698 lines
26 KiB
C#
698 lines
26 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.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.IO;
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using System.Reflection;
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using CSJ2K;
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using Nini.Config;
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using log4net;
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using Rednettle.Warp3D;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using OpenMetaverse.Rendering;
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using OpenMetaverse.StructuredData;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Services.Interfaces;
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using WarpRenderer = global::Warp3D.Warp3D;
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namespace OpenSim.Region.CoreModules.World.Warp3DMap
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{
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public class Warp3DImageModule : IMapImageGenerator, INonSharedRegionModule
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{
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private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3");
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private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216);
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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private IRendering m_primMesher;
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private IConfigSource m_config;
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private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>();
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private bool m_useAntiAliasing = false; // TODO: Make this a config option
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private bool m_Enabled = false;
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private Bitmap lastImage = null;
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private DateTime lastImageTime = DateTime.MinValue;
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#region IRegionModule Members
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public void Initialise(IConfigSource source)
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{
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m_config = source;
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IConfig startupConfig = m_config.Configs["Startup"];
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if (startupConfig.GetString("MapImageModule", "MapImageModule") != "Warp3DImageModule")
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return;
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m_Enabled = true;
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}
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public void AddRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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m_scene = scene;
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List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
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if (renderers.Count > 0)
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m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
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else
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m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
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m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
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}
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public void RegionLoaded(Scene scene)
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{
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}
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public void RemoveRegion(Scene scene)
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "Warp3DImageModule"; }
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}
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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#endregion
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#region IMapImageGenerator Members
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public Bitmap CreateMapTile()
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{
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if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
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{
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return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
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}
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List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
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if (renderers.Count > 0)
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{
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m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
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}
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Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
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Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
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Bitmap tile = CreateMapTile(viewport, false);
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m_primMesher = null;
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lastImage = tile;
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lastImageTime = DateTime.Now;
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return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
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}
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public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
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{
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Viewport viewport = new Viewport(camPos, camDir, fov, (float)Constants.RegionSize, 0.1f, width, height);
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return CreateMapTile(viewport, useTextures);
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}
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public Bitmap CreateMapTile(Viewport viewport, bool useTextures)
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{
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bool drawPrimVolume = true;
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bool textureTerrain = true;
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try
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{
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IConfig startupConfig = m_config.Configs["Startup"];
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drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
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textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
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}
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catch
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{
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m_log.Warn("[WARP 3D IMAGE MODULE]: Failed to load StartupConfig");
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}
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m_colors.Clear();
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int width = viewport.Width;
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int height = viewport.Height;
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if (m_useAntiAliasing)
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{
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width *= 2;
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height *= 2;
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}
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WarpRenderer renderer = new WarpRenderer();
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renderer.CreateScene(width, height);
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renderer.Scene.autoCalcNormals = false;
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#region Camera
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warp_Vector pos = ConvertVector(viewport.Position);
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pos.z -= 0.001f; // Works around an issue with the Warp3D camera
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warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection));
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renderer.Scene.defaultCamera.setPos(pos);
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renderer.Scene.defaultCamera.lookAt(lookat);
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if (viewport.Orthographic)
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{
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renderer.Scene.defaultCamera.isOrthographic = true;
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renderer.Scene.defaultCamera.orthoViewWidth = viewport.OrthoWindowWidth;
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renderer.Scene.defaultCamera.orthoViewHeight = viewport.OrthoWindowHeight;
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}
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else
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{
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float fov = viewport.FieldOfView;
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fov *= 1.75f; // FIXME: ???
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renderer.Scene.defaultCamera.setFov(fov);
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}
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#endregion Camera
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renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(1.0f, 0.5f, 1f), 0xffffff, 0, 320, 40));
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renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40));
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CreateWater(renderer);
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CreateTerrain(renderer, textureTerrain);
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if (drawPrimVolume)
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CreateAllPrims(renderer, useTextures);
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renderer.Render();
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Bitmap bitmap = renderer.Scene.getImage();
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if (m_useAntiAliasing)
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{
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using (Bitmap origBitmap = bitmap)
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bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height);
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}
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// XXX: It shouldn't really be necesary to force a GC here as one should occur anyway pretty shortly
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// afterwards. It's generally regarded as a bad idea to manually GC. If Warp3D is using lots of memory
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// then this may be some issue with the Warp3D code itself, though it's also quite possible that generating
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// this map tile simply takes a lot of memory.
