clockwerk-opensim – Blame information for rev 1
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1 | vero | 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.Diagnostics; |
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30 | using System.Drawing; |
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31 | using System.Drawing.Imaging; |
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32 | using log4net; |
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33 | using OpenMetaverse; |
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34 | using OpenSim.Framework; |
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35 | using OpenSim.Region.Framework.Interfaces; |
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36 | using OpenSim.Services.Interfaces; |
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37 | |||
38 | namespace OpenSim.Region.CoreModules.World.Warp3DMap |
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39 | { |
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40 | public static class TerrainSplat |
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41 | { |
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42 | #region Constants |
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43 | |||
44 | private static readonly UUID DIRT_DETAIL = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5"); |
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45 | private static readonly UUID GRASS_DETAIL = new UUID("63338ede-0037-c4fd-855b-015d77112fc8"); |
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46 | private static readonly UUID MOUNTAIN_DETAIL = new UUID("303cd381-8560-7579-23f1-f0a880799740"); |
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47 | private static readonly UUID ROCK_DETAIL = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c"); |
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48 | |||
49 | private static readonly UUID[] DEFAULT_TERRAIN_DETAIL = new UUID[] |
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50 | { |
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51 | DIRT_DETAIL, |
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52 | GRASS_DETAIL, |
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53 | MOUNTAIN_DETAIL, |
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54 | ROCK_DETAIL |
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55 | }; |
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56 | |||
57 | private static readonly Color[] DEFAULT_TERRAIN_COLOR = new Color[] |
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58 | { |
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59 | Color.FromArgb(255, 164, 136, 117), |
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60 | Color.FromArgb(255, 65, 87, 47), |
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61 | Color.FromArgb(255, 157, 145, 131), |
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62 | Color.FromArgb(255, 125, 128, 130) |
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63 | }; |
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64 | |||
65 | private static readonly UUID TERRAIN_CACHE_MAGIC = new UUID("2c0c7ef2-56be-4eb8-aacb-76712c535b4b"); |
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66 | |||
67 | #endregion Constants |
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68 | |||
69 | private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name); |
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70 | private static string LogHeader = "[WARP3D TERRAIN SPLAT]"; |
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71 | |||
72 | /// <summary> |
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73 | /// Builds a composited terrain texture given the region texture |
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74 | /// and heightmap settings |
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75 | /// </summary> |
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76 | /// <param name="terrain">Terrain heightmap</param> |
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77 | /// <param name="regionInfo">Region information including terrain texture parameters</param> |
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78 | /// <returns>A 256x256 square RGB texture ready for rendering</returns> |
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79 | /// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting |
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80 | /// Note we create a 256x256 dimension texture even if the actual terrain is larger. |
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81 | /// </remarks> |
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82 | public static Bitmap Splat(ITerrainChannel terrain, |
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83 | UUID[] textureIDs, float[] startHeights, float[] heightRanges, |
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84 | Vector3d regionPosition, IAssetService assetService, bool textureTerrain) |
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85 | { |
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86 | Debug.Assert(textureIDs.Length == 4); |
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87 | Debug.Assert(startHeights.Length == 4); |
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88 | Debug.Assert(heightRanges.Length == 4); |
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89 | |||
90 | Bitmap[] detailTexture = new Bitmap[4]; |
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91 | |||
92 | if (textureTerrain) |
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93 | { |
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94 | // Swap empty terrain textureIDs with default IDs |
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95 | for (int i = 0; i < textureIDs.Length; i++) |
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96 | { |
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97 | if (textureIDs[i] == UUID.Zero) |
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98 | textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i]; |
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99 | } |
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100 | |||
101 | #region Texture Fetching |
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102 | |||
103 | if (assetService != null) |
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104 | { |
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105 | for (int i = 0; i < 4; i++) |
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106 | { |
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107 | AssetBase asset; |
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108 | UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]); |
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109 | |||
110 | // Try to fetch a cached copy of the decoded/resized version of this texture |
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111 | asset = assetService.GetCached(cacheID.ToString()); |
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112 | if (asset != null) |
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113 | { |
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114 | try |
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115 | { |
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116 | using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data)) |
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117 | detailTexture[i] = (Bitmap)Image.FromStream(stream); |
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118 | } |
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119 | catch (Exception ex) |
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120 | { |
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121 | m_log.Warn("Failed to decode cached terrain texture " + cacheID + |
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122 | " (textureID: " + textureIDs[i] + "): " + ex.Message); |
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123 | } |
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124 | } |
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125 | |||
126 | if (detailTexture[i] == null) |
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127 | { |
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128 | // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG |
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129 | asset = assetService.Get(textureIDs[i].ToString()); |
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130 | if (asset != null) |
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131 | { |
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132 | // m_log.DebugFormat( |
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133 | // "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID); |
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134 | |||
135 | try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); } |
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136 | catch (Exception ex) |
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137 | { |
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138 | m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message); |
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139 | } |
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140 | } |
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141 | |||
142 | if (detailTexture[i] != null) |
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143 | { |
