break nap a bit more, add options ExportMapAddScale, ExportMapAddRegionName and (warp3d) AverageTextureColorOnMapTile

httptests
UbitUmarov 2018-05-06 17:32:03 +01:00
parent bf0ece8061
commit dffa628966
5 changed files with 313 additions and 230 deletions

View File

@ -56,7 +56,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
private static readonly Color[] DEFAULT_TERRAIN_COLOR = new Color[]
{
Color.FromArgb(255, 164, 136, 117),
// Color.FromArgb(255, 164, 136, 117),
Color.FromArgb(255, 255, 136, 117),
Color.FromArgb(255, 65, 87, 47),
Color.FromArgb(255, 157, 145, 131),
Color.FromArgb(255, 125, 128, 130)
@ -82,7 +84,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
public static Bitmap Splat(ITerrainChannel terrain,
UUID[] textureIDs, float[] startHeights, float[] heightRanges,
Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
uint regionPositionX,uint regionPositionY,
IAssetService assetService, bool textureTerrain, bool averagetextureTerrain)
{
Debug.Assert(textureIDs.Length == 4);
Debug.Assert(startHeights.Length == 4);
@ -90,70 +93,81 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
Bitmap[] detailTexture = new Bitmap[4];
byte[] mapColorsRed = new byte[4];
byte[] mapColorsGreen = new byte[4];
byte[] mapColorsBlue = new byte[4];
bool usecolors = false;
if (textureTerrain)
{
// Swap empty terrain textureIDs with default IDs
for (int i = 0; i < textureIDs.Length; i++)
for(int i = 0; i < textureIDs.Length; i++)
{
if (textureIDs[i] == UUID.Zero)
if(textureIDs[i] == UUID.Zero)
textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
}
#region Texture Fetching
if (assetService != null)
if(assetService != null)
{
for (int i = 0; i < 4; i++)
for(int i = 0; i < 4; i++)
{
AssetBase asset;
AssetBase asset = null;
UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
// Try to fetch a cached copy of the decoded/resized version of this texture
asset = assetService.GetCached(cacheID.ToString());
if (asset != null)
// asset = assetService.GetCached(cacheID.ToString());
if(asset != null)
{
try
{
using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
using(System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
detailTexture[i] = (Bitmap)Image.FromStream(stream);
}
catch (Exception ex)
catch(Exception ex)
{
m_log.Warn("Failed to decode cached terrain texture " + cacheID +
" (textureID: " + textureIDs[i] + "): " + ex.Message);
}
if(detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb ||
detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
{
detailTexture[i].Dispose();
detailTexture[i] = null;
}
}
if (detailTexture[i] == null)
if(detailTexture[i] == null)
{
// Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
asset = assetService.Get(textureIDs[i].ToString());
if (asset != null)
if(asset != null)
{
// m_log.DebugFormat(
// "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);
try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
catch (Exception ex)
try
{
detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data);
}
catch(Exception ex)
{
m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
}
}
if (detailTexture[i] != null)
if(detailTexture[i] != null)
{
// Make sure this texture is the correct size, otherwise resize
if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
{
using (Bitmap origBitmap = detailTexture[i])
{
detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
}
}
if(detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb ||
detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
using(Bitmap origBitmap = detailTexture[i])
detailTexture[i] = ImageUtils.ResizeImageSolid(origBitmap, 16, 16);
// Save the decoded and resized texture to the cache
byte[] data;
using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
using(System.IO.MemoryStream stream = new System.IO.MemoryStream())
{
detailTexture[i].Save(stream, ImageFormat.Png);
data = stream.ToArray();
@ -180,90 +194,96 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
}
#endregion Texture Fetching
}
// Fill in any missing textures with a solid color
for (int i = 0; i < 4; i++)
{
if (detailTexture[i] == null)
if(averagetextureTerrain)
{
m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color",
LogHeader, i);
// Create a solid color texture for this layer
detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
for(int t = 0; t < 4; t++)
{
using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
