clockwerk-opensim-stable – 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.Collections.Generic; |
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30 | using System.Drawing; |
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31 | using System.Reflection; |
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32 | using log4net; |
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33 | using Nini.Config; |
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34 | using OpenMetaverse; |
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35 | using OpenMetaverse.Imaging; |
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36 | using OpenSim.Framework; |
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37 | using OpenSim.Region.Framework.Scenes; |
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38 | |||
39 | namespace OpenSim.Region.CoreModules.World.LegacyMap |
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40 | { |
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41 | // Hue, Saturation, Value; used for color-interpolation |
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42 | struct HSV { |
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43 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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44 | |||
45 | public float h; |
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46 | public float s; |
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47 | public float v; |
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48 | |||
49 | public HSV(float h, float s, float v) |
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50 | { |
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51 | this.h = h; |
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52 | this.s = s; |
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53 | this.v = v; |
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54 | } |
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55 | |||
56 | // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV) |
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57 | public HSV(Color c) |
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58 | { |
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59 | float r = c.R / 255f; |
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60 | float g = c.G / 255f; |
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61 | float b = c.B / 255f; |
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62 | float max = Math.Max(Math.Max(r, g), b); |
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63 | float min = Math.Min(Math.Min(r, g), b); |
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64 | float diff = max - min; |
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65 | |||
66 | if (max == min) h = 0f; |
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67 | else if (max == r) h = (g - b) / diff * 60f; |
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68 | else if (max == g) h = (b - r) / diff * 60f + 120f; |
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69 | else h = (r - g) / diff * 60f + 240f; |
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70 | if (h < 0f) h += 360f; |
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71 | |||
72 | if (max == 0f) s = 0f; |
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73 | else s = diff / max; |
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74 | |||
75 | v = max; |
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76 | } |
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77 | |||
78 | // (for info about algorithm, see http://en.wikipedia.org/wiki/HSL_and_HSV) |
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79 | public Color toColor() |
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80 | { |
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81 | if (s < 0f) m_log.Debug("S < 0: " + s); |
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82 | else if (s > 1f) m_log.Debug("S > 1: " + s); |
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83 | if (v < 0f) m_log.Debug("V < 0: " + v); |
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84 | else if (v > 1f) m_log.Debug("V > 1: " + v); |
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85 | |||
86 | float f = h / 60f; |
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87 | int sector = (int)f % 6; |
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88 | f = f - (int)f; |
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89 | int pi = (int)(v * (1f - s) * 255f); |
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90 | int qi = (int)(v * (1f - s * f) * 255f); |
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91 | int ti = (int)(v * (1f - (1f - f) * s) * 255f); |
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92 | int vi = (int)(v * 255f); |
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93 | |||
94 | if (pi < 0) pi = 0; |
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95 | if (pi > 255) pi = 255; |
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96 | if (qi < 0) qi = 0; |
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97 | if (qi > 255) qi = 255; |
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98 | if (ti < 0) ti = 0; |
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99 | if (ti > 255) ti = 255; |
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100 | if (vi < 0) vi = 0; |
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101 | if (vi > 255) vi = 255; |
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102 | |||
103 | switch (sector) |
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104 | { |
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105 | case 0: |
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106 | return Color.FromArgb(vi, ti, pi); |
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107 | case 1: |
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108 | return Color.FromArgb(qi, vi, pi); |
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109 | case 2: |
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110 | return Color.FromArgb(pi, vi, ti); |
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111 | case 3: |
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112 | return Color.FromArgb(pi, qi, vi); |
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113 | case 4: |
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114 | return Color.FromArgb(ti, pi, vi); |
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115 | default: |
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116 | return Color.FromArgb(vi, pi, qi); |
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117 | } |
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118 | } |
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119 | } |
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120 | |||
121 | public class TexturedMapTileRenderer : IMapTileTerrainRenderer |
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122 | { |
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123 | #region Constants |
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124 | |||
125 | private static readonly ILog m_log = |
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126 | LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
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127 | |||
128 | // some hardcoded terrain UUIDs that work with SL 1.20 (the four default textures and "Blank"). |
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129 | // The color-values were choosen because they "look right" (at least to me) ;-) |
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130 | private static readonly UUID defaultTerrainTexture1 = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5"); |
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131 | private static readonly Color defaultColor1 = Color.FromArgb(165, 137, 118); |
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132 | private static readonly UUID defaultTerrainTexture2 = new UUID("63338ede-0037-c4fd-855b-015d77112fc8"); |
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133 | private static readonly Color defaultColor2 = Color.FromArgb(69, 89, 49); |
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134 | private static readonly UUID defaultTerrainTexture3 = new UUID("303cd381-8560-7579-23f1-f0a880799740"); |
