clockwerk-opensim-stable – Rev 1

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/*
 * Copyright (c) Contributors, http://opensimulator.org/
 * See CONTRIBUTORS.TXT for a full list of copyright holders.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *     * Redistributions of source code must retain the above copyright
 *       notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *     * Neither the name of the OpenSimulator Project nor the
 *       names of its contributors may be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Imaging;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Services.Interfaces;

namespace OpenSim.Region.CoreModules.World.Warp3DMap
{
    public static class TerrainSplat
    {
        #region Constants

        private static readonly UUID DIRT_DETAIL = new UUID("0bc58228-74a0-7e83-89bc-5c23464bcec5");
        private static readonly UUID GRASS_DETAIL = new UUID("63338ede-0037-c4fd-855b-015d77112fc8");
        private static readonly UUID MOUNTAIN_DETAIL = new UUID("303cd381-8560-7579-23f1-f0a880799740");
        private static readonly UUID ROCK_DETAIL = new UUID("53a2f406-4895-1d13-d541-d2e3b86bc19c");

        private static readonly UUID[] DEFAULT_TERRAIN_DETAIL = new UUID[]
        {
            DIRT_DETAIL,
            GRASS_DETAIL,
            MOUNTAIN_DETAIL,
            ROCK_DETAIL
        };

        private static readonly Color[] DEFAULT_TERRAIN_COLOR = new Color[]
        {
            Color.FromArgb(255, 164, 136, 117),
            Color.FromArgb(255, 65, 87, 47),
            Color.FromArgb(255, 157, 145, 131),
            Color.FromArgb(255, 125, 128, 130)
        };

        private static readonly UUID TERRAIN_CACHE_MAGIC = new UUID("2c0c7ef2-56be-4eb8-aacb-76712c535b4b");

        #endregion Constants

        private static readonly ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType.Name);

        /// <summary>
        /// Builds a composited terrain texture given the region texture
        /// and heightmap settings
        /// </summary>
        /// <param name="heightmap">Terrain heightmap</param>
        /// <param name="regionInfo">Region information including terrain texture parameters</param>
        /// <returns>A composited 256x256 RGB texture ready for rendering</returns>
        /// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
        /// </remarks>
        public static Bitmap Splat(float[] heightmap, UUID[] textureIDs, float[] startHeights, float[] heightRanges, Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
        {
            Debug.Assert(heightmap.Length == 256 * 256);
            Debug.Assert(textureIDs.Length == 4);
            Debug.Assert(startHeights.Length == 4);
            Debug.Assert(heightRanges.Length == 4);

            Bitmap[] detailTexture = new Bitmap[4];
            Bitmap output = null;
            BitmapData outputData = null;

            try
            {
                if (textureTerrain)
                {
                    // Swap empty terrain textureIDs with default IDs
                    for (int i = 0; i < textureIDs.Length; i++)
                    {
                        if (textureIDs[i] == UUID.Zero)
                            textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
                    }
    
                    #region Texture Fetching
    
                    if (assetService != null)
                    {
                        for (int i = 0; i < 4; i++)
                        {
                            AssetBase asset;
                            UUID cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);
    
                            // Try to fetch a cached copy of the decoded/resized version of this texture
                            asset = assetService.GetCached(cacheID.ToString());
                            if (asset != null)
                            {
//                                m_log.DebugFormat(
//                                    "[TERRAIN SPLAT]: Got asset service cached terrain texture {0} {1}", i, asset.ID);

                                try
                                {
                                    using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
                                        detailTexture[i] = (Bitmap)Image.FromStream(stream);
                                }
                                catch (Exception ex)
                                {
                                    m_log.Warn("Failed to decode cached terrain texture " + cacheID +
                                        " (textureID: " + textureIDs[i] + "): " + ex.Message);
                                }
                            }
    
                            if (detailTexture[i] == null)
                            {
                                // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
                                asset = assetService.Get(textureIDs[i].ToString());
                                if (asset != null)
                                {
//                                    m_log.DebugFormat(
//                                        "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);

                                    try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
                                    catch (Exception ex)
                                    {
                                        m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
                                    }
                                }
    
                                if (detailTexture[i] != null)
                                {    
                                    // Make sure this texture is the correct size, otherwise resize
                                    if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
                                    {
                                        using (Bitmap origBitmap = detailTexture[i])
                                        {
                                            detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
                                        }
                                    }
    
                                    // Save the decoded and resized texture to the cache
                                    byte[] data;
                                    using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
                                    {
                                        detailTexture[i].Save(stream, ImageFormat.Png);
                                        data = stream.ToArray();
                                    }
    
                                    // Cache a PNG copy of this terrain texture
                                    AssetBase newAsset = new AssetBase
                                    {
                                        Data = data,
                                        Description = "PNG",
                                        Flags = AssetFlags.Collectable,
                                        FullID = cacheID,
                                        ID = cacheID.ToString(),
                                        Local = true,
                                        Name = String.Empty,
                                        Temporary = true,
                                        Type = (sbyte)AssetType.Unknown
                                    };
                                    newAsset.Metadata.ContentType = "image/png";
                                    assetService.Store(newAsset);
                                }
                            }
                        }
                    }
    
