replace lightshare early work

This commit is contained in:
UbitUmarov
2020-06-10 09:26:55 +01:00
parent 0d76635113
commit e2be90caaf
23 changed files with 1917 additions and 1457 deletions

View File

@@ -429,75 +429,6 @@ namespace OpenSim.Data.SQLite
}
}
/// <summary>
/// Load windlight settings from region storage
/// </summary>
/// <param name="regionUUID">RegionID</param>
public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
{
RegionLightShareData wl = null;
lock (ds)
{
DataTable windlightTable = ds.Tables["regionwindlight"];
DataRow windlightRow = windlightTable.Rows.Find(regionUUID.ToString());
if (windlightRow == null)
{
wl = new RegionLightShareData();
wl.regionID = regionUUID;
StoreRegionWindlightSettings(wl);
return wl;
}
wl = buildRegionWindlight(windlightRow);
return wl;
}
}
/// <summary>
/// Remove windlight settings from region storage
/// </summary>
/// <param name="regionID">RegionID</param>
public void RemoveRegionWindlightSettings(UUID regionID)
{
lock (ds)
{
DataTable windlightTable = ds.Tables["regionwindlight"];
DataRow windlightRow = windlightTable.Rows.Find(regionID.ToString());
if (windlightRow != null)
{
windlightRow.Delete();
}
}
Commit();
}
/// <summary>
/// Adds an windlight into region storage
/// </summary>
/// <param name="wl">RegionLightShareData</param>
public void StoreRegionWindlightSettings(RegionLightShareData wl)
{
lock (ds)
{
DataTable windlightTable = ds.Tables["regionwindlight"];
DataRow windlightRow = windlightTable.Rows.Find(wl.regionID.ToString());
if (windlightRow == null)
{
windlightRow = windlightTable.NewRow();
fillRegionWindlightRow(windlightRow, wl);
windlightTable.Rows.Add(windlightRow);
}
else
{
fillRegionWindlightRow(windlightRow, wl);
}
Commit();
}
}
#region Region Environment Settings
public string LoadRegionEnvironmentSettings(UUID regionUUID)
{
@@ -2038,86 +1969,12 @@ namespace OpenSim.Data.SQLite
newSettings.ParcelImageID = new UUID((String)row["parcel_tile_ID"]);
newSettings.GodBlockSearch = Convert.ToBoolean(row["block_search"]);
newSettings.Casino = Convert.ToBoolean(row["casino"]);
if (!(row["cacheID"] is System.DBNull))
newSettings.CacheID = new UUID((String)row["cacheID"]);
return newSettings;
}
/// <summary>
/// Build a windlight entry from the persisted data.
/// </summary>
/// <param name="row"></param>
/// <returns>RegionLightShareData</returns>
private RegionLightShareData buildRegionWindlight(DataRow row)
{
RegionLightShareData windlight = new RegionLightShareData();
windlight.regionID = new UUID((string)row["region_id"]);
windlight.waterColor.X = Convert.ToSingle(row["water_color_r"]);
windlight.waterColor.Y = Convert.ToSingle(row["water_color_g"]);
windlight.waterColor.Z = Convert.ToSingle(row["water_color_b"]);
//windlight.waterColor.W = Convert.ToSingle(row["water_color_i"]); //not implemented
windlight.waterFogDensityExponent = Convert.ToSingle(row["water_fog_density_exponent"]);
windlight.underwaterFogModifier = Convert.ToSingle(row["underwater_fog_modifier"]);
windlight.reflectionWaveletScale.X = Convert.ToSingle(row["reflection_wavelet_scale_1"]);
windlight.reflectionWaveletScale.Y = Convert.ToSingle(row["reflection_wavelet_scale_2"]);
windlight.reflectionWaveletScale.Z = Convert.ToSingle(row["reflection_wavelet_scale_3"]);
windlight.fresnelScale = Convert.ToSingle(row["fresnel_scale"]);
windlight.fresnelOffset = Convert.ToSingle(row["fresnel_offset"]);
windlight.refractScaleAbove = Convert.ToSingle(row["refract_scale_above"]);
windlight.refractScaleBelow = Convert.ToSingle(row["refract_scale_below"]);
