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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 System.Runtime;
- using CSJ2K;
- using Nini.Config;
- using log4net;
- using Warp3D;
- using Mono.Addins;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.PhysicsModules.SharedBase;
- using OpenSim.Services.Interfaces;
- using OpenMetaverse;
- using OpenMetaverse.Assets;
- using OpenMetaverse.Imaging;
- using OpenMetaverse.Rendering;
- using OpenMetaverse.StructuredData;
- using WarpRenderer = Warp3D.Warp3D;
- namespace OpenSim.Region.CoreModules.World.Warp3DMap
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "Warp3DImageModule")]
- public class Warp3DImageModule : IMapImageGenerator, INonSharedRegionModule
- {
- private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216);
- // private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 128);
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- #pragma warning disable 414
- private static string LogHeader = "[WARP 3D IMAGE MODULE]";
- #pragma warning restore 414
- internal Scene m_scene;
- private IRendering m_primMesher;
- internal IJ2KDecoder m_imgDecoder;
- // caches per rendering
- private Dictionary<string, warp_Texture> m_warpTextures = new Dictionary<string, warp_Texture>();
- private Dictionary<UUID, int> m_colors = new Dictionary<UUID, int>();
- 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_textureAverageTerrain = false; // replace terrain textures by their average color
- 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_Enabled = false;
- // private Bitmap lastImage = null;
- private DateTime lastImageTime = DateTime.MinValue;
- #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_textureAverageTerrain =
- Util.GetConfigVarFromSections<bool>(m_config, "AverageTextureColorOnMapTile", configSections, m_textureAverageTerrain);
- if (m_textureAverageTerrain)
- m_textureTerrain = true;
- 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);
- }
- public void AddRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_scene = scene;
- List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
- if (renderers.Count > 0)
- m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
- else
- m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
- m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
- }
- public void RegionLoaded(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
- }
- public void RemoveRegion(Scene scene)
- {
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "Warp3DImageModule"; }
- }
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- #endregion
- #region IMapImageGenerator Members
- private Vector3 cameraPos;
- private Vector3 cameraDir;
- private int viewWitdh = 256;
- private int viewHeight = 256;
- private float fov;
- private bool orto;
- public Bitmap CreateMapTile()
- {
- List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
- if (renderers.Count > 0)
- {
- m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
- }
- cameraPos = new Vector3(
- (m_scene.RegionInfo.RegionSizeX) * 0.5f,
- (m_scene.RegionInfo.RegionSizeY) * 0.5f,
- 4096f);
- cameraDir = -Vector3.UnitZ;
- viewWitdh = (int)m_scene.RegionInfo.RegionSizeX;
- viewHeight = (int)m_scene.RegionInfo.RegionSizeY;
- orto = true;
- // fov = warp_Math.rad2deg(2f * (float)Math.Atan2(viewWitdh, 4096f));
- // orto = false;
- Bitmap tile = GenImage();
- // image may be reloaded elsewhere, so no compression format
- string filename = "MAP-" + m_scene.RegionInfo.RegionID.ToString() + ".png";
- tile.Save(filename, ImageFormat.Png);
- m_primMesher = null;
- return tile;
- }
- public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float pfov, int width, int height, bool useTextures)
- {
- List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
- if (renderers.Count > 0)
- {
- m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
