OpenSimMirror/OpenSim/Region/CoreModules/World/LegacyMap/ShadedMapTileRenderer.cs

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:
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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
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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*/
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");
}
}
}