opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Drawing; |
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30 | using System.Reflection; |
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31 | using log4net; |
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32 | using Nini.Config; |
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33 | using OpenSim.Framework; |
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34 | using OpenSim.Region.Framework.Interfaces; |
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35 | using OpenSim.Region.Framework.Scenes; |
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36 | |||
37 | namespace OpenSim.Region.CoreModules.World.LegacyMap |
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38 | { |
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39 | public class ShadedMapTileRenderer : IMapTileTerrainRenderer |
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40 | { |
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41 | private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95); |
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42 | |||
43 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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44 | private static readonly string LogHeader = "[SHADED MAPTILE RENDERER]"; |
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45 | |||
46 | private Scene m_scene; |
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47 | //private IConfigSource m_config; // not used currently |
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48 | |||
49 | public void Initialise(Scene scene, IConfigSource config) |
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50 | { |
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51 | m_scene = scene; |
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52 | // m_config = config; // not used currently |
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53 | } |
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54 | |||
55 | public void TerrainToBitmap(Bitmap mapbmp) |
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56 | { |
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57 | m_log.DebugFormat("{0} Generating Maptile Step 1: Terrain", LogHeader); |
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58 | int tc = Environment.TickCount; |
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59 | |||
60 | ITerrainChannel hm = m_scene.Heightmap; |
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61 | |||
62 | if (mapbmp.Width != hm.Width || mapbmp.Height != hm.Height) |
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63 | { |
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64 | m_log.ErrorFormat("{0} TerrainToBitmap. Passed bitmap wrong dimensions. passed=<{1},{2}>, size=<{3},{4}>", |
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65 | LogHeader, mapbmp.Width, mapbmp.Height, hm.Width, hm.Height); |
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66 | } |
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67 | |||
68 | bool ShadowDebugContinue = true; |
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69 | |||
70 | bool terraincorruptedwarningsaid = false; |
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71 | |||
72 | float low = 255; |
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73 | float high = 0; |
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74 | for (int x = 0; x < hm.Width; x++) |
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75 | { |
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76 | for (int y = 0; y < hm.Height; y++) |
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77 | { |
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78 | float hmval = (float)hm[x, y]; |
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79 | if (hmval < low) |
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80 | low = hmval; |
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81 | if (hmval > high) |
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82 | high = hmval; |
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83 | } |
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84 | } |
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85 | |||
86 | float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight; |
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87 | |||
88 | for (int x = 0; x < hm.Width; x++) |
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89 | { |
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90 | for (int y = 0; y < hm.Height; y++) |
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91 | { |
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92 | // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left |
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93 | int yr = ((int)hm.Height - 1) - y; |
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94 | |||
95 | float heightvalue = (float)hm[x, y]; |
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96 | |||
97 | if (heightvalue > waterHeight) |
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98 | { |
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99 | // scale height value |
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100 | // No, that doesn't scale it: |
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101 | // heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue |
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102 | |||
103 | if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) |
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104 | heightvalue = 0; |
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105 | else if (heightvalue > 255f) |
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106 | heightvalue = 255f; |
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107 | else if (heightvalue < 0f) |
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108 | heightvalue = 0f; |
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109 | |||
110 | Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue); |
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111 | |||
112 | mapbmp.SetPixel(x, yr, color); |
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113 | |||
114 | try |
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115 | { |
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116 | //X |
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117 | // . |
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118 | // |
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119 | // Shade the terrain for shadows |
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120 | if (x < (hm.Width - 1) && yr < (hm.Height - 1)) |
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121 | { |
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122 | float hfvalue = (float)hm[x, y]; |
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123 | float hfvaluecompare = 0f; |
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124 | |||
125 | if ((x + 1 < hm.Width) && (y + 1 < hm.Height)) |
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126 | { |
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127 | hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there |
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128 | } |
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129 | if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue)) |
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130 | hfvalue = 0f; |
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131 | |||
132 | if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare)) |
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133 | hfvaluecompare = 0f; |
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134 | |||
135 | float hfdiff = hfvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower |
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136 | |||
137 | int hfdiffi = 0; |
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138 | int hfdiffihighlight = 0; |
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139 | float highlightfactor = 0.18f; |
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140 | |||
141 | try |
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142 | { |
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143 | // hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1; |
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144 | hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1; |