- }
- cameraPos = camPos;
- cameraDir = camDir;
- viewWitdh = width;
- viewHeight = height;
- fov = pfov;
- orto = false;
- Bitmap tile = GenImage();
- m_primMesher = null;
- return tile;
- }
- private Bitmap GenImage()
- {
- m_colors.Clear();
- m_warpTextures.Clear();
- WarpRenderer renderer = new WarpRenderer();
- if (!renderer.CreateScene(viewWitdh, viewHeight))
- return new Bitmap(viewWitdh, viewHeight);
- #region Camera
- warp_Vector pos = ConvertVector(cameraPos);
- warp_Vector lookat = warp_Vector.add(pos, ConvertVector(cameraDir));
- if (orto)
- renderer.Scene.defaultCamera.setOrthographic(true, viewWitdh, viewHeight);
- else
- renderer.Scene.defaultCamera.setFov(fov);
- renderer.Scene.defaultCamera.setPos(pos);
- renderer.Scene.defaultCamera.lookAt(lookat);
- #endregion Camera
- renderer.Scene.setAmbient(warp_Color.getColor(192, 191, 173));
- renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(0f, 1f, 8f), warp_Color.White, 0, 320, 40));
- CreateWater(renderer);
- CreateTerrain(renderer);
- if (m_drawPrimVolume)
- CreateAllPrims(renderer);
- renderer.Render();
- Bitmap bitmap = renderer.Scene.getImage();
- renderer.Scene.destroy();
- renderer.Reset();
- renderer = null;
- m_colors.Clear();
- m_warpTextures.Clear();
- GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce;
- GC.Collect();
- GC.WaitForPendingFinalizers();
- GC.Collect();
- GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.Default;
- return bitmap;
- }
- public byte[] WriteJpeg2000Image()
- {
- try
- {
- using (Bitmap mapbmp = CreateMapTile())
- return OpenJPEG.EncodeFromImage(mapbmp, false);
- }
- 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 * 0.5f,
- waterHeight,
- m_scene.RegionInfo.RegionSizeY * 0.5f);
- warp_Material waterMaterial = new warp_Material(ConvertColor(WATER_COLOR));
- renderer.Scene.addMaterial("WaterMat", waterMaterial);
- renderer.SetObjectMaterial("Water", "WaterMat");
- }
- // Add a terrain to the renderer.
- // Note that we create a 'low resolution' 257x257 vertex terrain rather than trying for
- // full resolution. This saves a lot of memory especially for very large regions.
- private void CreateTerrain(WarpRenderer renderer)
- {
- ITerrainChannel terrain = m_scene.Heightmap;
- float regionsx = m_scene.RegionInfo.RegionSizeX;
- float regionsy = m_scene.RegionInfo.RegionSizeY;
- // 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
- int bitWidth;
- int bitHeight;
- const double log2inv = 1.4426950408889634073599246810019;
- bitWidth = (int)Math.Ceiling((Math.Log(terrain.Width) * log2inv));
- bitHeight = (int)Math.Ceiling((Math.Log(terrain.Height) * log2inv));
- if (bitWidth > 8) // more than 256 is very heavy :(
- bitWidth = 8;
- if (bitHeight > 8)
- bitHeight = 8;
- int twidth = (int)Math.Pow(2, bitWidth);
- int theight = (int)Math.Pow(2, bitHeight);
- float diff = regionsx / twidth;
- int npointsx = (int)(regionsx / diff);
- int npointsy = (int)(regionsy / diff);
- float invsx = 1.0f / (npointsx * diff);
- float invsy = 1.0f / (npointsy * diff);
- npointsx++;
- npointsy++;
- // Create all the vertices for the terrain
- warp_Object obj = new warp_Object();
- warp_Vector pos;
- float x, y;
- float tv;
- for (y = 0; y < regionsy; y += diff)
- {
- tv = y * invsy;
- for (x = 0; x < regionsx; x += diff)
- {
- pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]);
- obj.addVertex(new warp_Vertex(pos, x * invsx, tv));
- }
- pos = ConvertVector(x, y, (float)terrain[(int)(x - diff), (int)y]);
- obj.addVertex(new warp_Vertex(pos, 1.0f, tv));
- }
- int lastY = (int)(y - diff);
- for (x = 0; x < regionsx; x += diff)
- {
- pos = ConvertVector(x, y, (float)terrain[(int)x, lastY]);
- obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f));
- }
- pos = ConvertVector(x, y, (float)terrain[(int)(x - diff), lastY]);
- obj.addVertex(new warp_Vertex(pos, 1.0f, 1.0f));
- // create triangles.
