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.Collections.Generic; |
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30 | using System.Drawing; |
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31 | using System.Drawing.Imaging; |
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32 | using System.IO; |
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33 | using System.Reflection; |
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34 | |||
35 | using CSJ2K; |
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36 | using Nini.Config; |
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37 | using log4net; |
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38 | using Rednettle.Warp3D; |
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39 | using Mono.Addins; |
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40 | |||
41 | using OpenSim.Framework; |
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42 | using OpenSim.Region.Framework.Interfaces; |
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43 | using OpenSim.Region.Framework.Scenes; |
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44 | using OpenSim.Region.Physics.Manager; |
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45 | using OpenSim.Services.Interfaces; |
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46 | |||
47 | using OpenMetaverse; |
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48 | using OpenMetaverse.Assets; |
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49 | using OpenMetaverse.Imaging; |
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50 | using OpenMetaverse.Rendering; |
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51 | using OpenMetaverse.StructuredData; |
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52 | |||
53 | using WarpRenderer = global::Warp3D.Warp3D; |
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54 | |||
55 | namespace OpenSim.Region.CoreModules.World.Warp3DMap |
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56 | { |
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57 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "Warp3DImageModule")] |
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58 | public class Warp3DImageModule : IMapImageGenerator, INonSharedRegionModule |
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59 | { |
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60 | private static readonly UUID TEXTURE_METADATA_MAGIC = new UUID("802dc0e0-f080-4931-8b57-d1be8611c4f3"); |
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61 | private static readonly Color4 WATER_COLOR = new Color4(29, 72, 96, 216); |
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62 | |||
63 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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64 | private static string LogHeader = "[WARP 3D IMAGE MODULE]"; |
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65 | |||
66 | private Scene m_scene; |
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67 | private IRendering m_primMesher; |
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68 | private Dictionary<UUID, Color4> m_colors = new Dictionary<UUID, Color4>(); |
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69 | |||
70 | private IConfigSource m_config; |
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71 | private bool m_drawPrimVolume = true; // true if should render the prims on the tile |
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72 | private bool m_textureTerrain = true; // true if to create terrain splatting texture |
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73 | private bool m_texturePrims = true; // true if should texture the rendered prims |
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74 | private float m_texturePrimSize = 48f; // size of prim before we consider texturing it |
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75 | private bool m_renderMeshes = false; // true if to render meshes rather than just bounding boxes |
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76 | private bool m_useAntiAliasing = false; // true if to anti-alias the rendered image |
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77 | |||
78 | private bool m_Enabled = false; |
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79 | |||
80 | #region Region Module interface |
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81 | |||
82 | public void Initialise(IConfigSource source) |
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83 | { |
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84 | m_config = source; |
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85 | |||
86 | string[] configSections = new string[] { "Map", "Startup" }; |
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87 | |||
88 | if (Util.GetConfigVarFromSections<string>( |
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89 | m_config, "MapImageModule", configSections, "MapImageModule") != "Warp3DImageModule") |
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90 | return; |
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91 | |||
92 | m_Enabled = true; |
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93 | |||
94 | m_drawPrimVolume |
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95 | = Util.GetConfigVarFromSections<bool>(m_config, "DrawPrimOnMapTile", configSections, m_drawPrimVolume); |
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96 | m_textureTerrain |
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97 | = Util.GetConfigVarFromSections<bool>(m_config, "TextureOnMapTile", configSections, m_textureTerrain); |
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98 | m_texturePrims |
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99 | = Util.GetConfigVarFromSections<bool>(m_config, "TexturePrims", configSections, m_texturePrims); |
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100 | m_texturePrimSize |
