DynamicTextureModule.cs 12 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSim Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Drawing;
  30. using System.Drawing.Imaging;
  31. using OpenMetaverse;
  32. using OpenMetaverse.Imaging;
  33. using Nini.Config;
  34. using OpenSim.Framework;
  35. using OpenSim.Region.Environment.Interfaces;
  36. using OpenSim.Region.Environment.Scenes;
  37. namespace OpenSim.Region.Environment.Modules.Scripting.DynamicTexture
  38. {
  39. public class DynamicTextureModule : IRegionModule, IDynamicTextureManager
  40. {
  41. private Dictionary<UUID, Scene> RegisteredScenes = new Dictionary<UUID, Scene>();
  42. private Dictionary<string, IDynamicTextureRender> RenderPlugins =
  43. new Dictionary<string, IDynamicTextureRender>();
  44. private Dictionary<UUID, DynamicTextureUpdater> Updaters = new Dictionary<UUID, DynamicTextureUpdater>();
  45. #region IDynamicTextureManager Members
  46. public void RegisterRender(string handleType, IDynamicTextureRender render)
  47. {
  48. if (!RenderPlugins.ContainsKey(handleType))
  49. {
  50. RenderPlugins.Add(handleType, render);
  51. }
  52. }
  53. /// <summary>
  54. /// Called by code which actually renders the dynamic texture to supply texture data.
  55. /// </summary>
  56. /// <param name="id"></param>
  57. /// <param name="data"></param>
  58. public void ReturnData(UUID id, byte[] data)
  59. {
  60. if (Updaters.ContainsKey(id))
  61. {
  62. DynamicTextureUpdater updater = Updaters[id];
  63. if (RegisteredScenes.ContainsKey(updater.SimUUID))
  64. {
  65. Scene scene = RegisteredScenes[updater.SimUUID];
  66. updater.DataReceived(data, scene);
  67. }
  68. }
  69. }
  70. public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
  71. string extraParams, int updateTimer)
  72. {
  73. return AddDynamicTextureURL(simID, primID, contentType, url, extraParams, updateTimer, false, 255);
  74. }
  75. public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
  76. string extraParams, int updateTimer, bool SetBlending, byte AlphaValue)
  77. {
  78. if (RenderPlugins.ContainsKey(contentType))
  79. {
  80. //Console.WriteLine("dynamic texture being created: " + url + " of type " + contentType);
  81. DynamicTextureUpdater updater = new DynamicTextureUpdater();
  82. updater.SimUUID = simID;
  83. updater.PrimID = primID;
  84. updater.ContentType = contentType;
  85. updater.Url = url;
  86. updater.UpdateTimer = updateTimer;
  87. updater.UpdaterID = UUID.Random();
  88. updater.Params = extraParams;
  89. updater.BlendWithOldTexture = SetBlending;
  90. updater.FrontAlpha = AlphaValue;
  91. if (!Updaters.ContainsKey(updater.UpdaterID))
  92. {
  93. Updaters.Add(updater.UpdaterID, updater);
  94. }
  95. RenderPlugins[contentType].AsyncConvertUrl(updater.UpdaterID, url, extraParams);
  96. return updater.UpdaterID;
  97. }
  98. return UUID.Zero;
  99. }
  100. public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
  101. string extraParams, int updateTimer)
  102. {
  103. return AddDynamicTextureData(simID, primID, contentType, data, extraParams, updateTimer, false, 255);
  104. }
  105. public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
  106. string extraParams, int updateTimer, bool SetBlending, byte AlphaValue)
  107. {
  108. if (RenderPlugins.ContainsKey(contentType))
  109. {
  110. DynamicTextureUpdater updater = new DynamicTextureUpdater();
  111. updater.SimUUID = simID;
  112. updater.PrimID = primID;
  113. updater.ContentType = contentType;
  114. updater.BodyData = data;
  115. updater.UpdateTimer = updateTimer;
  116. updater.UpdaterID = UUID.Random();
  117. updater.Params = extraParams;
  118. updater.BlendWithOldTexture = SetBlending;
  119. updater.FrontAlpha = AlphaValue;
  120. if (!Updaters.ContainsKey(updater.UpdaterID))
  121. {
  122. Updaters.Add(updater.UpdaterID, updater);
  123. }
  124. RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams);
  125. return updater.UpdaterID;
  126. }
  127. return UUID.Zero;
  128. }
  129. #endregion
  130. #region IRegionModule Members
  131. public void Initialise(Scene scene, IConfigSource config)
  132. {
  133. if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID))
  134. {
  135. RegisteredScenes.Add(scene.RegionInfo.RegionID, scene);
  136. scene.RegisterModuleInterface<IDynamicTextureManager>(this);
  137. }
  138. }
  139. public void PostInitialise()
  140. {
  141. }
  142. public void Close()
  143. {
  144. }
  145. public string Name
  146. {
  147. get { return "DynamicTextureModule"; }
  148. }
  149. public bool IsSharedModule
  150. {
  151. get { return true; }
  152. }
  153. #endregion
  154. #region Nested type: DynamicTextureUpdater
  155. public class DynamicTextureUpdater
  156. {
  157. public bool BlendWithOldTexture = false;
  158. public string BodyData;
  159. public string ContentType;
  160. public byte FrontAlpha = 255;
  161. public UUID LastAssetID;
  162. public string Params;
  163. public UUID PrimID;
  164. public bool SetNewFrontAlpha = false;
  165. public UUID SimUUID;
  166. public UUID UpdaterID;
  167. public int UpdateTimer;
  168. public string Url;
  169. public DynamicTextureUpdater()
  170. {
  171. LastAssetID = UUID.Zero;
  172. UpdateTimer = 0;
  173. BodyData = null;
  174. }
  175. /// <summary>
  176. /// Called once new texture data has been received for this updater.
