 +84,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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public static Bitmap Splat(ITerrainChannel terrain,
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UUID[] textureIDs, float[] startHeights, float[] heightRanges,
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Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
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uint regionPositionX,uint regionPositionY,
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IAssetService assetService, bool textureTerrain, bool averagetextureTerrain)
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{
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Debug.Assert(textureIDs.Length == 4);
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Debug.Assert(startHeights.Length == 4);
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@ -90,70 +93,81 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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Bitmap[] detailTexture = new Bitmap[4];
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byte[] mapColorsRed = new byte[4];
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byte[] mapColorsGreen = new byte[4];
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byte[] mapColorsBlue = new byte[4];
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bool usecolors = false;
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if (textureTerrain)
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{
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// Swap empty terrain textureIDs with default IDs
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for (int i = 0; i < textureIDs.Length; i++)
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for(int i = 0; i < textureIDs.Length; i++)
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{
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if (textureIDs[i] == UUID.Zero)
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if(textureIDs[i] == UUID.Zero)
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textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
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}
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#region Texture Fetching
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if (assetService != null)
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if(assetService != null)
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{
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for (int i = 0; i < 4; i++)
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for(int i = 0; i < 4; i++)
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{
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AssetBase asset;
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AssetBase asset = null;
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UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
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// Try to fetch a cached copy of the decoded/resized version of this texture
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asset = assetService.GetCached(cacheID.ToString());
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if (asset != null)
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// asset = assetService.GetCached(cacheID.ToString());
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if(asset != null)
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{
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try
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{
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using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
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using(System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
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detailTexture[i] = (Bitmap)Image.FromStream(stream);
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}
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catch (Exception ex)
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catch(Exception ex)
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{
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m_log.Warn("Failed to decode cached terrain texture " + cacheID +
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" (textureID: " + textureIDs[i] + "): " + ex.Message);
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}
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if(detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb ||
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detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
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{
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detailTexture[i].Dispose();
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detailTexture[i] = null;
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}
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}
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if (detailTexture[i] == null)
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if(detailTexture[i] == null)
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{
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// Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
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asset = assetService.Get(textureIDs[i].ToString());
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if (asset != null)
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if(asset != null)
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{
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// m_log.DebugFormat(
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// "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);
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try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
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catch (Exception ex)
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try
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{
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detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data);
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}
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catch(Exception ex)
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{
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m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
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}
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}
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if (detailTexture[i] != null)
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if(detailTexture[i] != null)
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{
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// Make sure this texture is the correct size, otherwise resize