- int limx = npointsx - 1;
- int limy = npointsy - 1;
- for (int j = 0; j < limy; j++)
- {
- for (int i = 0; i < limx; i++)
- {
- int v = j * npointsx + i;
- // Make two triangles for each of the squares in the grid of vertices
- obj.addTriangle(
- v,
- v + 1,
- v + npointsx);
- obj.addTriangle(
- v + npointsx + 1,
- v + npointsx,
- 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;
- warp_Texture texture;
- using (Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges,
- m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY,
- m_scene.AssetService, m_imgDecoder, m_textureTerrain, m_textureAverageTerrain,
- twidth, twidth))
- texture = new warp_Texture(image);
- warp_Material material = new warp_Material(texture);
- renderer.Scene.addMaterial("TerrainMat", material);
- renderer.SetObjectMaterial("Terrain", "TerrainMat");
- }
- private void CreateAllPrims(WarpRenderer renderer)
- {
- if (m_primMesher == null)
- return;
- m_scene.ForEachSOG(
- delegate (SceneObjectGroup group)
- {
- foreach (SceneObjectPart child in group.Parts)
- CreatePrim(renderer, child);
- }
- );
- }
- private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
- {
- if ((PCode)prim.Shape.PCode != PCode.Prim)
- return;
- warp_Vector primPos = ConvertVector(prim.GetWorldPosition());
- warp_Quaternion primRot = ConvertQuaternion(prim.GetWorldRotation());
- warp_Matrix m = warp_Matrix.quaternionMatrix(primRot);
- float screenFactor = renderer.Scene.EstimateBoxProjectedArea(primPos, ConvertVector(prim.Scale), m);
- if (screenFactor < 0)
- return;
- int p2 = (int)(-(float)Math.Log(screenFactor) * 1.442695f * 0.5 - 1);
- if (p2 < 0)
- p2 = 0;
- else if (p2 > 3)
- p2 = 3;
- DetailLevel lod = (DetailLevel)(3 - p2);
- 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, lod, out renderMesh);
- meshAsset = null;
- }
- else // It's sculptie
- {
- if (m_imgDecoder != null)
- {
- Image sculpt = m_imgDecoder.DecodeToImage(sculptAsset);
- if (sculpt != null)
- {
- renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, lod);
- sculpt.Dispose();
- }
- }
- }
- }
- }
- }
- // If not a mesh or sculptie, try the regular mesher
- if (renderMesh == null)
- {
- renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, lod);
- }
- if (renderMesh == null)
- return;
- 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 + i.ToString();
- // Avoid adding duplicate meshes to the scene
- if (renderer.Scene.objectData.ContainsKey(meshName))
- continue;
- warp_Object faceObj = new warp_Object();
- Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i);
- Color4 faceColor = teFace.RGBA;
- if (faceColor.A == 0)
- continue;
- string materialName = String.Empty;
- if (m_texturePrims)
- {
- // if(lod > DetailLevel.Low)
- {
- // materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, lod == DetailLevel.Low);
- materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, false);
- if (String.IsNullOrEmpty(materialName))
- continue;
- int c = renderer.Scene.material(materialName).getColor();
- if ((c & warp_Color.MASKALPHA) == 0)
- continue;
- }
- }
- else
- materialName = GetOrCreateMaterial(renderer, faceColor);
- if (renderer.Scene.material(materialName).getTexture() == null)
- {
- // uv map details dont not matter for color;
- for (int j = 0; j < face.Vertices.Count; j++)
- {
- Vertex v = face.Vertices[j];
- warp_Vector pos = ConvertVector(v.Position);
- warp_Vertex vert = new warp_Vertex(pos, v.TexCoord.X, v.TexCoord.Y);
- faceObj.addVertex(vert);
- }
- }
- else
- {
- float tu;
- float tv;
- float offsetu = teFace.OffsetU + 0.5f;
- float offsetv = teFace.OffsetV + 0.5f;
- float scaleu = teFace.RepeatU;
- float scalev = teFace.RepeatV;
- float rotation = teFace.Rotation;
- float rc = 0;
- float rs = 0;
- if (rotation != 0)
- {
- rc = (float)Math.Cos(rotation);
- rs = (float)Math.Sin(rotation);
- }
- for (int j = 0; j < face.Vertices.Count; j++)
- {
- warp_Vertex vert;
