fix a bug on warp3d.dll
parent
d5117b6cf7
commit
e0b2ee80f9
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@ -107,7 +107,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
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m_textureAverageTerrain =
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Util.GetConfigVarFromSections<bool>(m_config, "AverageTextureColorOnMapTile", configSections, m_textureAverageTerrain);
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if(m_textureAverageTerrain)
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if (m_textureAverageTerrain)
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m_textureTerrain = true;
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m_texturePrims =
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Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims);
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@ -227,7 +227,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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WarpRenderer renderer = new WarpRenderer();
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if(!renderer.CreateScene(viewWitdh, viewHeigth))
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if (!renderer.CreateScene(viewWitdh, viewHeigth))
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return new Bitmap(viewWitdh, viewHeigth);
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#region Camera
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@ -235,7 +235,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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warp_Vector pos = ConvertVector(cameraPos);
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warp_Vector lookat = warp_Vector.add(pos, ConvertVector(cameraDir));
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if(orto)
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if (orto)
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renderer.Scene.defaultCamera.setOrthographic(true, viewWitdh, viewHeigth);
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else
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renderer.Scene.defaultCamera.setFov(fov);
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@ -244,7 +244,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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renderer.Scene.defaultCamera.lookAt(lookat);
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#endregion Camera
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renderer.Scene.setAmbient(warp_Color.getColor(192,191,173));
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renderer.Scene.setAmbient(warp_Color.getColor(192, 191, 173));
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renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(0f, 1f, 8f), warp_Color.White, 0, 320, 40));
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CreateWater(renderer);
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@ -297,9 +297,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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waterHeight,
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m_scene.RegionInfo.RegionSizeY * 0.5f);
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warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR));
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renderer.Scene.addMaterial("WaterColor", waterColorMaterial);
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renderer.SetObjectMaterial("Water", "WaterColor");
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warp_Material waterMaterial = new warp_Material(ConvertColor(WATER_COLOR));
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renderer.Scene.addMaterial("WaterMat", waterMaterial);
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renderer.SetObjectMaterial("Water", "WaterMat");
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}
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// Add a terrain to the renderer.
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@ -321,9 +321,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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bitWidth = (int)Math.Ceiling((Math.Log(terrain.Width) * log2inv));
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bitHeight = (int)Math.Ceiling((Math.Log(terrain.Height) * log2inv));
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if(bitWidth > 8) // more than 256 is very heavy :(
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if (bitWidth > 8) // more than 256 is very heavy :(
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bitWidth = 8;
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if(bitHeight > 8)
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if (bitHeight > 8)
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bitHeight = 8;
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int twidth = (int)Math.Pow(2, bitWidth);
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@ -350,20 +350,20 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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tv = y * invsy;
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for (x = 0; x < regionsx; x += diff)
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{
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pos = ConvertVector(x , y , (float)terrain[(int)x, (int)y]);
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obj.addVertex(new warp_Vertex(pos, x * invsx, tv ));
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pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]);
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obj.addVertex(new warp_Vertex(pos, x * invsx, tv));
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}
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pos = ConvertVector(x , y , (float)terrain[(int)(x - diff), (int)y]);
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pos = ConvertVector(x, y, (float)terrain[(int)(x - diff), (int)y]);
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obj.addVertex(new warp_Vertex(pos, 1.0f, tv));
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}
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int lastY = (int)(y - diff);
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for (x = 0; x < regionsx; x += diff)
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{
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pos = ConvertVector(x , y , (float)terrain[(int)x, lastY]);
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pos = ConvertVector(x, y, (float)terrain[(int)x, lastY]);
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obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f));
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}
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pos = ConvertVector(x , y , (float)terrain[(int)(x - diff), lastY]);
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pos = ConvertVector(x, y, (float)terrain[(int)(x - diff), lastY]);
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obj.addVertex(new warp_Vertex(pos, 1.0f, 1.0f));
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// create triangles.
