245 lines
12 KiB
C#
245 lines
12 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:
|
|
* * 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 System.Reflection;
|
|
using log4net;
|
|
using Nini.Config;
|
|
using OpenSim.Framework;
|
|
using OpenSim.Region.Framework.Scenes;
|
|
|
|
namespace OpenSim.Region.CoreModules.World.LegacyMap
|
|
{
|
|
public class ShadedMapTileRenderer : IMapTileTerrainRenderer
|
|
{
|
|
private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
|
|
|
|
private static readonly ILog m_log =
|
|
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
|
|
private Scene m_scene;
|
|
//private IConfigSource m_config; // not used currently
|
|
|
|
public void Initialise(Scene scene, IConfigSource config)
|
|
{
|
|
m_scene = scene;
|
|
// m_config = config; // not used currently
|
|
}
|
|
|
|
public void TerrainToBitmap(Bitmap mapbmp)
|
|
{
|
|
int tc = Environment.TickCount;
|
|
m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain");
|
|
|
|
double[,] hm = m_scene.Heightmap.GetDoubles();
|
|
bool ShadowDebugContinue = true;
|
|
|
|
bool terraincorruptedwarningsaid = false;
|
|
|
|
float low = 255;
|
|
float high = 0;
|
|
for (int x = 0; x < (int)Constants.RegionSize; x++)
|
|
{
|
|
for (int y = 0; y < (int)Constants.RegionSize; y++)
|
|
{
|
|
float hmval = (float)hm[x, y];
|
|
if (hmval < low)
|
|
low = hmval;
|
|
if (hmval > high)
|
|
high = hmval;
|
|
}
|
|
}
|
|
|
|
float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
|
|
|
|
for (int x = 0; x < (int)Constants.RegionSize; x++)
|
|
{
|
|
for (int y = 0; y < (int)Constants.RegionSize; y++)
|
|
{
|
|
// Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
|
|
int yr = ((int)Constants.RegionSize - 1) - y;
|
|
|
|
float heightvalue = (float)hm[x, y];
|
|
|
|
if (heightvalue > waterHeight)
|
|
{
|
|
// scale height value
|
|
// No, that doesn't scale it:
|
|
// heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue
|
|
|
|
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
|
|
heightvalue = 0;
|
|
else if (heightvalue > 255f)
|
|
heightvalue = 255f;
|
|
else if (heightvalue < 0f)
|
|
heightvalue = 0f;
|
|
|
|
Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
|
|
|
|
mapbmp.SetPixel(x, yr, color);
|
|
|
|
try
|
|
{
|
|
//X
|
|
// .
|
|
//
|
|
// Shade the terrain for shadows
|
|
if (x < ((int)Constants.RegionSize - 1) && yr < ((int)Constants.RegionSize - 1))
|
|
{
|
|
float hfvalue = (float)hm[x, y];
|
|
float hfvaluecompare = 0f;
|
|
|
|
if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
|
|
{
|
|
hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
|
|
}
|
|
if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
|
|
hfvalue = 0f;
|
|
|
|
if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
|
|
hfvaluecompare = 0f;
|
|
|
|
float hfdiff = hfvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
|
|
|
|
int hfdiffi = 0;
|
|
int hfdiffihighlight = 0;
|
|
float highlightfactor = 0.18f;
|
|
|
|
try
|
|
{
|
|
// hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
|
|
hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1;
|
|
if (hfdiff % 1f != 0)
|
|
{
|
|
// hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
|
|
hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1);
|
|
}
|
|
|
|
hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1;
|
|
if (hfdiff % 1f != 0)
|
|
{
|
|
// hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
|
|
hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1);
|
|
}
|
|
}
|
|
catch (OverflowException)
|
|
{
|
|
m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
|
|
ShadowDebugContinue = false;
|
|
}
|
|
|
|
if (hfdiff > 0.3f)
|
|
{
|
|
// NE is lower than here
|
|
// We have to desaturate and lighten the land at the same time
|
|
// we use floats, colors use bytes, so shrink are space down to
|
|
// 0-255
|
|
|
|
if (ShadowDebugContinue)
|
|
{
|
|
int r = color.R;
|
|
int g = color.G;
|
|
int b = color.B;
|
|
color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255,
|
|
(g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255,
|
|
(b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255);
|
|
}
|
|
}
|
|
else if (hfdiff < -0.3f)
|
|
{
|
|
// here is lower than NE:
|
|
// We have to desaturate and blacken the land at the same time
|
|
// we use floats, colors use bytes, so shrink are space down to
|
|
// 0-255
|
|
|
|
if (ShadowDebugContinue)
|
|
{
|
|
if ((x - 1 > 0) && (yr + 1 < (int)Constants.RegionSize))
|
|
{
|
|
color = mapbmp.GetPixel(x - 1, yr + 1);
|
|
int r = color.R;
|
|
int g = color.G;
|
|
int b = color.B;
|
|
color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0,
|
|
(g - hfdiffi > 0) ? g - hfdiffi : 0,
|
|
(b - hfdiffi > 0) ? b - hfdiffi : 0);
|
|
|
|
mapbmp.SetPixel(x-1, yr+1, color);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (ArgumentException)
|
|
{
|
|
if (!terraincorruptedwarningsaid)
|
|
{
|
|
m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
|
terraincorruptedwarningsaid = true;
|
|
}
|
|
color = Color.Black;
|
|
mapbmp.SetPixel(x, yr, color);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// We're under the water level with the terrain, so paint water instead of land
|
|
|
|
// Y flip the cordinates
|
|
heightvalue = waterHeight - heightvalue;
|
|
if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
|
|
heightvalue = 0f;
|
|
else if (heightvalue > 19f)
|
|
heightvalue = 19f;
|
|
else if (heightvalue < 0f)
|
|
heightvalue = 0f;
|
|
|
|
heightvalue = 100f - (heightvalue * 100f) / 19f;
|
|
|
|
try
|
|
{
|
|
mapbmp.SetPixel(x, yr, WATER_COLOR);
|
|
}
|
|
catch (ArgumentException)
|
|
{
|
|
if (!terraincorruptedwarningsaid)
|
|
{
|
|
m_log.WarnFormat("[SHADED MAP TILE RENDERER]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
|
|
terraincorruptedwarningsaid = true;
|
|
}
|
|
Color black = Color.Black;
|
|
mapbmp.SetPixel(x, ((int)Constants.RegionSize - y) - 1, black);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
|
|
}
|
|
}
|
|
} |