mirror of
https://github.com/justasabc/UnityOpenSimClient.git
synced 2026-08-14 09:02:36 +00:00
384 lines
16 KiB
C#
384 lines
16 KiB
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;
|
|
}
|
|
}
|
|
}
|