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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 OpenSim 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;
- using System.Collections.Generic;
- using System.Drawing;
- using System.Drawing.Drawing2D;
- using System.Drawing.Imaging;
- using System.Reflection;
- using OpenMetaverse;
- using OpenMetaverse.Imaging;
- using Nini.Config;
- using log4net;
- using OpenSim.Region.Environment.Interfaces;
- using OpenSim.Region.Environment.Scenes;
- namespace OpenSim.Region.Environment.Modules.World.WorldMap
- {
- public class ShadedMapTileRenderer : IMapTileTerrainRenderer
- {
- private static readonly ILog m_log =
- LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private Scene m_scene;
- //private IConfigSource m_config; // not used currently
- public void Initialise(Scene scene, IConfigSource config)
- {
- m_scene = scene;
- // m_config = config; // not used currently
- }
- public void TerrainToBitmap(Bitmap mapbmp)
- {
- int tc = System.Environment.TickCount;
- m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
- double[,] hm = m_scene.Heightmap.GetDoubles();
- bool ShadowDebugContinue = true;
- bool terraincorruptedwarningsaid = false;
- float low = 255;
- float high = 0;
- for (int x = 0; x < 256; x++)
- {
- for (int y = 0; y < 256; y++)
- {
- float hmval = (float)hm[x, y];
- if (hmval < low)
- low = hmval;
- if (hmval > high)
- high = hmval;
- }
- }
- float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
- for (int x = 0; x < 256; x++)
- {
- for (int y = 0; y < 256; y++)
- {
- // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
- int yr = 255 - y;
- float heightvalue = (float)hm[x, y];
- if (heightvalue > waterHeight)
- {
- // scale height value
- // No, that doesn't scale it:
- // heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue
- if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
- heightvalue = 0;
- else if (heightvalue > 255f)
- heightvalue = 255f;
- else if (heightvalue < 0f)
- heightvalue = 0f;
- Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
- mapbmp.SetPixel(x, yr, color);
- try
- {
- //X
- // .
- //
- // Shade the terrain for shadows
- if (x < 255 && yr < 255)
- {
- float hfvalue = (float)hm[x, y];
- float hfvaluecompare = 0f;
- if ((x + 1 < 256) && (y + 1 < 256))
- {
- hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
- }
- if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
- hfvalue = 0f;
- if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
- hfvaluecompare = 0f;
- float hfdiff = hfvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
- int hfdiffi = 0;
- int hfdiffihighlight = 0;
- float highlightfactor = 0.18f;
- try
- {
- // hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
- hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1;
- if (hfdiff % 1f != 0)
- {
- // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
- hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1);
- }
- hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1;
- if (hfdiff % 1f != 0)
- {
- // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
- hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1);
- }
- }
- catch (System.OverflowException)
- {
- m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
- ShadowDebugContinue = false;
- }
- if (hfdiff > 0.3f)
- {
- // NE is lower than here
- // We have to desaturate and lighten the land at the same time
- // we use floats, colors use bytes, so shrink are space down to
- // 0-255
- if (ShadowDebugContinue)
- {
- int r = color.R;
- int g = color.G;
- int b = color.B;
- color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255,
- (g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255,
- (b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255);
- }
- }
- else if (hfdiff < -0.3f)
- {
- // here is lower than NE:
- // We have to desaturate and blacken the land at the same time
- // we use floats, colors use bytes, so shrink are space down to
- // 0-255
- if (ShadowDebugContinue)
- {
- if ((x - 1 > 0) && (yr + 1 < 256))
- {
- color = mapbmp.GetPixel(x - 1, yr + 1);
- int r = color.R;
- int g = color.G;
- int b = color.B;
- color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0,
- (g - hfdiffi > 0) ? g - hfdiffi : 0,
- (b - hfdiffi > 0) ? b - hfdiffi : 0);
- mapbmp.SetPixel(x-1, yr+1, color);
- }
- }
- }
- }
- }
- catch (System.ArgumentException)
- {
- if (!terraincorruptedwarningsaid)
- {
- m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
- terraincorruptedwarningsaid = true;
- }
- color = Color.Black;
- mapbmp.SetPixel(x, yr, color);
- }
- }
- else
- {
- // We're under the water level with the terrain, so paint water instead of land
- // Y flip the cordinates
- 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;
- try
- {
- Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
- mapbmp.SetPixel(x, yr, water);
- }
- catch (System.ArgumentException)
- {
- if (!terraincorruptedwarningsaid)
- {
- m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
- terraincorruptedwarningsaid = true;
- }
- Color black = Color.Black;
- mapbmp.SetPixel(x, (256 - y) - 1, black);
- }
- }
- }
- }
- m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
- }
- }
- }
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