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144 | // Make sure this texture is the correct size, otherwise resize |
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145 | if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256) |
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146 | { |
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147 | using (Bitmap origBitmap = detailTexture[i]) |
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148 | { |
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149 | detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256); |
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150 | } |
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151 | } |
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152 | |||
153 | // Save the decoded and resized texture to the cache |
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154 | byte[] data; |
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155 | using (System.IO.MemoryStream stream = new System.IO.MemoryStream()) |
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156 | { |
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157 | detailTexture[i].Save(stream, ImageFormat.Png); |
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158 | data = stream.ToArray(); |
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159 | } |
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160 | |||
161 | // Cache a PNG copy of this terrain texture |
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162 | AssetBase newAsset = new AssetBase |
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163 | { |
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164 | Data = data, |
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165 | Description = "PNG", |
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166 | Flags = AssetFlags.Collectable, |
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167 | FullID = cacheID, |
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168 | ID = cacheID.ToString(), |
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169 | Local = true, |
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170 | Name = String.Empty, |
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171 | Temporary = true, |
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172 | Type = (sbyte)AssetType.Unknown |
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173 | }; |
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174 | newAsset.Metadata.ContentType = "image/png"; |
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175 | assetService.Store(newAsset); |
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176 | } |
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177 | } |
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178 | } |
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179 | } |
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180 | |||
181 | #endregion Texture Fetching |
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182 | } |
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183 | |||
184 | // Fill in any missing textures with a solid color |
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185 | for (int i = 0; i < 4; i++) |
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186 | { |
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187 | if (detailTexture[i] == null) |
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188 | { |
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189 | m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color", |
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190 | LogHeader, i); |
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191 | // Create a solid color texture for this layer |
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192 | detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb); |
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193 | using (Graphics gfx = Graphics.FromImage(detailTexture[i])) |
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194 | { |
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195 | using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i])) |
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196 | gfx.FillRectangle(brush, 0, 0, 256, 256); |
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197 | } |
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198 | } |
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199 | else |
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200 | { |
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201 | if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256) |
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202 | { |
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203 | detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256); |
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204 | } |
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205 | } |
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206 | } |
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207 | |||
208 | #region Layer Map |
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209 | |||
210 | float[,] layermap = new float[256, 256]; |
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211 | |||
212 | // Scale difference between actual region size and the 256 texture being created |
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213 | int xFactor = terrain.Width / 256; |
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214 | int yFactor = terrain.Height / 256; |
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215 | |||
216 | // Create 'layermap' where each value is the fractional layer number to place |
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217 | // at that point. For instance, a value of 1.345 gives the blending of |
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218 | // layer 1 and layer 2 for that point. |
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219 | for (int y = 0; y < 256; y++) |
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220 | { |
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221 | for (int x = 0; x < 256; x++) |
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222 | { |
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223 | float height = (float)terrain[x * xFactor, y * yFactor]; |
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224 | |||
225 | float pctX = (float)x / 255f; |
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226 | float pctY = (float)y / 255f; |
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227 | |||
228 | // Use bilinear interpolation between the four corners of start height and |
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229 | // height range to select the current values at this position |
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230 | float startHeight = ImageUtils.Bilinear( |
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231 | startHeights[0], |
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232 | startHeights[2], |
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233 | startHeights[1], |
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234 | startHeights[3], |
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235 | pctX, pctY); |
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236 | startHeight = Utils.Clamp(startHeight, 0f, 255f); |
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237 | |||
238 | float heightRange = ImageUtils.Bilinear( |
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239 | heightRanges[0], |
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240 | heightRanges[2], |
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241 | heightRanges[1], |
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242 | heightRanges[3], |
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243 | pctX, pctY); |
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244 | heightRange = Utils.Clamp(heightRange, 0f, 255f); |
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245 | |||
246 | // Generate two frequencies of perlin noise based on our global position |
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247 | // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting |
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248 | Vector3 vec = new Vector3 |
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249 | ( |
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250 | ((float)regionPosition.X + (x * xFactor)) * 0.20319f, |
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251 | ((float)regionPosition.Y + (y * yFactor)) * 0.20319f, |
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252 | height * 0.25f |
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253 | ); |
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254 | |||
255 | float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f; |
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256 | float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f; |
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257 | float noise = (lowFreq + highFreq) * 2f; |
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258 | |||
259 | // Combine the current height, generated noise, start height, and height range parameters, then scale all of it |
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260 | float layer = ((height + noise - startHeight) / heightRange) * 4f; |
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261 | if (Single.IsNaN(layer)) |
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262 | layer = 0f; |