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if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
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{
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using (Bitmap origBitmap = detailTexture[i])
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{
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detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
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}
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}
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if(detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb ||
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detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
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using(Bitmap origBitmap = detailTexture[i])
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detailTexture[i] = ImageUtils.ResizeImageSolid(origBitmap, 16, 16);
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// Save the decoded and resized texture to the cache
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byte[] data;
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using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
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using(System.IO.MemoryStream stream = new System.IO.MemoryStream())
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{
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detailTexture[i].Save(stream, ImageFormat.Png);
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data = stream.ToArray();
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@ -180,90 +194,96 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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}
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#endregion Texture Fetching
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if(averagetextureTerrain)
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{
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for(int t = 0; t < 4; t++)
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{
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usecolors = true;
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if(detailTexture[t] == null)
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{
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mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R;
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mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G;
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mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B;
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continue;
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}
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// Fill in any missing textures with a solid color
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for (int i = 0; i < 4; i++)
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int npixeis = 0;
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int cR = 0;
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int cG = 0;
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int cB = 0;
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BitmapData bmdata = detailTexture[t].LockBits(new Rectangle(0, 0, 16, 16),
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ImageLockMode.ReadOnly, detailTexture[t].PixelFormat);
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npixeis = bmdata.Height * bmdata.Width;
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int ylen = bmdata.Height * bmdata.Stride;
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unsafe
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{
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if (detailTexture[i] == null)
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for(int y = 0; y < ylen; y += bmdata.Stride)
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{
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m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color",
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LogHeader, i);
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// Create a solid color texture for this layer
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detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
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using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
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byte* ptrc = (byte*)bmdata.Scan0 + y;
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for(int x = 0 ; x < bmdata.Width; ++x)
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{
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using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
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gfx.FillRectangle(brush, 0, 0, 256, 256);
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cR += *(ptrc++);
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cG += *(ptrc++);
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cB += *(ptrc++);
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}
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}
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}
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detailTexture[t].UnlockBits(bmdata);
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detailTexture[t].Dispose();
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mapColorsRed[t] = (byte)Util.Clamp(cR / npixeis, 0 , 255);
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mapColorsGreen[t] = (byte)Util.Clamp(cG / npixeis, 0 , 255);
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mapColorsBlue[t] = (byte)Util.Clamp(cB / npixeis, 0 , 255);
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}
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}
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else
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{
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if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
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// Fill in any missing textures with a solid color
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for(int i = 0; i < 4; i++)
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{
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detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
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if(detailTexture[i] == null)
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{
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m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color", LogHeader, i);
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// Create a solid color texture for this layer
