/* * 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.Reflection; using log4net; using Nini.Config; using OpenMetaverse; using OpenMetaverse.Imaging; using OpenSim.Framework; using OpenSim.Region.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.LegacyMap { // Hue, Saturation, Value; used for color-interpolation struct HSV { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public float h; public float s; public float v; public HSV(float h, float s, float v) { this.h = h; this.s = s; this.v = v; } // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV) public HSV(Color c) { float r = c.R / 255f; float g = c.G / 255f; float b = c.B / 255f; float max = Math.Max(Math.Max(r, g), b); float min = Math.Min(Math.Min(r, g), b); float diff = max - min; if (max == min) h = 0f; else if (max == r) h = (g - b) / diff * 60f; else if (max == g) h = (b - r) / diff * 60f + 120f; else h = (r - g) / diff * 60f + 240f; if (h < 0f) h += 360f; if (max == 0f) s = 0f; else s = diff / max; v = max; } // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV) public Color toColor() { if (s < 0f) m_log.Debug("S < 0: " + s); else if (s > 1f) m_log.Debug("S > 1: " + s); if (v < 0f) m_log.Debug("V < 0: " + v); else if (v > 1f) m_log.Debug("V > 1: " + v); float f = h / 60f; int sector = (int)f % 6; f = f - (int)f; int pi = (int)(v * (1f - s) * 255f); int qi = (int)(v * (1f - s * f) * 255f); int ti = (int)(v * (1f - (1f - f) * s) * 255f); int vi = (int)(v * 255f); if (pi < 0) pi = 0; if (pi > 255) pi = 255; if (qi < 0) qi = 0; if (qi > 255) qi = 255; if (ti < 0) ti = 0; if (ti > 255) ti = 255; if (vi < 0) vi = 0; if (vi > 255) vi = 255; switch (sector) { case 0: return Color.FromArgb(vi, ti, pi); case 1: return Color.FromArgb(qi, vi, pi); case 2: return Color.FromArgb(pi, vi, ti); case 3: return Color.FromArgb(pi, qi, vi); case 4: return Color.FromArgb(ti, pi, vi); default: return Color.FromArgb(vi, pi, qi); } } } public class TexturedMapTileRenderer : IMapTileTerrainRenderer { #region Constants private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[TEXTURED MAPTILE RENDERER]"; // some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank"). // The color-values were choosen because they "look right" (at least to me) ;-) private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5"); private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8"); private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740"); private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c"); #endregion private Scene m_scene; private IConfigSource m_config; private Color m_color_water; private Color m_color_1; private Color m_color_2; private Color m_color_3; private Color m_color_4; // mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only // added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in // that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one. // TODO does it make sense to use a "real" cache and regenerate missing entries on fetch? private Dictionary m_mapping; public void Initialise(Scene scene, IConfigSource source) { m_scene = scene; m_config = source; string[] configSections = new string[] { "Map", "Startup" }; m_color_water = System.Drawing.ColorTranslator.FromHtml(Util.GetConfigVarFromSections(m_config, "MapColorWater", configSections, "#1D475F")); m_color_1 = System.Drawing.ColorTranslator.FromHtml(Util.GetConfigVarFromSections(m_config, "MapColor1", configSections, "#A58976")); m_color_2 = System.Drawing.ColorTranslator.FromHtml(Util.GetConfigVarFromSections(m_config, "MapColor2", configSections, "#455931")); m_color_3 = System.Drawing.ColorTranslator.FromHtml(Util.GetConfigVarFromSections(m_config, "MapColor3", configSections, "#A29A8D")); m_color_4 = System.Drawing.ColorTranslator.FromHtml(Util.GetConfigVarFromSections(m_config, "MapColor4", configSections, "#C8C8C8")); m_mapping = new Dictionary(); m_mapping.Add(defaultTerrainTexture1, m_color_1); m_mapping.Add(defaultTerrainTexture2, m_color_2); m_mapping.Add(defaultTerrainTexture3, m_color_3); m_mapping.Add(defaultTerrainTexture4, m_color_4); m_mapping.Add(Util.BLANK_TEXTURE_UUID, Color.White); } #region Helpers // This fetches the texture from the asset server synchroneously. That should be ok, as we // call map-creation only in those places: // - on start: We can wait here until the asset server returns the texture // TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway) // TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and // will wait anyway) private Bitmap fetchTexture(UUID id) { AssetBase asset = m_scene.AssetService.Get(id.ToString()); m_log.DebugFormat("{0} Fetched texture {1}, found: {2}", LogHeader, id, asset != null); if (asset == null) return null; ManagedImage managedImage; Image image; try { if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image)) return new Bitmap(image); else return null; } catch (DllNotFoundException) { m_log.ErrorFormat("{0} OpenJpeg is not installed correctly on this system. Asset Data is empty for {1}", LogHeader, id); } catch (IndexOutOfRangeException) { m_log.ErrorFormat("{0} OpenJpeg was unable to encode this. Asset Data is empty for {1}", LogHeader, id); } catch (Exception) { m_log.ErrorFormat("{0} OpenJpeg was unable to encode this. Asset Data is empty for {1}", LogHeader, id); } return null; } // Compute the average color of a texture. private Color computeAverageColor(Bitmap bmp) { // we have 256 x 256 pixel, each with 256 possible color-values per // color-channel, so 2^24 is the maximum value we can get, adding everything. // int is be big enough for that. int r = 0, g = 0, b = 0; for (int y = 0; y < bmp.Height; ++y) { for (int x = 0; x < bmp.Width; ++x) { Color c = bmp.GetPixel(x, y); r += (int)c.R & 0xff; g += (int)c.G & 0xff; b += (int)c.B & 0xff; } } int pixels = bmp.Width * bmp.Height; return Color.FromArgb(r / pixels, g / pixels, b / pixels); } // return either the average color of the texture, or the defaultColor if the texturID is invalid // or the texture couldn't be found private Color computeAverageColor(UUID textureID, Color defaultColor) { if (textureID.IsZero()) return defaultColor; // not set