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101 | = Util.GetConfigVarFromSections<float>(m_config, "TexturePrimSize", configSections, m_texturePrimSize); |
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102 | m_renderMeshes |
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103 | = Util.GetConfigVarFromSections<bool>(m_config, "RenderMeshes", configSections, m_renderMeshes); |
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104 | m_useAntiAliasing |
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105 | = Util.GetConfigVarFromSections<bool>(m_config, "UseAntiAliasing", configSections, m_useAntiAliasing); |
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106 | |||
107 | } |
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108 | |||
109 | public void AddRegion(Scene scene) |
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110 | { |
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111 | if (!m_Enabled) |
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112 | return; |
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113 | |||
114 | m_scene = scene; |
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115 | |||
116 | List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); |
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117 | if (renderers.Count > 0) |
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118 | { |
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119 | m_primMesher = RenderingLoader.LoadRenderer(renderers[0]); |
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120 | m_log.DebugFormat("[WARP 3D IMAGE MODULE]: Loaded prim mesher {0}", m_primMesher); |
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121 | } |
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122 | else |
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123 | { |
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124 | m_log.Debug("[WARP 3D IMAGE MODULE]: No prim mesher loaded, prim rendering will be disabled"); |
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125 | } |
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126 | |||
127 | m_scene.RegisterModuleInterface<IMapImageGenerator>(this); |
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128 | } |
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129 | |||
130 | public void RegionLoaded(Scene scene) |
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131 | { |
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132 | } |
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133 | |||
134 | public void RemoveRegion(Scene scene) |
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135 | { |
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136 | } |
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137 | |||
138 | public void Close() |
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139 | { |
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140 | } |
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141 | |||
142 | public string Name |
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143 | { |
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144 | get { return "Warp3DImageModule"; } |
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145 | } |
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146 | |||
147 | public Type ReplaceableInterface |
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148 | { |
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149 | get { return null; } |
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150 | } |
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151 | |||
152 | #endregion |
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153 | |||
154 | #region IMapImageGenerator Members |
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155 | |||
156 | public Bitmap CreateMapTile() |
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157 | { |
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158 | // Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); |
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159 | // Camera above the middle of the region |
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160 | Vector3 camPos = new Vector3( |
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161 | m_scene.RegionInfo.RegionSizeX/2 - 0.5f, |
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162 | m_scene.RegionInfo.RegionSizeY/2 - 0.5f, |
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163 | 221.7025033688163f); |
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164 | // Viewport viewing down onto the region |
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165 | Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, |
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166 | (int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY, |
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167 | (float)m_scene.RegionInfo.RegionSizeX, (float)m_scene.RegionInfo.RegionSizeY ); |
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168 | // Fill the viewport and return the image |
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169 | return CreateMapTile(viewport, false); |
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170 | } |
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171 | |||
172 | public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) |
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173 | { |
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174 | Viewport viewport = new Viewport(camPos, camDir, fov, Constants.RegionSize, 0.1f, width, height); |
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175 | return CreateMapTile(viewport, useTextures); |
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176 | } |
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177 | |||
178 | public Bitmap CreateMapTile(Viewport viewport, bool useTextures) |
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179 | { |
