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From: Alan Webb <alan_webb@us.ibm.com>
Changes to support client-side image pre-caching in the region. This commit adds an additional calling sequence to the DynamicTexture data and URL calls. The new interface allows a dynamic image to be loaded into a specific object face (rather than the mandatory ALL_SIDES supported today. This is in part fulfilment of ticket #458.
This commit is contained in:
@@ -42,6 +42,10 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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{
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public class DynamicTextureModule : IRegionModule, IDynamicTextureManager
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private const int ALL_SIDES = -1;
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private Dictionary<UUID, Scene> RegisteredScenes = new Dictionary<UUID, Scene>();
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private Dictionary<string, IDynamicTextureRender> RenderPlugins =
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@@ -105,6 +109,12 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
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string extraParams, int updateTimer, bool SetBlending, byte AlphaValue)
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{
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return AddDynamicTextureURL(simID, primID, contentType, url, extraParams, updateTimer, SetBlending, AlphaValue, ALL_SIDES);
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}
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public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
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string extraParams, int updateTimer, bool SetBlending, byte AlphaValue, int face)
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{
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if (RenderPlugins.ContainsKey(contentType))
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{
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@@ -120,6 +130,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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updater.Params = extraParams;
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updater.BlendWithOldTexture = SetBlending;
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updater.FrontAlpha = AlphaValue;
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updater.Face = face;
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lock (Updaters)
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{
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@@ -143,6 +154,12 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
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string extraParams, int updateTimer, bool SetBlending, byte AlphaValue)
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{
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return AddDynamicTextureData(simID, primID, contentType, data, extraParams, updateTimer, SetBlending, AlphaValue, ALL_SIDES);
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}
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public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
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string extraParams, int updateTimer, bool SetBlending, byte AlphaValue, int face)
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{
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if (RenderPlugins.ContainsKey(contentType))
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{
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@@ -156,6 +173,8 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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updater.Params = extraParams;
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updater.BlendWithOldTexture = SetBlending;
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updater.FrontAlpha = AlphaValue;
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updater.Face = face;
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updater.Url = "Local image";
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lock (Updaters)
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{
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@@ -232,6 +251,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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public UUID SimUUID;
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public UUID UpdaterID;
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public int UpdateTimer;
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public int Face;
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public string Url;
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public DynamicTextureUpdater()
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@@ -249,7 +269,7 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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SceneObjectPart part = scene.GetSceneObjectPart(PrimID);
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if (data == null)
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if (data == null || data.Length <= 1)
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{
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string msg =
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String.Format("DynamicTextureModule: Error preparing image using URL {0}", Url);
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@@ -287,34 +307,51 @@ namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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asset.Data = assetData;
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asset.Name = "DynamicImage" + Util.RandomClass.Next(1, 10000);
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asset.Type = 0;
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asset.Description = "dynamic image";
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asset.Description = String.Format("URL image : {0}", Url);
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asset.Local = false;
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asset.Temporary = true;
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scene.AssetService.Store(asset);
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LastAssetID = asset.FullID;
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IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
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if (cacheLayerDecode != null)
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{
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cacheLayerDecode.syncdecode(asset.FullID, asset.Data);
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cacheLayerDecode = null;
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LastAssetID = asset.FullID;
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}
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cacheLayerDecode = null;
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// mostly keep the values from before
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Primitive.TextureEntry tmptex = part.Shape.Textures;
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// remove the old asset from the cache
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// UUID oldID = tmptex.DefaultTexture.TextureID;
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// remove the old asset from the cache later
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UUID oldID = tmptex.DefaultTexture.TextureID;
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tmptex.DefaultTexture.TextureID = asset.FullID;
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if (Face == ALL_SIDES)
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{
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tmptex.DefaultTexture.TextureID = asset.FullID;
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}
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else
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{
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try
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{
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Primitive.TextureEntryFace texface = tmptex.CreateFace((uint)Face);
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texface.TextureID = asset.FullID;
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tmptex.FaceTextures[Face] = texface;
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}
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catch(Exception)
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{
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tmptex.DefaultTexture.TextureID = asset.FullID;
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}
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}
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// I'm pretty sure we always want to force this to true
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// I'm pretty sure noone whats to set fullbright true if it wasn't true before.
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// tmptex.DefaultTexture.Fullbright = true;
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part.Shape.Textures = tmptex;
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part.ScheduleFullUpdate();
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part.UpdateTexture(tmptex);
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// scene.CommsManager.AssetCache.ExpireAsset(oldID);
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scene.AssetService.Delete(oldID.ToString());
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}
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private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha)
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