if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures Color color; using (Bitmap bmp = fetchTexture(textureID)) { color = bmp == null ? defaultColor : computeAverageColor(bmp); // store it for future reference m_mapping[textureID] = color; } return color; } // S-curve: f(x) = 3x² - 2x³: // f(0) = 0, f(0.5) = 0.5, f(1) = 1, // f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5, // f''(0.5) = 0, f''(x) != 0 for x != 0.5 private float S(float v) { return (v * v * (3f - 2f * v)); } // interpolate two colors in HSV space and return the resulting color private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) { if (ratio <= 0f) return c1; if (ratio >= 1f) return c2; // make sure we are on the same side on the hue-circle for interpolation // We change the hue of the parameters here, but we don't change the color // represented by that value if (c1.h - c2.h > 180f) c1.h -= 360f; else if (c2.h - c1.h > 180f) c1.h += 360f; return new HSV(c1.h * (1f - ratio) + c2.h * ratio, c1.s * (1f - ratio) + c2.s * ratio, c1.v * (1f - ratio) + c2.v * ratio); } // the heigthfield might have some jumps in values. Rendered land is smooth, though, // as a slope is rendered at that place. So average 4 neighbour values to emulate that. private float getHeight(ITerrainChannel hm, int x, int y) { if (x < (hm.Width - 1) && y < (hm.Height - 1)) return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112); else return (float)hm[x, y]; } #endregion public void TerrainToBitmap(Bitmap mapbmp) { int tc = Environment.TickCount; m_log.DebugFormat("{0} Generating Maptile Step 1: Terrain", LogHeader); 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}>", "[TEXTURED MAPTILE RENDERER]", mapbmp.Width, mapbmp.Height, hm.Width, hm.Height); } // These textures should be in the AssetCache anyway, as every client conneting to this // region needs them. Except on start, when the map is recreated (before anyone connected), // and on change of the estate settings (textures and terrain values), when the map should // be recreated. RegionSettings settings = m_scene.RegionInfo.RegionSettings; // the four terrain colors as HSVs for interpolation HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, m_color_1)); HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, m_color_2)); HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, m_color_3)); HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, m_color_4)); float levelNElow = (float)settings.Elevation1NE; float levelNEhigh = (float)settings.Elevation2NE; float levelNWlow = (float)settings.Elevation1NW; float levelNWhigh = (float)settings.Elevation2NW; float levelSElow = (float)settings.Elevation1SE; float levelSEhigh = (float)settings.Elevation2SE; float levelSWlow = (float)settings.Elevation1SW; float levelSWhigh = (float)settings.Elevation2SW; float waterHeight = (float)settings.WaterHeight; for (int x = 0; x < hm.Width; x++) { float columnRatio = x / (hm.Width - 1); // 0 - 1, for interpolation for (int y = 0; y < hm.Height; y++) { float rowRatio = y / (hm.Height - 1); // 0 - 1, for interpolation // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left int yr = (hm.Height - 1) - y; float heightvalue = getHeight(m_scene.Heightmap, x, y); if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) heightvalue = 0; if (heightvalue > waterHeight) { // add a bit noise for breaking up those flat colors: // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast) // - a small-scale noise, for bringing in some small scale variation //float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0 //float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f; //float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f; float hmod = heightvalue + (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3 S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10 // find the low/high values for this point (interpolated bilinearily) // (and remember, x=0,y=0 is SW) float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) + levelSElow * (1f - rowRatio) * columnRatio + levelNWlow * rowRatio * (1f - columnRatio) + levelNElow * rowRatio * columnRatio; float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) + levelSEhigh * (1f - rowRatio) * columnRatio + levelNWhigh * rowRatio * (1f - columnRatio) + levelNEhigh * rowRatio * columnRatio; if (high < low) { // someone tried to fool us. High value should be higher than low every time float tmp = high; high = low; low = tmp; } HSV hsv; if (hmod <= low) hsv = hsv1; // too low else if (hmod >= high) hsv = hsv4; // too high else { // HSV-interpolate along the colors // first, rescale h to 0.0 - 1.0 hmod = (hmod - low) / (high - low); // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4 if (hmod < 1f / 3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f); else if (hmod < 2f / 3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f); else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f); } // Shade the terrain for shadows if (x < (hm.Width - 1) && y < (hm.Height - 1)) { float hfvaluecompare = getHeight(m_scene.Heightmap, x + 1, y + 1); // light from north-east => look at land height there if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare)) hfvaluecompare = 0f; float hfdiff = heightvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower hfdiff *= 0.06f; // some random factor so "it looks good" if (hfdiff > 0.02f) { float highlightfactor = 0.18f; // NE is lower than here // We have to desaturate and lighten the land at the same time hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f; hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f; } else if (hfdiff < -0.02f) { // here is lower than NE: // We have to desaturate and blacken the land at the same time hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f; hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f; } } mapbmp.SetPixel(x, yr, hsv.toColor()); } else { // We're under the water level with the terrain, so paint water instead of land 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; // 0 - 19 => 100 - 0 mapbmp.SetPixel(x, yr, m_color_water); } } } m_log.Debug("[TEXTURED MAPTILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); } } }