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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.Drawing.Imaging;
- using System.IO;
- using System.Reflection;
- using System.Runtime;
- using CSJ2K;
- using Nini.Config;
- using log4net;
- using Warp3D;
- using Mono.Addins;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- using OpenMetaverse;
- using OpenMetaverse.Assets;
- using OpenMetaverse.Imaging;
- using OpenMetaverse.Rendering;
- using OpenMetaverse.StructuredData;
- using WarpRenderer = Warp3D.Warp3D;
- namespace OpenSim.Region.CoreModules.World.Warp3DMap
- {
- [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "Warp3DImageModule")]
- public class Warp3DImageModule : IMapImageGenerator, INonSharedRegionModule
- {
- private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216);
- // private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 128);
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- #pragma warning disable 414
- private static string LogHeader = "[WARP 3D IMAGE MODULE]";
- #pragma warning restore 414
- internal Scene m_scene;
- private IRendering m_primMesher;
- internal IJ2KDecoder m_imgDecoder;
- // caches per rendering
- private Dictionary<UUID, warp_Texture> m_warpTextures;
- private Dictionary<UUID, int> m_colors;
- private bool m_drawPrimVolume = true; // true if should render the prims on the tile
- private bool m_textureTerrain = true; // true if to create terrain splatting texture
- private bool m_textureAverageTerrain = false; // replace terrain textures by their average color
- private bool m_texturePrims = true; // true if should texture the rendered prims
- private float m_texturePrimSize = 48f; // size of prim before we consider texturing it
- private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes
- private const float m_cameraHeight = 4096f;
- private float m_renderMinHeight = -100f;
- private float m_renderMaxHeight = 4096f;
- private bool m_Enabled = false;
- #region Region Module interface
- public void Initialise(IConfigSource source)
- {
- string[] configSections = new string[] { "Map", "Startup" };
- if (Util.GetConfigVarFromSections<string>(
- source, "MapImageModule", configSections, "MapImageModule") != "Warp3DImageModule")
- return;
- m_Enabled = true;
- m_drawPrimVolume =
- Util.GetConfigVarFromSections<bool>(source, "DrawPrimOnMapTile", configSections, m_drawPrimVolume);
- m_textureTerrain =
- Util.GetConfigVarFromSections<bool>(source, "TextureOnMapTile", configSections, m_textureTerrain);
- m_textureAverageTerrain =
- Util.GetConfigVarFromSections<bool>(source, "AverageTextureColorOnMapTile", configSections, m_textureAverageTerrain);
- if (m_textureAverageTerrain)
- m_textureTerrain = true;
- m_texturePrims =
- Util.GetConfigVarFromSections<bool>(source, "TexturePrims", configSections, m_texturePrims);
- m_texturePrimSize =
- Util.GetConfigVarFromSections<float>(source, "TexturePrimSize", configSections, m_texturePrimSize);
- m_renderMeshes =
- Util.GetConfigVarFromSections<bool>(source, "RenderMeshes", configSections, m_renderMeshes);
- m_renderMaxHeight = Util.GetConfigVarFromSections<float>(source, "RenderMaxHeight", configSections, m_renderMaxHeight);
- m_renderMinHeight = Util.GetConfigVarFromSections<float>(source, "RenderMinHeight", configSections, m_renderMinHeight);
- /*
- m_cameraHeight = Util.GetConfigVarFromSections<float>(m_config, "RenderCameraHeight", configSections, m_cameraHeight);
- if (m_cameraHeight < 250f)
- m_cameraHeight = 250f;
- else if (m_cameraHeight > 4096f)
- m_cameraHeight = 4096f;
- */
- if (m_renderMaxHeight < 100f)
- m_renderMaxHeight = 100f;
- else if (m_renderMaxHeight > m_cameraHeight - 10f)
- m_renderMaxHeight = m_cameraHeight - 10f;
- if (m_renderMinHeight < -100f)
- m_renderMinHeight = -100f;
- else if (m_renderMinHeight > m_renderMaxHeight - 10f)
- m_renderMinHeight = m_renderMaxHeight - 10f;
- }
- public void AddRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_scene = scene;
- List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
- if (renderers.Count > 0)
- m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
- else
- m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