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145 | if (hfdiff % 1f != 0) |
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146 | { |
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147 | // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1); |
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148 | hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1); |
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149 | } |
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150 | |||
151 | hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1; |
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152 | if (hfdiff % 1f != 0) |
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153 | { |
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154 | // hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1); |
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155 | hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1); |
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156 | } |
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157 | } |
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158 | catch (OverflowException) |
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159 | { |
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160 | m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString()); |
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161 | ShadowDebugContinue = false; |
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162 | } |
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163 | |||
164 | if (hfdiff > 0.3f) |
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165 | { |
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166 | // NE is lower than here |
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167 | // We have to desaturate and lighten the land at the same time |
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168 | // we use floats, colors use bytes, so shrink are space down to |
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169 | // 0-255 |
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170 | |||
171 | if (ShadowDebugContinue) |
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172 | { |
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173 | int r = color.R; |
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174 | int g = color.G; |
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175 | int b = color.B; |
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176 | color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255, |
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177 | (g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255, |
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178 | (b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255); |
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179 | } |
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180 | } |
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181 | else if (hfdiff < -0.3f) |
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182 | { |
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183 | // here is lower than NE: |
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184 | // We have to desaturate and blacken the land at the same time |
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185 | // we use floats, colors use bytes, so shrink are space down to |
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186 | // 0-255 |
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187 | |||
188 | if (ShadowDebugContinue) |
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189 | { |
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190 | if ((x - 1 > 0) && (yr + 1 < hm.Height)) |
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191 | { |
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192 | color = mapbmp.GetPixel(x - 1, yr + 1); |
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193 | int r = color.R; |
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194 | int g = color.G; |
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195 | int b = color.B; |
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196 | color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0, |
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197 | (g - hfdiffi > 0) ? g - hfdiffi : 0, |
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198 | (b - hfdiffi > 0) ? b - hfdiffi : 0); |
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199 | |||
200 | mapbmp.SetPixel(x-1, yr+1, color); |
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201 | } |
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202 | } |
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203 | } |
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204 | } |
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205 | } |
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206 | catch (ArgumentException) |
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207 | { |
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208 | if (!terraincorruptedwarningsaid) |
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209 | { |
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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); |
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211 | terraincorruptedwarningsaid = true; |
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212 | } |
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213 | color = Color.Black; |
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214 | mapbmp.SetPixel(x, yr, color); |
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215 | } |
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216 | } |
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217 | else |
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218 | { |
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219 | // We're under the water level with the terrain, so paint water instead of land |
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220 | |||
221 | // Y flip the cordinates |
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222 | heightvalue = waterHeight - heightvalue; |
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223 | if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) |
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224 | heightvalue = 0f; |
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225 | else if (heightvalue > 19f) |
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226 | heightvalue = 19f; |
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227 | else if (heightvalue < 0f) |
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228 | heightvalue = 0f; |
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229 | |||
230 | heightvalue = 100f - (heightvalue * 100f) / 19f; |
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231 | |||
232 | try |
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233 | { |
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234 | mapbmp.SetPixel(x, yr, WATER_COLOR); |
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235 | } |
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236 | catch (ArgumentException) |
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237 | { |
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238 | if (!terraincorruptedwarningsaid) |
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239 | { |
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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); |
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241 | terraincorruptedwarningsaid = true; |
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242 | } |
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243 | Color black = Color.Black; |
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244 | mapbmp.SetPixel(x, (hm.Width - y) - 1, black); |
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245 | } |
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246 | } |
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247 | } |
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248 | } |
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249 | |||
250 | m_log.Debug("[SHADED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); |
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251 | } |
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252 | } |
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253 | } |