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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 System.IO;
- using System.Reflection;
- using CSJ2K;
- using Nini.Config;
- using log4net;
- using Rednettle.Warp3D;
- using Mono.Addins;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.Physics.Manager;
- using OpenSim.Services.Interfaces;
- using OpenMetaverse;
- using OpenMetaverse.Assets;
- using OpenMetaverse.Imaging;
- using OpenMetaverse.Rendering;
- using OpenMetaverse.StructuredData;
- using WarpRenderer = global::Warp3D.Warp3D;
- namespace OpenSim.Region.CoreModules.World.Warp3DMap
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "Warp3DImageModule")]
- public class Warp3DImageModule : IMapImageGenerator, INonSharedRegionModule
- {
- private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3");
- private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216);
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private static string LogHeader = "[WARP 3D IMAGE MODULE]";
- private Scene m_scene;
- private IRendering m_primMesher;
- private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>();
- private IConfigSource m_config;
- private bool m_drawPrimVolume = true; // true if should render the prims on the tile
- private bool m_textureTerrain = true; // true if to create terrain splatting texture
- private bool m_texturePrims = true; // true if should texture the rendered prims
- private float m_texturePrimSize = 48f; // size of prim before we consider texturing it
- private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes
- private bool m_useAntiAliasing = false; // true if to anti-alias the rendered image
- private bool m_Enabled = false;
- #region Region Module interface
- public void Initialise(IConfigSource source)
- {
- m_config = source;
- string[] configSections = new string[] { "Map", "Startup" };
- if (Util.GetConfigVarFromSections<string>(
- m_config, "MapImageModule", configSections, "MapImageModule") != "Warp3DImageModule")
- return;
- m_Enabled = true;
- m_drawPrimVolume
- = Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
- m_textureTerrain
- = Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain);
- m_texturePrims
- = Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims);
- m_texturePrimSize
- = Util.GetConfigVarFromSections<float>(m_config, "TexturePrimSize", configSections, m_texturePrimSize);
- m_renderMeshes
- = Util.GetConfigVarFromSections<bool>(m_config, "RenderMeshes", configSections, m_renderMeshes);
- m_useAntiAliasing
- = Util.GetConfigVarFromSections<bool>(m_config, "UseAntiAliasing", configSections, m_useAntiAliasing);
- }
- public void AddRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_scene = scene;
- List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
- if (renderers.Count > 0)
- {
- m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
- m_log.DebugFormat("[WARP 3D IMAGE MODULE]: Loaded prim mesher {0}", m_primMesher);
- }
- else
- {
- m_log.Debug("[WARP 3D IMAGE MODULE]: No prim mesher loaded, prim rendering will be disabled");
- }
- m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
- }
- public void RegionLoaded(Scene scene)
- {
- }
- public void RemoveRegion(Scene scene)
- {
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "Warp3DImageModule"; }
- }
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- #endregion
- #region IMapImageGenerator Members
- public Bitmap CreateMapTile()
- {
- // Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
- // Camera above the middle of the region
- Vector3 camPos = new Vector3(
- m_scene.RegionInfo.RegionSizeX/2 - 0.5f,
- m_scene.RegionInfo.RegionSizeY/2 - 0.5f,
- 221.7025033688163f);
- // Viewport viewing down onto the region
- Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f,
- (int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY,
- (float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY );
- // Fill the viewport and return the image
- return CreateMapTile(viewport, false);
- }
- public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
- {
- Viewport viewport = new Viewport(camPos, camDir, fov, Constants.RegionSize, 0.1f, width, height);
- return CreateMapTile(viewport, useTextures);
- }
- public Bitmap CreateMapTile(Viewport viewport, bool useTextures)
- {
- m_colors.Clear();
- int width = viewport.Width;
- int height = viewport.Height;
- if (m_useAntiAliasing)
- {
- width *= 2;
- height *= 2;
- }
- WarpRenderer renderer = new WarpRenderer();
- renderer.CreateScene(width, height);
- renderer.Scene.autoCalcNormals = false;
- #region Camera
- warp_Vector pos = ConvertVector(viewport.Position);
- pos.z -= 0.001f; // Works around an issue with the Warp3D camera
- warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection));
- renderer.Scene.defaultCamera.setPos(pos);
- renderer.Scene.defaultCamera.lookAt(lookat);
- if (viewport.Orthographic)
- {
- renderer.Scene.defaultCamera.isOrthographic = true;
- renderer.Scene.defaultCamera.orthoViewWidth = viewport.OrthoWindowWidth;
- renderer.Scene.defaultCamera.orthoViewHeight = viewport.OrthoWindowHeight;
- }
- else
- {
- float fov = viewport.FieldOfView;
- fov *= 1.75f; // FIXME: ???