- m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
- }
- public void RegionLoaded(Scene scene)
- {
- if (!m_Enabled)
- return;
- m_imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
- }
- public void RemoveRegion(Scene scene)
- {
- }
- public void Close()
- {
- }
- public string Name
- {
- get { return "Warp3DImageModule"; }
- }
- public Type ReplaceableInterface
- {
- get { return null; }
- }
- #endregion
- #region IMapImageGenerator Members
- private Vector3 cameraPos;
- private Vector3 cameraDir;
- private int viewWidth = 256;
- private int viewHeight = 256;
- private float fov;
- private bool orto;
- public Bitmap CreateMapTile()
- {
- List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
- if (renderers.Count > 0)
- {
- m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
- }
- viewWidth = (int)m_scene.RegionInfo.RegionSizeX;
- viewHeight = (int)m_scene.RegionInfo.RegionSizeY;
- cameraPos = new Vector3(
- viewWidth * 0.5f,
- viewHeight * 0.5f,
- m_cameraHeight);
- cameraDir = -Vector3.UnitZ;
- orto = true;
- Bitmap tile = GenImage();
- // image may be reloaded elsewhere, so no compression format
- string filename = "MAP-" + m_scene.RegionInfo.RegionID.ToString() + ".png";
- tile.Save(filename,ImageFormat.Png);
- m_primMesher = null;
- return tile;
- }
- public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float pfov, int width, int height, bool useTextures)
- {
- List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
- if (renderers.Count > 0)
- {
- m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
- }
- cameraPos = camPos;
- cameraDir = camDir;
- viewWidth = width;
- viewHeight = height;
- fov = pfov;
- orto = false;
- Bitmap tile = GenImage();
- m_primMesher = null;
- return tile;
- }
- private Bitmap GenImage()
- {
- m_colors= new Dictionary<UUID, int>();
- m_warpTextures= new Dictionary<UUID, warp_Texture>();
- WarpRenderer renderer = new WarpRenderer();
- if (!renderer.CreateScene(viewWidth, viewHeight))
- return new Bitmap(viewWidth, viewHeight);
- #region Camera
- warp_Vector pos = ConvertVector(ref cameraPos);
- warp_Vector lookat = ConvertVector(cameraPos + cameraDir);
- if (orto)
- renderer.Scene.defaultCamera.setOrthographic(true, viewWidth, viewHeight);
- else
- renderer.Scene.defaultCamera.setFov(fov);
- renderer.Scene.defaultCamera.setPos(pos);
- renderer.Scene.defaultCamera.lookAt(lookat);
- #endregion Camera
- renderer.Scene.setAmbient(warp_Color.getColor(192, 191, 173));
- renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(0f, 1f, 8f), warp_Color.White, 0, 200, 20));
- CreateWater(renderer);
- CreateTerrain(renderer);
- if (m_drawPrimVolume)
- CreateAllPrims(renderer);
- renderer.Render();
- Bitmap bitmap = renderer.Scene.getImage();
- renderer.Scene.destroy();
- renderer.Reset();
- renderer = null;
- m_colors = null;
- m_warpTextures = null;
- GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce;
- GC.Collect();
- GC.WaitForPendingFinalizers();
- GC.Collect();
- GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.Default;
- return bitmap;
- }
- public byte[] WriteJpeg2000Image()
- {
- try
- {
- using (Bitmap mapbmp = CreateMapTile())
- return OpenJPEG.EncodeFromImage(mapbmp, false);
- }
- catch (Exception e)
- {
- // JPEG2000 encoder failed
- m_log.Error("[WARP 3D IMAGE MODULE]: Failed generating terrain map: ", e);
- }
- return null;
- }
- #endregion
- #region Rendering Methods
- // Add a water plane to the renderer.
- private void CreateWater(WarpRenderer renderer)
- {
- float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
- renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f, false);
- renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX * 0.5f,
- waterHeight,
- m_scene.RegionInfo.RegionSizeY * 0.5f);
- warp_Material waterMaterial = new warp_Material(ConvertColor(WATER_COLOR));
- renderer.Scene.addMaterial("WaterMat", waterMaterial);
- renderer.SetObjectMaterial("Water", "WaterMat");
- }
- // Add a terrain to the renderer.
- // Note that we create a 'low resolution' 257x257 vertex terrain rather than trying for
- // full resolution. This saves a lot of memory especially for very large regions.
