Merge branch 'master' of git://opensimulator.org/git/opensim

viewer-2-initial-appearance
Jonathan Freedman 2010-10-03 18:04:38 -04:00
commit e3099d48f9
20 changed files with 1506 additions and 71 deletions

View File

@ -91,6 +91,17 @@ namespace OpenSim.Framework
public static FireAndForgetMethod FireAndForgetMethod = FireAndForgetMethod.SmartThreadPool;
/// <summary>
/// Gets the name of the directory where the current running executable
/// is located
/// </summary>
/// <returns>Filesystem path to the directory containing the current
/// executable</returns>
public static string ExecutingDirectory()
{
return Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);
}
/// <summary>
/// Linear interpolates B<->C using percent A
/// </summary>

View File

@ -18,6 +18,7 @@
<RegionModule id="CapabilitiesModule" type="OpenSim.Region.CoreModules.Agent.Capabilities.CapabilitiesModule" />
<RegionModule id="TerrainModule" type="OpenSim.Region.CoreModules.World.Terrain.TerrainModule" />
<RegionModule id="WorldMapModule" type="OpenSim.Region.CoreModules.World.WorldMap.WorldMapModule" />
<RegionModule id="Warp3DImageModule" type="OpenSim.Region.CoreModules.World.Warp3DMap.Warp3DImageModule" />
<RegionModule id="HGWorldMapModule" type="OpenSim.Region.CoreModules.Hypergrid.HGWorldMapModule" />
<RegionModule id="UrlModule" type="OpenSim.Region.CoreModules.Scripting.LSLHttp.UrlModule" />
<RegionModule id="Chat" type="OpenSim.Region.CoreModules.Avatar.Chat.ChatModule" />

View File

@ -219,11 +219,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
else
asset = m_GridService.Get(id);
if (asset != null)
{
if (m_Cache != null)
m_Cache.Cache(asset);
}
return asset;
}
@ -273,18 +270,10 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
}
if (IsHG(id))
asset = m_HGService.Get(id);
return m_HGService.GetData(id);
else
asset = m_GridService.Get(id);
return m_GridService.GetData(id);
if (asset != null)
{
if (m_Cache != null)
m_Cache.Cache(asset);
return asset.Data;
}
return null;
}
public bool Get(string id, Object sender, AssetRetrieved handler)
@ -304,7 +293,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
{
return m_HGService.Get(id, sender, delegate (string assetID, Object s, AssetBase a)
{
if (a != null && m_Cache != null)
if (m_Cache != null)
m_Cache.Cache(a);
handler(assetID, s, a);
});
@ -313,7 +302,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
{
return m_GridService.Get(id, sender, delegate (string assetID, Object s, AssetBase a)
{
if (a != null && m_Cache != null)
if (m_Cache != null)
m_Cache.Cache(a);
handler(assetID, s, a);
});
@ -331,12 +320,30 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
m_Cache.Cache(asset);
if (asset.Temporary || asset.Local)
{
if (m_Cache != null)
m_Cache.Cache(asset);
return asset.ID;
}
string id = string.Empty;
if (IsHG(asset.ID))
return m_HGService.Store(asset);
id = m_HGService.Store(asset);
else
return m_GridService.Store(asset);
id = m_GridService.Store(asset);
if (id != String.Empty)
{
// Placing this here, so that this work with old asset servers that don't send any reply back
// SynchronousRestObjectRequester returns somethins that is not an empty string
if (id != null)
asset.ID = id;
if (m_Cache != null)
m_Cache.Cache(asset);
}
return id;
}
public bool UpdateContent(string id, byte[] data)
@ -363,10 +370,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Asset
if (m_Cache != null)
m_Cache.Expire(id);
bool result = false;
if (IsHG(id))
return m_HGService.Delete(id);
result = m_HGService.Delete(id);
else
return m_GridService.Delete(id);
result = m_GridService.Delete(id);
if (result && m_Cache != null)
m_Cache.Expire(id);
return result;
}
#region IHyperAssetService

View File

@ -29,7 +29,7 @@ using System.Drawing;
using Nini.Config;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.WorldMap
namespace OpenSim.Region.CoreModules.World.LegacyMap
{
public interface IMapTileTerrainRenderer
{