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detailTexture[i] = new Bitmap(16, 16, PixelFormat.Format24bppRgb);
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using(Graphics gfx = Graphics.FromImage(detailTexture[i]))
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{
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using(SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
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gfx.FillRectangle(brush, 0, 0, 16, 16);
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}
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}
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else
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{
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if(detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
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{
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using(Bitmap origBitmap = detailTexture[i])
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detailTexture[i] = ImageUtils.ResizeImageSolid(origBitmap, 16, 16);
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}
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}
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}
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}
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}
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else
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{
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usecolors = true;
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for(int t = 0; t < 4; t++)
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{
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mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R;
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mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G;
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mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B;
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}
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}
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#region Layer Map
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float[,] layermap = new float[256, 256];
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// Scale difference between actual region size and the 256 texture being created
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int xFactor = terrain.Width / 256;
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int yFactor = terrain.Height / 256;
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// Create 'layermap' where each value is the fractional layer number to place
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// at that point. For instance, a value of 1.345 gives the blending of
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// layer 1 and layer 2 for that point.
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for (int y = 0; y < 256; y++)
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{
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for (int x = 0; x < 256; x++)
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{
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float height = (float)terrain[x * xFactor, y * yFactor];
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float pctX = (float)x / 255f;
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float pctY = (float)y / 255f;
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// Use bilinear interpolation between the four corners of start height and
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// height range to select the current values at this position
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float startHeight = ImageUtils.Bilinear(
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startHeights[0],
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startHeights[2],
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startHeights[1],
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startHeights[3],
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pctX, pctY);
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startHeight = Utils.Clamp(startHeight, 0f, 255f);
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float heightRange = ImageUtils.Bilinear(
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heightRanges[0],
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heightRanges[2],
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heightRanges[1],
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heightRanges[3],
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pctX, pctY);
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heightRange = Utils.Clamp(heightRange, 0f, 255f);
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// Generate two frequencies of perlin noise based on our global position
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// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
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Vector3 vec = new Vector3
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(
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((float)regionPosition.X + (x * xFactor)) * 0.20319f,
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((float)regionPosition.Y + (y * yFactor)) * 0.20319f,
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height * 0.25f
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);
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float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
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float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
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float noise = (lowFreq + highFreq) * 2f;
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// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
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float layer = ((height + noise - startHeight) / heightRange) * 4f;
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if (Single.IsNaN(layer))
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layer = 0f;
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layermap[x, y] = Utils.Clamp(layer, 0f, 3f);
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}
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}
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float xFactor = terrain.Width / 256f;
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float yFactor = terrain.Height / 256f;
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#endregion Layer Map
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@ -274,38 +294,77 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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// Unsafe work as we lock down the source textures for quicker access and access the
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// pixel data directly