gfx.FillRectangle(brush, 0, 0, 256, 256);
usecolors = true;
if(detailTexture[t] == null)
{
mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R;
mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G;
mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B;
continue;
}
int npixeis = 0;
int cR = 0;
int cG = 0;
int cB = 0;
BitmapData bmdata = detailTexture[t].LockBits(new Rectangle(0, 0, 16, 16),
ImageLockMode.ReadOnly, detailTexture[t].PixelFormat);
npixeis = bmdata.Height * bmdata.Width;
int ylen = bmdata.Height * bmdata.Stride;
unsafe
{
for(int y = 0; y < ylen; y += bmdata.Stride)
{
byte* ptrc = (byte*)bmdata.Scan0 + y;
for(int x = 0 ; x < bmdata.Width; ++x)
{
cR += *(ptrc++);
cG += *(ptrc++);
cB += *(ptrc++);
}
}
}
detailTexture[t].UnlockBits(bmdata);
detailTexture[t].Dispose();
mapColorsRed[t] = (byte)Util.Clamp(cR / npixeis, 0 , 255);
mapColorsGreen[t] = (byte)Util.Clamp(cG / npixeis, 0 , 255);
mapColorsBlue[t] = (byte)Util.Clamp(cB / npixeis, 0 , 255);
}
}
else
{
if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
// Fill in any missing textures with a solid color
for(int i = 0; i < 4; i++)
{
detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
if(detailTexture[i] == null)
{
m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color", LogHeader, i);
// Create a solid color texture for this layer
detailTexture[i] = new Bitmap(16, 16, PixelFormat.Format24bppRgb);
using(Graphics gfx = Graphics.FromImage(detailTexture[i]))
{
using(SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
gfx.FillRectangle(brush, 0, 0, 16, 16);
}
}
else
{
if(detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
{
using(Bitmap origBitmap = detailTexture[i])
detailTexture[i] = ImageUtils.ResizeImageSolid(origBitmap, 16, 16);
}
}
}
}
}
else
{
usecolors = true;
for(int t = 0; t < 4; t++)
{
mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R;
mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G;
mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B;
}
}
#region Layer Map
float[,] layermap = new float[256, 256];
// Scale difference between actual region size and the 256 texture being created
int xFactor = terrain.Width / 256;
int yFactor = terrain.Height / 256;
// Create 'layermap' where each value is the fractional layer number to place
// at that point. For instance, a value of 1.345 gives the blending of
// layer 1 and layer 2 for that point.
for (int y = 0; y < 256; y++)
{
for (int x = 0; x < 256; x++)
{
float height = (float)terrain[x * xFactor, y * yFactor];
float pctX = (float)x / 255f;
float pctY = (float)y / 255f;
// 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);
float heightRange = ImageUtils.Bilinear(
heightRanges[0],
heightRanges[2],
heightRanges[1],
heightRanges[3],
pctX, pctY);
heightRange = Utils.Clamp(heightRange, 0f, 255f);
// 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
(
((float)regionPosition.X + (x * xFactor)) * 0.20319f,
((float)regionPosition.Y + (y * yFactor)) * 0.20319f,
height * 0.25f
);
float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
float noise = (lowFreq + highFreq) * 2f;
// 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))
layer = 0f;
layermap[x, y] = Utils.Clamp(layer, 0f, 3f);
}
}
float xFactor = terrain.Width / 256f;
float yFactor = terrain.Height / 256f;
#endregion Layer Map
@ -274,115 +294,152 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
// Unsafe work as we lock down the source textures for quicker access and access the
// pixel data directly
unsafe
if(usecolors)
{
// Get handles to all of the texture data arrays
BitmapData[] datas = new BitmapData[]
unsafe
{
detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
};
// Compute size of each pixel data (used to address into the pixel data array)
int[] comps = new int[]
{
(datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
(datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
(datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
(datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3
};
for (int y = 0; y < 256; y++)
{
for (int x = 0; x < 256; x++)
for(int y = 0; y < 256; ++y)
{
float layer = layermap[x, y];
int ty = (int)((255 - y) * yFactor);
byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride;
// Select two textures
int l0 = (int)Math.Floor(layer);
int l1 = Math.Min(l0 + 1, 3);
for(int x = 0; x < 256; ++x)
{
int tx = (int)(x * xFactor);
float height = (float)terrain[tx, ty];