View File

@ -37,7 +37,7 @@ using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.WorldMap
namespace OpenSim.Region.CoreModules.World.LegacyMap
{
public enum DrawRoutine
{
@ -70,7 +70,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
#region IMapImageGenerator Members
public Bitmap CreateMapTile(string gradientmap)
public Bitmap CreateMapTile()
{
bool drawPrimVolume = true;
bool textureTerrain = false;
@ -113,11 +113,11 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
return mapbmp;
}
public byte[] WriteJpeg2000Image(string gradientmap)
public byte[] WriteJpeg2000Image()
{
try
{
using (Bitmap mapbmp = CreateMapTile(gradientmap))
using (Bitmap mapbmp = CreateMapTile())
return OpenJPEG.EncodeFromImage(mapbmp, true);
}
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
@ -545,44 +545,5 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
return returnpt;
}
// TODO: unused:
// #region Deprecated Maptile Generation. Adam may update this
// private Bitmap TerrainToBitmap(string gradientmap)
// {
// Bitmap gradientmapLd = new Bitmap(gradientmap);
//
// int pallete = gradientmapLd.Height;
//
// Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
// Color[] colours = new Color[pallete];
//
// for (int i = 0; i < pallete; i++)
// {
// colours[i] = gradientmapLd.GetPixel(0, i);
// }
//
// lock (m_scene.Heightmap)
// {
// ITerrainChannel copy = m_scene.Heightmap;
// for (int y = 0; y < copy.Height; y++)
// {
// for (int x = 0; x < copy.Width; x++)
// {
// // 512 is the largest possible height before colours clamp
// int colorindex = (int) (Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
//
// // Handle error conditions
// if (colorindex > pallete - 1 || colorindex < 0)
// bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
// else
// bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
// }
// }
// ShadeBuildings(bmp);
// return bmp;
// }
// }
// #endregion
}
}

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@ -33,7 +33,7 @@ using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.WorldMap
namespace OpenSim.Region.CoreModules.World.LegacyMap
{
public class ShadedMapTileRenderer : IMapTileTerrainRenderer
{

View File

@ -36,7 +36,7 @@ using OpenMetaverse.Imaging;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Region.CoreModules.World.WorldMap
namespace OpenSim.Region.CoreModules.World.LegacyMap
{
// Hue, Saturation, Value; used for color-interpolation
struct HSV {