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263 | layermap[x, y] = Utils.Clamp(layer, 0f, 3f); |
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264 | } |
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265 | } |
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266 | |||
267 | #endregion Layer Map |
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268 | |||
269 | #region Texture Compositing |
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270 | |||
271 | Bitmap output = new Bitmap(256, 256, PixelFormat.Format24bppRgb); |
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272 | BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); |
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273 | |||
274 | // Unsafe work as we lock down the source textures for quicker access and access the |
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275 | // pixel data directly |
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276 | unsafe |
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277 | { |
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278 | // Get handles to all of the texture data arrays |
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279 | BitmapData[] datas = new BitmapData[] |
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280 | { |
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281 | detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat), |
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282 | detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat), |
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283 | detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat), |
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284 | detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat) |
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285 | }; |
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286 | |||
287 | // Compute size of each pixel data (used to address into the pixel data array) |
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288 | int[] comps = new int[] |
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289 | { |
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290 | (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, |
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291 | (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, |
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292 | (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3, |
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293 | (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3 |
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294 | }; |
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295 | |||
296 | for (int y = 0; y < 256; y++) |
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297 | { |
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298 | for (int x = 0; x < 256; x++) |
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299 | { |
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300 | float layer = layermap[x, y]; |
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301 | |||
302 | // Select two textures |
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303 | int l0 = (int)Math.Floor(layer); |
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304 | int l1 = Math.Min(l0 + 1, 3); |
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305 | |||
306 | byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0]; |
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307 | byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1]; |
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308 | byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3; |
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309 | |||
310 | float aB = *(ptrA + 0); |
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311 | float aG = *(ptrA + 1); |
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312 | float aR = *(ptrA + 2); |
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313 | |||
314 | float bB = *(ptrB + 0); |
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315 | float bG = *(ptrB + 1); |
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316 | float bR = *(ptrB + 2); |
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317 | |||
318 | float layerDiff = layer - l0; |
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319 | |||
320 | // Interpolate between the two selected textures |
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321 | *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB)); |
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322 | *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG)); |
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323 | *(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR)); |
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324 | } |
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325 | } |
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326 | |||
327 | for (int i = 0; i < detailTexture.Length; i++) |
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328 | detailTexture[i].UnlockBits(datas[i]); |
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329 | } |
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330 | |||
331 | for (int i = 0; i < detailTexture.Length; i++) |
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332 | if (detailTexture[i] != null) |
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333 | detailTexture[i].Dispose(); |
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334 | |||
335 | output.UnlockBits(outputData); |
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336 | |||
337 | // We generated the texture upside down, so flip it |
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338 | output.RotateFlip(RotateFlipType.RotateNoneFlipY); |
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339 | |||
340 | #endregion Texture Compositing |
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341 | |||
342 | return output; |
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343 | } |
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344 | |||
345 | public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight) |
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346 | { |
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347 | m_log.DebugFormat("{0} ResizeBitmap. From <{1},{2}> to <{3},{4}>", |
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348 | LogHeader, b.Width, b.Height, nWidth, nHeight); |
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349 | Bitmap result = new Bitmap(nWidth, nHeight); |
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350 | using (Graphics g = Graphics.FromImage(result)) |
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351 | g.DrawImage(b, 0, 0, nWidth, nHeight); |
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352 | b.Dispose(); |
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353 | return result; |
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354 | } |
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355 | |||
356 | public static Bitmap SplatSimple(float[] heightmap) |
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357 | { |
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358 | const float BASE_HSV_H = 93f / 360f; |
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359 | const float BASE_HSV_S = 44f / 100f; |
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360 | const float BASE_HSV_V = 34f / 100f; |
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361 | |||
362 | Bitmap img = new Bitmap(256, 256); |
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363 | BitmapData bitmapData = img.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb); |
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364 | |||
365 | unsafe |
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366 | { |
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367 | for (int y = 255; y >= 0; y--) |
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368 | { |
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369 | for (int x = 0; x < 256; x++) |
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370 | { |
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371 | float normHeight = heightmap[y * 256 + x] / 255f; |
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372 | normHeight = Utils.Clamp(normHeight, BASE_HSV_V, 1.0f); |
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373 | |||
374 | Color4 color = Color4.FromHSV(BASE_HSV_H, BASE_HSV_S, normHeight); |
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375 | |||
376 | byte* ptr = (byte*)bitmapData.Scan0 + y * bitmapData.Stride + x * 3; |
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377 | *(ptr + 0) = (byte)(color.B * 255f); |
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378 | *(ptr + 1) = (byte)(color.G * 255f); |
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379 | *(ptr + 2) = (byte)(color.R * 255f); |
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380 | } |
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381 | } |
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382 | } |
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383 | |||
384 | img.UnlockBits(bitmapData); |
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385 | return img; |
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386 | } |
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387 | } |
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388 | } |