float layer = getLayerTex(height, x, (255 - y),
(uint)tx + regionPositionX, (uint)ty + regionPositionY,
startHeights, heightRanges);
byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0];
byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1];
byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
// Select two textures
int l0 = (int)layer;
int l1 = Math.Min(l0 + 1, 3);
float aB = *(ptrA + 0);
float aG = *(ptrA + 1);
float aR = *(ptrA + 2);
float layerDiff = layer - l0;
float bB = *(ptrB + 0);
float bG = *(ptrB + 1);
float bR = *(ptrB + 2);
float a = mapColorsRed[l0];
float b = mapColorsRed[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a));
float layerDiff = layer - l0;
a = mapColorsGreen[l0];
b = mapColorsGreen[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a));
// Interpolate between the two selected textures
*(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB));
*(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
*(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR));
a = mapColorsBlue[l0];
b = mapColorsBlue[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a));
}
}
}
for (int i = 0; i < detailTexture.Length; i++)
detailTexture[i].UnlockBits(datas[i]);
}
else
{
unsafe
{
// Get handles to all of the texture data arrays
BitmapData[] datas = new BitmapData[]
{
detailTexture[0].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
detailTexture[1].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
detailTexture[2].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
detailTexture[3].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
};
for (int i = 0; i < detailTexture.Length; i++)
if (detailTexture[i] != null)
detailTexture[i].Dispose();
for(int y = 0; y < 256; y++)
{
int ty = (int)((255 - y) * yFactor);
int ypatch = ((int)(y * yFactor) & 0x0f) * datas[0].Stride;
for(int x = 0; x < 256; x++)
{
int tx = (int)(x * xFactor);
float height = (float)terrain[tx, ty];
float layer = getLayerTex(height, x, (255 - y),
(uint)tx + regionPositionX, (uint)ty + regionPositionY,
startHeights, heightRanges);
// Select two textures
int l0 = (int)layer;
int l1 = Math.Min(l0 + 1, 3);
int patchOffset = (tx & 0x0f) * 3 + ypatch;
byte* ptrA = (byte*)datas[l0].Scan0 + patchOffset;
byte* ptrB = (byte*)datas[l1].Scan0 + patchOffset;
byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
float aB = *(ptrA + 0);
float aG = *(ptrA + 1);
float aR = *(ptrA + 2);
float bB = *(ptrB + 0);
float bG = *(ptrB + 1);
float bR = *(ptrB + 2);
float layerDiff = layer - l0;
// Interpolate between the two selected textures
*(ptrO + 0) = (byte)(aB + layerDiff * (bB - aB));
*(ptrO + 1) = (byte)(aG + layerDiff * (bG - aG));
*(ptrO + 2) = (byte)(aR + layerDiff * (bR - aR));
}
}
for(int i = 0; i < detailTexture.Length; i++)
detailTexture[i].UnlockBits(datas[i]);
}
for(int i = 0; i < detailTexture.Length; i++)
if(detailTexture[i] != null)
detailTexture[i].Dispose();
}
output.UnlockBits(outputData);
// We generated the texture upside down, so flip it
output.RotateFlip(RotateFlipType.RotateNoneFlipY);
output.Save("terr.png",ImageFormat.Png);
#endregion Texture Compositing
return output;
}
public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight)
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
private static float getLayerTex(float height, int x, int y, uint sourceX, uint sourceY,
float[] startHeights, float[] heightRanges)
{
m_log.DebugFormat("{0} ResizeBitmap. From <{1},{2}> to <{3},{4}>",
LogHeader, b.Width, b.Height, nWidth, nHeight);
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);
}
}
}

View File

@ -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)

View File

@ -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);
@ -645,7 +650,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
private static warp_Quaternion ConvertQuaternion(Quaternion quat)
{
return new warp_Quaternion(quat.X, quat.Z, quat.Y, -quat.W);
return new warp_Quaternion(quat.X, quat.Z, quat.Y, -quat.W);
}
private static int ConvertColor(Color4 color)
@ -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;

View File

@ -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();
String drawString = string.Format("{0}m x {1}m", spanX, spanY);
g.DrawString(drawString, drawFont, drawBrush, 30, 30);
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);

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