View File

@ -0,0 +1,624 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Reflection;
using CSJ2K;
using Nini.Config;
using log4net;
using Rednettle.Warp3D;
using OpenMetaverse;
using OpenMetaverse.Imaging;
using OpenMetaverse.Rendering;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.Physics.Manager;
using OpenSim.Services.Interfaces;
using WarpRenderer = global::Warp3D.Warp3D;
namespace OpenSim.Region.CoreModules.World.Warp3DMap
{
public class Warp3DImageModule : IMapImageGenerator, IRegionModule
{
private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3");
private static readonly Color4 WATER_COLOR = new Color4(29, 71, 95, 216);
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
private IRendering m_primMesher;
private IConfigSource m_config;
private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>();
private bool m_useAntiAliasing = true; // TODO: Make this a config option
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource source)
{
m_scene = scene;
m_config = source;
IConfig startupConfig = m_config.Configs["Startup"];
if (startupConfig.GetString("MapImageModule", "MapImageModule") != "Warp3DImageModule")
return;
List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
if (renderers.Count > 0)
{
m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
m_log.Info("[MAPTILE]: Loaded prim mesher " + m_primMesher.ToString());
}
else
{
m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
}
m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "Warp3DImageModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
#region IMapImageGenerator Members
public Bitmap CreateMapTile()
{
bool drawPrimVolume = true;
bool textureTerrain = true;
try
{
IConfig startupConfig = m_config.Configs["Startup"];
drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
}
catch
{
m_log.Warn("[MAPTILE]: Failed to load StartupConfig");
}
m_colors.Clear();
Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
int width = viewport.Width;
int height = viewport.Height;
if (m_useAntiAliasing)
{
width *= 2;
height *= 2;
}
WarpRenderer renderer = new WarpRenderer();
renderer.CreateScene(width, height);
renderer.Scene.autoCalcNormals = false;
#region Camera
warp_Vector pos = ConvertVector(viewport.Position);
pos.z -= 0.001f; // Works around an issue with the Warp3D camera
warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection));
renderer.Scene.defaultCamera.setPos(pos);
renderer.Scene.defaultCamera.lookAt(lookat);
if (viewport.Orthographic)
{
renderer.Scene.defaultCamera.isOrthographic = true;
renderer.Scene.defaultCamera.orthoViewWidth = viewport.OrthoWindowWidth;
renderer.Scene.defaultCamera.orthoViewHeight = 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(0.2f, 0.2f, 1f), 0xffffff, 320, 80));
renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 100, 40));
CreateWater(renderer);
CreateTerrain(renderer, textureTerrain);
if (drawPrimVolume)
CreateAllPrims(renderer);
renderer.Render();
Bitmap bitmap = renderer.Scene.getImage();
if (m_useAntiAliasing)
bitmap = ImageUtils.ResizeImage(bitmap, viewport.Width, viewport.Height);
return bitmap;
}
public byte[] WriteJpeg2000Image()
{
try
{
using (Bitmap mapbmp = CreateMapTile())
return OpenJPEG.EncodeFromImage(mapbmp, true);
}
catch (Exception e)
{
// JPEG2000 encoder failed
m_log.Error("[MAPTILE]: Failed generating terrain map: " + e);
}
return null;
}
#endregion
#region Rendering Methods
private void CreateWater(WarpRenderer renderer)
{
float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
renderer.AddPlane("Water", 256f * 0.5f);
renderer.Scene.sceneobject("Water").setPos(127.5f, waterHeight, 127.5f);
renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR));
renderer.Scene.material("WaterColor").setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
renderer.SetObjectMaterial("Water", "WaterColor");
}
private void CreateTerrain(WarpRenderer renderer, bool textureTerrain)
{
ITerrainChannel terrain = m_scene.Heightmap;
float[] heightmap = terrain.GetFloatsSerialised();
warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2);
for (int y = 0; y < 256; y++)
{
for (int x = 0; x < 256; x++)
{
int v = y * 256 + x;
float height = heightmap[v];
warp_Vector pos = ConvertVector(new Vector3(x, y, height));
obj.addVertex(new warp_Vertex(pos, (float)x / 255f, (float)(255 - y) / 255f));
}
}
for (int y = 0; y < 256; y++)
{
for (int x = 0; x < 256; x++)
{
if (x < 255 && y < 255)
{
int v = y * 256 + x;
// Normal
Vector3 v1 = new Vector3(x, y, heightmap[y * 256 + x]);
Vector3 v2 = new Vector3(x + 1, y, heightmap[y * 256 + x + 1]);
Vector3 v3 = new Vector3(x, y + 1, heightmap[(y + 1) * 256 + x]);
warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3));
norm = norm.reverse();
obj.vertex(v).n = norm;
// Triangle 1
obj.addTriangle(
v,
v + 1,
v + 256);
// Triangle 2
obj.addTriangle(
v + 256 + 1,
v + 256,
v + 1);
}
}
}
renderer.Scene.addObject("Terrain", obj);
UUID[] textureIDs = new UUID[4];
float[] startHeights = new float[4];
float[] heightRanges = new float[4];
RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
textureIDs[0] = regionInfo.TerrainTexture1;
textureIDs[1] = regionInfo.TerrainTexture2;
textureIDs[2] = regionInfo.TerrainTexture3;
textureIDs[3] = regionInfo.TerrainTexture4;
startHeights[0] = (float)regionInfo.Elevation1SW;
startHeights[1] = (float)regionInfo.Elevation1NW;
startHeights[2] = (float)regionInfo.Elevation1SE;
startHeights[3] = (float)regionInfo.Elevation1NE;
heightRanges[0] = (float)regionInfo.Elevation2SW;
heightRanges[1] = (float)regionInfo.Elevation2NW;
heightRanges[2] = (float)regionInfo.Elevation2SE;
heightRanges[3] = (float)regionInfo.Elevation2NE;
uint globalX, globalY;
Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
Bitmap image = TerrainSplat.Splat(heightmap, textureIDs, startHeights, heightRanges, new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain);
warp_Texture texture = new warp_Texture(image);
warp_Material material = new warp_Material(texture);
material.setReflectivity(50);
renderer.Scene.addMaterial("TerrainColor", material);
renderer.SetObjectMaterial("Terrain", "TerrainColor");
}
private void CreateAllPrims(WarpRenderer renderer)
{
if (m_primMesher == null)
return;
m_scene.ForEachSOG(
delegate(SceneObjectGroup group)
{
CreatePrim(renderer, group.RootPart);
foreach (SceneObjectPart child in group.Parts)
CreatePrim(renderer, child);
}
);
}
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
{
const float MIN_SIZE = 2f;
if ((PCode)prim.Shape.PCode != PCode.Prim)
return;
if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE)
return;
Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
FacetedMesh renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
if (renderMesh == null)
return;
warp_Vector primPos = ConvertVector(prim.AbsolutePosition);
warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset);
warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
if (prim.ParentID != 0)
{
SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId);
if (group != null)
m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset)));
}
warp_Vector primScale = ConvertVector(prim.Scale);
string primID = prim.UUID.ToString();
// Create the prim faces
for (int i = 0; i < renderMesh.Faces.Count; i++)
{
Face face = renderMesh.Faces[i];
string meshName = primID + "-Face-" + i.ToString();
warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3);
for (int j = 0; j < face.Vertices.Count; j++)
{
Vertex v = face.Vertices[j];
warp_Vector pos = ConvertVector(v.Position);
warp_Vector norm = ConvertVector(v.Normal);
if (prim.Shape.SculptTexture == UUID.Zero)
norm = norm.reverse();
warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y);
faceObj.addVertex(vert);
}
for (int j = 0; j < face.Indices.Count; j += 3)
{
faceObj.addTriangle(
face.Indices[j + 0],
face.Indices[j + 1],
face.Indices[j + 2]);
}
Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
Color4 faceColor = GetFaceColor(teFace);
string materialName = GetOrCreateMaterial(renderer, faceColor);
faceObj.transform(m);
faceObj.setPos(primPos);
faceObj.scaleSelf(primScale.x, primScale.y, primScale.z);
renderer.Scene.addObject(meshName, faceObj);
renderer.SetObjectMaterial(meshName, materialName);
}
}
private Color4 GetFaceColor(Primitive.TextureEntryFace face)
{
Color4 color;
if (face.TextureID == UUID.Zero)
return face.RGBA;
if (!m_colors.TryGetValue(face.TextureID, out color))
{
bool fetched = false;
// Attempt to fetch the texture metadata
UUID metadataID = UUID.Combine(face.TextureID, TEXTURE_METADATA_MAGIC);
AssetBase metadata = m_scene.AssetService.GetCached(metadataID.ToString());
if (metadata != null)
{
OSDMap map = null;
try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { }
if (map != null)
{
color = map["X-JPEG2000-RGBA"].AsColor4();
fetched = true;
}
}
if (!fetched)
{
// Fetch the texture, decode and get the average color,
// then save it to a temporary metadata asset
AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
if (textureAsset != null)
{
int width, height;
color = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height);
OSDMap data = new OSDMap { { "X-JPEG2000-RGBA", OSD.FromColor4(color) } };
metadata = new AssetBase
{
Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)),
Description = "Metadata for JPEG2000 texture " + face.TextureID.ToString(),
Flags = AssetFlags.Collectable,
FullID = metadataID,
ID = metadataID.ToString(),
Local = true,
Temporary = true,
Name = String.Empty,
Type = (sbyte)AssetType.Unknown
};
m_scene.AssetService.Store(metadata);
}
else
{
color = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
}
}
m_colors[face.TextureID] = color;
}
return color * face.RGBA;
}
private string GetOrCreateMaterial(WarpRenderer renderer, Color4 color)
{
string name = color.ToString();
warp_Material material = renderer.Scene.material(name);
if (material != null)
return name;
renderer.AddMaterial(name, ConvertColor(color));
if (color.A < 1f)
renderer.Scene.material(name).setTransparency((byte)((1f - color.A) * 255f));
return name;
}
#endregion Rendering Methods
#region Static Helpers
private static warp_Vector ConvertVector(Vector3 vector)
{
return new warp_Vector(vector.X, vector.Z, vector.Y);
}
private static warp_Quaternion ConvertQuaternion(Quaternion quat)
{
return new warp_Quaternion(quat.X, quat.Z, quat.Y, -quat.W);
}
private static int ConvertColor(Color4 color)
{
int c = warp_Color.getColor((byte)(color.R * 255f), (byte)(color.G * 255f), (byte)(color.B * 255f));
if (color.A < 1f)
c |= (byte)(color.A * 255f) << 24;
return c;
}
private static Vector3 SurfaceNormal(Vector3 c1, Vector3 c2, Vector3 c3)
{
Vector3 edge1 = new Vector3(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
Vector3 edge2 = new Vector3(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
Vector3 normal = Vector3.Cross(edge1, edge2);
normal.Normalize();
return normal;
}
public static Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height)
{
ulong r = 0;
ulong g = 0;
ulong b = 0;
ulong a = 0;
using (MemoryStream stream = new MemoryStream(j2kData))
{
try
{
Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream);
width = bitmap.Width;
height = bitmap.Height;
BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
int pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4;
// Sum up the individual channels
unsafe
{
if (pixelBytes == 4)
{
for (int y = 0; y < height; y++)
{
byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
for (int x = 0; x < width; x++)
{
b += row[x * pixelBytes + 0];
g += row[x * pixelBytes + 1];
r += row[x * pixelBytes + 2];
a += row[x * pixelBytes + 3];
}
}
}
else
{
for (int y = 0; y < height; y++)
{
byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
for (int x = 0; x < width; x++)
{
b += row[x * pixelBytes + 0];
g += row[x * pixelBytes + 1];
r += row[x * pixelBytes + 2];
}
}
}
}
// Get the averages for each channel
const decimal OO_255 = 1m / 255m;
decimal totalPixels = (decimal)(width * height);
decimal rm = ((decimal)r / totalPixels) * OO_255;
decimal gm = ((decimal)g / totalPixels) * OO_255;
decimal bm = ((decimal)b / totalPixels) * OO_255;
decimal am = ((decimal)a / totalPixels) * OO_255;
if (pixelBytes == 3)
am = 1m;
return new Color4((float)rm, (float)gm, (float)bm, (float)am);
}
catch (Exception ex)
{
m_log.WarnFormat("[MAPTILE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}", textureID, j2kData.Length, ex.Message);
width = 0;
height = 0;
return new Color4(0.5f, 0.5f, 0.5f, 1.0f);
}
}
}
#endregion Static Helpers
}
public static class ImageUtils
{
/// <summary>
/// Performs bilinear interpolation between four values
/// </summary>
/// <param name="v00">First, or top left value</param>
/// <param name="v01">Second, or top right value</param>
/// <param name="v10">Third, or bottom left value</param>
/// <param name="v11">Fourth, or bottom right value</param>
/// <param name="xPercent">Interpolation value on the X axis, between 0.0 and 1.0</param>
/// <param name="yPercent">Interpolation value on fht Y axis, between 0.0 and 1.0</param>
/// <returns>The bilinearly interpolated result</returns>
public static float Bilinear(float v00, float v01, float v10, float v11, float xPercent, float yPercent)
{
return Utils.Lerp(Utils.Lerp(v00, v01, xPercent), Utils.Lerp(v10, v11, xPercent), yPercent);
}
/// <summary>
/// Performs a high quality image resize
/// </summary>
/// <param name="image">Image to resize</param>
/// <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)
{
Bitmap result = new Bitmap(width, height);
using (Graphics graphics = Graphics.FromImage(result))
{
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.DrawImage(image, 0, 0, result.Width, result.Height);
}
return result;
}
}
}

