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C#

//
// Radegast Metaverse Client
// Copyright (c) 2009-2013, Radegast Development Team
// All rights reserved.
//
// 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 application "Radegast", 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT HOLDER OR 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.
//
// Based on code from Aurora Sim and OpenSimulator
// Copyright (c) Contributors, http://aurora-sim.org/, http://opensimulator.org/
//
// $Id$
//
using System;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Imaging;
using System.Threading;
using OpenMetaverse;
using OpenMetaverse.Imaging;
namespace Radegast.Rendering
{
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 int RegionSize = 256;
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
/// <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>
/// HACK: Change RadegastInstance to GridClient
public static Bitmap Splat(GridClient client, float[,] heightmap, UUID[] textureIDs, float[] startHeights, float[] heightRanges)
{
Debug.Assert(textureIDs.Length == 4);
Debug.Assert(startHeights.Length == 4);
Debug.Assert(heightRanges.Length == 4);
int outputSize = 2048;
Bitmap[] detailTexture = new Bitmap[4];
// 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
for (int i = 0; i < 4; i++)
{
AutoResetEvent textureDone = new AutoResetEvent(false);
UUID textureID = textureIDs[i];
client.Assets.RequestImage(textureID, TextureDownloadCallback(detailTexture, i, textureDone));
textureDone.WaitOne(3 * 1000, false);
}
#endregion Texture Fetching
// Fill in any missing textures with a solid color
for (int i = 0; i < 4; i++)
{
if (detailTexture[i] == null)
{
// Create a solid color texture for this layer
detailTexture[i] = new Bitmap(outputSize, outputSize, PixelFormat.Format24bppRgb);
using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
{
using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
gfx.FillRectangle(brush, 0, 0, outputSize, outputSize);
}
}
else if (detailTexture[i].Width != outputSize || detailTexture[i].Height != outputSize)
{
detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
}
}
#region Layer Map
int diff = heightmap.GetLength(0) / RegionSize;
float[] layermap = new float[RegionSize * RegionSize];
for (int y = 0; y < heightmap.GetLength(0); y += diff)
{
for (int x = 0; x < heightmap.GetLength(1); x += diff)
{
int newX = x / diff;
int newY = y / diff;
float height = heightmap[newX, newY];
float pctX = (float)newX / 255f;
float pctY = (float)newY / 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
(
newX * 0.20319f,
newY * 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[newY * RegionSize + newX] = Utils.Clamp(layer, 0f, 3f);
}
}
#endregion Layer Map
#region Texture Compositing
Bitmap output = new Bitmap(outputSize, outputSize, PixelFormat.Format24bppRgb);
BitmapData outputData = output.LockBits(new Rectangle(0, 0, outputSize, outputSize), 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
};
int[] strides = new int[]
{
datas[0].Stride,
datas[1].Stride,
datas[2].Stride,
datas[3].Stride
};
IntPtr[] scans = new IntPtr[]
{
datas[0].Scan0,
datas[1].Scan0,
datas[2].Scan0,
datas[3].Scan0
};
int ratio = outputSize / RegionSize;
for (int y = 0; y < outputSize; y++)
{
for (int x = 0; x < outputSize; x++)
{
float layer = layermap[(y / ratio) * RegionSize + x / ratio];
