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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.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 Color defaultColor1 = Color.FromArgb(165, 137, 118);
- private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
- private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49);
- private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740");
- private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141);
- private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
- private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
- private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
- #endregion
- private Scene m_scene;
- // private IConfigSource m_config; // not used currently
- // 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<UUID, Color> m_mapping;
- public void Initialise(Scene scene, IConfigSource source)
- {
- m_scene = scene;
- // m_config = source; // not used currently
- m_mapping = new Dictionary<UUID,Color>();
- m_mapping.Add(defaultTerrainTexture1, defaultColor1);
- m_mapping.Add(defaultTerrainTexture2, defaultColor2);
- m_mapping.Add(defaultTerrainTexture3, defaultColor3);
- m_mapping.Add(defaultTerrainTexture4, defaultColor4);
- 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 == UUID.Zero) 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 MAP TILE 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, defaultColor1));
- HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
- HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
- HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));
- 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, WATER_COLOR);
- }
- }
- }
- m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
- }
- }
- }
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