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135 | private static readonly Color defaultColor3 = Color.FromArgb(162, 154, 141); |
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136 | private static readonly UUID defaultTerrainTexture4 = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c"); |
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137 | private static readonly Color defaultColor4 = Color.FromArgb(200, 200, 200); |
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138 | |||
139 | private static readonly Color WATER_COLOR = Color.FromArgb(29, 71, 95); |
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140 | |||
141 | #endregion |
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142 | |||
143 | |||
144 | private Scene m_scene; |
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145 | // private IConfigSource m_config; // not used currently |
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146 | |||
147 | // mapping from texture UUIDs to averaged color. This will contain 5-9 values, in general; new values are only |
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148 | // added when the terrain textures are changed in the estate dialog and a new map is generated (and will stay in |
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149 | // that map until the region-server restarts. This could be considered a memory-leak, but it's a *very* small one. |
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150 | // TODO does it make sense to use a "real" cache and regenerate missing entries on fetch? |
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151 | private Dictionary<UUID, Color> m_mapping; |
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152 | |||
153 | |||
154 | public void Initialise(Scene scene, IConfigSource source) |
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155 | { |
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156 | m_scene = scene; |
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157 | // m_config = source; // not used currently |
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158 | m_mapping = new Dictionary<UUID,Color>(); |
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159 | m_mapping.Add(defaultTerrainTexture1, defaultColor1); |
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160 | m_mapping.Add(defaultTerrainTexture2, defaultColor2); |
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161 | m_mapping.Add(defaultTerrainTexture3, defaultColor3); |
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162 | m_mapping.Add(defaultTerrainTexture4, defaultColor4); |
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163 | m_mapping.Add(Util.BLANK_TEXTURE_UUID, Color.White); |
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164 | } |
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165 | |||
166 | #region Helpers |
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167 | // This fetches the texture from the asset server synchroneously. That should be ok, as we |
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168 | // call map-creation only in those places: |
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169 | // - on start: We can wait here until the asset server returns the texture |
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170 | // TODO (- on "map" command: We are in the command-line thread, we will wait for completion anyway) |
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171 | // TODO (- on "automatic" update after some change: We are called from the mapUpdateTimer here and |
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172 | // will wait anyway) |
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173 | private Bitmap fetchTexture(UUID id) |
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174 | { |
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175 | AssetBase asset = m_scene.AssetService.Get(id.ToString()); |
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176 | m_log.DebugFormat("[TEXTURED MAP TILE RENDERER]: Fetched texture {0}, found: {1}", id, asset != null); |
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177 | if (asset == null) return null; |
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178 | |||
179 | ManagedImage managedImage; |
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180 | Image image; |
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181 | |||
182 | try |
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183 | { |
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184 | if (OpenJPEG.DecodeToImage(asset.Data, out managedImage, out image)) |
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185 | return new Bitmap(image); |
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186 | else |
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187 | return null; |
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188 | } |
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189 | catch (DllNotFoundException) |
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190 | { |
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191 | m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg is not installed correctly on this system. Asset Data is empty for {0}", id); |
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192 | |||
193 | } |
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194 | catch (IndexOutOfRangeException) |
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195 | { |
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196 | m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id); |
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197 | |||
198 | } |
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199 | catch (Exception) |
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200 | { |
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201 | m_log.ErrorFormat("[TEXTURED MAP TILE RENDERER]: OpenJpeg was unable to encode this. Asset Data is empty for {0}", id); |
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202 | |||
203 | } |
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204 | return null; |
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205 | |||
206 | } |
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207 | |||
208 | // Compute the average color of a texture. |
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209 | private Color computeAverageColor(Bitmap bmp) |
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210 | { |
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211 | // we have 256 x 256 pixel, each with 256 possible color-values per |
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212 | // color-channel, so 2^24 is the maximum value we can get, adding everything. |
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213 | // int is be big enough for that. |
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214 | int r = 0, g = 0, b = 0; |
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215 | for (int y = 0; y < bmp.Height; ++y) |
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216 | { |
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217 | for (int x = 0; x < bmp.Width; ++x) |
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218 | { |
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219 | Color c = bmp.GetPixel(x, y); |
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220 | r += (int)c.R & 0xff; |
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221 | g += (int)c.G & 0xff; |
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222 | b += (int)c.B & 0xff; |
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223 | } |
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224 | } |
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225 | |||
226 | int pixels = bmp.Width * bmp.Height; |
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227 | return Color.FromArgb(r / pixels, g / pixels, b / pixels); |
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228 | } |
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229 | |||
230 | // return either the average color of the texture, or the defaultColor if the texturID is invalid |
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231 | // or the texture couldn't be found |
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232 | private Color computeAverageColor(UUID textureID, Color defaultColor) { |