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using OpenMetaverse;
namespace OpenSim.Region.CoreModules.World.Warp3DMap
{
public static class Perlin
{
// We use a hardcoded seed to keep the noise generation consistent between runs
private const int SEED = 42;
private const int SAMPLE_SIZE = 1024;
private const int B = SAMPLE_SIZE;
private const int BM = SAMPLE_SIZE - 1;
private const int N = 0x1000;
private static readonly int[] p = new int[SAMPLE_SIZE + SAMPLE_SIZE + 2];
private static readonly float[,] g3 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2, 3];
private static readonly float[,] g2 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2, 2];
private static readonly float[] g1 = new float[SAMPLE_SIZE + SAMPLE_SIZE + 2];
static Perlin()
{
Random rng = new Random(SEED);
int i, j, k;
for (i = 0; i < B; i++)
{
p[i] = i;
g1[i] = (float)((rng.Next() % (B + B)) - B) / B;
for (j = 0; j < 2; j++)
g2[i, j] = (float)((rng.Next() % (B + B)) - B) / B;
normalize2(g2, i);
for (j = 0; j < 3; j++)
g3[i, j] = (float)((rng.Next() % (B + B)) - B) / B;
normalize3(g3, i);
}
while (--i > 0)
{
k = p[i];
p[i] = p[j = rng.Next() % B];
p[j] = k;
}
for (i = 0; i < B + 2; i++)
{
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0; j < 2; j++)
g2[B + i, j] = g2[i, j];
for (j = 0; j < 3; j++)
g3[B + i, j] = g3[i, j];
}
}
public static float noise1(float arg)
{
int bx0, bx1;
float rx0, rx1, sx, t, u, v, a;
a = arg;
t = arg + N;
bx0 = ((int)t) & BM;
bx1 = (bx0 + 1) & BM;
rx0 = t - (int)t;
rx1 = rx0 - 1f;
sx = s_curve(rx0);
u = rx0 * g1[p[bx0]];
v = rx1 * g1[p[bx1]];
return Utils.Lerp(u, v, sx);
}
public static float noise2(float x, float y)
{
int bx0, bx1, by0, by1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, sx, sy, a, b, t, u, v;
int i, j;
t = x + N;
bx0 = ((int)t) & BM;
bx1 = (bx0 + 1) & BM;
rx0 = t - (int)t;
rx1 = rx0 - 1f;
t = y + N;
by0 = ((int)t) & BM;
by1 = (by0 + 1) & BM;
ry0 = t - (int)t;
ry1 = ry0 - 1f;
i = p[bx0];
j = p[bx1];
b00 = p[i + by0];
b10 = p[j + by0];
b01 = p[i + by1];
b11 = p[j + by1];
sx = s_curve(rx0);
sy = s_curve(ry0);
u = rx0 * g2[b00, 0] + ry0 * g2[b00, 1];
v = rx1 * g2[b10, 0] + ry0 * g2[b10, 1];
a = Utils.Lerp(u, v, sx);
u = rx0 * g2[b01, 0] + ry1 * g2[b01, 1];
v = rx1 * g2[b11, 0] + ry1 * g2[b11, 1];
b = Utils.Lerp(u, v, sx);
return Utils.Lerp(a, b, sy);
}
public static float noise3(float x, float y, float z)
{
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v;
int i, j;
t = x + N;
bx0 = ((int)t) & BM;
bx1 = (bx0 + 1) & BM;
rx0 = t - (int)t;
rx1 = rx0 - 1f;
t = y + N;
by0 = ((int)t) & BM;
by1 = (by0 + 1) & BM;
ry0 = t - (int)t;
ry1 = ry0 - 1f;
t = z + N;
bz0 = ((int)t) & BM;
bz1 = (bz0 + 1) & BM;
rz0 = t - (int)t;
rz1 = rz0 - 1f;
i = p[bx0];
j = p[bx1];
b00 = p[i + by0];
b10 = p[j + by0];
b01 = p[i + by1];
b11 = p[j + by1];
t = s_curve(rx0);
sy = s_curve(ry0);
sz = s_curve(rz0);
u = rx0 * g3[b00 + bz0, 0] + ry0 * g3[b00 + bz0, 1] + rz0 * g3[b00 + bz0, 2];
v = rx1 * g3[b10 + bz0, 0] + ry0 * g3[b10 + bz0, 1] + rz0 * g3[b10 + bz0, 2];
a = Utils.Lerp(u, v, t);
u = rx0 * g3[b01 + bz0, 0] + ry1 * g3[b01 + bz0, 1] + rz0 * g3[b01 + bz0, 2];
v = rx1 * g3[b11 + bz0, 0] + ry1 * g3[b11 + bz0, 1] + rz0 * g3[b11 + bz0, 2];
b = Utils.Lerp(u, v, t);
c = Utils.Lerp(a, b, sy);
u = rx0 * g3[b00 + bz1, 0] + ry0 * g3[b00 + bz1, 1] + rz1 * g3[b00 + bz1, 2];
v = rx1 * g3[b10 + bz1, 0] + ry0 * g3[b10 + bz1, 1] + rz1 * g3[b10 + bz1, 2];
a = Utils.Lerp(u, v, t);
u = rx0 * g3[b01 + bz1, 0] + ry1 * g3[b01 + bz1, 1] + rz1 * g3[b01 + bz1, 2];
v = rx1 * g3[b11 + bz1, 0] + ry1 * g3[b11 + bz1, 1] + rz1 * g3[b11 + bz1, 2];
b = Utils.Lerp(u, v, t);
d = Utils.Lerp(a, b, sy);
return Utils.Lerp(c, d, sz);
}
public static float turbulence1(float x, float freq)
{
float t;
float v;
for (t = 0f; freq >= 1f; freq *= 0.5f)
{
v = freq * x;
t += noise1(v) / freq;
}
return t;
}
public static float turbulence2(float x, float y, float freq)
{
float t;
Vector2 vec;
for (t = 0f; freq >= 1f; freq *= 0.5f)
{
vec.X = freq * x;
vec.Y = freq * y;
t += noise2(vec.X, vec.Y) / freq;
}
return t;
}
public static float turbulence3(float x, float y, float z, float freq)
{
float t;
Vector3 vec;
for (t = 0f; freq >= 1f; freq *= 0.5f)
{
vec.X = freq * x;
vec.Y = freq * y;
vec.Z = freq * z;
t += noise3(vec.X, vec.Y, vec.Z) / freq;
}
return t;
}
private static void normalize2(float[,] v, int i)
{
float s;
s = (float)Math.Sqrt(v[i, 0] * v[i, 0] + v[i, 1] * v[i, 1]);
s = 1.0f / s;
v[i, 0] = v[i, 0] * s;
v[i, 1] = v[i, 1] * s;
}
private static void normalize3(float[,] v, int i)
{
float s;
s = (float)Math.Sqrt(v[i, 0] * v[i, 0] + v[i, 1] * v[i, 1] + v[i, 2] * v[i, 2]);
s = 1.0f / s;
v[i, 0] = v[i, 0] * s;
v[i, 1] = v[i, 1] * s;
v[i, 2] = v[i, 2] * s;
}
private static float s_curve(float t)
{
return t * t * (3f - 2f * t);
}
}
}

