471 lines
20 KiB
C#
471 lines
20 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Diagnostics;
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using System.Drawing;
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using System.Drawing.Imaging;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Services.Interfaces;
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namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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public static class TerrainSplat
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{
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#region Constants
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private static readonly UUID DIRT_DETAIL = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
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private static readonly UUID GRASS_DETAIL = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
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private static readonly UUID MOUNTAIN_DETAIL = new UUID("303cd381-8560-7579-23f1-f0a880799740");
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private static readonly UUID ROCK_DETAIL = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
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private static readonly UUID[] DEFAULT_TERRAIN_DETAIL = new UUID[]
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{
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DIRT_DETAIL,
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GRASS_DETAIL,
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MOUNTAIN_DETAIL,
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ROCK_DETAIL
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};
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private static readonly Color[] DEFAULT_TERRAIN_COLOR = new Color[]
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{
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Color.FromArgb(255, 164, 136, 117),
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Color.FromArgb(255, 65, 87, 47),
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Color.FromArgb(255, 157, 145, 131),
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Color.FromArgb(255, 125, 128, 130)
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};
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private static readonly UUID TERRAIN_CACHE_MAGIC = new UUID("2c0c7ef2-56be-4eb8-aacb-76712c535b4b");
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#endregion Constants
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private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name);
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private static string LogHeader = "[WARP3D TERRAIN SPLAT]";
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/// <summary>
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/// Builds a composited terrain texture given the region texture
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/// and heightmap settings
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/// </summary>
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/// <param name="terrain">Terrain heightmap</param>
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/// <param name="regionInfo">Region information including terrain texture parameters</param>
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/// <returns>A 256x256 square RGB texture ready for rendering</returns>
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/// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
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/// Note we create a 256x256 dimension texture even if the actual terrain is larger.
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/// </remarks>
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public static Bitmap Splat(ITerrainChannel terrain, UUID[] textureIDs,
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float[] startHeights, float[] heightRanges,
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uint regionPositionX, uint regionPositionY,
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IAssetService assetService, IJ2KDecoder decoder,
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bool textureTerrain, bool averagetextureTerrain,
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int twidth, int theight)
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{
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Debug.Assert(textureIDs.Length == 4);
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Debug.Assert(startHeights.Length == 4);
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Debug.Assert(heightRanges.Length == 4);
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Bitmap[] detailTexture = new Bitmap[4];
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byte[] mapColorsRed = new byte[4];
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byte[] mapColorsGreen = new byte[4];
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byte[] mapColorsBlue = new byte[4];
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bool usecolors = false;
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if (textureTerrain)
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{
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// Swap empty terrain textureIDs with default IDs
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for(int i = 0; i < textureIDs.Length; i++)
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{
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if(textureIDs[i] == UUID.Zero)
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textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
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}
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#region Texture Fetching
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if(assetService != null)
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{
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for(int i = 0; i < 4; i++)
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{
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AssetBase asset = null;
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// asset cache indexes are strings
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string cacheName ="MAP" + textureIDs[i].ToString();
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// Try to fetch a cached copy of the decoded/resized version of this texture
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asset = assetService.GetCached(cacheName);
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if(asset != null)
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{
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try
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{
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using(System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
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detailTexture[i] = (Bitmap)Image.FromStream(stream);
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if(detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb ||
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detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
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{
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detailTexture[i].Dispose();
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detailTexture[i] = null;
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}
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}
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catch(Exception ex)
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{
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m_log.Warn("Failed to decode cached terrain patch texture" + textureIDs[i] + "): " + ex.Message);
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}
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}
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if(detailTexture[i] == null)
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{
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// Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
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asset = assetService.Get(textureIDs[i].ToString());
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if(asset != null)
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{
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try
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{
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detailTexture[i] = (Bitmap)decoder.DecodeToImage(asset.Data);
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}
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catch(Exception ex)
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{
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m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
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}
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}
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if(detailTexture[i] != null)
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{
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if(detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb ||
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detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
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using(Bitmap origBitmap = detailTexture[i])
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detailTexture[i] = Util.ResizeImageSolid(origBitmap, 16, 16);
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// Save the decoded and resized texture to the cache
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byte[] data;
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using(System.IO.MemoryStream stream = new System.IO.MemoryStream())
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{
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detailTexture[i].Save(stream, ImageFormat.Png);