- renderer.Scene.defaultCamera.setFov(fov);
- }
- #endregion Camera
- renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(1.0f, 0.5f, 1f), 0xffffff, 0, 320, 40));
- renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40));
- CreateWater(renderer);
- CreateTerrain(renderer, m_textureTerrain);
- if (m_drawPrimVolume)
- CreateAllPrims(renderer, useTextures);
- renderer.Render();
- Bitmap bitmap = renderer.Scene.getImage();
- if (m_useAntiAliasing)
- {
- using (Bitmap origBitmap = bitmap)
- bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height);
- }
- // XXX: It shouldn't really be necesary to force a GC here as one should occur anyway pretty shortly
- // afterwards. It's generally regarded as a bad idea to manually GC. If Warp3D is using lots of memory
- // then this may be some issue with the Warp3D code itself, though it's also quite possible that generating
- // this map tile simply takes a lot of memory.
- foreach (var o in renderer.Scene.objectData.Values)
- {
- warp_Object obj = (warp_Object)o;
- obj.vertexData = null;
- obj.triangleData = null;
- }
- renderer.Scene.removeAllObjects();
- renderer = null;
- viewport = null;
- m_colors.Clear();
- GC.Collect();
- m_log.Debug("[WARP 3D IMAGE MODULE]: GC.Collect()");
- return bitmap;
- }
- public byte[] WriteJpeg2000Image()
- {
- try
- {
- using (Bitmap mapbmp = CreateMapTile())
- return OpenJPEG.EncodeFromImage(mapbmp, true);
- }
- catch (Exception e)
- {
- // JPEG2000 encoder failed
- m_log.Error("[WARP 3D IMAGE MODULE]: Failed generating terrain map: ", e);
- }
- return null;
- }
- #endregion
- #region Rendering Methods
- // Add a water plane to the renderer.
- private void CreateWater(WarpRenderer renderer)
- {
- float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
- renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f);
- renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX/2 - 0.5f,
- waterHeight,
- m_scene.RegionInfo.RegionSizeY/2 - 0.5f );
- warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR));
- waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif
- waterColorMaterial.setTransparency((byte)((1f - WATER_COLOR.A) * 255f));
- renderer.Scene.addMaterial("WaterColor", waterColorMaterial);
- renderer.SetObjectMaterial("Water", "WaterColor");
- }
- // Add a terrain to the renderer.
- // Note that we create a 'low resolution' 256x256 vertex terrain rather than trying for
- // full resolution. This saves a lot of memory especially for very large regions.
- private void CreateTerrain(WarpRenderer renderer, bool textureTerrain)
- {
- ITerrainChannel terrain = m_scene.Heightmap;
- // 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
- float diff = (float)m_scene.RegionInfo.RegionSizeX / 256f;
- warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2);
- // Create all the vertices for the terrain
- for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff)
- {
- for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff)
- {
- warp_Vector pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]);
- obj.addVertex(new warp_Vertex(pos,
- x / (float)m_scene.RegionInfo.RegionSizeX,
- (((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY) );
- }
- }
- // Now that we have all the vertices, make another pass and create
- // the normals for each of the surface triangles and
- // create the list of triangle indices.
