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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.Collections.Generic;
- using System.Drawing;
- using System.Drawing.Imaging;
- using Nini.Config;
- using OpenMetaverse;
- using OpenMetaverse.Imaging;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using log4net;
- using System.Reflection;
- using Mono.Addins;
- namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "DynamicTextureModule")]
- public class DynamicTextureModule : ISharedRegionModule, IDynamicTextureManager
- {
- // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private const int ALL_SIDES = -1;
- public const int DISP_EXPIRE = 1;
- public const int DISP_TEMP = 2;
- /// <summary>
- /// If true then where possible dynamic textures are reused.
- /// </summary>
- public bool ReuseTextures { get; set; }
- /// <summary>
- /// If false, then textures which have a low data size are not reused when ReuseTextures = true.
- /// </summary>
- /// <remarks>
- /// LL viewers 3.3.4 and before appear to not fully render textures pulled from the viewer cache if those
- /// textures have a relatively high pixel surface but a small data size. Typically, this appears to happen
- /// if the data size is smaller than the viewer's discard level 2 size estimate. So if this is setting is
- /// false, textures smaller than the calculation in IsSizeReuseable are always regenerated rather than reused
- /// to work around this problem.</remarks>
- public bool ReuseLowDataTextures { get; set; }
- private Dictionary<UUID, Scene> RegisteredScenes = new Dictionary<UUID, Scene>();
- private Dictionary<string, IDynamicTextureRender> RenderPlugins =
- new Dictionary<string, IDynamicTextureRender>();
- private Dictionary<UUID, DynamicTextureUpdater> Updaters = new Dictionary<UUID, DynamicTextureUpdater>();
- /// <summary>
- /// Record dynamic textures that we can reuse for a given data and parameter combination rather than
- /// regenerate.
- /// </summary>
- /// <remarks>
- /// Key is string.Format("{0}{1}", data
- /// </remarks>
- private Cache m_reuseableDynamicTextures;
- /// <summary>
- /// This constructor is only here because of the Unit Tests...
- /// Don't use it.
- /// </summary>
- public DynamicTextureModule()
- {
- m_reuseableDynamicTextures = new Cache(CacheMedium.Memory, CacheStrategy.Conservative);
- m_reuseableDynamicTextures.DefaultTTL = new TimeSpan(24, 0, 0);
- }
- #region IDynamicTextureManager Members
- public void RegisterRender(string handleType, IDynamicTextureRender render)
- {
- if (!RenderPlugins.ContainsKey(handleType))
- {
- RenderPlugins.Add(handleType, render);
- }
- }
- /// <summary>
- /// Called by code which actually renders the dynamic texture to supply texture data.
- /// </summary>
- /// <param name="updaterId"></param>
- /// <param name="texture"></param>
- public void ReturnData(UUID updaterId, IDynamicTexture texture)
- {
- DynamicTextureUpdater updater = null;
- lock (Updaters)
- {
- if (Updaters.ContainsKey(updaterId))
- {
- updater = Updaters[updaterId];
- }
- }
- if (updater != null)
- {
- if (RegisteredScenes.ContainsKey(updater.SimUUID))
- {
- Scene scene = RegisteredScenes[updater.SimUUID];
- UUID newTextureID = updater.DataReceived(texture.Data, scene);
- if (ReuseTextures
- && !updater.BlendWithOldTexture
- && texture.IsReuseable
- && (ReuseLowDataTextures || IsDataSizeReuseable(texture)))
- {
- m_reuseableDynamicTextures.Store(
- GenerateReusableTextureKey(texture.InputCommands, texture.InputParams), newTextureID);
- }
- }
- }
- if (updater.UpdateTimer == 0)
- {
- lock (Updaters)
- {
- if (!Updaters.ContainsKey(updater.UpdaterID))
- {
- Updaters.Remove(updater.UpdaterID);
- }
- }
- }
- }
- /// <summary>
- /// Determines whether the texture is reuseable based on its data size.
- /// </summary>
- /// <remarks>
- /// This is a workaround for a viewer bug where very small data size textures relative to their pixel size
- /// are not redisplayed properly when pulled from cache. The calculation here is based on the typical discard
- /// level of 2, a 'rate' of 0.125 and 4 components (which makes for a factor of 0.5).