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data = stream.ToArray();
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}
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// Cache a PNG copy of this terrain texture
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AssetBase newAsset = new AssetBase
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{
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Data = data,
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Description = "PNG",
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Flags = AssetFlags.Collectable,
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FullID = UUID.Zero,
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ID = cacheName,
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Local = true,
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Name = String.Empty,
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Temporary = true,
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Type = (sbyte)AssetType.Unknown
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};
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newAsset.Metadata.ContentType = "image/png";
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assetService.Store(newAsset);
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}
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}
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}
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}
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#endregion Texture Fetching
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if(averagetextureTerrain)
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{
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for(int t = 0; t < 4; t++)
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{
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usecolors = true;
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if(detailTexture[t] == null)
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{
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mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R;
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mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G;
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mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B;
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continue;
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}
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int npixeis = 0;
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int cR = 0;
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int cG = 0;
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int cB = 0;
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BitmapData bmdata = detailTexture[t].LockBits(new Rectangle(0, 0, 16, 16),
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ImageLockMode.ReadOnly, detailTexture[t].PixelFormat);
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npixeis = bmdata.Height * bmdata.Width;
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int ylen = bmdata.Height * bmdata.Stride;
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unsafe
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{
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for(int y = 0; y < ylen; y += bmdata.Stride)
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{
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byte* ptrc = (byte*)bmdata.Scan0 + y;
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for(int x = 0 ; x < bmdata.Width; ++x)
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{
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cR += *(ptrc++);
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cG += *(ptrc++);
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cB += *(ptrc++);
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}
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}
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}
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detailTexture[t].UnlockBits(bmdata);
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detailTexture[t].Dispose();
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mapColorsRed[t] = (byte)Util.Clamp(cR / npixeis, 0 , 255);
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mapColorsGreen[t] = (byte)Util.Clamp(cG / npixeis, 0 , 255);
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mapColorsBlue[t] = (byte)Util.Clamp(cB / npixeis, 0 , 255);
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}
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}
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else
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{
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// Fill in any missing textures with a solid color
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for(int i = 0; i < 4; i++)
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{
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if(detailTexture[i] == null)
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{
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m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color", LogHeader, i);
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// Create a solid color texture for this layer
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detailTexture[i] = new Bitmap(16, 16, PixelFormat.Format24bppRgb);
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using(Graphics gfx = Graphics.FromImage(detailTexture[i]))
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{
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using(SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
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gfx.FillRectangle(brush, 0, 0, 16, 16);
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}
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}
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else
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{
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if(detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
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{
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using(Bitmap origBitmap = detailTexture[i])
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detailTexture[i] = Util.ResizeImageSolid(origBitmap, 16, 16);
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}
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}
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}
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}
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}
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else
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{
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usecolors = true;
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for(int t = 0; t < 4; t++)
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{
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mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R;
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mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G;
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mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B;
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}
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}
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#region Layer Map
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float xFactor = terrain.Width / twidth;
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float yFactor = terrain.Height / theight;
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#endregion Layer Map
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#region Texture Compositing
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Bitmap output = new Bitmap(twidth, theight, PixelFormat.Format24bppRgb);
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BitmapData outputData = output.LockBits(new Rectangle(0, 0, twidth, theight), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
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// Unsafe work as we lock down the source textures for quicker access and access the
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// pixel data directly
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float invtwitdthMinus1 = 1.0f / (twidth - 1);
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float invtheightMinus1 = 1.0f / (theight - 1);
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int ty;
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int tx;
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float pctx;
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float pcty;
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float height;
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float layer;
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float layerDiff;
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int l0;
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int l1;
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uint yglobalpos;
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if(usecolors)
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{
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float a;
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float b;
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unsafe
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{
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byte* ptrO;
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for(int y = 0; y < theight; ++y)
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{
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pcty = y * invtheightMinus1;
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ptrO = (byte*)outputData.Scan0 + y * outputData.Stride;
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ty = (int)(y * yFactor);
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yglobalpos = (uint)ty + regionPositionY;
