TexturedMapTileRenderer.cs 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390
  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;
  29. using System.Collections.Generic;
  30. using System.Drawing;
  31. using System.Drawing.Drawing2D;
  32. using System.Drawing.Imaging;
  33. using System.Reflection;
  34. using OpenMetaverse;
  35. using Nini.Config;
  36. using log4net;
  37. using OpenMetaverse.Imaging;
  38. using OpenSim.Framework;
  39. using OpenSim.Region.Environment.Interfaces;
  40. using OpenSim.Region.Environment.Scenes;
  41. using OpenSim.Region.Environment.Modules.World.Terrain;
  42. namespace OpenSim.Region.Environment.Modules.World.WorldMap
  43. {
  44. // Hue, Saturation, Value; used for color-interpolation
  45. struct HSV {
  46. public float h;
  47. public float s;
  48. public float v;
  49. public HSV(float h, float s, float v)
  50. {
  51. this.h = h;
  52. this.s = s;
  53. this.v = v;
  54. }
  55. // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
  56. public HSV(Color c)
  57. {
  58. float r = c.R / 255f;
  59. float g = c.G / 255f;
  60. float b = c.B / 255f;
  61. float max = Math.Max(Math.Max(r, g), b);
  62. float min = Math.Min(Math.Min(r, g), b);
  63. float diff = max - min;
  64. if (max == min) h = 0f;
  65. else if (max == r) h = (g - b) / diff * 60f;
  66. else if (max == g) h = (b - r) / diff * 60f + 120f;
  67. else h = (r - g) / diff * 60f + 240f;
  68. if (h < 0f) h += 360f;
  69. if (max == 0f) s = 0f;
  70. else s = diff / max;
  71. v = max;
  72. }
  73. // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV)
  74. public Color toColor()
  75. {
  76. if (s < 0f) Console.WriteLine("S < 0: " + s);
  77. else if (s > 1f) Console.WriteLine("S > 1: " + s);
  78. if (v < 0f) Console.WriteLine("V < 0: " + v);
  79. else if (v > 1f) Console.WriteLine("V > 1: " + v);
  80. float f = h / 60f;
  81. int sector = (int)f % 6;
  82. f = f - (int)f;
  83. int pi = (int)(v * (1f - s) * 255f);
  84. int qi = (int)(v * (1f - s * f) * 255f);
  85. int ti = (int)(v * (1f - (1f - f) * s) * 255f);
  86. int vi = (int)(v * 255f);
  87. switch (sector)
  88. {
  89. case 0:
  90. return Color.FromArgb(vi, ti, pi);
  91. case 1:
  92. return Color.FromArgb(qi, vi, pi);
  93. case 2:
  94. return Color.FromArgb(pi, vi, ti);
  95. case 3:
  96. return Color.FromArgb(pi, qi, vi);
  97. case 4:
  98. return Color.FromArgb(ti, pi, vi);
  99. default:
  100. return Color.FromArgb(vi, pi, qi);
  101. }
  102. }
  103. }
  104. public class TexturedMapTileRenderer : IMapTileTerrainRenderer
  105. {
  106. #region Constants
  107. private static readonly ILog m_log =
  108. LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  109. // some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank").
  110. // The color-values were choosen because they "look right" (at least to me) ;-)
  111. private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
  112. private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118);
  113. private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
  114. private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49);
  115. private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740");
  116. private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141);
  117. private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");
  118. private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200);
  119. #endregion
  120. private Scene m_scene;
  121. // private IConfigSource m_config; // not used currently
  122. // mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only
  123. // added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in
  124. // that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one.
  125. // TODO does it make sense to use a "real" cache and regenerate missing entries on fetch?