- for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff)
- {
- for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff)
- {
- float newX = x / diff;
- float newY = y / diff;
- if (newX < 255 && newY < 255)
- {
- int v = (int)newY * 256 + (int)newX;
- // Normal for a triangle made up of three adjacent vertices
- Vector3 v1 = new Vector3(newX, newY, (float)terrain[(int)x, (int)y]);
- Vector3 v2 = new Vector3(newX + 1, newY, (float)terrain[(int)(x + 1), (int)y]);
- Vector3 v3 = new Vector3(newX, newY + 1, (float)terrain[(int)x, ((int)(y + 1))]);
- warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3));
- norm = norm.reverse();
- obj.vertex(v).n = norm;
- // Make two triangles for each of the squares in the grid of vertices
- obj.addTriangle(
- v,
- v + 1,
- v + 256);
- obj.addTriangle(
- v + 256 + 1,
- v + 256,
- v + 1);
- }
- }
- }
- renderer.Scene.addObject("Terrain", obj);
- UUID[] textureIDs = new UUID[4];
- float[] startHeights = new float[4];
- float[] heightRanges = new float[4];
- OpenSim.Framework.RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
- textureIDs[0] = regionInfo.TerrainTexture1;
- textureIDs[1] = regionInfo.TerrainTexture2;
- textureIDs[2] = regionInfo.TerrainTexture3;
- textureIDs[3] = regionInfo.TerrainTexture4;
- startHeights[0] = (float)regionInfo.Elevation1SW;
- startHeights[1] = (float)regionInfo.Elevation1NW;
- startHeights[2] = (float)regionInfo.Elevation1SE;
- startHeights[3] = (float)regionInfo.Elevation1NE;
- heightRanges[0] = (float)regionInfo.Elevation2SW;
- heightRanges[1] = (float)regionInfo.Elevation2NW;
- heightRanges[2] = (float)regionInfo.Elevation2SE;
- heightRanges[3] = (float)regionInfo.Elevation2NE;
- uint globalX, globalY;
- Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY);
- warp_Texture texture;
- using (
- Bitmap image
- = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges,
- new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain))
- {
- texture = new warp_Texture(image);
- }
- warp_Material material = new warp_Material(texture);
- material.setReflectivity(50);
- renderer.Scene.addMaterial("TerrainColor", material);
- renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
- renderer.SetObjectMaterial("Terrain", "TerrainColor");
- }
- private void CreateAllPrims(WarpRenderer renderer, bool useTextures)
- {
- if (m_primMesher == null)
- return;
- m_scene.ForEachSOG(
- delegate(SceneObjectGroup group)
- {
- CreatePrim(renderer, group.RootPart, useTextures);
- foreach (SceneObjectPart child in group.Parts)
- CreatePrim(renderer, child, useTextures);
- }
- );
- }
- private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim,
- bool useTextures)
- {
- const float MIN_SIZE = 2f;
- if ((PCode)prim.Shape.PCode != PCode.Prim)
- return;
- if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE)
- return;
- FacetedMesh renderMesh = null;
- Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
- if (m_renderMeshes)
- {
- if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero)
- {
- // Try fetchinng the asset
- byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString());
- if (sculptAsset != null)
- {
- // Is it a mesh?
- if (omvPrim.Sculpt.Type == SculptType.Mesh)
- {
- AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset);
- FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh);
- meshAsset = null;
- }
- else // It's sculptie
- {
- IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
- if (imgDecoder != null)
- {
- Image sculpt = imgDecoder.DecodeToImage(sculptAsset);
- if (sculpt != null)
- {
- renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt,
- DetailLevel.Medium);
- sculpt.Dispose();
- }
- }
- }
- }
- }
- }
- // If not a mesh or sculptie, try the regular mesher
- if (renderMesh == null)
- {
- renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium);
- }
- if (renderMesh == null)
- return;
- warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
- warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset);
- warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
- if (prim.ParentID != 0)
- {
- SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId);
- if (group != null)
- m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset)));
- }
- warp_Vector primScale = ConvertVector(prim.Scale);
- string primID = prim.UUID.ToString();
- // Create the prim faces
- // TODO: Implement the useTextures flag behavior