- private void CreateTerrain(WarpRenderer renderer)
- {
- ITerrainChannel terrain = m_scene.Heightmap;
- float regionsx = m_scene.RegionInfo.RegionSizeX;
- float regionsy = m_scene.RegionInfo.RegionSizeY;
- // 'diff' is the difference in scale between the real region size and the size of terrain we're buiding
- int bitWidth = Util.intLog2((uint)terrain.Width);
- int bitHeight = Util.intLog2((uint)terrain.Height);
- if(bitHeight > bitWidth)
- bitWidth = bitHeight;
- if (bitWidth > 8) // more than 256 is very heavy :(
- bitWidth = 8;
- int twidth = 1 << bitWidth;
- float diff = regionsx / twidth;
- int npointsx = (int)(regionsx / diff);
- int npointsy = (int)(regionsy / diff);
- float invsx = 1.0f / (npointsx * diff);
- float invsy = 1.0f / (npointsy * diff);
- npointsx++;
- npointsy++;
- // Create all the vertices for the terrain
- warp_Object obj = new warp_Object();
- float x, y;
- float tv;
- for (y = 0; y < regionsy; y += diff)
- {
- tv = y * invsy;
- for (x = 0; x < regionsx; x += diff)
- obj.addVertex(x, terrain[(int)x, (int)y], y, x * invsx, tv);
- obj.addVertex(x, terrain[(int)(x - diff), (int)y], y, 1.0f, tv);
- }
- int lastY = (int)(y - diff);
- for (x = 0; x < regionsx; x += diff)
- obj.addVertex(x, terrain[(int)x, lastY], y, x * invsx, 1.0f);
- obj.addVertex(x, terrain[(int)(x - diff), lastY],y, 1.0f, 1.0f);
- // create triangles.
- int limx = npointsx - 1;
- int limy = npointsy - 1;
- for (int j = 0; j < limy; j++)
- {
- for (int i = 0; i < limx; i++)
- {
- int v = j * npointsx + i;
- // Make two triangles for each of the squares in the grid of vertices
- obj.addTriangle(v, v + 1, v + npointsx);
- obj.addTriangle( v + npointsx + 1, v + npointsx, v + 1);
- }
- }
- renderer.Scene.addObject("Terrain", obj);
- OpenSim.Framework.RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings;
- UUID[] textureIDs = new UUID[4]
- {
- regionInfo.TerrainTexture1,
- regionInfo.TerrainTexture2,
- regionInfo.TerrainTexture3,
- regionInfo.TerrainTexture4,
- };
- float[] startHeights = new float[4]
- {
- (float)regionInfo.Elevation1SW,
- (float)regionInfo.Elevation1NW,
- (float)regionInfo.Elevation1SE,
- (float)regionInfo.Elevation1NE
- };
- float[] heightRanges = new float[4]
- {
- (float)regionInfo.Elevation2SW,
- (float)regionInfo.Elevation2NW,
- (float)regionInfo.Elevation2SE,
- (float)regionInfo.Elevation2NE
- };
- warp_Texture texture;
- using (Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges,
- m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY,
- m_scene.AssetService, m_imgDecoder, m_textureTerrain, m_textureAverageTerrain,
- twidth, twidth))
- texture = new warp_Texture(image);
- warp_Material material = new warp_Material(texture);
- obj.setMaterial(material);
- renderer.Scene.addMaterial("TerrainMat", material);
- }
- private void CreateAllPrims(WarpRenderer renderer)
- {
- if (m_primMesher == null)
- return;
- m_scene.ForEachSOG(
- delegate (SceneObjectGroup group)
- {
- foreach (SceneObjectPart child in group.Parts)
- CreatePrim(renderer, child);
- }
- );
- }
- private void UVPlanarMap(ref Vertex v, ref Vector3 scale, out float tu, out float tv)
- {
- Vector3 scaledPos = v.Position * scale;
- float d = v.Normal.X;
- if (d >= 0.5f)
- {
- tu = 2f * scaledPos.Y;
- tv = scaledPos.X * v.Normal.Z - scaledPos.Z * v.Normal.X;
- }
- else if( d <= -0.5f)
- {
- tu = -2f * scaledPos.Y;
- tv = -scaledPos.X * v.Normal.Z + scaledPos.Z * v.Normal.X;
- }
- else if (v.Normal.Y > 0f)
- {
- tu = -2f * scaledPos.X;
- tv = scaledPos.Y * v.Normal.Z - scaledPos.Z * v.Normal.Y;
- }
- else
- {
- tu = 2f * scaledPos.X;
- tv = -scaledPos.Y * v.Normal.Z + scaledPos.Z * v.Normal.Y;
- }
- tv *= 2f;
- }
- private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim)
- {
- if ((PCode)prim.Shape.PCode != PCode.Prim)
- return;
- Vector3 ppos = prim.GetWorldPosition();
- if (ppos.Z < m_renderMinHeight || ppos.Z > m_renderMaxHeight)
- return;
- warp_Vector primPos = ConvertVector(ref ppos);
- warp_Matrix m = warp_Matrix.quaternionMatrix(ConvertQuaternion(prim.GetWorldRotation()));
- Vector3 primScale = prim.Scale;
- float screenFactor = renderer.Scene.EstimateBoxProjectedArea(primPos, ConvertVector(primScale), m);
- if (screenFactor < 0)
- return;
- int p2 = (int)(MathF.Log2(screenFactor) * 0.25 - 1);
- if (p2 < 0)
- p2 = 0;
- else if (p2 > 3)
- p2 = 3;
- DetailLevel lod = (DetailLevel)(3 - p2);
- FacetedMesh renderMesh = null;
- Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset);
- if (m_renderMeshes)
- {
- if (omvPrim.Sculpt is not null && !omvPrim.Sculpt.SculptTexture.IsZero())
- {
- // Try fetchinng the asset
- AssetBase sculptAsset = m_scene.AssetService.Get(omvPrim.Sculpt.SculptTexture.ToString());
- if (sculptAsset is not null)
- {
- // Is it a mesh?