  177. /// </summary>
  178. public void DataReceived(byte[] data, Scene scene)
  179. {
  180. SceneObjectPart part = scene.GetSceneObjectPart(PrimID);
  181. byte[] assetData;
  182. AssetBase oldAsset = null;
  183. if (BlendWithOldTexture)
  184. {
  185. UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID;
  186. oldAsset = scene.AssetCache.GetAsset(lastTextureID, true);
  187. if (oldAsset != null)
  188. {
  189. assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
  190. }
  191. else
  192. {
  193. assetData = new byte[data.Length];
  194. Array.Copy(data, assetData, data.Length);
  195. }
  196. }
  197. else
  198. {
  199. assetData = new byte[data.Length];
  200. Array.Copy(data, assetData, data.Length);
  201. }
  202. // Create a new asset for user
  203. AssetBase asset = new AssetBase();
  204. asset.FullID = UUID.Random();
  205. asset.Data = assetData;
  206. asset.Name = "DynamicImage" + Util.RandomClass.Next(1, 10000);
  207. asset.Type = 0;
  208. asset.Description = "dynamic image";
  209. asset.Local = false;
  210. asset.Temporary = true;
  211. scene.AssetCache.AddAsset(asset);
  212. LastAssetID = asset.FullID;
  213. // mostly keep the values from before
  214. Primitive.TextureEntry tmptex = part.Shape.Textures;
  215. // remove the old asset from the cache
  216. UUID oldID = tmptex.DefaultTexture.TextureID;
  217. scene.AssetCache.ExpireAsset(oldID);
  218. tmptex.DefaultTexture.TextureID = asset.FullID;
  219. // I'm pretty sure we always want to force this to true
  220. tmptex.DefaultTexture.Fullbright = true;
  221. part.Shape.Textures = tmptex;
  222. part.ScheduleFullUpdate();
  223. }
  224. private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha)
  225. {
  226. ManagedImage managedImage;
  227. Image image;
  228. if (OpenJPEG.DecodeToImage(frontImage, out managedImage, out image))
  229. {
  230. Bitmap image1 = new Bitmap(image);
  231. if (OpenJPEG.DecodeToImage(backImage, out managedImage, out image))
  232. {
  233. Bitmap image2 = new Bitmap(image);
  234. if (setNewAlpha)
  235. SetAlpha(ref image1, newAlpha);
  236. Bitmap joint = MergeBitMaps(image1, image2);
  237. return OpenJPEG.EncodeFromImage(joint, true);
  238. }
  239. }
  240. return null;
  241. }
  242. public Bitmap MergeBitMaps(Bitmap front, Bitmap back)
  243. {
  244. Bitmap joint;
  245. Graphics jG;
  246. joint = new Bitmap(back.Width, back.Height, PixelFormat.Format32bppArgb);
  247. jG = Graphics.FromImage(joint);
  248. jG.DrawImage(back, 0, 0, back.Width, back.Height);
  249. jG.DrawImage(front, 0, 0, back.Width, back.Height);
  250. return joint;
  251. }
  252. private void SetAlpha(ref Bitmap b, byte alpha)
  253. {
  254. for (int w = 0; w < b.Width; w++)
  255. {
  256. for (int h = 0; h < b.Height; h++)
  257. {
  258. b.SetPixel(w, h, Color.FromArgb(alpha, b.GetPixel(w, h)));
  259. }
  260. }
  261. }
  262. }
  263. #endregion
  264. }
  265. }