OpenSimMirror/OpenSim/Region/CoreModules/World/Warp3DMap/TerrainSplat.cs

471 lines
20 KiB
C#

/*
* 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:
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* 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
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*/
using System;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Imaging;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
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);
private static string LogHeader = "[WARP3D TERRAIN SPLAT]";
/// <summary>
/// Builds a composited terrain texture given the region texture
/// and heightmap settings
/// </summary>
/// <param name="terrain">Terrain heightmap</param>
/// <param name="regionInfo">Region information including terrain texture parameters</param>
/// <returns>A 256x256 square RGB texture ready for rendering</returns>
/// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
/// Note we create a 256x256 dimension texture even if the actual terrain is larger.
/// </remarks>
public static Bitmap Splat(ITerrainChannel terrain, UUID[] textureIDs,
float[] startHeights, float[] heightRanges,
uint regionPositionX, uint regionPositionY,
IAssetService assetService, IJ2KDecoder decoder,
bool textureTerrain, bool averagetextureTerrain,
int twidth, int theight)
{
Debug.Assert(textureIDs.Length == 4);
Debug.Assert(startHeights.Length == 4);
Debug.Assert(heightRanges.Length == 4);
Bitmap[] detailTexture = new Bitmap[4];
byte[] mapColorsRed = new byte[4];
byte[] mapColorsGreen = new byte[4];
byte[] mapColorsBlue = new byte[4];
bool usecolors = false;
if (textureTerrain)
{
// Swap empty terrain textureIDs with default IDs
for(int i = 0; i < textureIDs.Length; i++)
{
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 = null;
// asset cache indexes are strings
string cacheName ="MAP" + textureIDs[i].ToString();
// Try to fetch a cached copy of the decoded/resized version of this texture
asset = assetService.GetCached(cacheName);
if(asset != null)
{
try
{
using(System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
detailTexture[i] = (Bitmap)Image.FromStream(stream);
if(detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb ||
detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
{
detailTexture[i].Dispose();
detailTexture[i] = null;
}
}
catch(Exception ex)
{
m_log.Warn("Failed to decode cached terrain patch texture" + 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)decoder.DecodeToImage(asset.Data);
}
catch(Exception ex)
{
m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
}
}
if(detailTexture[i] != null)
{
if(detailTexture[i].PixelFormat != PixelFormat.Format24bppRgb ||
detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
using(Bitmap origBitmap = detailTexture[i])
detailTexture[i] = Util.ResizeImageSolid(origBitmap, 16, 16);
// Save the decoded and resized texture to the cache
byte[] data;
using(System.IO.MemoryStream stream = new System.IO.MemoryStream())
{
detailTexture[i].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 = UUID.Zero,
ID = cacheName,
Local = true,
Name = String.Empty,
Temporary = true,
Type = (sbyte)AssetType.Unknown
};
newAsset.Metadata.ContentType = "image/png";
assetService.Store(newAsset);
}
}
}
}
#endregion Texture Fetching
if(averagetextureTerrain)
{
for(int t = 0; t < 4; t++)
{
usecolors = true;
if(detailTexture[t] == null)
{
mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R;
mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G;
mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B;
continue;
}
int npixeis = 0;
int cR = 0;
int cG = 0;
int cB = 0;
BitmapData bmdata = detailTexture[t].LockBits(new Rectangle(0, 0, 16, 16),
ImageLockMode.ReadOnly, detailTexture[t].PixelFormat);
npixeis = bmdata.Height * bmdata.Width;
int ylen = bmdata.Height * bmdata.Stride;
unsafe
{
for(int y = 0; y < ylen; y += bmdata.Stride)
{
byte* ptrc = (byte*)bmdata.Scan0 + y;
for(int x = 0 ; x < bmdata.Width; ++x)
{
cR += *(ptrc++);
cG += *(ptrc++);
cB += *(ptrc++);
}
}
}
detailTexture[t].UnlockBits(bmdata);
detailTexture[t].Dispose();
mapColorsRed[t] = (byte)Util.Clamp(cR / npixeis, 0 , 255);
mapColorsGreen[t] = (byte)Util.Clamp(cG / npixeis, 0 , 255);
mapColorsBlue[t] = (byte)Util.Clamp(cB / npixeis, 0 , 255);
}
}
else
{
// Fill in any missing textures with a solid color
for(int i = 0; i < 4; i++)
{
if(detailTexture[i] == null)
{
m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color", LogHeader, i);
// Create a solid color texture for this layer
detailTexture[i] = new Bitmap(16, 16, PixelFormat.Format24bppRgb);
using(Graphics gfx = Graphics.FromImage(detailTexture[i]))
{
using(SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