- Vertex v = face.Vertices[j];
- warp_Vector pos = ConvertVector(v.Position);
- tu = v.TexCoord.X - 0.5f;
- tv = 0.5f - v.TexCoord.Y;
- if (rotation != 0)
- {
- float tur = tu * rc - tv * rs;
- float tvr = tu * rs + tv * rc;
- tur *= scaleu;
- tur += offsetu;
- tvr *= scalev;
- tvr += offsetv;
- vert = new warp_Vertex(pos, tur, tvr);
- }
- else
- {
- tu *= scaleu;
- tu += offsetu;
- tv *= scalev;
- tv += offsetv;
- vert = new warp_Vertex(pos, tu, tv);
- }
- 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]);
- }
- faceObj.scaleSelf(prim.Scale.X, prim.Scale.Z, prim.Scale.Y);
- faceObj.transform(m);
- faceObj.setPos(primPos);
- renderer.Scene.addObject(meshName, faceObj);
- renderer.SetObjectMaterial(meshName, materialName);
- }
- }
- private int GetFaceColor(Primitive.TextureEntryFace face)
- {
- int color;
- Color4 ctmp = Color4.White;
- if (face.TextureID == UUID.Zero)
- return warp_Color.White;
- if (!m_colors.TryGetValue(face.TextureID, out color))
- {
- bool fetched = false;
- // Attempt to fetch the texture metadata
- string cacheName = "MAPCLR" + face.TextureID.ToString();
- AssetBase metadata = m_scene.AssetService.GetCached(cacheName);
- if (metadata != null)
- {
- OSDMap map = null;
- try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { }
- if (map != null)
- {
- ctmp = map["X-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;
- ctmp = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height);
- OSDMap data = new OSDMap { { "X-RGBA", OSD.FromColor4(ctmp) } };
- metadata = new AssetBase
- {
- Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)),
- Description = "Metadata for texture color" + face.TextureID.ToString(),
- Flags = AssetFlags.Collectable,
- FullID = UUID.Zero,
- ID = cacheName,
- Local = true,
- Temporary = true,
- Name = String.Empty,
- Type = (sbyte)AssetType.Unknown
- };
- m_scene.AssetService.Store(metadata);
- }
- else
- {
- ctmp = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
- }
- }
- color = ConvertColor(ctmp);
- m_colors[face.TextureID] = color;
- }
- return color;
- }
- 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));
- return name;
- }
- public string GetOrCreateMaterial(WarpRenderer renderer, Color4 faceColor, UUID textureID, bool useAverageTextureColor)
- {
- int color = ConvertColor(faceColor);
- string idstr = textureID.ToString() + color.ToString();
- string materialName = "MAPMAT" + idstr;
- if (renderer.Scene.material(materialName) != null)
- return materialName;
- warp_Material mat = new warp_Material();
- warp_Texture texture = GetTexture(textureID);
- if (texture != null)
- {
- if (useAverageTextureColor)
- color = warp_Color.multiply(color, texture.averageColor);
- else
- mat.setTexture(texture);
- }
- else
- color = warp_Color.multiply(color, warp_Color.Grey);
- mat.setColor(color);
- renderer.Scene.addMaterial(materialName, mat);
- return materialName;
- }
- private warp_Texture GetTexture(UUID id)
- {
- warp_Texture ret = null;
- if (id == UUID.Zero)
- return ret;
- if (m_warpTextures.TryGetValue(id.ToString(), out ret))
- return ret;
- byte[] asset = m_scene.AssetService.GetData(id.ToString());
- if (asset != null)
- {
- try
- {
- using (Bitmap img = (Bitmap)m_imgDecoder.DecodeToImage(asset))
- ret = new warp_Texture(img);
- }
- catch (Exception e)
- {
- m_log.Warn(string.Format("[WARP 3D IMAGE MODULE]: Failed to decode asset {0}, exception ", id), e);
- }
- }
- m_warpTextures[id.ToString()] = ret;
- 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), (byte)(color.A * 255f));
- 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 Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height)
- {
- ulong r = 0;
- ulong g = 0;
- ulong b = 0;
- ulong a = 0;
- int pixelBytes;
- try
- {
- using (MemoryStream stream = new MemoryStream(j2kData))
- 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);
- }
- }
- }
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