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180 | m_colors.Clear(); |
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181 | |||
182 | int width = viewport.Width; |
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183 | int height = viewport.Height; |
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184 | |||
185 | if (m_useAntiAliasing) |
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186 | { |
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187 | width *= 2; |
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188 | height *= 2; |
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189 | } |
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190 | |||
191 | WarpRenderer renderer = new WarpRenderer(); |
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192 | renderer.CreateScene(width, height); |
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193 | renderer.Scene.autoCalcNormals = false; |
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194 | |||
195 | #region Camera |
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196 | |||
197 | warp_Vector pos = ConvertVector(viewport.Position); |
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198 | pos.z -= 0.001f; // Works around an issue with the Warp3D camera |
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199 | warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection)); |
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200 | |||
201 | renderer.Scene.defaultCamera.setPos(pos); |
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202 | renderer.Scene.defaultCamera.lookAt(lookat); |
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203 | |||
204 | if (viewport.Orthographic) |
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205 | { |
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206 | renderer.Scene.defaultCamera.isOrthographic = true; |
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207 | renderer.Scene.defaultCamera.orthoViewWidth = viewport.OrthoWindowWidth; |
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208 | renderer.Scene.defaultCamera.orthoViewHeight = viewport.OrthoWindowHeight; |
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209 | } |
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210 | else |
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211 | { |
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212 | float fov = viewport.FieldOfView; |
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213 | fov *= 1.75f; // FIXME: ??? |
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214 | renderer.Scene.defaultCamera.setFov(fov); |
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215 | } |
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216 | |||
217 | #endregion Camera |
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218 | |||
219 | renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(1.0f, 0.5f, 1f), 0xffffff, 0, 320, 40)); |
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220 | renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40)); |
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221 | |||
222 | CreateWater(renderer); |
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223 | CreateTerrain(renderer, m_textureTerrain); |
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224 | if (m_drawPrimVolume) |
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225 | CreateAllPrims(renderer, useTextures); |
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226 | |||
227 | renderer.Render(); |
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228 | Bitmap bitmap = renderer.Scene.getImage(); |
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229 | |||
230 | if (m_useAntiAliasing) |
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231 | { |
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232 | using (Bitmap origBitmap = bitmap) |
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233 | bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height); |
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234 | } |
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235 | |||
236 | // XXX: It shouldn't really be necesary to force a GC here as one should occur anyway pretty shortly |
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237 | // afterwards. It's generally regarded as a bad idea to manually GC. If Warp3D is using lots of memory |
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238 | // then this may be some issue with the Warp3D code itself, though it's also quite possible that generating |
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239 | // this map tile simply takes a lot of memory. |
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240 | foreach (var o in renderer.Scene.objectData.Values) |
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241 | { |
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242 | warp_Object obj = (warp_Object)o; |
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243 | obj.vertexData = null; |
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244 | obj.triangleData = null; |
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245 | } |
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246 | renderer.Scene.removeAllObjects(); |
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247 | renderer = null; |
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248 | viewport = null; |
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249 | m_colors.Clear(); |
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250 | GC.Collect(); |
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251 | m_log.Debug("[WARP 3D IMAGE MODULE]: GC.Collect()"); |
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252 | |||
253 | return bitmap; |
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254 | } |
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255 | |||
256 | public byte[] WriteJpeg2000Image() |
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257 | { |