- /// </remarks>
- /// <returns></returns>
- private bool IsDataSizeReuseable(IDynamicTexture texture)
- {
- // Console.WriteLine("{0} {1}", texture.Size.Width, texture.Size.Height);
- int discardLevel2DataThreshold = (int)Math.Ceiling((texture.Size.Width >> 2) * (texture.Size.Height >> 2) * 0.5);
- // m_log.DebugFormat(
- // "[DYNAMIC TEXTURE MODULE]: Discard level 2 threshold {0}, texture data length {1}",
- // discardLevel2DataThreshold, texture.Data.Length);
- return discardLevel2DataThreshold < texture.Data.Length;
- }
- public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
- string extraParams, int updateTimer)
- {
- return AddDynamicTextureURL(simID, primID, contentType, url, extraParams, updateTimer, false, 255);
- }
- public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
- string extraParams, int updateTimer, bool SetBlending, byte AlphaValue)
- {
- return AddDynamicTextureURL(simID, primID, contentType, url,
- extraParams, updateTimer, SetBlending,
- (int)(DISP_TEMP|DISP_EXPIRE), AlphaValue, ALL_SIDES);
- }
- public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
- string extraParams, int updateTimer, bool SetBlending,
- int disp, byte AlphaValue, int face)
- {
- if (RenderPlugins.ContainsKey(contentType))
- {
- DynamicTextureUpdater updater = new DynamicTextureUpdater();
- updater.SimUUID = simID;
- updater.PrimID = primID;
- updater.ContentType = contentType;
- updater.Url = url;
- updater.UpdateTimer = updateTimer;
- updater.UpdaterID = UUID.Random();
- updater.Params = extraParams;
- updater.BlendWithOldTexture = SetBlending;
- updater.FrontAlpha = AlphaValue;
- updater.Face = face;
- updater.Disp = disp;
- lock (Updaters)
- {
- if (!Updaters.ContainsKey(updater.UpdaterID))
- {
- Updaters.Add(updater.UpdaterID, updater);
- }
- }
- RenderPlugins[contentType].AsyncConvertUrl(updater.UpdaterID, url, extraParams);
- return updater.UpdaterID;
- }
- return UUID.Zero;
- }
- public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
- string extraParams, int updateTimer)
- {
- return AddDynamicTextureData(simID, primID, contentType, data, extraParams, updateTimer, false, 255);
- }
- public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
- string extraParams, int updateTimer, bool SetBlending, byte AlphaValue)
- {
- return AddDynamicTextureData(simID, primID, contentType, data, extraParams, updateTimer, SetBlending,
- (int) (DISP_TEMP|DISP_EXPIRE), AlphaValue, ALL_SIDES);
- }
- public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
- string extraParams, int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face)
- {
- if (!RenderPlugins.ContainsKey(contentType))
- return UUID.Zero;
- Scene scene;
- RegisteredScenes.TryGetValue(simID, out scene);
- if (scene == null)
- return UUID.Zero;
- SceneObjectPart part = scene.GetSceneObjectPart(primID);
- if (part == null)
- return UUID.Zero;
- // If we want to reuse dynamic textures then we have to ignore any request from the caller to expire
- // them.
- if (ReuseTextures)
- disp = disp & ~DISP_EXPIRE;
- DynamicTextureUpdater updater = new DynamicTextureUpdater();
- updater.SimUUID = simID;
- updater.PrimID = primID;
- updater.ContentType = contentType;
- updater.BodyData = data;
- updater.UpdateTimer = updateTimer;
- updater.UpdaterID = UUID.Random();
- updater.Params = extraParams;
- updater.BlendWithOldTexture = SetBlending;
- updater.FrontAlpha = AlphaValue;
- updater.Face = face;
- updater.Url = "Local image";
- updater.Disp = disp;
- object objReusableTextureUUID = null;
- if (ReuseTextures && !updater.BlendWithOldTexture)
- {
- string reuseableTextureKey = GenerateReusableTextureKey(data, extraParams);
- objReusableTextureUUID = m_reuseableDynamicTextures.Get(reuseableTextureKey);
- if (objReusableTextureUUID != null)
- {
- // If something else has removed this temporary asset from the cache, detect and invalidate
- // our cached uuid.
- if (scene.AssetService.GetMetadata(objReusableTextureUUID.ToString()) == null)
- {
- m_reuseableDynamicTextures.Invalidate(reuseableTextureKey);
- objReusableTextureUUID = null;
- }
- }
- }
- // We cannot reuse a dynamic texture if the data is going to be blended with something already there.