float layerx = layermap[(y / ratio) * RegionSize + Math.Min(outputSize - 1, (x + 1)) / ratio];
float layerxx = layermap[(y / ratio) * RegionSize + Math.Max(0, (x - 1)) / ratio];
float layery = layermap[Math.Min(outputSize - 1, (y + 1)) / ratio * RegionSize + x / ratio];
float layeryy = layermap[(Math.Max(0, (y - 1)) / ratio) * RegionSize + x / ratio];
// Select two textures
int l0 = (int)Math.Floor(layer);
int l1 = Math.Min(l0 + 1, 3);
byte* ptrA = (byte*)scans[l0] + (y % 256) * strides[l0] + (x % 256) * comps[l0];
byte* ptrB = (byte*)scans[l1] + (y % 256) * strides[l1] + (x % 256) * comps[l1];
byte* ptrO = (byte*)outputData.Scan0 + y * outputData.Stride + x * 3;
float aB = *(ptrA + 0);
float aG = *(ptrA + 1);
float aR = *(ptrA + 2);
int lX = (int)Math.Floor(layerx);
byte* ptrX = (byte*)scans[lX] + (y % 256) * strides[lX] + (x % 256) * comps[lX];
int lXX = (int)Math.Floor(layerxx);
byte* ptrXX = (byte*)scans[lXX] + (y % 256) * strides[lXX] + (x % 256) * comps[lXX];
int lY = (int)Math.Floor(layery);
byte* ptrY = (byte*)scans[lY] + (y % 256) * strides[lY] + (x % 256) * comps[lY];
int lYY = (int)Math.Floor(layeryy);
byte* ptrYY = (byte*)scans[lYY] + (y % 256) * strides[lYY] + (x % 256) * comps[lYY];
float bB = *(ptrB + 0);
float bG = *(ptrB + 1);
float bR = *(ptrB + 2);
float layerDiff = layer - l0;
float xlayerDiff = layerx - layer;
float xxlayerDiff = layerxx - layer;
float ylayerDiff = layery - layer;
float yylayerDiff = layeryy - layer;
// Interpolate between the two selected textures
*(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB) +
xlayerDiff * (*ptrX - aB) +
xxlayerDiff * (*(ptrXX) - aB) +
ylayerDiff * (*ptrY - aB) +
yylayerDiff * (*(ptrYY) - aB));
*(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG) +
xlayerDiff * (*(ptrX + 1) - aG) +
xxlayerDiff * (*(ptrXX + 1) - aG) +
ylayerDiff * (*(ptrY + 1) - aG) +
yylayerDiff * (*(ptrYY + 1) - aG));
*(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR) +
xlayerDiff * (*(ptrX + 2) - aR) +
xxlayerDiff * (*(ptrXX + 2) - aR) +
ylayerDiff * (*(ptrY + 2) - aR) +
yylayerDiff * (*(ptrYY + 2) - aR));
}
}
for (int i = 0; i < 4; i++)
{
detailTexture[i].UnlockBits(datas[i]);
detailTexture[i].Dispose();
}
}
layermap = null;
output.UnlockBits(outputData);
output.RotateFlip(RotateFlipType.Rotate270FlipNone);
#endregion Texture Compositing
return output;
}
private static TextureDownloadCallback TextureDownloadCallback(Bitmap[] detailTexture, int i, AutoResetEvent textureDone)
{
return (state, assetTexture) =>
{
if (state == TextureRequestState.Finished && assetTexture != null && assetTexture.AssetData != null)
{
Image img;
ManagedImage mi;
OpenJPEG.DecodeToImage(assetTexture.AssetData, out mi, out img);
detailTexture[i] = (Bitmap)img;
}
textureDone.Set();
};
}
public static Bitmap ResizeBitmap(Bitmap b, int nWidth, int nHeight)
{
Bitmap result = new Bitmap(nWidth, nHeight);
using (Graphics g = Graphics.FromImage((Image)result))
{
g.DrawImage(b, 0, 0, nWidth, nHeight);
}
b.Dispose();
return result;
}
public static Bitmap TileBitmap(Bitmap b, int tiles)
{
Bitmap result = new Bitmap(b.Width * tiles, b.Width * tiles);
using (Graphics g = Graphics.FromImage((Image)result))
{
for (int x = 0; x < tiles; x++)
{
for (int y = 0; y < tiles; y++)
{
g.DrawImage(b, x * 256, y * 256, x * 256 + 256, y * 256 + 256);
}
}
}
b.Dispose();
return result;
}
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[x, y] / 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;
}
}
}