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if(usecolors)
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{
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unsafe
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{
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for(int y = 0; y < 256; ++y)
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{
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int ty = (int)((255 - y) * yFactor);
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byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride;
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for(int x = 0; x < 256; ++x)
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{
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int tx = (int)(x * xFactor);
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float height = (float)terrain[tx, ty];
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float layer = getLayerTex(height, x, (255 - y),
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(uint)tx + regionPositionX, (uint)ty + regionPositionY,
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startHeights, heightRanges);
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// Select two textures
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int l0 = (int)layer;
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int l1 = Math.Min(l0 + 1, 3);
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float layerDiff = layer - l0;
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float a = mapColorsRed[l0];
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float b = mapColorsRed[l1];
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*(ptrO++) = (byte)(a + layerDiff * (b - a));
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a = mapColorsGreen[l0];
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b = mapColorsGreen[l1];
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*(ptrO++) = (byte)(a + layerDiff * (b - a));
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a = mapColorsBlue[l0];
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b = mapColorsBlue[l1];
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*(ptrO++) = (byte)(a + layerDiff * (b - a));
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}
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}
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}
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}
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else
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{
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unsafe
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{
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// Get handles to all of the texture data arrays
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BitmapData[] datas = new BitmapData[]
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{
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detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
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detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
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detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
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detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
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detailTexture[0].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
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detailTexture[1].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
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detailTexture[2].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
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detailTexture[3].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
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};
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// Compute size of each pixel data (used to address into the pixel data array)
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int[] comps = new int[]
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for(int y = 0; y < 256; y++)
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{
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(datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
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(datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
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(datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
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(datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3
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};
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int ty = (int)((255 - y) * yFactor);
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int ypatch = ((int)(y * yFactor) & 0x0f) * datas[0].Stride;
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for (int y = 0; y < 256; y++)
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for(int x = 0; x < 256; x++)
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{
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for (int x = 0; x < 256; x++)
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{
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float layer = layermap[x, y];
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int tx = (int)(x * xFactor);
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float height = (float)terrain[tx, ty];
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float layer = getLayerTex(height, x, (255 - y),
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(uint)tx + regionPositionX, (uint)ty + regionPositionY,
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startHeights, heightRanges);
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// Select two textures
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int l0 = (int)Math.Floor(layer);
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int l0 = (int)layer;
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int l1 = Math.Min(l0 + 1, 3);
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byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0];
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byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1];
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int patchOffset = (tx & 0x0f) * 3 + ypatch;
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byte* ptrA = (byte*)datas[l0].Scan0 + patchOffset;
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byte* ptrB = (byte*)datas[l1].Scan0 + patchOffset;
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byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
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float aB = *(ptrA + 0);