- if (objReusableTextureUUID == null)
- {
- lock (Updaters)
- {
- if (!Updaters.ContainsKey(updater.UpdaterID))
- {
- Updaters.Add(updater.UpdaterID, updater);
- }
- }
- // m_log.DebugFormat(
- // "[DYNAMIC TEXTURE MODULE]: Requesting generation of new dynamic texture for {0} in {1}",
- // part.Name, part.ParentGroup.Scene.Name);
- RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams);
- }
- else
- {
- // m_log.DebugFormat(
- // "[DYNAMIC TEXTURE MODULE]: Reusing cached texture {0} for {1} in {2}",
- // objReusableTextureUUID, part.Name, part.ParentGroup.Scene.Name);
- // No need to add to updaters as the texture is always the same. Not that this functionality
- // apppears to be implemented anyway.
- updater.UpdatePart(part, (UUID)objReusableTextureUUID);
- }
- return updater.UpdaterID;
- }
- private string GenerateReusableTextureKey(string data, string extraParams)
- {
- return string.Format("{0}{1}", data, extraParams);
- }
- public void GetDrawStringSize(string contentType, string text, string fontName, int fontSize,
- out double xSize, out double ySize)
- {
- xSize = 0;
- ySize = 0;
- if (RenderPlugins.ContainsKey(contentType))
- {
- RenderPlugins[contentType].GetDrawStringSize(text, fontName, fontSize, out xSize, out ySize);
- }
- }
- #endregion
- #region ISharedRegionModule Members
- public void Initialise(IConfigSource config)
- {
- IConfig texturesConfig = config.Configs["Textures"];
- if (texturesConfig != null)
- {
- ReuseTextures = texturesConfig.GetBoolean("ReuseDynamicTextures", false);
- ReuseLowDataTextures = texturesConfig.GetBoolean("ReuseDynamicLowDataTextures", false);
- if (ReuseTextures)
- {
- m_reuseableDynamicTextures = new Cache(CacheMedium.Memory, CacheStrategy.Conservative);
- m_reuseableDynamicTextures.DefaultTTL = new TimeSpan(24, 0, 0);
- }
- }
- }
- public void PostInitialise()
- {
- }
- public void AddRegion(Scene scene)
- {
- if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID))
- {
- RegisteredScenes.Add(scene.RegionInfo.RegionID, scene);
- scene.RegisterModuleInterface<IDynamicTextureManager>(this);
- }
- }
- public void RegionLoaded(Scene scene)
- {
- }
- public void RemoveRegion(Scene scene)
- {
- if (RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID))
- RegisteredScenes.Remove(scene.RegionInfo.RegionID);
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "DynamicTextureModule"; }
- }
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- #endregion
- #region Nested type: DynamicTextureUpdater
- public class DynamicTextureUpdater
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public bool BlendWithOldTexture = false;
- public string BodyData;
- public string ContentType;
- public byte FrontAlpha = 255;
- public string Params;
- public UUID PrimID;
- public bool SetNewFrontAlpha = false;
- public UUID SimUUID;
- public UUID UpdaterID;
- public int UpdateTimer;
- public int Face;
- public int Disp;
- public string Url;
- public DynamicTextureUpdater()
- {
- UpdateTimer = 0;
- BodyData = null;
- }
- /// <summary>
- /// Update the given part with the new texture.
- /// </summary>
- /// <returns>
- /// The old texture UUID.
- /// </returns>
- public UUID UpdatePart(SceneObjectPart part, UUID textureID)
- {
- UUID oldID;
- lock (part)
- {
- // mostly keep the values from before
- Primitive.TextureEntry tmptex = part.Shape.Textures;
- // FIXME: Need to return the appropriate ID if only a single face is replaced.
- oldID = tmptex.DefaultTexture.TextureID;
- if (Face == ALL_SIDES)
- {
- oldID = tmptex.DefaultTexture.TextureID;
- tmptex.DefaultTexture.TextureID = textureID;
- }
- else
- {
- try
- {
- Primitive.TextureEntryFace texface = tmptex.CreateFace((uint)Face);
- texface.TextureID = textureID;
- tmptex.FaceTextures[Face] = texface;
- }
- catch (Exception)
- {
- tmptex.DefaultTexture.TextureID = textureID;
- }
- }
- // I'm pretty sure we always want to force this to true
- // I'm pretty sure noone whats to set fullbright true if it wasn't true before.