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258 | try |
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259 | { |
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260 | using (Bitmap mapbmp = CreateMapTile()) |
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261 | return OpenJPEG.EncodeFromImage(mapbmp, true); |
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262 | } |
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263 | catch (Exception e) |
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264 | { |
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265 | // JPEG2000 encoder failed |
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266 | m_log.Error("[WARP 3D IMAGE MODULE]: Failed generating terrain map: ", e); |
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267 | } |
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268 | |||
269 | return null; |
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270 | } |
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271 | |||
272 | #endregion |
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273 | |||
274 | #region Rendering Methods |
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275 | |||
276 | // Add a water plane to the renderer. |
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277 | private void CreateWater(WarpRenderer renderer) |
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278 | { |
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279 | float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight; |
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280 | |||
281 | renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f); |
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282 | renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX/2 - 0.5f, |
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283 | waterHeight, |
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284 | m_scene.RegionInfo.RegionSizeY/2 - 0.5f ); |
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285 | |||
286 | warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR)); |
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287 | waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif |
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288 | waterColorMaterial.setTransparency((byte)((1f - WATER_COLOR.A) * 255f)); |
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289 | renderer.Scene.addMaterial("WaterColor", waterColorMaterial); |
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290 | renderer.SetObjectMaterial("Water", "WaterColor"); |
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291 | } |
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292 | |||
293 | // Add a terrain to the renderer. |
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294 | // Note that we create a 'low resolution' 256x256 vertex terrain rather than trying for |
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295 | // full resolution. This saves a lot of memory especially for very large regions. |
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296 | private void CreateTerrain(WarpRenderer renderer, bool textureTerrain) |
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297 | { |
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298 | ITerrainChannel terrain = m_scene.Heightmap; |
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299 | |||
300 | // 'diff' is the difference in scale between the real region size and the size of terrain we're buiding |
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301 | float diff = (float)m_scene.RegionInfo.RegionSizeX / 256f; |
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302 | |||
303 | warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2); |
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304 | |||
305 | // Create all the vertices for the terrain |
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306 | for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff) |
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307 | { |
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308 | for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff) |
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309 | { |
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310 | warp_Vector pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]); |
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311 | obj.addVertex(new warp_Vertex(pos, |
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312 | x / (float)m_scene.RegionInfo.RegionSizeX, |
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313 | (((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY) ); |
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314 | } |
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315 | } |
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316 | |||
317 | // Now that we have all the vertices, make another pass and create |
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318 | // the normals for each of the surface triangles and |
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319 | // create the list of triangle indices. |
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320 | for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff) |
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321 | { |
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322 | for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff) |
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323 | { |
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324 | float newX = x / diff; |
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325 | float newY = y / diff; |
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326 | if (newX < 255 && newY < 255) |
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327 | { |
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328 | int v = (int)newY * 256 + (int)newX; |