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@ -419,8 +419,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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texture = new warp_Texture(image);
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warp_Material material = new warp_Material(texture);
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renderer.Scene.addMaterial("TerrainColor", material);
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renderer.SetObjectMaterial("Terrain", "TerrainColor");
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renderer.Scene.addMaterial("TerrainMat", material);
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renderer.SetObjectMaterial("Terrain", "TerrainMat");
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}
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private void CreateAllPrims(WarpRenderer renderer)
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@ -429,7 +429,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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return;
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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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foreach (SceneObjectPart child in group.Parts)
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CreatePrim(renderer, child);
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@ -447,14 +447,14 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
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float screenFactor = renderer.Scene.EstimateBoxProjectedArea(primPos, ConvertVector(prim.Scale), m);
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if(screenFactor < 0)
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if (screenFactor < 0)
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return;
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int p2 = (int)(-(float)Math.Log(screenFactor) * 1.442695f * 0.5 - 1);
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if(p2 < 0)
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if (p2 < 0)
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p2 = 0;
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else if(p2 > 3)
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else if (p2 > 3)
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p2 = 3;
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DetailLevel lod = (DetailLevel)(3 - p2);
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@ -479,12 +479,12 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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}
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else // It's sculptie
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{
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if(m_imgDecoder != null)
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if (m_imgDecoder != null)
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{
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Image sculpt = m_imgDecoder.DecodeToImage(sculptAsset);
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if(sculpt != null)
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if (sculpt != null)
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{
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renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim,(Bitmap)sculpt, lod);
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renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, lod);
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sculpt.Dispose();
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}
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}
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@ -519,27 +519,27 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
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Color4 faceColor = teFace.RGBA;
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if(faceColor.A == 0)
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if (faceColor.A == 0)
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continue;
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string materialName = String.Empty;
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if (m_texturePrims)
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{
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// if(lod > DetailLevel.Low)
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// if(lod > DetailLevel.Low)
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{
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// materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, lod == DetailLevel.Low);
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// materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, lod == DetailLevel.Low);
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materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, false);
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if(String.IsNullOrEmpty(materialName))
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if (String.IsNullOrEmpty(materialName))
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continue;
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int c = renderer.Scene.material(materialName).getColor();
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if((c & warp_Color.MASKALPHA) == 0)
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if ((c & warp_Color.MASKALPHA) == 0)
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continue;
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}
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}
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else
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materialName = GetOrCreateMaterial(renderer, faceColor);
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if(renderer.Scene.material(materialName).getTexture() == null)
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if (renderer.Scene.material(materialName).getTexture() == null)
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{
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// uv map details dont not matter for color;
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for (int j = 0; j < face.Vertices.Count; j++)
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@ -561,7 +561,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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float rotation = teFace.Rotation;
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float rc = 0;
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float rs = 0;
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if(rotation != 0)
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if (rotation != 0)
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{
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rc = (float)Math.Cos(rotation);
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rs = (float)Math.Sin(rotation);
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@ -574,7 +574,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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warp_Vector pos = ConvertVector(v.Position);
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tu = v.TexCoord.X - 0.5f;
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tv = 0.5f - v.TexCoord.Y;
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if(rotation != 0)
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if (rotation != 0)
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{
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float tur = tu * rc - tv * rs;
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float tvr = tu * rs + tv * rc;
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@ -628,7 +628,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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bool fetched = false;
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// Attempt to fetch the texture metadata
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string cacheName = "MAPCLR"+face.TextureID.ToString();
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string cacheName = "MAPCLR" + face.TextureID.ToString();
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AssetBase metadata = m_scene.AssetService.GetCached(cacheName);
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if (metadata != null)
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{
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@ -704,7 +704,7 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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warp_Texture texture = GetTexture(textureID);
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if (texture != null)
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{
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if(useAverageTextureColor)
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if (useAverageTextureColor)
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color = warp_Color.multiply(color, texture.averageColor);
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else
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mat.setTexture(texture);
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@ -721,10 +721,10 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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private warp_Texture GetTexture(UUID id)
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{
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warp_Texture ret = null;
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if(id == UUID.Zero)
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if (id == UUID.Zero)
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return ret;
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if(m_warpTextures.TryGetValue(id.ToString(), out ret))
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if (m_warpTextures.TryGetValue(id.ToString(), out ret))
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return ret;
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byte[] asset = m_scene.AssetService.GetData(id.ToString());
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@ -791,8 +791,8 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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try
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{
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using(MemoryStream stream = new MemoryStream(j2kData))
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using(Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream))
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using (MemoryStream stream = new MemoryStream(j2kData))
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using (Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream))
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{
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width = bitmap.Width;
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height = bitmap.Height;
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@ -803,13 +803,13 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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// Sum up the individual channels
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unsafe
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{
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if(pixelBytes == 4)
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if (pixelBytes == 4)
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{
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for(int y = 0; y < height; y++)
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for (int y = 0; y < height; y++)
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{
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byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
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for(int x = 0; x < width; x++)
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for (int x = 0; x < width; x++)
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{
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b += row[x * pixelBytes + 0];
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g += row[x * pixelBytes + 1];
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@ -820,11 +820,11 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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}
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else
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{
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for(int y = 0; y < height; y++)
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for (int y = 0; y < height; y++)
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{
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byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
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for(int x = 0; x < width; x++)
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for (int x = 0; x < width; x++)
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{
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b += row[x * pixelBytes + 0];
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g += row[x * pixelBytes + 1];
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@ -843,13 +843,13 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
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decimal bm = ((decimal)b / totalPixels) * OO_255;
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decimal am = ((decimal)a / totalPixels) * OO_255;
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if(pixelBytes == 3)
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if (pixelBytes == 3)
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am = 1m;
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return new Color4((float)rm, (float)gm, (float)bm, (float)am);
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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.WarnFormat(
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"[WARP 3D IMAGE MODULE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}",
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BIN
bin/Warp3D.dll
BIN
bin/Warp3D.dll
Binary file not shown.
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