                    #endregion Texture Fetching
                }
    
                // Fill in any missing textures with a solid color
                for (int i = 0; i < 4; i++)
                {
                    if (detailTexture[i] == null)
                    {
//                        m_log.DebugFormat(
//                            "[TERRAIN SPLAT]: Generating solid colour for missing texture {0}", i);

                        // Create a solid color texture for this layer
                        detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
                        using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
                        {
                            using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
                                gfx.FillRectangle(brush, 0, 0, 256, 256);
                        }
                    }
                }
    
                #region Layer Map
    
                float[] layermap = new float[256 * 256];
    
                for (int y = 0; y < 256; y++)
                {
                    for (int x = 0; x < 256; x++)
                    {
                        float height = heightmap[y * 256 + x];
    
                        float pctX = (float)x / 255f;
                        float pctY = (float)y / 255f;
    
                        // Use bilinear interpolation between the four corners of start height and 
                        // height range to select the current values at this position
                        float startHeight = ImageUtils.Bilinear(
                            startHeights[0],
                            startHeights[2],
                            startHeights[1],
                            startHeights[3],
                            pctX, pctY);
                        startHeight = Utils.Clamp(startHeight, 0f, 255f);
    
                        float heightRange = ImageUtils.Bilinear(
                            heightRanges[0],
                            heightRanges[2],
                            heightRanges[1],
                            heightRanges[3],
                            pctX, pctY);
                        heightRange = Utils.Clamp(heightRange, 0f, 255f);
    
                        // Generate two frequencies of perlin noise based on our global position
                        // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
                        Vector3 vec = new Vector3
                        (
                            ((float)regionPosition.X + x) * 0.20319f,
                            ((float)regionPosition.Y + y) * 0.20319f,
                            height * 0.25f
                        );
    
                        float lowFreq = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
                        float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
                        float noise = (lowFreq + highFreq) * 2f;
    
                        // Combine the current height, generated noise, start height, and height range parameters, then scale all of it 
                        float layer = ((height + noise - startHeight) / heightRange) * 4f;
                        if (Single.IsNaN(layer)) layer = 0f;
                        layermap[y * 256 + x] = Utils.Clamp(layer, 0f, 3f);
                    }
                }
    
                #endregion Layer Map
    
                #region Texture Compositing
    
                output = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
                outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
    
                unsafe
                {
                    // Get handles to all of the texture data arrays
                    BitmapData[] datas = new BitmapData[]
                    {
                        detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
                        detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
                        detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
                        detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
                    };
    
                    int[] comps = new int[]
                    {
                        (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
                        (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
                        (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
                        (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3
                    };
    
                    for (int y = 0; y < 256; y++)
                    {
                        for (int x = 0; x < 256; x++)
                        {
                            float layer = layermap[y * 256 + x];
    
                            // Select two textures
                            int l0 = (int)Math.Floor(layer);
                            int l1 = Math.Min(l0 + 1, 3);
    
                            byte* ptrA = (byte*)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0];
                            byte* ptrB = (byte*)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1];
                            byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
    
                            float aB = *(ptrA + 0);
                            float aG = *(ptrA + 1);
                            float aR = *(ptrA + 2);
    
                            float bB = *(ptrB + 0);
                            float bG = *(ptrB + 1);
                            float bR = *(ptrB + 2);
    
                            float layerDiff = layer - l0;
    
                            // Interpolate between the two selected textures
                            *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB));
                            *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
                            *(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR));
                        }
                    }
    
                    for (int i = 0; i < 4; i++)
                        detailTexture[i].UnlockBits(datas[i]);
                }
            }
            finally
            {
                for (int i = 0; i < 4; i++)
                    if (detailTexture[i] != null)
                        detailTexture[i].Dispose();
            }

            output.UnlockBits(outputData);

            // We generated the texture upside down, so flip it
            output.RotateFlip(RotateFlipType.RotateNoneFlipY);

            #endregion Texture Compositing

            return output;
        }

        public static Bitmap SplatSimple(float[] heightmap)
        {
            const float BASE_HSV_H = 93f / 360f;
            const float BASE_HSV_S = 44f / 100f;
            const float BASE_HSV_V = 34f / 100f;

            Bitmap img = new Bitmap(256, 256);
            BitmapData bitmapData = img.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);

            unsafe
            {
                for (int y = 255; y >= 0; y--)
                {
                    for (int x = 0; x < 256; x++)
                    {
                        float normHeight = heightmap[y * 256 + x] / 255f;
                        normHeight = Utils.Clamp(normHeight, BASE_HSV_V, 1.0f);

                        Color4 color = Color4.FromHSV(BASE_HSV_H, BASE_HSV_S, normHeight);

                        byte* ptr = (byte*)bitmapData.Scan0 + y * bitmapData.Stride + x * 3;
                        *(ptr + 0) = (byte)(color.B * 255f);
                        *(ptr + 1) = (byte)(color.G * 255f);
                        *(ptr + 2) = (byte)(color.R * 255f);
                    }
                }
            }

            img.UnlockBits(bitmapData);
            return img;
        }
    }
}