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GC.Collect();
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m_log.Debug("[WARP 3D IMAGE MODULE]: GC.Collect()");
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return bitmap;
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}
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public byte[] WriteJpeg2000Image()
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{
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try
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{
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using (Bitmap mapbmp = CreateMapTile())
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return OpenJPEG.EncodeFromImage(mapbmp, true);
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}
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catch (Exception e)
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{
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// JPEG2000 encoder failed
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m_log.Error("[WARP 3D IMAGE MODULE]: Failed generating terrain map: ", e);
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}
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return null;
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}
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#endregion
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#region Rendering Methods
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private void CreateWater(WarpRenderer renderer)
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{
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float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
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renderer.AddPlane("Water", 256f * 0.5f);
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renderer.Scene.sceneobject("Water").setPos(127.5f, waterHeight, 127.5f);
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renderer.AddMaterial("WaterColor", ConvertColor(WATER_COLOR));
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renderer.Scene.material("WaterColor").setReflectivity(0); // match water color with standard map module thanks lkalif
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renderer.Scene.material("WaterColor").setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
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renderer.SetObjectMaterial("Water", "WaterColor");
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}
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private void CreateTerrain(WarpRenderer renderer, bool textureTerrain)
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{
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ITerrainChannel terrain = m_scene.Heightmap;
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float[] heightmap = terrain.GetFloatsSerialised();
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warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2);
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for (int y = 0; y < 256; y++)
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{
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for (int x = 0; x < 256; x++)
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{
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int v = y * 256 + x;
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float height = heightmap[v];
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warp_Vector pos = ConvertVector(new Vector3(x, y, height));
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obj.addVertex(new warp_Vertex(pos, (float)x / 255f, (float)(255 - y) / 255f));
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}
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}
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for (int y = 0; y < 256; y++)
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{
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for (int x = 0; x < 256; x++)
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{
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if (x < 255 && y < 255)
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{
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int v = y * 256 + x;
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// Normal
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Vector3 v1 = new Vector3(x, y, heightmap[y * 256 + x]);
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Vector3 v2 = new Vector3(x + 1, y, heightmap[y * 256 + x + 1]);
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Vector3 v3 = new Vector3(x, y + 1, heightmap[(y + 1) * 256 + x]);
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warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3));
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norm = norm.reverse();
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obj.vertex(v).n = norm;
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// Triangle 1
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obj.addTriangle(
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v,
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v + 1,
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v + 256);
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// Triangle 2
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obj.addTriangle(
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v + 256 + 1,
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v + 256,
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v + 1);
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}
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}
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}
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renderer.Scene.addObject("Terrain", obj);
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UUID[] textureIDs = new UUID[4];
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float[] startHeights = new float[4];
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float[] heightRanges = new float[4];
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RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
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textureIDs[0] = regionInfo.TerrainTexture1;
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textureIDs[1] = regionInfo.TerrainTexture2;
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textureIDs[2] = regionInfo.TerrainTexture3;
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textureIDs[3] = regionInfo.TerrainTexture4;
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startHeights[0] = (float)regionInfo.Elevation1SW;
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startHeights[1] = (float)regionInfo.Elevation1NW;
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startHeights[2] = (float)regionInfo.Elevation1SE;
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startHeights[3] = (float)regionInfo.Elevation1NE;
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heightRanges[0] = (float)regionInfo.Elevation2SW;
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heightRanges[1] = (float)regionInfo.Elevation2NW;
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heightRanges[2] = (float)regionInfo.Elevation2SE;
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heightRanges[3] = (float)regionInfo.Elevation2NE;
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uint globalX, globalY;
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Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
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warp_Texture texture;
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using (
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Bitmap image
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= TerrainSplat.Splat(
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heightmap, textureIDs, startHeights, heightRanges,
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new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
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{
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texture = new warp_Texture(image);
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}
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warp_Material material = new warp_Material(texture);
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material.setReflectivity(50);
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renderer.Scene.addMaterial("TerrainColor", material);
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renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
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renderer.SetObjectMaterial("Terrain", "TerrainColor");
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}
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private void CreateAllPrims(WarpRenderer renderer, bool useTextures)
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{
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if (m_primMesher == null)
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return;
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m_scene.ForEachSOG(
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delegate(SceneObjectGroup group)
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{
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CreatePrim(renderer, group.RootPart, useTextures);
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foreach (SceneObjectPart child in group.Parts)
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CreatePrim(renderer, child, useTextures);