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329 | |||
330 | // Normal for a triangle made up of three adjacent vertices |
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331 | Vector3 v1 = new Vector3(newX, newY, (float)terrain[(int)x, (int)y]); |
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332 | Vector3 v2 = new Vector3(newX + 1, newY, (float)terrain[(int)(x + 1), (int)y]); |
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333 | Vector3 v3 = new Vector3(newX, newY + 1, (float)terrain[(int)x, ((int)(y + 1))]); |
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334 | warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3)); |
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335 | norm = norm.reverse(); |
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336 | obj.vertex(v).n = norm; |
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337 | |||
338 | // Make two triangles for each of the squares in the grid of vertices |
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339 | obj.addTriangle( |
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340 | v, |
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341 | v + 1, |
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342 | v + 256); |
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343 | |||
344 | obj.addTriangle( |
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345 | v + 256 + 1, |
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346 | v + 256, |
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347 | v + 1); |
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348 | } |
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349 | } |
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350 | } |
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351 | |||
352 | renderer.Scene.addObject("Terrain", obj); |
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353 | |||
354 | UUID[] textureIDs = new UUID[4]; |
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355 | float[] startHeights = new float[4]; |
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356 | float[] heightRanges = new float[4]; |
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357 | |||
358 | OpenSim.Framework.RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings; |
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359 | |||
360 | textureIDs[0] = regionInfo.TerrainTexture1; |
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361 | textureIDs[1] = regionInfo.TerrainTexture2; |
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362 | textureIDs[2] = regionInfo.TerrainTexture3; |
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363 | textureIDs[3] = regionInfo.TerrainTexture4; |
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364 | |||
365 | startHeights[0] = (float)regionInfo.Elevation1SW; |
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366 | startHeights[1] = (float)regionInfo.Elevation1NW; |
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367 | startHeights[2] = (float)regionInfo.Elevation1SE; |
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368 | startHeights[3] = (float)regionInfo.Elevation1NE; |
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369 | |||
370 | heightRanges[0] = (float)regionInfo.Elevation2SW; |
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371 | heightRanges[1] = (float)regionInfo.Elevation2NW; |
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372 | heightRanges[2] = (float)regionInfo.Elevation2SE; |
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373 | heightRanges[3] = (float)regionInfo.Elevation2NE; |
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374 | |||
375 | uint globalX, globalY; |
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376 | Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); |
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377 | |||
378 | warp_Texture texture; |
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379 | using ( |
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380 | Bitmap image |
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381 | = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges, |
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382 | new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain)) |
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383 | { |
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384 | texture = new warp_Texture(image); |
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385 | } |
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386 | |||
387 | warp_Material material = new warp_Material(texture); |
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388 | material.setReflectivity(50); |
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389 | renderer.Scene.addMaterial("TerrainColor", material); |
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390 | renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif |
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391 | renderer.SetObjectMaterial("Terrain", "TerrainColor"); |
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392 | } |
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393 | |||
394 | private void CreateAllPrims(WarpRenderer renderer, bool useTextures) |
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395 | { |
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396 | if (m_primMesher == null) |
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397 | return; |
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398 | |||
399 | m_scene.ForEachSOG( |
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400 | delegate(SceneObjectGroup group) |
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401 | { |
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402 | CreatePrim(renderer, group.RootPart, useTextures); |
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403 | foreach (SceneObjectPart child in group.Parts) |