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@ -319,70 +378,68 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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float layerDiff = layer - l0;
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// Interpolate between the two selected textures
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*(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB));
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*(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
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*(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR));
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*(ptrO + 0) = (byte)(aB + layerDiff * (bB - aB));
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*(ptrO + 1) = (byte)(aG + layerDiff * (bG - aG));
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*(ptrO + 2) = (byte)(aR + layerDiff * (bR - aR));
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}
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}
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for (int i = 0; i < detailTexture.Length; i++)
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for(int i = 0; i < detailTexture.Length; i++)
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detailTexture[i].UnlockBits(datas[i]);
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}
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for (int i = 0; i < detailTexture.Length; i++)
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if (detailTexture[i] != null)
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for(int i = 0; i < detailTexture.Length; i++)
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if(detailTexture[i] != null)
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detailTexture[i].Dispose();
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}
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output.UnlockBits(outputData);
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// We generated the texture upside down, so flip it
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output.RotateFlip(RotateFlipType.RotateNoneFlipY);
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output.Save("terr.png",ImageFormat.Png);
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#endregion Texture Compositing
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return output;
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}
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public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight)
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[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
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private static float getLayerTex(float height, int x, int y, uint sourceX, uint sourceY,
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float[] startHeights, float[] heightRanges)
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{
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m_log.DebugFormat("{0} ResizeBitmap. From <{1},{2}> to <{3},{4}>",
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LogHeader, b.Width, b.Height, nWidth, nHeight);
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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;
|
||||
const float BASE_HSV_S = 44f / 100f;
|
||||
const float BASE_HSV_V = 34f / 100f;
|
||||
float pctX = (float)x / 255f;
|
||||
float pctY = (float)y / 255f;
|
||||
|
||||
Bitmap img = new Bitmap(256, 256);
|
||||
BitmapData bitmapData = img.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
|
||||
// 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);
|
||||
|
||||
unsafe
|
||||
{
|
||||
for (int y = 255; y >= 0; y--)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
{
|
||||
float normHeight = heightmap[y * 256 + x] / 255f;
|
||||
normHeight = Utils.Clamp(normHeight, BASE_HSV_V, 1.0f);
|
||||
float heightRange = ImageUtils.Bilinear(
|
||||
heightRanges[0], heightRanges[2],
|
||||
heightRanges[1], heightRanges[3],
|
||||
pctX, pctY);
|
||||
heightRange = Utils.Clamp(heightRange, 0f, 255f);
|
||||
|
||||
Color4 color = Color4.FromHSV(BASE_HSV_H, BASE_HSV_S, normHeight);
|
||||
// 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
|
||||
(
|
||||
sourceX * 0.20319f,
|
||||
sourceY * 0.20319f,
|
||||
height * 0.25f
|
||||
);
|
||||
|
||||
byte* ptr = (byte*)bitmapData.Scan0 + y * bitmapData.Stride + x * 3;
|
||||
*(ptr + 0) = (byte)(color.B * 255f);
|
||||
*(ptr + 1) = (byte)(color.G * 255f);
|
||||
*(ptr + 2) = (byte)(color.R * 255f);
|
||||
}
|
||||
}
|
||||
}
|
||||
float noise = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 13.0f;
|
||||
noise += Perlin.turbulence2(vec.X, vec.Y, 2f) * 4.5f;
|
||||
|
||||
img.UnlockBits(bitmapData);
|
||||
return img;
|
||||
// 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))
|
||||
return 0;
|
||||
return Utils.Clamp(layer, 0f, 3f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -57,6 +57,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
NearPlaneDistance = nearPlaneDist;
|
||||
Width = width;
|
||||
Height = height;
|
||||
Orthographic = false;
|
||||
}
|
||||
|
||||
public Viewport(Vector3 position, Vector3 lookDirection, float farPlaneDist, float nearPlaneDist, int width, int height, float orthoWindowWidth, float orthoWindowHeight)
|
||||
|
|
|
@ -73,6 +73,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
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_textureAvegareTerrain = true; // replace terrain textures by their average color
|
||||
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
|
||||
|
@ -96,16 +97,21 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
|
||||
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_drawPrimVolume =
|
||||
Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
|
||||
m_textureTerrain =
|
||||
Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
|
||||
m_textureAvegareTerrain =
|
||||
Util.GetConfigVarFromSections<bool>(m_config, "AverageTextureColorOnMapTile", configSections, m_textureAvegareTerrain);
|
||||
if(m_textureAvegareTerrain)
|
||||
m_textureTerrain = true;
|
||||
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);
|
||||
|
||||
}
|
||||
|
||||
public void AddRegion(Scene scene)
|
||||
|
@ -168,13 +174,13 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
Vector3 camPos = new Vector3(
|
||||
(m_scene.RegionInfo.RegionSizeX) * 0.5f,
|
||||
(m_scene.RegionInfo.RegionSizeY) * 0.5f,
|
||||
221.7025033688163f);
|
||||
250f);
|
||||
// Viewport viewing down onto the region
|
||||
Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f,
|
||||
(int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY,
|
||||
(float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY);
|
||||
|
||||
Bitmap tile = CreateMapTile(viewport, false);
|
||||
Bitmap tile = CreateMapTile(viewport);
|
||||
m_primMesher = null;
|
||||
return tile;
|
||||
/*
|
||||
|
@ -187,10 +193,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
|
||||
{
|
||||