windlight.blurMultiplier = Convert.ToSingle(row["blur_multiplier"]);
windlight.bigWaveDirection.X = Convert.ToSingle(row["big_wave_direction_x"]);
windlight.bigWaveDirection.Y = Convert.ToSingle(row["big_wave_direction_y"]);
windlight.littleWaveDirection.X = Convert.ToSingle(row["little_wave_direction_x"]);
windlight.littleWaveDirection.Y = Convert.ToSingle(row["little_wave_direction_y"]);
windlight.normalMapTexture = new UUID((string)row["normal_map_texture"]);
windlight.horizon.X = Convert.ToSingle(row["horizon_r"]);
windlight.horizon.Y = Convert.ToSingle(row["horizon_g"]);
windlight.horizon.Z = Convert.ToSingle(row["horizon_b"]);
windlight.horizon.W = Convert.ToSingle(row["horizon_i"]);
windlight.hazeHorizon = Convert.ToSingle(row["haze_horizon"]);
windlight.blueDensity.X = Convert.ToSingle(row["blue_density_r"]);
windlight.blueDensity.Y = Convert.ToSingle(row["blue_density_g"]);
windlight.blueDensity.Z = Convert.ToSingle(row["blue_density_b"]);
windlight.blueDensity.W = Convert.ToSingle(row["blue_density_i"]);
windlight.hazeDensity = Convert.ToSingle(row["haze_density"]);
windlight.densityMultiplier = Convert.ToSingle(row["density_multiplier"]);
windlight.distanceMultiplier = Convert.ToSingle(row["distance_multiplier"]);
windlight.maxAltitude = Convert.ToUInt16(row["max_altitude"]);
windlight.sunMoonColor.X = Convert.ToSingle(row["sun_moon_color_r"]);
windlight.sunMoonColor.Y = Convert.ToSingle(row["sun_moon_color_g"]);
windlight.sunMoonColor.Z = Convert.ToSingle(row["sun_moon_color_b"]);
windlight.sunMoonColor.W = Convert.ToSingle(row["sun_moon_color_i"]);
windlight.sunMoonPosition = Convert.ToSingle(row["sun_moon_position"]);
windlight.ambient.X = Convert.ToSingle(row["ambient_r"]);
windlight.ambient.Y = Convert.ToSingle(row["ambient_g"]);
windlight.ambient.Z = Convert.ToSingle(row["ambient_b"]);
windlight.ambient.W = Convert.ToSingle(row["ambient_i"]);
windlight.eastAngle = Convert.ToSingle(row["east_angle"]);
windlight.sunGlowFocus = Convert.ToSingle(row["sun_glow_focus"]);
windlight.sunGlowSize = Convert.ToSingle(row["sun_glow_size"]);
windlight.sceneGamma = Convert.ToSingle(row["scene_gamma"]);
windlight.starBrightness = Convert.ToSingle(row["star_brightness"]);
windlight.cloudColor.X = Convert.ToSingle(row["cloud_color_r"]);
windlight.cloudColor.Y = Convert.ToSingle(row["cloud_color_g"]);
windlight.cloudColor.Z = Convert.ToSingle(row["cloud_color_b"]);
windlight.cloudColor.W = Convert.ToSingle(row["cloud_color_i"]);
windlight.cloudXYDensity.X = Convert.ToSingle(row["cloud_x"]);
windlight.cloudXYDensity.Y = Convert.ToSingle(row["cloud_y"]);
windlight.cloudXYDensity.Z = Convert.ToSingle(row["cloud_density"]);
windlight.cloudCoverage = Convert.ToSingle(row["cloud_coverage"]);
windlight.cloudScale = Convert.ToSingle(row["cloud_scale"]);
windlight.cloudDetailXYDensity.X = Convert.ToSingle(row["cloud_detail_x"]);
windlight.cloudDetailXYDensity.Y = Convert.ToSingle(row["cloud_detail_y"]);
windlight.cloudDetailXYDensity.Z = Convert.ToSingle(row["cloud_detail_density"]);
windlight.cloudScrollX = Convert.ToSingle(row["cloud_scroll_x"]);
windlight.cloudScrollXLock = Convert.ToBoolean(row["cloud_scroll_x_lock"]);
windlight.cloudScrollY = Convert.ToSingle(row["cloud_scroll_y"]);
windlight.cloudScrollYLock = Convert.ToBoolean(row["cloud_scroll_y_lock"]);
windlight.drawClassicClouds = Convert.ToBoolean(row["draw_classic_clouds"]);
return windlight;
}
/// <summary>
/// Build a land access entry from the persisted data.
