fix a bug on warp3d.dll

httptests
UbitUmarov 2018-05-26 23:03:27 +01:00
parent d5117b6cf7
commit e0b2ee80f9
2 changed files with 64 additions and 64 deletions

View File

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

Binary file not shown.