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- /*
- * 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.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,
- Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
- {
- Debug.Assert(textureIDs.Length == 4);
- Debug.Assert(startHeights.Length == 4);
- Debug.Assert(heightRanges.Length == 4);
- Bitmap[] detailTexture = new Bitmap[4];
- 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;
- UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
- // Try to fetch a cached copy of the decoded/resized version of this texture
- asset = assetService.GetCached(cacheID.ToString());
- if (asset != null)
- {
- try
- {
- using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
- detailTexture[i] = (Bitmap)Image.FromStream(stream);
- }
- catch (Exception ex)
- {
- m_log.Warn("Failed to decode cached terrain texture " + cacheID +
- " (textureID: " + 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)
- {
- // m_log.DebugFormat(
- // "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);
- try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
- catch (Exception ex)
- {
- m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
- }
- }
- if (detailTexture[i] != null)
- {
- // Make sure this texture is the correct size, otherwise resize
- if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
- {
- using (Bitmap origBitmap = detailTexture[i])
- {
- detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
- }
- }
- // 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 = cacheID,
- ID = cacheID.ToString(),
- Local = true,
- Name = String.Empty,
- Temporary = true,
- Type = (sbyte)AssetType.Unknown
- };
- newAsset.Metadata.ContentType = "image/png";
- assetService.Store(newAsset);
- }
- }
- }
- }
- #endregion Texture Fetching
- }
- // 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(256, 256, PixelFormat.Format24bppRgb);
- using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
- {
- using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
- gfx.FillRectangle(brush, 0, 0, 256, 256);
- }
- }
- else
- {
- if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
- {
- detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
- }
- }
- }
- #region Layer Map
- float[,] layermap = new float[256, 256];
- // Scale difference between actual region size and the 256 texture being created
- int xFactor = terrain.Width / 256;
- int yFactor = terrain.Height / 256;
- // Create 'layermap' where each value is the fractional layer number to place
- // at that point. For instance, a value of 1.345 gives the blending of
- // layer 1 and layer 2 for that point.
- for (int y = 0; y < 256; y++)
- {
- for (int x = 0; x < 256; x++)
- {
- float height = (float)terrain[x * xFactor, y * yFactor];
- float pctX = (float)x / 255f;
- float pctY = (float)y / 255f;
- // 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);
- 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);
- // Generate two frequencies of perlin noise based on our global position
- // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
- Vector3 vec = new Vector3
- (
- ((float)regionPosition.X + (x * xFactor)) * 0.20319f,
- ((float)regionPosition.Y + (y * yFactor)) * 0.20319f,
- height * 0.25f
- );
- float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
- float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
- float noise = (lowFreq + highFreq) * 2f;
- // Combine the current height, generated noise, start height, and height range parameters, then scale all of it
- float layer = ((height + noise - startHeight) / heightRange) * 4f;
- if (Single.IsNaN(layer))
- layer = 0f;
- layermap[x, y] = Utils.Clamp(layer, 0f, 3f);
- }
- }
- #endregion Layer Map
- #region Texture Compositing
- Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
- BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
- // Unsafe work as we lock down the source textures for quicker access and access the
- // pixel data directly
- unsafe
- {
- // Get handles to all of the texture data arrays
- BitmapData[] datas = new BitmapData[]
- {
- detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
- detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
- detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
- detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
- };
- // Compute size of each pixel data (used to address into the pixel data array)
- int[] comps = new int[]
- {
- (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
- (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
- (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
- (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3
- };
- for (int y = 0; y < 256; y++)
- {
- for (int x = 0; x < 256; x++)
- {
- float layer = layermap[x, y];
- // Select two textures
- int l0 = (int)Math.Floor(layer);
- int l1 = Math.Min(l0 + 1, 3);
- byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0];
- byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1];
- byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
- float aB = *(ptrA + 0);
- float aG = *(ptrA + 1);
- float aR = *(ptrA + 2);
- float bB = *(ptrB + 0);
- float bG = *(ptrB + 1);
- float bR = *(ptrB + 2);
- float layerDiff = layer - l0;
- // Interpolate between the two selected textures
- *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB));
- *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
- *(ptrO + 2) = (byte)Math.Floor(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);
- // We generated the texture upside down, so flip it
- output.RotateFlip(RotateFlipType.RotateNoneFlipY);
- #endregion Texture Compositing
- return output;
- }
- public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight)
- {
- m_log.DebugFormat("{0} ResizeBitmap. From <{1},{2}> to <{3},{4}>",
- LogHeader, b.Width, b.Height, nWidth, nHeight);
- Bitmap result = new Bitmap(nWidth, nHeight);
- using (Graphics g = Graphics.FromImage(result))
- g.DrawImage(b, 0, 0, nWidth, nHeight);
- b.Dispose();
- return result;
- }
- public static Bitmap SplatSimple(float[] heightmap)
- {
- const float BASE_HSV_H = 93f / 360f;
- const float BASE_HSV_S = 44f / 100f;
- const float BASE_HSV_V = 34f / 100f;
- Bitmap img = new Bitmap(256, 256);
- BitmapData bitmapData = img.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
- unsafe
- {
- for (int y = 255; y >= 0; y--)
- {
- for (int x = 0; x < 256; x++)
- {
- float normHeight = heightmap[y * 256 + x] / 255f;
- normHeight = Utils.Clamp(normHeight, BASE_HSV_V, 1.0f);
- Color4 color = Color4.FromHSV(BASE_HSV_H, BASE_HSV_S, normHeight);
- byte* ptr = (byte*)bitmapData.Scan0 + y * bitmapData.Stride + x * 3;
- *(ptr + 0) = (byte)(color.B * 255f);
- *(ptr + 1) = (byte)(color.G * 255f);
- *(ptr + 2) = (byte)(color.R * 255f);
- }
- }
- }
- img.UnlockBits(bitmapData);
- return img;
- }
- }
- }
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