- if (omvPrim.Sculpt.Type == SculptType.Mesh)
- {
- AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset.Data);
- FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, lod, out renderMesh);
- }
- else // It's sculptie
- {
- if (m_imgDecoder is not null)
- {
- Image sculpt = m_imgDecoder.DecodeToImage(sculptAsset.Data);
- if (sculpt is not null)
- {
- renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, lod);
- sculpt.Dispose();
- }
- }
- }
- }
- else
- {
- m_log.WarnFormat("[Warp3D] failed to get mesh or sculpt asset {0} of prim {1} at {2}",
- omvPrim.Sculpt.SculptTexture.ToString(), prim.Name, prim.GetWorldPosition().ToString());
- }
- }
- }
- // If not a mesh or sculptie, try the regular mesher
- renderMesh ??= m_primMesher.GenerateFacetedMesh(omvPrim, lod);
- if (renderMesh is null)
- return;
- Primitive.TextureEntry te = prim.Shape.Textures;
- if (te is null)
- return;
- string primID = prim.UUID.ToString();
- float rc = 0;
- float rs = 0;
- for (int i = 0; i < renderMesh.Faces.Count; i++)
- {
- Primitive.TextureEntryFace teFace = te.GetFace((uint)i);
- Color4 faceColor = teFace.RGBA;
- if (faceColor.A == 0)
- continue;
- warp_Material faceMaterial;
- if (m_texturePrims)
- {
- faceMaterial = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID, false, prim);
- if (faceMaterial is null)
- continue;
- if ((faceMaterial.getColor() & warp_Color.MASKALPHA) == 0)
- continue;
- }
- else
- faceMaterial = GetOrCreateMaterial(renderer, faceColor);
- warp_Object faceObj = new warp_Object();
- faceObj.setMaterial(faceMaterial);
- Face face = renderMesh.Faces[i];
- if (faceMaterial.getTexture() is null)
- {
- // uv map details dont not matter for color;
- for (int j = 0; j < face.Vertices.Count; j++)
- {
- warp_Vector pos = ConvertVector(face.Vertices[j].Position);
- warp_Vertex vert = new warp_Vertex(pos, face.Vertices[j].TexCoord.X, face.Vertices[j].TexCoord.Y);
- faceObj.addVertex(vert);
- }
- }
- else
- {
- float tu;
- float tv;
- float offsetu = teFace.OffsetU + 0.5f;
- float offsetv = teFace.OffsetV + 0.5f;
- float scaleu = teFace.RepeatU;
- float scalev = teFace.RepeatV;
- float rotation = teFace.Rotation;
- if (rotation != 0)
- {
- rc = MathF.Cos(rotation);
- rs = MathF.Sin(rotation);
- }
- for (int j = 0; j < face.Vertices.Count; j++)
- {
- if(teFace.TexMapType == MappingType.Planar)
- {
- Vertex v = face.Vertices[j];
- UVPlanarMap(ref v, ref primScale, out tu, out tv);
- }
- else
- {
- tu = face.Vertices[j].TexCoord.X - 0.5f;
- tv = 0.5f - face.Vertices[j].TexCoord.Y;
- }
- warp_Vector pos = ConvertVector(face.Vertices[j].Position);
- if (rotation != 0)
- {
- float tur = tu * rc - tv * rs;
- float tvr = tu * rs + tv * rc;
- faceObj.addVertex(new warp_Vertex(pos, tur * scaleu + offsetu, tvr * scalev + offsetv));
- }
- else
- {
- faceObj.addVertex(new warp_Vertex(pos, tu * scaleu + offsetu, tv * scalev + offsetv));
- }
- }
- }
- for (int j = 0; j < face.Indices.Count; j += 3)
- {
- faceObj.addTriangle(
- face.Indices[j + 0],
- face.Indices[j + 1],
- face.Indices[j + 2]);
- }
- faceObj.scaleSelf(primScale.X, primScale.Z, primScale.Y);
- faceObj.transform(m);
- faceObj.setPos(primPos);
- renderer.Scene.addObject(primID + i.ToString(), faceObj);
- }
- }
- private int GetFaceColor(Primitive.TextureEntryFace face)
- {
- int color;
- Color4 ctmp = Color4.White;
- if (face.TextureID.IsZero())
- return warp_Color.White;