- for (int i = 0; i < renderMesh.Faces.Count; i++)
- {
- Face face = renderMesh.Faces[i];
- string meshName = primID + "-Face-" + i.ToString();
- // Avoid adding duplicate meshes to the scene
- if (renderer.Scene.objectData.ContainsKey(meshName))
- {
- continue;
- }
- warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3);
- for (int j = 0; j < face.Vertices.Count; j++)
- {
- Vertex v = face.Vertices[j];
- warp_Vector pos = ConvertVector(v.Position);
- warp_Vector norm = ConvertVector(v.Normal);
-
- if (prim.Shape.SculptTexture == UUID.Zero)
- norm = norm.reverse();
- warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y);
- faceObj.addVertex(vert);
- }
- for (int j = 0; j < face.Indices.Count; j += 3)
- {
- faceObj.addTriangle(
- face.Indices[j + 0],
- face.Indices[j + 1],
- face.Indices[j + 2]);
- }
- Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
- Color4 faceColor = GetFaceColor(teFace);
- string materialName = String.Empty;
- if (m_texturePrims && prim.Scale.LengthSquared() > m_texturePrimSize*m_texturePrimSize)
- materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID);
- else
- materialName = GetOrCreateMaterial(renderer, faceColor);
- faceObj.transform(m);
- faceObj.setPos(primPos);
- faceObj.scaleSelf(primScale.x, primScale.y, primScale.z);
- renderer.Scene.addObject(meshName, faceObj);
- renderer.SetObjectMaterial(meshName, materialName);
- }
- }
- private Color4 GetFaceColor(Primitive.TextureEntryFace face)
- {
- Color4 color;
- if (face.TextureID == UUID.Zero)
- return face.RGBA;
- if (!m_colors.TryGetValue(face.TextureID, out color))
- {
- bool fetched = false;
- // Attempt to fetch the texture metadata
- UUID metadataID = UUID.Combine(face.TextureID, TEXTURE_METADATA_MAGIC);
- AssetBase metadata = m_scene.AssetService.GetCached(metadataID.ToString());
- if (metadata != null)
- {
- OSDMap map = null;
- try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { }
- if (map != null)
- {
- color = map["X-JPEG2000-RGBA"].AsColor4();
- fetched = true;
- }
- }
- if (!fetched)
- {
- // Fetch the texture, decode and get the average color,
- // then save it to a temporary metadata asset
- AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
- if (textureAsset != null)
- {
- int width, height;
- color = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height);
- OSDMap data = new OSDMap { { "X-JPEG2000-RGBA", OSD.FromColor4(color) } };
- metadata = new AssetBase
- {
- Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)),
- Description = "Metadata for JPEG2000 texture " + face.TextureID.ToString(),
- Flags = AssetFlags.Collectable,
- FullID = metadataID,
- ID = metadataID.ToString(),
- Local = true,
- Temporary = true,
- Name = String.Empty,
- Type = (sbyte)AssetType.Unknown
- };
- m_scene.AssetService.Store(metadata);
- }
- else
- {
- color = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
- }
- }
- m_colors[face.TextureID] = color;
- }
- return color * face.RGBA;
- }
- private string GetOrCreateMaterial(WarpRenderer renderer, Color4 color)
- {
- string name = color.ToString();
- warp_Material material = renderer.Scene.material(name);
- if (material != null)
- return name;
- renderer.AddMaterial(name, ConvertColor(color));
- if (color.A < 1f)
- renderer.Scene.material(name).setTransparency((byte)((1f - color.A) * 255f));
- return name;
- }
- public string GetOrCreateMaterial(WarpRenderer renderer, Color4 faceColor, UUID textureID)
- {
- string materialName = "Color-" + faceColor.ToString() + "-Texture-" + textureID.ToString();
- if (renderer.Scene.material(materialName) == null)
- {
- renderer.AddMaterial(materialName, ConvertColor(faceColor));
- if (faceColor.A < 1f)
- {
- renderer.Scene.material(materialName).setTransparency((byte) ((1f - faceColor.A)*255f));
- }
- warp_Texture texture = GetTexture(textureID);
- if (texture != null)
- renderer.Scene.material(materialName).setTexture(texture);
- }
- return materialName;
- }
- private warp_Texture GetTexture(UUID id)
- {
- warp_Texture ret = null;
- byte[] asset = m_scene.AssetService.GetData(id.ToString());
- if (asset != null)
- {
- IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
- Bitmap img = (Bitmap) imgDecoder.DecodeToImage(asset);
- if (img != null)
- {
- return new warp_Texture(img);
- }
- }
- return ret;
- }
- #endregion Rendering Methods
- #region Static Helpers
- // Note: axis change.