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404 | CreatePrim(renderer, child, useTextures); |
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405 | } |
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406 | ); |
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407 | } |
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408 | |||
409 | private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim, |
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410 | bool useTextures) |
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411 | { |
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412 | const float MIN_SIZE = 2f; |
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413 | |||
414 | if ((PCode)prim.Shape.PCode != PCode.Prim) |
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415 | return; |
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416 | if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE) |
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417 | return; |
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418 | |||
419 | FacetedMesh renderMesh = null; |
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420 | Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset); |
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421 | |||
422 | if (m_renderMeshes) |
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423 | { |
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424 | if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero) |
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425 | { |
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426 | // Try fetchinng the asset |
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427 | byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString()); |
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428 | if (sculptAsset != null) |
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429 | { |
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430 | // Is it a mesh? |
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431 | if (omvPrim.Sculpt.Type == SculptType.Mesh) |
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432 | { |
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433 | AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset); |
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434 | FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh); |
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435 | meshAsset = null; |
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436 | } |
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437 | else // It's sculptie |
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438 | { |
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439 | IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>(); |
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440 | if (imgDecoder != null) |
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441 | { |
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442 | Image sculpt = imgDecoder.DecodeToImage(sculptAsset); |
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443 | if (sculpt != null) |
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444 | { |
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445 | renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, |
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446 | DetailLevel.Medium); |
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447 | sculpt.Dispose(); |
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448 | } |
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449 | } |
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450 | } |
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451 | } |
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452 | } |
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453 | } |
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454 | |||
455 | // If not a mesh or sculptie, try the regular mesher |
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456 | if (renderMesh == null) |
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457 | { |
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458 | renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); |
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459 | } |
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460 | |||
461 | if (renderMesh == null) |
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462 | return; |
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463 | |||
464 | warp_Vector primPos = ConvertVector(prim.GetWorldPosition()); |
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465 | warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset); |
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466 | |||
467 | warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); |
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468 | |||
469 | if (prim.ParentID != 0) |
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470 | { |
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471 | SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId); |
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472 | if (group != null) |
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473 | m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset))); |
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474 | } |
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475 | |||
476 | warp_Vector primScale = ConvertVector(prim.Scale); |
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477 | |||
478 | string primID = prim.UUID.ToString(); |
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479 | |||
480 | // Create the prim faces |
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481 | // TODO: Implement the useTextures flag behavior |
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482 | for (int i = 0; i < renderMesh.Faces.Count; i++) |