  126. private Dictionary<UUID, Color> m_mapping;
  127. public void Initialise(Scene scene, IConfigSource source)
  128. {
  129. m_scene = scene;
  130. // m_config = source; // not used currently
  131. m_mapping = new Dictionary<UUID,Color>();
  132. m_mapping.Add(defaultTerrainTexture1, defaultColor1);
  133. m_mapping.Add(defaultTerrainTexture2, defaultColor2);
  134. m_mapping.Add(defaultTerrainTexture3, defaultColor3);
  135. m_mapping.Add(defaultTerrainTexture4, defaultColor4);
  136. m_mapping.Add(Util.BLANK_TEXTURE_UUID, Color.White);
  137. }
  138. #region Helpers
  139. // This fetches the texture from the asset server synchroneously. That should be ok, as we
  140. // call map-creation only in those places:
  141. // - on start: We can wait here until the asset server returns the texture
  142. // TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway)
  143. // TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and
  144. // will wait anyway)
  145. private Bitmap fetchTexture(UUID id)
  146. {
  147. AssetBase asset = m_scene.AssetCache.GetAsset(id, true);
  148. m_log.DebugFormat("Fetched texture {0}, found: {1}", id, asset != null);
  149. if (asset == null) return null;
  150. ManagedImage managedImage;
  151. Image image;
  152. if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image))
  153. return new Bitmap(image);
  154. else
  155. return null;
  156. }
  157. // Compute the average color of a texture.
  158. private Color computeAverageColor(Bitmap bmp)
  159. {
  160. // we have 256 x 256 pixel, each with 256 possible color-values per
  161. // color-channel, so 2^24 is the maximum value we can get, adding everything.
  162. // int is be big enough for that.
  163. int r = 0, g = 0, b = 0;
  164. for (int y = 0; y < bmp.Height; ++y)
  165. {
  166. for (int x = 0; x < bmp.Width; ++x)
  167. {
  168. Color c = bmp.GetPixel(x, y);
  169. r += (int)c.R & 0xff;
  170. g += (int)c.G & 0xff;
  171. b += (int)c.B & 0xff;
  172. }
  173. }
  174. int pixels = bmp.Width * bmp.Height;
  175. return Color.FromArgb(r / pixels, g / pixels, b / pixels);
  176. }
  177. // return either the average color of the texture, or the defaultColor if the texturID is invalid
  178. // or the texture couldn't be found
  179. private Color computeAverageColor(UUID textureID, Color defaultColor) {
  180. if (textureID == UUID.Zero) return defaultColor; // not set
  181. if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures
  182. Bitmap bmp = fetchTexture(textureID);
  183. Color color = bmp == null ? defaultColor : computeAverageColor(bmp);
  184. // store it for future reference
  185. m_mapping[textureID] = color;
  186. return color;
  187. }
  188. // S-curve: f(x) = 3x² - 2x³:
  189. // f(0) = 0, f(0.5) = 0.5, f(1) = 1,
  190. // f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5,
  191. // f''(0.5) = 0, f''(x) != 0 for x != 0.5
  192. private float S(float v) {
  193. return (v * v * (3f - 2f * v));
  194. }
  195. // interpolate two colors in HSV space and return the resulting color
  196. private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) {
  197. if (ratio <= 0f) return c1;
  198. if (ratio >= 1f) return c2;
  199. // make sure we are on the same side on the hue-circle for interpolation
  200. // We change the hue of the parameters here, but we don't change the color
  201. // represented by that value
  202. if (c1.h - c2.h > 180f) c1.h -= 360f;
  203. else if (c2.h - c1.h > 180f) c1.h += 360f;
  204. return new HSV(c1.h * (1f - ratio) + c2.h * ratio,
  205. c1.s * (1f - ratio) + c2.s * ratio,
  206. c1.v * (1f - ratio) + c2.v * ratio);
  207. }
  208. // the heigthfield might have some jumps in values. Rendered land is smooth, though,
  209. // as a slope is rendered at that place. So average 4 neighbour values to emulate that.
  210. private float getHeight(double[,] hm, int x, int y) {
  211. if (x < 255 && y < 255)
  212. return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112);
  213. else
  214. return (float)hm[x, y];
  215. }
  216. #endregion
  217. public void TerrainToBitmap(Bitmap mapbmp)
  218. {
  219. int tc = System.Environment.TickCount;
  220. m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
  221. // These textures should be in the AssetCache anyway, as every client conneting to this
  222. // region needs them. Except on start, when the map is recreated (before anyone connected),
  223. // and on change of the estate settings (textures and terrain values), when the map should
  224. // be recreated.