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Imaging;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.CoreModules.World.Warp3DMap
{
public static class TerrainSplat
{
#region Constants
private static readonly UUID DIRT_DETAIL = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
private static readonly UUID GRASS_DETAIL = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
private static readonly UUID MOUNTAIN_DETAIL = new UUID("303cd381-8560-7579-23f1-f0a880799740");
private static readonly UUID ROCK_DETAIL = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
private static readonly UUID[] DEFAULT_TERRAIN_DETAIL = new UUID[]
{
DIRT_DETAIL,
GRASS_DETAIL,
MOUNTAIN_DETAIL,
ROCK_DETAIL
};
private static readonly Color[] DEFAULT_TERRAIN_COLOR = new Color[]
{
Color.FromArgb(255, 164, 136, 117),
Color.FromArgb(255, 65, 87, 47),
Color.FromArgb(255, 157, 145, 131),
Color.FromArgb(255, 125, 128, 130)
};
private static readonly UUID TERRAIN_CACHE_MAGIC = new UUID("2c0c7ef2-56be-4eb8-aacb-76712c535b4b");
#endregion Constants
private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name);
/// <summary>
/// Builds a composited terrain texture given the region texture
/// and heightmap settings
/// </summary>
/// <param name="heightmap">Terrain heightmap</param>
/// <param name="regionInfo">Region information including terrain texture parameters</param>
/// <returns>A composited 256x256 RGB texture ready for rendering</returns>
/// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
/// </remarks>
public static Bitmap Splat(float[] heightmap, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
{
Debug.Assert(heightmap.Length == 256 * 256);
Debug.Assert(textureIDs.Length == 4);
Debug.Assert(startHeights.Length == 4);
Debug.Assert(heightRanges.Length == 4);
Bitmap[] detailTexture = new Bitmap[4];
if (textureTerrain)
{
// Swap empty terrain textureIDs with default IDs
for (int i = 0; i < textureIDs.Length; i++)
{
if (textureIDs[i] == UUID.Zero)
textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
}
#region Texture Fetching
if (assetService != null)
{
for (int i = 0; i < 4; i++)
{
AssetBase asset;
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)
{
try
{
using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
detailTexture[i] = (Bitmap)Image.FromStream(stream);
}
catch (Exception ex)
{
m_log.Warn("Failed to decode cached terrain texture " + cacheID +
" (textureID: " + textureIDs[i] + "): " + ex.Message);
}
}
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)
{
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)
{
Bitmap bitmap = detailTexture[i];
// Make sure this texture is the correct size, otherwise resize
if (bitmap.Width != 256 || bitmap.Height != 256)
bitmap = ImageUtils.ResizeImage(bitmap, 256, 256);
// Save the decoded and resized texture to the cache
byte[] data;
using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
{
bitmap.Save(stream, ImageFormat.Png);
data = stream.ToArray();
}
// Cache a PNG copy of this terrain texture
AssetBase newAsset = new AssetBase
{
Data = data,
Description = "PNG",
Flags = AssetFlags.Collectable,
FullID = cacheID,
ID = cacheID.ToString(),
Local = true,
Name = String.Empty,
Temporary = true,
Type = (sbyte)AssetType.Unknown
};
newAsset.Metadata.ContentType = "image/png";
assetService.Store(newAsset);
}
}
}
}
#endregion Texture Fetching
}
// Fill in any missing textures with a solid color
for (int i = 0; i < 4; i++)
{
if (detailTexture[i] == null)
{
// Create a solid color texture for this layer
detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
{
using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
gfx.FillRectangle(brush, 0, 0, 256, 256);
}
}
}
#region Layer Map
float[] layermap = new float[256 * 256];
for (int y = 0; y < 256; y++)
{
for (int x = 0; x < 256; x++)
{
float height = heightmap[y * 256 + x];
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) * 0.20319f,
((float)regionPosition.Y + y) * 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[y * 256 + x] = Utils.Clamp(layer, 0f, 3f);
}
}
#endregion Layer Map
#region Texture Compositing
Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
unsafe
{
// Get handles to all of the texture data arrays
BitmapData[] datas = new BitmapData[]
{
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)
};
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++)
{
float layer = layermap[y * 256 + x];
// Select two textures
int l0 = (int)Math.Floor(layer);
int l1 = Math.Min(l0 + 1, 3);
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;
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)Math.Floor(aB + layerDiff * (bB - aB));
*(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
*(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR));
}
}
for (int i = 0; i < 4; i++)
detailTexture[i].UnlockBits(datas[i]);
}
output.UnlockBits(outputData);
// We generated the texture upside down, so flip it
output.RotateFlip(RotateFlipType.RotateNoneFlipY);
#endregion Texture Compositing
return output;
}
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;
Bitmap img = new Bitmap(256, 256);
BitmapData bitmapData = img.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
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);
Color4 color = Color4.FromHSV(BASE_HSV_H, BASE_HSV_S, normHeight);
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);
}
}
}
img.UnlockBits(bitmapData);
return img;
}
}
}