gfx.FillRectangle(brush, 0, 0, 16, 16);
}
}
else
{
if(detailTexture[i].Width != 16 || detailTexture[i].Height != 16)
{
using(Bitmap origBitmap = detailTexture[i])
detailTexture[i] = Util.ResizeImageSolid(origBitmap, 16, 16);
}
}
}
}
}
else
{
usecolors = true;
for(int t = 0; t < 4; t++)
{
mapColorsRed[t] = DEFAULT_TERRAIN_COLOR[t].R;
mapColorsGreen[t] = DEFAULT_TERRAIN_COLOR[t].G;
mapColorsBlue[t] = DEFAULT_TERRAIN_COLOR[t].B;
}
}
#region Layer Map
float xFactor = terrain.Width / twidth;
float yFactor = terrain.Height / theight;
#endregion Layer Map
#region Texture Compositing
Bitmap output = new Bitmap(twidth, theight, PixelFormat.Format24bppRgb);
BitmapData outputData = output.LockBits(new Rectangle(0, 0, twidth, theight), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
// Unsafe work as we lock down the source textures for quicker access and access the
// pixel data directly
float invtwitdthMinus1 = 1.0f / (twidth - 1);
float invtheightMinus1 = 1.0f / (theight - 1);
int ty;
int tx;
float pctx;
float pcty;
float height;
float layer;
float layerDiff;
int l0;
int l1;
uint yglobalpos;
if(usecolors)
{
float a;
float b;
unsafe
{
byte* ptrO;
for(int y = 0; y < theight; ++y)
{
pcty = y * invtheightMinus1;
ptrO = (byte*)outputData.Scan0 + y * outputData.Stride;
ty = (int)(y * yFactor);
yglobalpos = (uint)ty + regionPositionY;
for(int x = 0; x < twidth; ++x)
{
tx = (int)(x * xFactor);
pctx = x * invtwitdthMinus1;
height = (float)terrain[tx, ty];
layer = getLayerTex(height, pctx, pcty,
(uint)tx + regionPositionX, yglobalpos,
startHeights, heightRanges);
// Select two textures
l0 = (int)layer;
l1 = Math.Min(l0 + 1, 3);
layerDiff = layer - l0;
a = mapColorsRed[l0];
b = mapColorsRed[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a));
a = mapColorsGreen[l0];
b = mapColorsGreen[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a));
a = mapColorsBlue[l0];
b = mapColorsBlue[l1];
*(ptrO++) = (byte)(a + layerDiff * (b - a));
}
}
}
}
else
{
float aB;
float aG;
float aR;
float bB;
float bG;
float bR;
unsafe
{
// Get handles to all of the texture data arrays
BitmapData[] datas = new BitmapData[]
{
detailTexture[0].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
detailTexture[1].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
detailTexture[2].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
detailTexture[3].LockBits(new Rectangle(0, 0, 16, 16), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
};
byte* ptr;
byte* ptrO;
for(int y = 0; y < theight; y++)
{
pcty = y * invtheightMinus1;
int ypatch = ((int)(y * yFactor) & 0x0f) * datas[0].Stride;
ptrO = (byte*)outputData.Scan0 + y * outputData.Stride;
ty = (int)(y * yFactor);
yglobalpos = (uint)ty + regionPositionY;
for(int x = 0; x < twidth; x++)
{
tx = (int)(x * xFactor);
pctx = x * invtwitdthMinus1;
height = (float)terrain[tx, ty];
layer = getLayerTex(height, pctx, pcty,
(uint)tx + regionPositionX, yglobalpos,
startHeights, heightRanges);
// Select two textures
l0 = (int)layer;
layerDiff = layer - l0;
int patchOffset = (tx & 0x0f) * 3 + ypatch;
ptr = (byte*)datas[l0].Scan0 + patchOffset;
aB = *(ptr++);
aG = *(ptr++);
aR = *(ptr);
l1 = Math.Min(l0 + 1, 3);
ptr = (byte*)datas[l1].Scan0 + patchOffset;
bB = *(ptr++);
bG = *(ptr++);
bR = *(ptr);
// Interpolate between the two selected textures
*(ptrO++) = (byte)(aB + layerDiff * (bB - aB));
*(ptrO++) = (byte)(aG + layerDiff * (bG - aG));
*(ptrO++) = (byte)(aR + layerDiff * (bR - aR));
}
}
for(int i = 0; i < detailTexture.Length; i++)
detailTexture[i].UnlockBits(datas[i]);
}
for(int i = 0; i < detailTexture.Length; i++)
if(detailTexture[i] != null)
detailTexture[i].Dispose();
}
output.UnlockBits(outputData);
//output.Save("terr.png",ImageFormat.Png);
#endregion Texture Compositing
return output;
}
[System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
private static float getLayerTex(float height, float pctX, float pctY, uint X, uint Y,
float[] startHeights, float[] heightRanges)
{
// 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);
if (float.IsNaN(startHeight))
return 0;
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);
if(heightRange == 0f || float.IsNaN(heightRange))
return 0;
// Generate two frequencies of perlin noise based on our global position
// The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
float sX = X * 0.20319f;
float sY = Y * 0.20319f;
float noise = Perlin.noise2(sX * 0.222222f, sY * 0.222222f) * 13.0f;
noise += Perlin.turbulence2(sX, sY, 2f) * 4.5f;
// Combine the current height, generated noise, start height, and height range parameters, then scale all of it
float layer = ((height + noise - startHeight) / heightRange) * 4f;
return Utils.Clamp(layer, 0f, 3f);
}
}
}