/* * 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.Interfaces; 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 static readonly string LogHeader = "[SHADED MAPTILE RENDERER]"; 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) { m_log.DebugFormat("{0} Generating Maptile Step 1: Terrain", LogHeader); int tc = Environment.TickCount; ITerrainChannel hm = m_scene.Heightmap; if (mapbmp.Width != hm.Width || mapbmp.Height != hm.Height) { m_log.ErrorFormat("{0} TerrainToBitmap. Passed bitmap wrong dimensions. passed=<{1},{2}>, size=<{3},{4}>", LogHeader, mapbmp.Width, mapbmp.Height, hm.Width, hm.Height); } bool ShadowDebugContinue = true; bool terraincorruptedwarningsaid = false; float low = 255; float high = 0; for (int x = 0; x < hm.Width; x++) { for (int y = 0; y < hm.Height; 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 < hm.Width; x++) { for (int y = 0; y < hm.Height; y++) { // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left int yr = ((int)hm.Height - 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 < (hm.Width - 1) && yr < (hm.Height - 1)) { float hfvalue = (float)hm[x, y]; float hfvaluecompare = 0f; if ((x + 1 < hm.Width) && (y + 1 < hm.Height)) { 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 < hm.Height)) { 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("[MAPIMAGE]: 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("[MAPIMAGE]: 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, (hm.Width - y) - 1, black); } } } } m_log.Debug("[MAPTILE]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); } } }