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Drawing;
using OpenMetaverse;
namespace OpenSim.Region.CoreModules.World.Warp3DMap
{
public class Viewport
{
private const float DEG_TO_RAD = (float)Math.PI / 180f;
private static readonly Vector3 UP_DIRECTION = Vector3.UnitZ;
public Vector3 Position;
public Vector3 LookDirection;
public float FieldOfView;
public float NearPlaneDistance;
public float FarPlaneDistance;
public int Width;
public int Height;
public bool Orthographic;
public float OrthoWindowWidth;
public float OrthoWindowHeight;
public Viewport(Vector3 position, Vector3 lookDirection, float fieldOfView, float farPlaneDist, float nearPlaneDist, int width, int height)
{
// Perspective projection mode
Position = position;
LookDirection = lookDirection;
FieldOfView = fieldOfView;
FarPlaneDistance = farPlaneDist;
NearPlaneDistance = nearPlaneDist;
Width = width;
Height = height;
}
public Viewport(Vector3 position, Vector3 lookDirection, float farPlaneDist, float nearPlaneDist, int width, int height, float orthoWindowWidth, float orthoWindowHeight)
{
// Orthographic projection mode
Position = position;
LookDirection = lookDirection;
FarPlaneDistance = farPlaneDist;
NearPlaneDistance = nearPlaneDist;
Width = width;
Height = height;
OrthoWindowWidth = orthoWindowWidth;
OrthoWindowHeight = orthoWindowHeight;
Orthographic = true;
}
public Point VectorToScreen(Vector3 v)
{
Matrix4 m = GetWorldToViewportMatrix();
Vector3 screenPoint = v * m;
return new Point((int)screenPoint.X, (int)screenPoint.Y);
}
public Matrix4 GetWorldToViewportMatrix()
{
Matrix4 result = GetViewMatrix();
result *= GetPerspectiveProjectionMatrix();
result *= GetViewportMatrix();
return result;
}
public Matrix4 GetViewMatrix()
{
Vector3 zAxis = -LookDirection;
zAxis.Normalize();
Vector3 xAxis = Vector3.Cross(UP_DIRECTION, zAxis);
xAxis.Normalize();
Vector3 yAxis = Vector3.Cross(zAxis, xAxis);
Vector3 position = Position;
float offsetX = -Vector3.Dot(xAxis, position);
float offsetY = -Vector3.Dot(yAxis, position);
float offsetZ = -Vector3.Dot(zAxis, position);
return new Matrix4(
xAxis.X, yAxis.X, zAxis.X, 0f,
xAxis.Y, yAxis.Y, zAxis.Y, 0f,
xAxis.Z, yAxis.Z, zAxis.Z, 0f,
offsetX, offsetY, offsetZ, 1f);
}
public Matrix4 GetPerspectiveProjectionMatrix()
{
float aspectRatio = (float)Width / (float)Height;
float hFoV = FieldOfView * DEG_TO_RAD;
float zn = NearPlaneDistance;
float zf = FarPlaneDistance;
float xScale = 1f / (float)Math.Tan(hFoV / 2f);
float yScale = aspectRatio * xScale;
float m33 = (zf == double.PositiveInfinity) ? -1 : (zf / (zn - zf));
float m43 = zn * m33;
return new Matrix4(
xScale, 0f, 0f, 0f,
0f, yScale, 0f, 0f,
0f, 0f, m33, -1f,
0f, 0f, m43, 0f);
}
public Matrix4 GetOrthographicProjectionMatrix(float aspectRatio)
{
float w = Width;
float h = Height;
float zn = NearPlaneDistance;
float zf = FarPlaneDistance;
float m33 = 1 / (zn - zf);
float m43 = zn * m33;
return new Matrix4(
2f / w, 0f, 0f, 0f,
0f, 2f / h, 0f, 0f,
0f, 0f, m33, 0f,
0f, 0f, m43, 1f);
}
public Matrix4 GetViewportMatrix()
{
float scaleX = (float)Width * 0.5f;
float scaleY = (float)Height * 0.5f;
float offsetX = 0f + scaleX;
float offsetY = 0f + scaleY;
return new Matrix4(
scaleX, 0f, 0f, 0f,
0f, -scaleY, 0f, 0f,
0f, 0f, 1f, 0f,
offsetX, offsetY, 0f, 1f);
}
}
}