Viewport viewport = new Viewport(camPos, camDir, fov, Constants.RegionSize, 0.1f, width, height);
|
||||
return CreateMapTile(viewport, useTextures);
|
||||
return CreateMapTile(viewport);
|
||||
}
|
||||
|
||||
public Bitmap CreateMapTile(Viewport viewport, bool useTextures)
|
||||
public Bitmap CreateMapTile(Viewport viewport)
|
||||
{
|
||||
m_colors.Clear();
|
||||
|
||||
|
@ -207,29 +213,20 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
warp_Vector pos = ConvertVector(viewport.Position);
|
||||
warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection));
|
||||
|
||||
|
||||
renderer.Scene.defaultCamera.setOrthographic(true, viewport.OrthoWindowWidth, viewport.OrthoWindowHeight);
|
||||
|
||||
renderer.Scene.defaultCamera.setPos(pos);
|
||||
renderer.Scene.defaultCamera.lookAt(lookat);
|
||||
|
||||
if (viewport.Orthographic)
|
||||
{
|
||||
renderer.Scene.defaultCamera.setOrthographic(true,viewport.OrthoWindowWidth, viewport.OrthoWindowHeight);
|
||||
}
|
||||
else
|
||||
{
|
||||
float fov = viewport.FieldOfView;
|
||||
fov *= 1.75f; // FIXME: ???
|
||||
renderer.Scene.defaultCamera.setFov(fov);
|
||||
}
|
||||
|
||||
#endregion Camera
|
||||
|
||||
renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(1.0f, 0.5f, 1f), 0xffffff, 0, 320, 40));
|
||||
renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40));
|
||||
|
||||
CreateWater(renderer);
|
||||
CreateTerrain(renderer, m_textureTerrain);
|
||||
CreateTerrain(renderer);
|
||||
if (m_drawPrimVolume)
|
||||
CreateAllPrims(renderer, useTextures);
|
||||
CreateAllPrims(renderer);
|
||||
|
||||
renderer.Render();
|
||||
Bitmap bitmap = renderer.Scene.getImage();
|
||||
|
@ -286,7 +283,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
// Add a terrain to the renderer.
|
||||
// Note that we create a 'low resolution' 257x257 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)
|
||||
private void CreateTerrain(WarpRenderer renderer)
|
||||
{
|
||||
ITerrainChannel terrain = m_scene.Heightmap;
|
||||
|
||||
|
@ -296,11 +293,14 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
// '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) + 1;
|
||||
int npointsy = (int)(regionsy / diff) + 1;
|
||||
int npointsx = (int)(regionsx / diff);
|
||||
int npointsy = (int)(regionsy / diff);
|
||||
|
||||
float invsx = 1.0f / (npointsx * diff);
|
||||
float invsy = 1.0f / (npointsy * diff);
|
||||
float invsx = 1.0f / (npointsx);
|
||||
float invsy = 1.0f / (npointsy);
|
||||
|
||||
npointsx++;
|
||||
npointsy++;
|
||||
|
||||
// Create all the vertices for the terrain
|
||||
warp_Object obj = new warp_Object();
|
||||
|
@ -310,6 +310,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
{
|
||||
for (x = 0; x < regionsx; x += diff)
|
||||
{
|
||||
if(x == 48 && y == 36)
|
||||
{
|
||||
|
||||
}
|
||||
pos = ConvertVector(x , y , (float)terrain[(int)x, (int)y]);
|
||||
obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f - y * invsy));
|
||||
}
|
||||
|
@ -378,17 +382,18 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
warp_Texture texture;
|
||||
using (Bitmap image = TerrainSplat.Splat(
|
||||
terrain, textureIDs, startHeights, heightRanges,
|
||||
new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
|
||||
m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY,
|
||||
m_scene.AssetService, m_textureTerrain, m_textureAvegareTerrain))
|
||||
texture = new warp_Texture(image);
|
||||
|
||||
warp_Material material = new warp_Material(texture);
|
||||
material.setReflectivity(50);
|
||||
// material.setReflectivity(50);
|
||||
renderer.Scene.addMaterial("TerrainColor", material);
|
||||
renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
|
||||
// renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
|
||||
renderer.SetObjectMaterial("Terrain", "TerrainColor");
|
||||
}
|
||||
|
||||
private void CreateAllPrims(WarpRenderer renderer, bool useTextures)
|
||||
private void CreateAllPrims(WarpRenderer renderer)
|
||||
{
|
||||
if (m_primMesher == null)
|
||||
return;
|
||||
|
@ -397,13 +402,12 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
delegate(SceneObjectGroup group)
|
||||
{
|
||||
foreach (SceneObjectPart child in group.Parts)
|
||||
CreatePrim(renderer, child, useTextures);
|
||||
CreatePrim(renderer, child);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim,
|
||||
bool useTextures)
|
||||
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
|
||||
{
|
||||
const float MIN_SIZE_SQUARE = 4f;
|
||||
|
||||
|
@ -489,19 +493,20 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
}
|
||||
|
||||
Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
|
||||
Color4 faceColor = GetFaceColor(teFace);
|
||||
Color4 faceColor = teFace.RGBA;
|
||||
string materialName = String.Empty;
|
||||
if (m_texturePrims && primScaleLenSquared > m_texturePrimSize*m_texturePrimSize)
|
||||
materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
|
||||
else
|
||||
materialName = GetOrCreateMaterial(renderer, faceColor);
|
||||
materialName = GetOrCreateMaterial(renderer, GetFaceColor(teFace));
|
||||
|
||||
faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
|
||||
|
||||
warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
|
||||
warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation());
|
||||
warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
|
||||
faceObj.transform(m);
|
||||
|
||||
warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
|
||||
faceObj.setPos(primPos);
|
||||
|
||||
renderer.Scene.addObject(meshName, faceObj);
|
||||
|
@ -778,18 +783,21 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
|
|||
/// <param name="width">New width</param>
|
||||
/// <param name="height">New height</param>
|
||||
/// <returns>Resized image</returns>
|
||||
public static Bitmap ResizeImage(Image image, int width, int height)
|
||||
public static Bitmap ResizeImageSolid(Image image, int width, int height)
|
||||
{
|
||||
Bitmap result = new Bitmap(width, height);
|
||||
Bitmap result = new Bitmap(width, height, PixelFormat.Format24bppRgb);
|
||||
|
||||
using (ImageAttributes atrib = new ImageAttributes())
|
||||
using (Graphics graphics = Graphics.FromImage(result))
|
||||
{
|
||||
atrib.SetWrapMode(System.Drawing.Drawing2D.WrapMode.TileFlipXY);
|
||||
graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
|
||||
graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
|
||||
graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
|
||||
graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
|
||||
graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.None;
|
||||
|
||||
graphics.DrawImage(image, 0, 0, result.Width, result.Height);
|
||||
graphics.DrawImage(image,new Rectangle(0,0, result.Width, result.Height),
|
||||
0, 0, image.Width, image.Height, GraphicsUnit.Pixel, atrib);
|
||||
}
|
||||
|
||||
return result;
|
||||
|
|
|
@ -93,6 +93,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
private const double expireResponsesTime = 120.0; // 2 minutes ?