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483 | { |
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484 | Face face = renderMesh.Faces[i]; |
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485 | string meshName = primID + "-Face-" + i.ToString(); |
||
486 | |||
487 | // Avoid adding duplicate meshes to the scene |
||
488 | if (renderer.Scene.objectData.ContainsKey(meshName)) |
||
489 | { |
||
490 | continue; |
||
491 | } |
||
492 | |||
493 | warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3); |
||
494 | |||
495 | for (int j = 0; j < face.Vertices.Count; j++) |
||
496 | { |
||
497 | Vertex v = face.Vertices[j]; |
||
498 | |||
499 | warp_Vector pos = ConvertVector(v.Position); |
||
500 | warp_Vector norm = ConvertVector(v.Normal); |
||
501 | |||
502 | if (prim.Shape.SculptTexture == UUID.Zero) |
||
503 | norm = norm.reverse(); |
||
504 | warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y); |
||
505 | |||
506 | faceObj.addVertex(vert); |
||
507 | } |
||
508 | |||
509 | for (int j = 0; j < face.Indices.Count; j += 3) |
||
510 | { |
||
511 | faceObj.addTriangle( |
||
512 | face.Indices[j + 0], |
||
513 | face.Indices[j + 1], |
||
514 | face.Indices[j + 2]); |
||
515 | } |
||
516 | |||
517 | Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); |
||
518 | Color4 faceColor = GetFaceColor(teFace); |
||
519 | string materialName = String.Empty; |
||
520 | if (m_texturePrims && prim.Scale.LengthSquared() > m_texturePrimSize*m_texturePrimSize) |
||
521 | materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID); |
||
522 | else |
||
523 | materialName = GetOrCreateMaterial(renderer, faceColor); |
||
524 | |||
525 | faceObj.transform(m); |
||
526 | faceObj.setPos(primPos); |
||
527 | faceObj.scaleSelf(primScale.x, primScale.y, primScale.z); |
||
528 | |||
529 | renderer.Scene.addObject(meshName, faceObj); |
||
530 | |||
531 | renderer.SetObjectMaterial(meshName, materialName); |
||
532 | } |
||
533 | } |
||
534 | |||
535 | private Color4 GetFaceColor(Primitive.TextureEntryFace face) |
||
536 | { |
||
537 | Color4 color; |
||
538 | |||
539 | if (face.TextureID == UUID.Zero) |
||
540 | return face.RGBA; |
||
541 | |||
542 | if (!m_colors.TryGetValue(face.TextureID, out color)) |
||
543 | { |
||
544 | bool fetched = false; |
||
545 | |||
546 | // Attempt to fetch the texture metadata |
||
547 | UUID metadataID = UUID.Combine(face.TextureID, TEXTURE_METADATA_MAGIC); |
||
548 | AssetBase metadata = m_scene.AssetService.GetCached(metadataID.ToString()); |
||
549 | if (metadata != null) |
||
550 | { |
||
551 | OSDMap map = null; |
||
552 | try { map = OSDParser.Deserialize(metadata.Data) as OSDMap; } catch { } |
||
553 | |||
554 | if (map != null) |
||
555 | { |
||
556 | color = map["X-JPEG2000-RGBA"].AsColor4(); |
||
557 | fetched = true; |
||
558 | } |
||
559 | } |
||
560 | |||
561 | if (!fetched) |
||
562 | { |
||
563 | // Fetch the texture, decode and get the average color, |
||
564 | // then save it to a temporary metadata asset |
||
565 | AssetBase textureAsset = m_scene.AssetService.Get(face.TextureID.ToString()); |
||
566 | if (textureAsset != null) |
||
567 | { |
||
568 | int width, height; |
||
569 | color = GetAverageColor(textureAsset.FullID, textureAsset.Data, out width, out height); |
||
570 | |||
571 | OSDMap data = new OSDMap { { "X-JPEG2000-RGBA", OSD.FromColor4(color) } }; |
||
572 | metadata = new AssetBase |
||
573 | { |
||
574 | Data = System.Text.Encoding.UTF8.GetBytes(OSDParser.SerializeJsonString(data)), |
||
575 | Description = "Metadata for JPEG2000 texture " + face.TextureID.ToString(), |
||
576 | Flags = AssetFlags.Collectable, |
||
577 | FullID = metadataID, |
||
578 | ID = metadataID.ToString(), |
||
579 | Local = true, |
||
580 | Temporary = true, |
||
581 | Name = String.Empty, |
||
582 | Type = (sbyte)AssetType.Unknown |
||
583 | }; |
||
584 | m_scene.AssetService.Store(metadata); |
||
585 | } |
||
586 | else |
||
587 | { |
||
588 | color = new Color4(0.5f, 0.5f, 0.5f, 1.0f); |
||
589 | } |
||
590 | } |
||
591 | |||
592 | m_colors[face.TextureID] = color; |
||
593 | } |
||
594 | |||
595 | return color * face.RGBA; |
||
596 | } |
||
597 | |||
598 | private string GetOrCreateMaterial(WarpRenderer renderer, Color4 color) |
||
599 | { |
||
600 | string name = color.ToString(); |
||
601 | |||
602 | warp_Material material = renderer.Scene.material(name); |
||
603 | if (material != null) |
||
604 | return name; |
||
605 | |||
606 | renderer.AddMaterial(name, ConvertColor(color)); |
||
607 | if (color.A < 1f) |
||
608 | renderer.Scene.material(name).setTransparency((byte)((1f - color.A) * 255f)); |
||
609 | return name; |
||
610 | } |
||
611 | |||
612 | public string GetOrCreateMaterial(WarpRenderer renderer, Color4 faceColor, UUID textureID) |
||
613 | { |
||
614 | string materialName = "Color-" + faceColor.ToString() + "-Texture-" + textureID.ToString(); |
||
615 | |||
616 | if (renderer.Scene.material(materialName) == null) |
||
617 | { |
||
618 | renderer.AddMaterial(materialName, ConvertColor(faceColor)); |
||
619 | if (faceColor.A < 1f) |
||
620 | { |
||
621 | renderer.Scene.material(materialName).setTransparency((byte) ((1f - faceColor.A)*255f)); |
||
622 | } |
||
623 | warp_Texture texture = GetTexture(textureID); |
||
624 | if (texture != null) |
||
625 | renderer.Scene.material(materialName).setTexture(texture); |
||
626 | } |
||
627 | |||
628 | return materialName; |
||
629 | } |
||
630 | |||
631 | private warp_Texture GetTexture(UUID id) |
||
632 | { |
||
633 | warp_Texture ret = null; |
||
634 | byte[] asset = m_scene.AssetService.GetData(id.ToString()); |
||
635 | if (asset != null) |
||
636 | { |
||
637 | IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>(); |
||
638 | Bitmap img = (Bitmap) imgDecoder.DecodeToImage(asset); |
||
639 | if (img != null) |
||
640 | { |
||
641 | return new warp_Texture(img); |
||
642 | } |
||
643 | } |
||
644 | return ret; |
||
645 | } |
||
646 | |||
647 | #endregion Rendering Methods |
||
648 | |||
649 | #region Static Helpers |
||
650 | |||
