clockwerk-opensim – Blame information for rev 1

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1 vero 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 OpenSimulator 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  
28 using System;
29 using System.Drawing;
30 using System.Reflection;
31 using log4net;
32 using Nini.Config;
33 using OpenSim.Framework;
34 using OpenSim.Region.Framework.Interfaces;
35 using OpenSim.Region.Framework.Scenes;
36  
37 namespace OpenSim.Region.CoreModules.World.LegacyMap
38 {
39 public class ShadedMapTileRenderer : IMapTileTerrainRenderer
40 {
41 private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95);
42  
43 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
44 private static readonly string LogHeader = "[SHADED MAPTILE RENDERER]";
45  
46 private Scene m_scene;
47 //private IConfigSource m_config; // not used currently
48  
49 public void Initialise(Scene scene, IConfigSource config)
50 {
51 m_scene = scene;
52 // m_config = config; // not used currently
53 }
54  
55 public void TerrainToBitmap(Bitmap mapbmp)
56 {
57 m_log.DebugFormat("{0} Generating Maptile Step 1: Terrain", LogHeader);
58 int tc = Environment.TickCount;
59  
60 ITerrainChannel hm = m_scene.Heightmap;
61  
62 if (mapbmp.Width != hm.Width || mapbmp.Height != hm.Height)
63 {
64 m_log.ErrorFormat("{0} TerrainToBitmap. Passed bitmap wrong dimensions. passed=<{1},{2}>, size=<{3},{4}>",
65 LogHeader, mapbmp.Width, mapbmp.Height, hm.Width, hm.Height);
66 }
67  
68 bool ShadowDebugContinue = true;
69  
70 bool terraincorruptedwarningsaid = false;
71  
72 float low = 255;
73 float high = 0;
74 for (int x = 0; x < hm.Width; x++)
75 {
76 for (int y = 0; y < hm.Height; y++)
77 {
78 float hmval = (float)hm[x, y];
79 if (hmval < low)
80 low = hmval;
81 if (hmval > high)
82 high = hmval;
83 }
84 }
85  
86 float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
87  
88 for (int x = 0; x < hm.Width; x++)
89 {
90 for (int y = 0; y < hm.Height; y++)
91 {
92 // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
93 int yr = ((int)hm.Height - 1) - y;
94  
95 float heightvalue = (float)hm[x, y];
96  
97 if (heightvalue > waterHeight)
98 {
99 // scale height value
100 // No, that doesn't scale it:
101 // heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue
102  
103 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
104 heightvalue = 0;
105 else if (heightvalue > 255f)
106 heightvalue = 255f;
107 else if (heightvalue < 0f)
108 heightvalue = 0f;
109  
110 Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
111  
112 mapbmp.SetPixel(x, yr, color);
113  
114 try
115 {
116 //X
117 // .
118 //
119 // Shade the terrain for shadows
120 if (x < (hm.Width - 1) && yr < (hm.Height - 1))
121 {
122 float hfvalue = (float)hm[x, y];
123 float hfvaluecompare = 0f;
124  
125 if ((x + 1 < hm.Width) && (y + 1 < hm.Height))
126 {
127 hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
128 }
129 if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
130 hfvalue = 0f;
131  
132 if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
133 hfvaluecompare = 0f;
134  
135 float hfdiff = hfvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
136  
137 int hfdiffi = 0;
138 int hfdiffihighlight = 0;
139 float highlightfactor = 0.18f;
140  
141 try
142 {
143 // hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
144 hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1;
145 if (hfdiff % 1f != 0)
146 {
147 // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
148 hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1);
149 }
150  
151 hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1;
152 if (hfdiff % 1f != 0)
153 {
154 // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
155 hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1);
156 }
157 }
158 catch (OverflowException)
159 {
160 m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
161 ShadowDebugContinue = false;
162 }
163  
164 if (hfdiff > 0.3f)
165 {
166 // NE is lower than here
167 // We have to desaturate and lighten the land at the same time
168 // we use floats, colors use bytes, so shrink are space down to
169 // 0-255
170  
171 if (ShadowDebugContinue)
172 {
173 int r = color.R;
174 int g = color.G;
175 int b = color.B;
176 color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255,
177 (g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255,
178 (b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255);
179 }
180 }
181 else if (hfdiff < -0.3f)
182 {
183 // here is lower than NE:
184 // We have to desaturate and blacken the land at the same time
185 // we use floats, colors use bytes, so shrink are space down to
186 // 0-255
187  
188 if (ShadowDebugContinue)
189 {
190 if ((x - 1 > 0) && (yr + 1 < hm.Height))
191 {
192 color = mapbmp.GetPixel(x - 1, yr + 1);
193 int r = color.R;
194 int g = color.G;
195 int b = color.B;
196 color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0,
197 (g - hfdiffi > 0) ? g - hfdiffi : 0,
198 (b - hfdiffi > 0) ? b - hfdiffi : 0);
199  
200 mapbmp.SetPixel(x-1, yr+1, color);
201 }
202 }
203 }
204 }
205 }
206 catch (ArgumentException)
207 {
208 if (!terraincorruptedwarningsaid)
209 {
210 m_log.WarnFormat("[SHADED MAP TILE RENDERER]: 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);
211 terraincorruptedwarningsaid = true;
212 }
213 color = Color.Black;
214 mapbmp.SetPixel(x, yr, color);
215 }
216 }
217 else
218 {
219 // We're under the water level with the terrain, so paint water instead of land
220  
221 // Y flip the cordinates
222 heightvalue = waterHeight - heightvalue;
223 if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
224 heightvalue = 0f;
225 else if (heightvalue > 19f)
226 heightvalue = 19f;
227 else if (heightvalue < 0f)
228 heightvalue = 0f;
229  
230 heightvalue = 100f - (heightvalue * 100f) / 19f;
231  
232 try
233 {
234 mapbmp.SetPixel(x, yr, WATER_COLOR);
235 }
236 catch (ArgumentException)
237 {
238 if (!terraincorruptedwarningsaid)
239 {
240 m_log.WarnFormat("[SHADED MAP TILE RENDERER]: 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);
241 terraincorruptedwarningsaid = true;
242 }
243 Color black = Color.Black;
244 mapbmp.SetPixel(x, (hm.Width - y) - 1, black);
245 }
246 }
247 }
248 }
249  
250 m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms");
251 }
252 }
253 }