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233 | if (textureID == UUID.Zero) return defaultColor; // not set |
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234 | if (m_mapping.ContainsKey(textureID)) return m_mapping[textureID]; // one of the predefined textures |
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235 | |||
236 | Color color; |
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237 | |||
238 | using (Bitmap bmp = fetchTexture(textureID)) |
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239 | { |
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240 | color = bmp == null ? defaultColor : computeAverageColor(bmp); |
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241 | // store it for future reference |
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242 | m_mapping[textureID] = color; |
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243 | } |
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244 | |||
245 | return color; |
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246 | } |
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247 | |||
248 | // S-curve: f(x) = 3x² - 2x³: |
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249 | // f(0) = 0, f(0.5) = 0.5, f(1) = 1, |
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250 | // f'(x) = 0 at x = 0 and x = 1; f'(0.5) = 1.5, |
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251 | // f''(0.5) = 0, f''(x) != 0 for x != 0.5 |
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252 | private float S(float v) { |
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253 | return (v * v * (3f - 2f * v)); |
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254 | } |
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255 | |||
256 | // interpolate two colors in HSV space and return the resulting color |
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257 | private HSV interpolateHSV(ref HSV c1, ref HSV c2, float ratio) { |
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258 | if (ratio <= 0f) return c1; |
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259 | if (ratio >= 1f) return c2; |
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260 | |||
261 | // make sure we are on the same side on the hue-circle for interpolation |
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262 | // We change the hue of the parameters here, but we don't change the color |
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263 | // represented by that value |
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264 | if (c1.h - c2.h > 180f) c1.h -= 360f; |
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265 | else if (c2.h - c1.h > 180f) c1.h += 360f; |
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266 | |||
267 | return new HSV(c1.h * (1f - ratio) + c2.h * ratio, |
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268 | c1.s * (1f - ratio) + c2.s * ratio, |
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269 | c1.v * (1f - ratio) + c2.v * ratio); |
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270 | } |
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271 | |||
272 | // the heigthfield might have some jumps in values. Rendered land is smooth, though, |
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273 | // as a slope is rendered at that place. So average 4 neighbour values to emulate that. |
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274 | private float getHeight(double[,] hm, int x, int y) { |
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275 | if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1)) |
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276 | return (float)(hm[x, y] * .444 + (hm[x + 1, y] + hm[x, y + 1]) * .222 + hm[x + 1, y +1] * .112); |
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277 | else |
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278 | return (float)hm[x, y]; |
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279 | } |
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280 | #endregion |
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281 | |||
282 | public void TerrainToBitmap(Bitmap mapbmp) |
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283 | { |
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284 | int tc = Environment.TickCount; |
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285 | m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Terrain"); |
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286 | |||
287 | // These textures should be in the AssetCache anyway, as every client conneting to this |
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288 | // region needs them. Except on start, when the map is recreated (before anyone connected), |
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289 | // and on change of the estate settings (textures and terrain values), when the map should |
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290 | // be recreated. |
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291 | RegionSettings settings = m_scene.RegionInfo.RegionSettings; |
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292 | |||
293 | // the four terrain colors as HSVs for interpolation |
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294 | HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1)); |
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295 | HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2)); |
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296 | HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3)); |
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297 | HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4)); |
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298 | |||
299 | float levelNElow = (float)settings.Elevation1NE; |
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300 | float levelNEhigh = (float)settings.Elevation2NE; |
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301 | |||
302 | float levelNWlow = (float)settings.Elevation1NW; |
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303 | float levelNWhigh = (float)settings.Elevation2NW; |
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304 | |||
305 | float levelSElow = (float)settings.Elevation1SE; |
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306 | float levelSEhigh = (float)settings.Elevation2SE; |
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307 | |||
308 | float levelSWlow = (float)settings.Elevation1SW; |
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309 | float levelSWhigh = (float)settings.Elevation2SW; |
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310 | |||
311 | float waterHeight = (float)settings.WaterHeight; |
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312 | |||
313 | double[,] hm = m_scene.Heightmap.GetDoubles(); |
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314 | |||
315 | for (int x = 0; x < (int)Constants.RegionSize; x++) |
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316 | { |
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317 | float columnRatio = x / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation |
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318 | for (int y = 0; y < (int)Constants.RegionSize; y++) |
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319 | { |
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320 | float rowRatio = y / ((float)Constants.RegionSize - 1); // 0 - 1, for interpolation |
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321 | |||
322 | // Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left |
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323 | int yr = ((int)Constants.RegionSize - 1) - y; |
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324 | |||
325 | float heightvalue = getHeight(hm, x, y); |
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326 | if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) |
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327 | heightvalue = 0; |
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328 | |||
329 | if (heightvalue > waterHeight) |
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330 | { |
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331 | // add a bit noise for breaking up those flat colors: |