- // tmptex.DefaultTexture.Fullbright = true;
- part.UpdateTextureEntry(tmptex.GetBytes());
- }
- return oldID;
- }
- /// <summary>
- /// Called once new texture data has been received for this updater.
- /// </summary>
- /// <param name="data"></param>
- /// <param name="scene"></param>
- /// <param name="isReuseable">True if the data given is reuseable.</param>
- /// <returns>The asset UUID given to the incoming data.</returns>
- public UUID DataReceived(byte[] data, Scene scene)
- {
- SceneObjectPart part = scene.GetSceneObjectPart(PrimID);
- if (part == null || data == null || data.Length <= 1)
- {
- string msg =
- String.Format("DynamicTextureModule: Error preparing image using URL {0}", Url);
- scene.SimChat(Utils.StringToBytes(msg), ChatTypeEnum.Say,
- 0, part.ParentGroup.RootPart.AbsolutePosition, part.Name, part.UUID, false);
-
- return UUID.Zero;
- }
- byte[] assetData = null;
- AssetBase oldAsset = null;
-
- if (BlendWithOldTexture)
- {
- Primitive.TextureEntryFace defaultFace = part.Shape.Textures.DefaultTexture;
- if (defaultFace != null)
- {
- oldAsset = scene.AssetService.Get(defaultFace.TextureID.ToString());
- if (oldAsset != null)
- assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
- }
- }
- if (assetData == null)
- {
- assetData = new byte[data.Length];
- Array.Copy(data, assetData, data.Length);
- }
- // Create a new asset for user
- AssetBase asset
- = new AssetBase(
- UUID.Random(), "DynamicImage" + Util.RandomClass.Next(1, 10000), (sbyte)AssetType.Texture,
- scene.RegionInfo.RegionID.ToString());
- asset.Data = assetData;
- asset.Description = String.Format("URL image : {0}", Url);
- asset.Local = false;
- asset.Temporary = ((Disp & DISP_TEMP) != 0);
- scene.AssetService.Store(asset);
- IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
- if (cacheLayerDecode != null)
- {
- if (!cacheLayerDecode.Decode(asset.FullID, asset.Data))
- m_log.WarnFormat(
- "[DYNAMIC TEXTURE MODULE]: Decoding of dynamically generated asset {0} for {1} in {2} failed",
- asset.ID, part.Name, part.ParentGroup.Scene.Name);
- }
- UUID oldID = UpdatePart(part, asset.FullID);
- if (oldID != UUID.Zero && ((Disp & DISP_EXPIRE) != 0))
- {
- if (oldAsset == null)
- oldAsset = scene.AssetService.Get(oldID.ToString());
- if (oldAsset != null)
- {
- if (oldAsset.Temporary)
- {
- scene.AssetService.Delete(oldID.ToString());
- }
- }
- }
- return asset.FullID;
- }
- private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha)
- {
- ManagedImage managedImage;
- Image image;
- if (OpenJPEG.DecodeToImage(frontImage, out managedImage, out image))
- {
- Bitmap image1 = new Bitmap(image);
- if (OpenJPEG.DecodeToImage(backImage, out managedImage, out image))
- {
- Bitmap image2 = new Bitmap(image);
- if (setNewAlpha)
- SetAlpha(ref image1, newAlpha);
- Bitmap joint = MergeBitMaps(image1, image2);
- byte[] result = new byte[0];
- try
- {
- result = OpenJPEG.EncodeFromImage(joint, true);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat(
- "[DYNAMICTEXTUREMODULE]: OpenJpeg Encode Failed. Exception {0}{1}",
- e.Message, e.StackTrace);
- }
- return result;
- }
- }
- return null;
- }
- public Bitmap MergeBitMaps(Bitmap front, Bitmap back)
- {
- Bitmap joint;
- Graphics jG;
- joint = new Bitmap(back.Width, back.Height, PixelFormat.Format32bppArgb);
- jG = Graphics.FromImage(joint);
- jG.DrawImage(back, 0, 0, back.Width, back.Height);
- jG.DrawImage(front, 0, 0, back.Width, back.Height);
- return joint;
- }
- private void SetAlpha(ref Bitmap b, byte alpha)
- {
- for (int w = 0; w < b.Width; w++)
- {
- for (int h = 0; h < b.Height; h++)
- {
- b.SetPixel(w, h, Color.FromArgb(alpha, b.GetPixel(w, h)));
- }
- }
- }
- }
- #endregion
- }
- }
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