- if (!m_colors.TryGetValue(face.TextureID, out color))
- {
- bool fetched = false;
- // Attempt to fetch the texture metadata
- string cacheName = "MAPCLR" + face.TextureID.ToString();
- AssetBase metadata = m_scene.AssetService.GetCached(cacheName);
- if (metadata != null)
- {
- OSDMap map = null;
- try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { }
- if (map != null)
- {
- ctmp = map["X-RGBA"].AsColor4();
- fetched = true;
- }
- }
- if (!fetched)
- {
- // Fetch the texture, decode and get the average color,
- // then save it to a temporary metadata asset
- AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString());
- if (textureAsset != null)
- {
- int width, height;
- ctmp = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height);
- OSDMap data = new OSDMap { { "X-RGBA", OSD.FromColor4(ctmp) } };
- metadata = new AssetBase
- {
- Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)),
- Description = "Metadata for texture color" + face.TextureID.ToString(),
- Flags = AssetFlags.Collectable,
- FullID = UUID.Zero,
- ID = cacheName,
- Local = true,
- Temporary = true,
- Name = String.Empty,
- Type = (sbyte)AssetType.Unknown
- };
- m_scene.AssetService.Store(metadata);
- }
- else
- {
- ctmp = new Color4(0.5f, 0.5f, 0.5f, 1.0f);
- }
- }
- color = ConvertColor(ctmp);
- m_colors[face.TextureID] = color;
- }
- return color;
- }
- private warp_Material GetOrCreateMaterial(WarpRenderer renderer, Color4 color)
- {
- string name = color.ToString();
- if(renderer.Scene.TryGetMaterial(name, out warp_Material material))
- return material;
- material = new warp_Material(ConvertColor(color));
- renderer.Scene.addMaterial(name, material);
- return material;
- }
- public warp_Material GetOrCreateMaterial(WarpRenderer renderer, Color4 faceColor, UUID textureID, bool useAverageTextureColor, SceneObjectPart sop)
- {
- int color = ConvertColor(faceColor);
- string idstr = textureID.ToString() + color.ToString();
- string materialName = "MAPMAT" + idstr;
- if (renderer.Scene.TryGetMaterial(materialName, out warp_Material mat))
- return mat;
- mat = new warp_Material();
- warp_Texture texture = GetTexture(textureID, sop);
- if (texture is not null)
- {
- if (useAverageTextureColor)
- color = warp_Color.multiply(color, texture.averageColor);
- else
- mat.setTexture(texture);
- }
- else
- color = warp_Color.multiply(color, warp_Color.Grey);
- mat.setColor(color);
- renderer.Scene.addMaterial(materialName, mat);
- return mat;
- }
- private warp_Texture GetTexture(UUID id, SceneObjectPart sop)
- {
- if (id.IsZero())
- return null;
- if (m_warpTextures.TryGetValue(id, out warp_Texture ret))
- return ret;
- AssetBase asset = m_scene.AssetService.Get(id.ToString());
- if (asset is not null)
- {
- try
- {
- using (Bitmap img = (Bitmap)m_imgDecoder.DecodeToImage(asset.Data))
- ret = new warp_Texture(img, 8); // reduce textures size to 256 * 256
- }
- catch (Exception e)
- {
- m_log.WarnFormat("[Warp3D]: Failed to decode texture {0} for prim {1} at {2}, exception {3}", id.ToString(), sop.Name, sop.GetWorldPosition().ToString(), e.Message);
- }
- }
- else
- m_log.WarnFormat("[Warp3D]: missing texture {0} data for prim {1} at {2}",
- id.ToString(), sop.Name, sop.GetWorldPosition().ToString());
- m_warpTextures[id] = ret;
- return ret;
- }
- #endregion Rendering Methods
- #region Static Helpers
- // Note: axis change.