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332 | // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast) |
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333 | // - a small-scale noise, for bringing in some small scale variation |
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334 | //float bigNoise = (float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f; // map to 0.0 - 1.0 |
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335 | //float smallNoise = (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * .5f + .5f; |
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336 | //float hmod = heightvalue + smallNoise * 3f + S(S(bigNoise)) * 10f; |
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337 | float hmod = |
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338 | heightvalue + |
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339 | (float)TerrainUtil.InterpolatedNoise(x + 33, y + 43) * 1.5f + 1.5f + // 0 - 3 |
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340 | S(S((float)TerrainUtil.InterpolatedNoise(x / 8.0, y / 8.0) * .5f + .5f)) * 10f; // 0 - 10 |
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341 | |||
342 | // find the low/high values for this point (interpolated bilinearily) |
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343 | // (and remember, x=0,y=0 is SW) |
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344 | float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) + |
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345 | levelSElow * (1f - rowRatio) * columnRatio + |
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346 | levelNWlow * rowRatio * (1f - columnRatio) + |
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347 | levelNElow * rowRatio * columnRatio; |
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348 | float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) + |
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349 | levelSEhigh * (1f - rowRatio) * columnRatio + |
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350 | levelNWhigh * rowRatio * (1f - columnRatio) + |
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351 | levelNEhigh * rowRatio * columnRatio; |
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352 | if (high < low) |
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353 | { |
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354 | // someone tried to fool us. High value should be higher than low every time |
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355 | float tmp = high; |
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356 | high = low; |
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357 | low = tmp; |
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358 | } |
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359 | |||
360 | HSV hsv; |
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361 | if (hmod <= low) hsv = hsv1; // too low |
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362 | else if (hmod >= high) hsv = hsv4; // too high |
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363 | else |
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364 | { |
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365 | // HSV-interpolate along the colors |
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366 | // first, rescale h to 0.0 - 1.0 |
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367 | hmod = (hmod - low) / (high - low); |
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368 | // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4 |
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369 | if (hmod < 1f/3f) hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f); |
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370 | else if (hmod < 2f/3f) hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f); |
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371 | else hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f); |
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372 | } |
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373 | |||
374 | // Shade the terrain for shadows |
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375 | if (x < ((int)Constants.RegionSize - 1) && y < ((int)Constants.RegionSize - 1)) |
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376 | { |
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377 | float hfvaluecompare = getHeight(hm, x + 1, y + 1); // light from north-east => look at land height there |
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378 | if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare)) |
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379 | hfvaluecompare = 0f; |
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380 | |||
381 | float hfdiff = heightvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower |
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382 | hfdiff *= 0.06f; // some random factor so "it looks good" |
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383 | if (hfdiff > 0.02f) |
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384 | { |
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385 | float highlightfactor = 0.18f; |
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386 | // NE is lower than here |
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387 | // We have to desaturate and lighten the land at the same time |
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388 | hsv.s = (hsv.s - (hfdiff * highlightfactor) > 0f) ? hsv.s - (hfdiff * highlightfactor) : 0f; |
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389 | hsv.v = (hsv.v + (hfdiff * highlightfactor) < 1f) ? hsv.v + (hfdiff * highlightfactor) : 1f; |
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390 | } |
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391 | else if (hfdiff < -0.02f) |
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392 | { |
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393 | // here is lower than NE: |
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394 | // We have to desaturate and blacken the land at the same time |
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395 | hsv.s = (hsv.s + hfdiff > 0f) ? hsv.s + hfdiff : 0f; |
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396 | hsv.v = (hsv.v + hfdiff > 0f) ? hsv.v + hfdiff : 0f; |
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397 | } |
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398 | } |
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399 | mapbmp.SetPixel(x, yr, hsv.toColor()); |
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400 | } |
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401 | else |
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402 | { |
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403 | // We're under the water level with the terrain, so paint water instead of land |
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404 | |||
405 | heightvalue = waterHeight - heightvalue; |
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406 | if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue)) |
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407 | heightvalue = 0f; |
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408 | else if (heightvalue > 19f) |
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409 | heightvalue = 19f; |
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410 | else if (heightvalue < 0f) |
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411 | heightvalue = 0f; |
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412 | |||
413 | heightvalue = 100f - (heightvalue * 100f) / 19f; // 0 - 19 => 100 - 0 |
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414 | |||
415 | mapbmp.SetPixel(x, yr, WATER_COLOR); |
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416 | } |
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417 | } |
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418 | } |
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419 | |||
420 | m_log.Debug("[TEXTURED MAP TILE RENDERER]: Generating Maptile Step 1: Done in " + (Environment.TickCount - tc) + " ms"); |
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421 | } |
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422 | } |
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423 | } |