/// </summary>
@@ -2461,79 +2318,6 @@ namespace OpenSim.Data.SQLite
row["cacheID"] = settings.CacheID;
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <param name="windlight"></param>
private static void fillRegionWindlightRow(DataRow row, RegionLightShareData windlight)
{
row["region_id"] = windlight.regionID.ToString();
row["water_color_r"] = windlight.waterColor.X;
row["water_color_g"] = windlight.waterColor.Y;
row["water_color_b"] = windlight.waterColor.Z;
row["water_color_i"] = 1; //windlight.waterColor.W; //not implemented
row["water_fog_density_exponent"] = windlight.waterFogDensityExponent;
row["underwater_fog_modifier"] = windlight.underwaterFogModifier;
row["reflection_wavelet_scale_1"] = windlight.reflectionWaveletScale.X;
row["reflection_wavelet_scale_2"] = windlight.reflectionWaveletScale.Y;
row["reflection_wavelet_scale_3"] = windlight.reflectionWaveletScale.Z;
row["fresnel_scale"] = windlight.fresnelScale;
row["fresnel_offset"] = windlight.fresnelOffset;
row["refract_scale_above"] = windlight.refractScaleAbove;
row["refract_scale_below"] = windlight.refractScaleBelow;
row["blur_multiplier"] = windlight.blurMultiplier;
row["big_wave_direction_x"] = windlight.bigWaveDirection.X;
row["big_wave_direction_y"] = windlight.bigWaveDirection.Y;
row["little_wave_direction_x"] = windlight.littleWaveDirection.X;
row["little_wave_direction_y"] = windlight.littleWaveDirection.Y;
row["normal_map_texture"] = windlight.normalMapTexture.ToString();
row["horizon_r"] = windlight.horizon.X;
row["horizon_g"] = windlight.horizon.Y;
row["horizon_b"] = windlight.horizon.Z;
row["horizon_i"] = windlight.horizon.W;
row["haze_horizon"] = windlight.hazeHorizon;
row["blue_density_r"] = windlight.blueDensity.X;
row["blue_density_g"] = windlight.blueDensity.Y;
row["blue_density_b"] = windlight.blueDensity.Z;
row["blue_density_i"] = windlight.blueDensity.W;
row["haze_density"] = windlight.hazeDensity;
row["density_multiplier"] = windlight.densityMultiplier;
row["distance_multiplier"] = windlight.distanceMultiplier;
row["max_altitude"] = windlight.maxAltitude;
row["sun_moon_color_r"] = windlight.sunMoonColor.X;
row["sun_moon_color_g"] = windlight.sunMoonColor.Y;
row["sun_moon_color_b"] = windlight.sunMoonColor.Z;
row["sun_moon_color_i"] = windlight.sunMoonColor.W;
row["sun_moon_position"] = windlight.sunMoonPosition;
row["ambient_r"] = windlight.ambient.X;
row["ambient_g"] = windlight.ambient.Y;
row["ambient_b"] = windlight.ambient.Z;
row["ambient_i"] = windlight.ambient.W;
row["east_angle"] = windlight.eastAngle;
row["sun_glow_focus"] = windlight.sunGlowFocus;
row["sun_glow_size"] = windlight.sunGlowSize;
row["scene_gamma"] = windlight.sceneGamma;
row["star_brightness"] = windlight.starBrightness;
row["cloud_color_r"] = windlight.cloudColor.X;
row["cloud_color_g"] = windlight.cloudColor.Y;
row["cloud_color_b"] = windlight.cloudColor.Z;
row["cloud_color_i"] = windlight.cloudColor.W;
row["cloud_x"] = windlight.cloudXYDensity.X;
row["cloud_y"] = windlight.cloudXYDensity.Y;
row["cloud_density"] = windlight.cloudXYDensity.Z;
row["cloud_coverage"] = windlight.cloudCoverage;
row["cloud_scale"] = windlight.cloudScale;
row["cloud_detail_x"] = windlight.cloudDetailXYDensity.X;
row["cloud_detail_y"] = windlight.cloudDetailXYDensity.Y;
row["cloud_detail_density"] = windlight.cloudDetailXYDensity.Z;
row["cloud_scroll_x"] = windlight.cloudScrollX;
row["cloud_scroll_x_lock"] = windlight.cloudScrollXLock;
row["cloud_scroll_y"] = windlight.cloudScrollY;
row["cloud_scroll_y_lock"] = windlight.cloudScrollYLock;
row["draw_classic_clouds"] = windlight.drawClassicClouds;
}
/// <summary>
///
/// </summary>