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for(int x = 0; x < twidth; ++x)
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{
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tx = (int)(x * xFactor);
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pctx = x * invtwitdthMinus1;
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height = (float)terrain[tx, ty];
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layer = getLayerTex(height, pctx, pcty,
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(uint)tx + regionPositionX, yglobalpos,
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startHeights, heightRanges);
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// Select two textures
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l0 = (int)layer;
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l1 = Math.Min(l0 + 1, 3);
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layerDiff = layer - l0;
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a = mapColorsRed[l0];
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b = mapColorsRed[l1];
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*(ptrO++) = (byte)(a + layerDiff * (b - a));
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a = mapColorsGreen[l0];
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b = mapColorsGreen[l1];
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*(ptrO++) = (byte)(a + layerDiff * (b - a));
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a = mapColorsBlue[l0];
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b = mapColorsBlue[l1];
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*(ptrO++) = (byte)(a + layerDiff * (b - a));
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}
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}
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}
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}
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else
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{
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float aB;
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float aG;
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float aR;
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float bB;
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float bG;
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float bR;
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unsafe
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{
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// Get handles to all of the texture data arrays
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BitmapData[] datas = new BitmapData[]
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{
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detailTexture[0].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
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detailTexture[1].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
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detailTexture[2].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
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detailTexture[3].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
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};
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byte* ptr;
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byte* ptrO;
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for(int y = 0; y < theight; y++)
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{
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pcty = y * invtheightMinus1;
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int ypatch = ((int)(y * yFactor) & 0x0f) * datas[0].Stride;
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ptrO = (byte*)outputData.Scan0 + y * outputData.Stride;
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ty = (int)(y * yFactor);
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yglobalpos = (uint)ty + regionPositionY;
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for(int x = 0; x < twidth; x++)
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{
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tx = (int)(x * xFactor);
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pctx = x * invtwitdthMinus1;
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height = (float)terrain[tx, ty];
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layer = getLayerTex(height, pctx, pcty,
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(uint)tx + regionPositionX, yglobalpos,
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startHeights, heightRanges);
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// Select two textures
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l0 = (int)layer;
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layerDiff = layer - l0;
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int patchOffset = (tx & 0x0f) * 3 + ypatch;
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ptr = (byte*)datas[l0].Scan0 + patchOffset;
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aB = *(ptr++);
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aG = *(ptr++);
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aR = *(ptr);
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l1 = Math.Min(l0 + 1, 3);
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ptr = (byte*)datas[l1].Scan0 + patchOffset;
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bB = *(ptr++);
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bG = *(ptr++);
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bR = *(ptr);
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// Interpolate between the two selected textures
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*(ptrO++) = (byte)(aB + layerDiff * (bB - aB));
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*(ptrO++) = (byte)(aG + layerDiff * (bG - aG));
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*(ptrO++) = (byte)(aR + layerDiff * (bR - aR));
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}
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}
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for(int i = 0; i < detailTexture.Length; i++)
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detailTexture[i].UnlockBits(datas[i]);
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}
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for(int i = 0; i < detailTexture.Length; i++)
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if(detailTexture[i] != null)
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detailTexture[i].Dispose();
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}
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output.UnlockBits(outputData);
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//output.Save("terr.png",ImageFormat.Png);
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#endregion Texture Compositing
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return output;
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}
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[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
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private static float getLayerTex(float height, float pctX, float pctY, uint X, uint Y,
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float[] startHeights, float[] heightRanges)
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{
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// Use bilinear interpolation between the four corners of start height and
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// height range to select the current values at this position
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float startHeight = ImageUtils.Bilinear(
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startHeights[0], startHeights[2],
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startHeights[1], startHeights[3],
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pctX, pctY);
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if (float.IsNaN(startHeight))
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return 0;
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startHeight = Utils.Clamp(startHeight, 0f, 255f);
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float heightRange = ImageUtils.Bilinear(
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heightRanges[0], heightRanges[2],
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heightRanges[1], heightRanges[3],
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pctX, pctY);
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heightRange = Utils.Clamp(heightRange, 0f, 255f);
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if(heightRange == 0f || float.IsNaN(heightRange))
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return 0;
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// Generate two frequencies of perlin noise based on our global position
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// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
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float sX = X * 0.20319f;
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float sY = Y * 0.20319f;
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float noise = Perlin.noise2(sX * 0.222222f, sY * 0.222222f) * 13.0f;
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noise += Perlin.turbulence2(sX, sY, 2f) * 4.5f;
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// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
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float layer = ((height + noise - startHeight) / heightRange) * 4f;
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return Utils.Clamp(layer, 0f, 3f);
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}
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}
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}
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