  225. RegionSettings settings = m_scene.RegionInfo.RegionSettings;
  226. // the four terrain colors as HSVs for interpolation
  227. HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1));
  228. HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
  229. HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
  230. HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));
  231. float levelNElow = (float)settings.Elevation1NE;
  232. float levelNEhigh = (float)settings.Elevation2NE;
  233. float levelNWlow = (float)settings.Elevation1NW;
  234. float levelNWhigh = (float)settings.Elevation2NW;
  235. float levelSElow = (float)settings.Elevation1SE;
  236. float levelSEhigh = (float)settings.Elevation2SE;
  237. float levelSWlow = (float)settings.Elevation1SW;
  238. float levelSWhigh = (float)settings.Elevation2SW;
  239. float waterHeight = (float)settings.WaterHeight;
  240. double[,] hm = m_scene.Heightmap.GetDoubles();
  241. for (int x = 0; x < 256; x++)
  242. {
  243. float columnRatio = x / 255f; // 0 - 1, for interpolation
  244. for (int y = 0; y < 256; y++)
  245. {
  246. float rowRatio = y / 255f; // 0 - 1, for interpolation
  247. // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
  248. int yr = 255 - y;
  249. float heightvalue = getHeight(hm, x, y);
  250. if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
  251. heightvalue = 0;
  252. if (heightvalue > waterHeight)
  253. {
  254. // add a bit noise for breaking up those flat colors:
  255. // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast)
  256. // - a small-scale noise, for bringing in some small scale variation
  257. //float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0
  258. //float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f;
  259. //float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f;
  260. float hmod =
  261. heightvalue +
  262. (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3
  263. S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10
  264. // find the low/high values for this point (interpolated bilinearily)
  265. // (and remember, x=0,y=0 is SW)
  266. float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) +
  267. levelSElow * (1f - rowRatio) * columnRatio +
  268. levelNWlow * rowRatio * (1f - columnRatio) +
  269. levelNElow * rowRatio * columnRatio;
  270. float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) +
  271. levelSEhigh * (1f - rowRatio) * columnRatio +
  272. levelNWhigh * rowRatio * (1f - columnRatio) +
  273. levelNEhigh * rowRatio * columnRatio;
  274. if (high < low)
  275. {
  276. // someone tried to fool us. High value should be higher than low every time
  277. float tmp = high;
  278. high = low;
  279. low = tmp;
  280. }
  281. HSV hsv;
  282. if (hmod <= low) hsv = hsv1; // too low
  283. else if (hmod >= high) hsv = hsv4; // too high
  284. else
  285. {
  286. // HSV-interpolate along the colors
  287. // first, rescale h to 0.0 - 1.0
  288. hmod = (hmod - low) / (high - low);
  289. // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4
  290. if (hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f);
  291. else if (hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f);
  292. else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f);
  293. }
  294. // Shade the terrain for shadows
  295. if (x < 255 && y < 255)
  296. {
  297. float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there
  298. if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
  299. hfvaluecompare = 0f;
  300. float hfdiff = heightvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
  301. hfdiff *= 0.06f; // some random factor so "it looks good"
  302. if (hfdiff > 0.02f)
  303. {
  304. float highlightfactor = 0.18f;
  305. // NE is lower than here
  306. // We have to desaturate and lighten the land at the same time
  307. hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f;
  308. hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f;
  309. }
  310. else if (hfdiff < -0.02f)
  311. {
  312. // here is lower than NE:
  313. // We have to desaturate and blacken the land at the same time
  314. hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f;
  315. hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f;
  316. }
  317. }
  318. mapbmp.SetPixel(x, yr, hsv.toColor());
  319. }
  320. else
  321. {
  322. // We're under the water level with the terrain, so paint water instead of land
  323. heightvalue = waterHeight - heightvalue;
  324. if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
  325. heightvalue = 0f;
  326. else if (heightvalue > 19f)
  327. heightvalue = 19f;
  328. else if (heightvalue < 0f)
  329. heightvalue = 0f;
  330. heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0
  331. Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
  332. mapbmp.SetPixel(x, yr, water);
  333. }
  334. }
  335. }
  336. m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
  337. }
  338. }
  339. }