- private static warp_Vector ConvertVector(float x, float y, float z)
- {
- return new warp_Vector(x, z, y);
- }
- private static warp_Vector ConvertVector(Vector3 vector)
- {
- return new warp_Vector(vector.X, vector.Z, vector.Y);
- }
- private static warp_Quaternion ConvertQuaternion(Quaternion quat)
- {
- return new warp_Quaternion(quat.X, quat.Z, quat.Y, -quat.W);
- }
- private static int ConvertColor(Color4 color)
- {
- int c = warp_Color.getColor((byte)(color.R * 255f), (byte)(color.G * 255f), (byte)(color.B * 255f));
- if (color.A < 1f)
- c |= (byte)(color.A * 255f) << 24;
- return c;
- }
- private static Vector3 SurfaceNormal(Vector3 c1, Vector3 c2, Vector3 c3)
- {
- Vector3 edge1 = new Vector3(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
- Vector3 edge2 = new Vector3(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
- Vector3 normal = Vector3.Cross(edge1, edge2);
- normal.Normalize();
- return normal;
- }
- public static Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height)
- {
- ulong r = 0;
- ulong g = 0;
- ulong b = 0;
- ulong a = 0;
- using (MemoryStream stream = new MemoryStream(j2kData))
- {
- try
- {
- int pixelBytes;
- using (Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream))
- {
- width = bitmap.Width;
- height = bitmap.Height;
-
- BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
- pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4;
-
- // Sum up the individual channels
- unsafe
- {
- if (pixelBytes == 4)
- {
- for (int y = 0; y < height; y++)
- {
- byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
-
- for (int x = 0; x < width; x++)
- {
- b += row[x * pixelBytes + 0];
- g += row[x * pixelBytes + 1];
- r += row[x * pixelBytes + 2];
- a += row[x * pixelBytes + 3];
- }
- }
- }
- else
- {
- for (int y = 0; y < height; y++)
- {
- byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride);
-
- for (int x = 0; x < width; x++)
- {
- b += row[x * pixelBytes + 0];
- g += row[x * pixelBytes + 1];
- r += row[x * pixelBytes + 2];
- }
- }
- }
- }
- }
- // Get the averages for each channel
- const decimal OO_255 = 1m / 255m;
- decimal totalPixels = (decimal)(width * height);
- decimal rm = ((decimal)r / totalPixels) * OO_255;
- decimal gm = ((decimal)g / totalPixels) * OO_255;
- decimal bm = ((decimal)b / totalPixels) * OO_255;
- decimal am = ((decimal)a / totalPixels) * OO_255;
- if (pixelBytes == 3)
- am = 1m;
- return new Color4((float)rm, (float)gm, (float)bm, (float)am);
- }
- catch (Exception ex)
- {
- m_log.WarnFormat(
- "[WARP 3D IMAGE MODULE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}",
- textureID, j2kData.Length, ex.Message);
- width = 0;
- height = 0;
- return new Color4(0.5f, 0.5f, 0.5f, 1.0f);
- }
- }
- }
- #endregion Static Helpers
- }
- public static class ImageUtils
- {
- /// <summary>
- /// Performs bilinear interpolation between four values
- /// </summary>
- /// <param name="v00">First, or top left value</param>
- /// <param name="v01">Second, or top right value</param>
- /// <param name="v10">Third, or bottom left value</param>
- /// <param name="v11">Fourth, or bottom right value</param>
- /// <param name="xPercent">Interpolation value on the X axis, between 0.0 and 1.0</param>
- /// <param name="yPercent">Interpolation value on fht Y axis, between 0.0 and 1.0</param>
- /// <returns>The bilinearly interpolated result</returns>
- public static float Bilinear(float v00, float v01, float v10, float v11, float xPercent, float yPercent)
- {
- return Utils.Lerp(Utils.Lerp(v00, v01, xPercent), Utils.Lerp(v10, v11, xPercent), yPercent);
- }
- /// <summary>
- /// Performs a high quality image resize
- /// </summary>
- /// <param name="image">Image to resize</param>
- /// <param name="width">New width</param>
- /// <param name="height">New height</param>
- /// <returns>Resized image</returns>
- public static Bitmap ResizeImage(Image image, int width, int height)
- {
- Bitmap result = new Bitmap(width, height);
- using (Graphics graphics = Graphics.FromImage(result))
- {
- graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality;
- graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic;
- graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
- graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality;
- graphics.DrawImage(image, 0, 0, result.Width, result.Height);
- }
- return result;
- }
- }
- }
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