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}
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);
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}
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private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim,
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bool useTextures)
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{
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const float MIN_SIZE = 2f;
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if ((PCode)prim.Shape.PCode != PCode.Prim)
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return;
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if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE)
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return;
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Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
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FacetedMesh renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
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if (renderMesh == null)
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return;
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warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
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warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset);
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warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
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if (prim.ParentID != 0)
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{
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SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId);
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if (group != null)
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m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset)));
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}
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warp_Vector primScale = ConvertVector(prim.Scale);
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string primID = prim.UUID.ToString();
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// Create the prim faces
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// TODO: Implement the useTextures flag behavior
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for (int i = 0; i < renderMesh.Faces.Count; i++)
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{
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Face face = renderMesh.Faces[i];
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string meshName = primID + "-Face-" + i.ToString();
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// Avoid adding duplicate meshes to the scene
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if (renderer.Scene.objectData.ContainsKey(meshName))
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{
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continue;
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}
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warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3);
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for (int j = 0; j < face.Vertices.Count; j++)
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{
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Vertex v = face.Vertices[j];
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warp_Vector pos = ConvertVector(v.Position);
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warp_Vector norm = ConvertVector(v.Normal);
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if (prim.Shape.SculptTexture == UUID.Zero)
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norm = norm.reverse();
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warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y);
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faceObj.addVertex(vert);
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}
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for (int j = 0; j < face.Indices.Count; j += 3)
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{
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faceObj.addTriangle(
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face.Indices[j + 0],
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face.Indices[j + 1],
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face.Indices[j + 2]);
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}
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Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
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Color4 faceColor = GetFaceColor(teFace);
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string materialName = GetOrCreateMaterial(renderer, faceColor);
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faceObj.transform(m);
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faceObj.setPos(primPos);
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faceObj.scaleSelf(primScale.x, primScale.y, primScale.z);
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renderer.Scene.addObject(meshName, faceObj);
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renderer.SetObjectMaterial(meshName, materialName);
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}
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}
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private Color4 GetFaceColor(Primitive.TextureEntryFace face)
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{
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Color4 color;
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if (face.TextureID == UUID.Zero)
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return face.RGBA;
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if (!m_colors.TryGetValue(face.TextureID, out color))
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{
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bool fetched = false;
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// Attempt to fetch the texture metadata
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UUID metadataID = UUID.Combine(face.TextureID, TEXTURE_METADATA_MAGIC);
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AssetBase metadata = m_scene.AssetService.GetCached(metadataID.ToString());
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if (metadata != null)
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{
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OSDMap map = null;
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try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { }
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if (map != null)
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{
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color = map["X-JPEG2000-RGBA"].AsColor4();
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fetched = true;
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}
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}
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if (!fetched)
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{
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// Fetch the texture, decode and get the average color,
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// then save it to a temporary metadata asset
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AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
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if (textureAsset != null)
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{
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int width, height;
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color = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height);
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OSDMap data = new OSDMap { { "X-JPEG2000-RGBA", OSD.FromColor4(color) } };
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metadata = new AssetBase
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{
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Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)),
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Description = "Metadata for JPEG2000 texture " + face.TextureID.ToString(),
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Flags = AssetFlags.Collectable,
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FullID = metadataID,
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ID = metadataID.ToString(),
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Local = true,
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Temporary = true,
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Name = String.Empty,
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Type = (sbyte)AssetType.Unknown
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};
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m_scene.AssetService.Store(metadata);
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}
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else
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{
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color = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
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}
|
|
}
|
|
|
|
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
|
|
{
|
|
int pixelBytes;
|
|
|
|
using (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);
|
|
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(
|
|
"[WARP 3D IMAGE MODULE]: 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;
|
|
}
|
|
}
|
|
}
|