|
||||
//private int CacheRegionsDistance = 256;
|
||||
|
||||
private bool m_exportPrintScale = false; // prints the scale of map in meters on exported map
|
||||
private bool m_exportPrintRegionName = false; // prints the region name exported map
|
||||
|
||||
#region INonSharedRegionModule Members
|
||||
public virtual void Initialise(IConfigSource config)
|
||||
{
|
||||
|
@ -103,6 +106,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
m_Enabled = true;
|
||||
|
||||
expireBlackListTime = (double)Util.GetConfigVarFromSections<int>(config, "BlacklistTimeout", configSections, 10 * 60);
|
||||
|
||||
m_exportPrintScale =
|
||||
Util.GetConfigVarFromSections<bool>(config, "ExportMapAddScale", configSections, m_exportPrintScale);
|
||||
m_exportPrintRegionName =
|
||||
Util.GetConfigVarFromSections<bool>(config, "ExportMapAddRegionName", configSections, m_exportPrintRegionName);
|
||||
}
|
||||
|
||||
public virtual void AddRegion(Scene scene)
|
||||
|
@ -1418,14 +1426,16 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
int spanY = endY - startY + 2;
|
||||
|
||||
Bitmap mapTexture = new Bitmap(spanX, spanY);
|
||||
ImageAttributes gatrib = new ImageAttributes();
|
||||
Graphics g = Graphics.FromImage(mapTexture);
|
||||
gatrib.SetWrapMode(System.Drawing.Drawing2D.WrapMode.TileFlipXY);
|
||||
g.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
|
||||
g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
|
||||
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
|
||||
g.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
|
||||
g.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.None;
|
||||
|
||||
SolidBrush sea = new SolidBrush(Color.DarkBlue);
|
||||
g.FillRectangle(sea, 0, 0, spanX - 1, spanY - 1);
|
||||
g.FillRectangle(sea, 0, 0, spanX, spanY);
|
||||
sea.Dispose();
|
||||
|
||||
List<GridRegion> regions = m_scene.GridService.GetRegionRange(m_scene.RegionInfo.ScopeID,
|
||||
|
@ -1457,8 +1467,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
int y = r.RegionLocY - startY;
|
||||
int sx = r.RegionSizeX;
|
||||
int sy = r.RegionSizeY;
|
||||
g.DrawImage(image, x, spanY - y - sy, sx, sy); // y origin is top
|
||||
if(r.RegionHandle == m_scene.RegionInfo.RegionHandle)
|
||||
// y origin is top
|
||||
g.DrawImage(image,new Rectangle(x, spanY - y - sy, sx, sy),
|
||||
0, 0, image.Width, image.Height, GraphicsUnit.Pixel, gatrib);
|
||||
|
||||
if(m_exportPrintRegionName && r.RegionHandle == m_scene.RegionInfo.RegionHandle)
|
||||
{
|
||||
SizeF stringSize = g.MeasureString(r.RegionName, drawFont);
|
||||
g.DrawString(r.RegionName, drawFont, drawBrush, x + 30, spanY - y - 30 - stringSize.Height);
|
||||
|
@ -1469,13 +1482,17 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
|
|||
if(image != null)
|
||||
image.Dispose();
|
||||
|
||||
if(m_exportPrintScale)
|
||||
{
|
||||
String drawString = string.Format("{0}m x {1}m", spanX, spanY);
|
||||
g.DrawString(drawString, drawFont, drawBrush, 30, 30);
|
||||
}
|
||||
|
||||
drawBrush.Dispose();
|
||||
drawFont.Dispose();
|
||||
}
|
||||
|
||||
gatrib.Dispose();
|
||||
g.Dispose();
|
||||
|
||||
mapTexture.Save(exportPath, ImageFormat.Jpeg);
|
||||
|
|
BIN
bin/Warp3D.dll
BIN
bin/Warp3D.dll
Binary file not shown.
Loading…
Reference in New Issue