- [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
- private static warp_Vector ConvertVector(float x, float y, float z)
- {
- return new warp_Vector(x, z, y);
- }
- [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
- private static warp_Vector ConvertVector(Vector3 vector)
- {
- return new warp_Vector(vector.X, vector.Z, vector.Y);
- }
- [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
- private static warp_Vector ConvertVector(ref Vector3 vector)
- {
- return new warp_Vector(vector.X, vector.Z, vector.Y);
- }
- [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
- private static warp_Quaternion ConvertQuaternion(Quaternion quat)
- {
- return new warp_Quaternion(quat.X, quat.Z, quat.Y, -quat.W);
- }
- [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
- private static int ConvertColor(Color4 color)
- {
- int c = warp_Color.getColor((byte)(color.R * 255f), (byte)(color.G * 255f), (byte)(color.B * 255f), (byte)(color.A * 255f));
- return c;
- }
- private static Vector3 SurfaceNormal(Vector3 c1, Vector3 c2, Vector3 c3)
- {
- Vector3 normal = Vector3.Cross(c2 - c1, c3 - c1);
- normal.Normalize();
- return normal;
- }
- public Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height)
- {
- ulong r = 0;
- ulong g = 0;
- ulong b = 0;
- ulong a = 0;
- int pixelBytes;
- try
- {
- using (MemoryStream stream = new MemoryStream(j2kData))
- using (Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream))
- {
- width = bitmap.Width;
- height = bitmap.Height;
- BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat);
- pixelBytes = (bitmapData.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4;
- // Sum up the individual channels
- unsafe
- {
- byte* start = (byte*)bitmapData.Scan0;
- if (pixelBytes == 4)
- {
- for (int y = 0; y < height; y++)
- {
-
- byte* end = start + 4 * width;
- for(byte* row = start; row < end; row += 4)
- {
- b += row[0];
- g += row[1];
- r += row[2];
- a += row[3];
- }
- start += bitmapData.Stride;
- }
- }
- else
- {
- for (int y = 0; y < height; y++)
- {
- byte* end = start + 3 * width;
- for (byte* row = start; row < end; row += 3)
- {
- b += row[0];
- g += row[1];
- r += row[2];
- }
- start += bitmapData.Stride;
- }
- }
- }
- bitmap.UnlockBits(bitmapData);
- }
- // Get the averages for each channel
- double invtotalPixels = 1.0/(255.0 * width * height);
- double rm = r * invtotalPixels;
- double gm = g * invtotalPixels;
- double bm = b * invtotalPixels;
- double am = pixelBytes == 3 ? 1.0 : a * invtotalPixels;
- return new Color4((float)rm, (float)gm, (float)bm, (float)am);
- }
- catch (Exception ex)
- {
- m_log.WarnFormat(
- "[WARP 3D IMAGE MODULE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}",
- textureID, j2kData.Length, ex.Message);
- width = 0;
- height = 0;
- return new Color4(0.5f, 0.5f, 0.5f, 1.0f);
- }
- }
- #endregion Static Helpers
- }
- public static class ImageUtils
- {
- /// <summary>
- /// Performs bilinear interpolation between four values
- /// </summary>
- /// <param name="v00">First, or top left value</param>
- /// <param name="v01">Second, or top right value</param>
- /// <param name="v10">Third, or bottom left value</param>
- /// <param name="v11">Fourth, or bottom right value</param>
- /// <param name="xPercent">Interpolation value on the X axis, between 0.0 and 1.0</param>
- /// <param name="yPercent">Interpolation value on fht Y axis, between 0.0 and 1.0</param>
- /// <returns>The bilinearly interpolated result</returns>
- public static float Bilinear(float v00, float v01, float v10, float v11, float xPercent, float yPercent)
- {
- return Utils.Lerp(Utils.Lerp(v00, v01, xPercent), Utils.Lerp(v10, v11, xPercent), yPercent);
- }
- [System.Runtime.CompilerServices.MethodImpl(System.Runtime.CompilerServices.MethodImplOptions.AggressiveInlining)]
- public static float Bilinear(float[] v, float xPercent, float yPercent)
- {
- return Utils.Lerp(Utils.Lerp(v[0], v[2], xPercent), Utils.Lerp(v[1], v[3], xPercent), yPercent);
- }
- }
- }
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