View File

@ -1011,7 +1011,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
if (terrain == null)
return;
byte[] data = terrain.WriteJpeg2000Image("defaultstripe.png");
byte[] data = terrain.WriteJpeg2000Image();
if (data == null)
return;

View File

@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Interfaces
public interface IMapImageGenerator
{
System.Drawing.Bitmap CreateMapTile(string gradientmap);
byte[] WriteJpeg2000Image(string gradientmap);
System.Drawing.Bitmap CreateMapTile();
byte[] WriteJpeg2000Image();
}
}

View File

@ -411,7 +411,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
return;
}
using (Image mapTile = tileGenerator.CreateMapTile("defaultstripe.png"))
using (Image mapTile = tileGenerator.CreateMapTile())
{
using (MemoryStream stream = new MemoryStream())
{

View File

@ -0,0 +1,41 @@
Authors: Lluis Sanchez Gual <lluis@novell.com>
The MIT License
Copyright (C) 2007 Novell, Inc (http://www.novell.com)
Permission is hereby granted, free of charge, to any person obtaining
a copy
of this software and associated documentation files (the "Software"),
to deal
in the Software without restriction, including without limitation
the rights
to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell
copies of the Software, and to permit persons to whom the
Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NON INFRINGEMENT.
IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR
THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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BIN
bin/Mono.Addins.Setup.dll Normal file

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BIN
bin/Warp3D.dll Normal file

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@ -1370,11 +1370,13 @@
<Configuration name="Debug">
<Options>
<OutputPath>../../../bin/</OutputPath>
<AllowUnsafe>true</AllowUnsafe>
</Options>
</Configuration>
<Configuration name="Release">
<Options>
<OutputPath>../../../bin/</OutputPath>
<AllowUnsafe>true</AllowUnsafe>
</Options>
</Configuration>
@ -1389,6 +1391,7 @@
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
<Reference name="OpenMetaverse" path="../../../bin/"/>
<Reference name="CSJ2K" path="../../../bin/"/>
<Reference name="Warp3D" path="../../../bin/" localCopy="true"/>
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Framework.Capabilities"/>
<Reference name="OpenSim.Framework.Communications"/>