651 | // Note: axis change. |
||
652 | private static warp_Vector ConvertVector(float x, float y, float z) |
||
653 | { |
||
654 | return new warp_Vector(x, z, y); |
||
655 | } |
||
656 | |||
657 | private static warp_Vector ConvertVector(Vector3 vector) |
||
658 | { |
||
659 | return new warp_Vector(vector.X, vector.Z, vector.Y); |
||
660 | } |
||
661 | |||
662 | private static warp_Quaternion ConvertQuaternion(Quaternion quat) |
||
663 | { |
||
664 | return new warp_Quaternion(quat.X, quat.Z, quat.Y, -quat.W); |
||
665 | } |
||
666 | |||
667 | private static int ConvertColor(Color4 color) |
||
668 | { |
||
669 | int c = warp_Color.getColor((byte)(color.R * 255f), (byte)(color.G * 255f), (byte)(color.B * 255f)); |
||
670 | if (color.A < 1f) |
||
671 | c |= (byte)(color.A * 255f) << 24; |
||
672 | |||
673 | return c; |
||
674 | } |
||
675 | |||
676 | private static Vector3 SurfaceNormal(Vector3 c1, Vector3 c2, Vector3 c3) |
||
677 | { |
||
678 | Vector3 edge1 = new Vector3(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z); |
||
679 | Vector3 edge2 = new Vector3(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z); |
||
680 | |||
681 | Vector3 normal = Vector3.Cross(edge1, edge2); |
||
682 | normal.Normalize(); |
||
683 | |||
684 | return normal; |
||
685 | } |
||
686 | |||
687 | public static Color4 GetAverageColor(UUID textureID, byte[] j2kData, out int width, out int height) |
||
688 | { |
||
689 | ulong r = 0; |
||
690 | ulong g = 0; |
||
691 | ulong b = 0; |
||
692 | ulong a = 0; |
||
693 | |||
694 | using (MemoryStream stream = new MemoryStream(j2kData)) |
||
695 | { |
||
696 | try |
||
697 | { |
||
698 | int pixelBytes; |
||
699 | |||
700 | using (Bitmap bitmap = (Bitmap)J2kImage.FromStream(stream)) |
||
701 | { |
||
702 | width = bitmap.Width; |
||
703 | height = bitmap.Height; |
||
704 | |||
705 | BitmapData bitmapData = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, bitmap.PixelFormat); |
||
706 | pixelBytes = (bitmap.PixelFormat == PixelFormat.Format24bppRgb) ? 3 : 4; |
||
707 | |||
708 | // Sum up the individual channels |
||
709 | unsafe |
||
710 | { |
||
711 | if (pixelBytes == 4) |
||
712 | { |
||
713 | for (int y = 0; y < height; y++) |
||
714 | { |
||
715 | byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); |
||
716 | |||
717 | for (int x = 0; x < width; x++) |
||
718 | { |
||
719 | b += row[x * pixelBytes + 0]; |
||
720 | g += row[x * pixelBytes + 1]; |
||
721 | r += row[x * pixelBytes + 2]; |
||
722 | a += row[x * pixelBytes + 3]; |
||
723 | } |
||
724 | } |
||
725 | } |
||
726 | else |
||
727 | { |
||
728 | for (int y = 0; y < height; y++) |
||
729 | { |
||
730 | byte* row = (byte*)bitmapData.Scan0 + (y * bitmapData.Stride); |
||
731 | |||
732 | for (int x = 0; x < width; x++) |
||
733 | { |
||
734 | b += row[x * pixelBytes + 0]; |
||
735 | g += row[x * pixelBytes + 1]; |
||
736 | r += row[x * pixelBytes + 2]; |
||
737 | } |
||
738 | } |
||
739 | } |
||
740 | } |
||
741 | } |
||
742 | |||
743 | // Get the averages for each channel |
||
744 | const decimal OO_255 = 1m / 255m; |
||
745 | decimal totalPixels = (decimal)(width * height); |
||
746 | |||
747 | decimal rm = ((decimal)r / totalPixels) * OO_255; |
||
748 | decimal gm = ((decimal)g / totalPixels) * OO_255; |
||
749 | decimal bm = ((decimal)b / totalPixels) * OO_255; |
||
750 | decimal am = ((decimal)a / totalPixels) * OO_255; |
||
751 | |||
752 | if (pixelBytes == 3) |
||
753 | am = 1m; |
||
754 | |||
755 | return new Color4((float)rm, (float)gm, (float)bm, (float)am); |
||
756 | } |
||
757 | catch (Exception ex) |
||
758 | { |
||
759 | m_log.WarnFormat( |
||
760 | "[WARP 3D IMAGE MODULE]: Error decoding JPEG2000 texture {0} ({1} bytes): {2}", |
||
761 | textureID, j2kData.Length, ex.Message); |
||
762 | |||
763 | width = 0; |
||
764 | height = 0; |
||
765 | return new Color4(0.5f, 0.5f, 0.5f, 1.0f); |
||
766 | } |
||
767 | } |
||
768 | } |
||
769 | |||
770 | #endregion Static Helpers |
||
771 | } |
||
772 | |||
773 | public static class ImageUtils |
||
774 | { |
||
775 | /// <summary> |
||
776 | /// Performs bilinear interpolation between four values |
||
777 | /// </summary> |
||
778 | /// <param name="v00">First, or top left value</param> |
||
779 | /// <param name="v01">Second, or top right value</param> |
||
780 | /// <param name="v10">Third, or bottom left value</param> |
||
781 | /// <param name="v11">Fourth, or bottom right value</param> |
||
782 | /// <param name="xPercent">Interpolation value on the X axis, between 0.0 and 1.0</param> |
||
783 | /// <param name="yPercent">Interpolation value on fht Y axis, between 0.0 and 1.0</param> |
||
784 | /// <returns>The bilinearly interpolated result</returns> |
||
785 | public static float Bilinear(float v00, float v01, float v10, float v11, float xPercent, float yPercent) |
||
786 | { |
||
787 | return Utils.Lerp(Utils.Lerp(v00, v01, xPercent), Utils.Lerp(v10, v11, xPercent), yPercent); |
||
788 | } |
||
789 | |||
790 | /// <summary> |
||
791 | /// Performs a high quality image resize |
||
792 | /// </summary> |
||
793 | /// <param name="image">Image to resize</param> |
||
794 | /// <param name="width">New width</param> |
||
795 | /// <param name="height">New height</param> |
||
796 | /// <returns>Resized image</returns> |
||
797 | public static Bitmap ResizeImage(Image image, int width, int height) |
||
798 | { |
||
799 | Bitmap result = new Bitmap(width, height); |
||
800 | |||
801 | using (Graphics graphics = Graphics.FromImage(result)) |
||
802 | { |
||
803 | graphics.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality; |
||
804 | graphics.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.HighQualityBicubic; |
||
805 | graphics.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality; |
||
806 | graphics.PixelOffsetMode = System.Drawing.Drawing2D.PixelOffsetMode.HighQuality; |
||
807 | |||
808 | graphics.DrawImage(image, 0, 0, result.Width, result.Height); |
||
809 | } |
||
810 | |||
811 | return result; |
||
812 | } |
||
813 | } |
||
814 | } |