Files
opensim/OpenSim/Region/Environment/Modules/World/WorldMap/MapImageModule.cs
Teravus Ovares 50bf3618a3 * Homer's amazing terrain MapTileRenderer. Thanks Homer!
* By default, texture rendering is on.  This may be affected by using secure assets since your region hasn't registered with the gridserver before it asks for texture assets.  It might also be affected by a slow asset server,  so consider this release experimental.
* Defined interface IMapTileTerrainRenderer.
* Extracted "old" shaded maptile terrain rendering into ShadedMapTileRenderer;
  streamlined it a bit and added "highlight" rendering to its "shadow"
  rendering.
* Added "new" terrain-texture based maptile terrain rendering
  (TexturedMapTileRenderer); made TerrainUtil.InterpolatedNoise public
* Adapted MapImageModule to allow switching between those two by configuration
* Added configuration option to OpenSim.ini.example
2008-08-22 22:04:43 +00:00

582 lines
26 KiB
C#

/*
* 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 OpenSim 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.Collections;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.Reflection;
using Axiom.Math;
using Nini.Config;
using log4net;
using OpenJPEGNet;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
using libsecondlife;
namespace OpenSim.Region.Environment.Modules.World.WorldMap
{
public enum DrawRoutine
{
Rectangle,
Polygon,
Ellipse
}
public struct face
{
public Point[] pts;
}
public struct DrawStruct
{
public DrawRoutine dr;
public Rectangle rect;
public SolidBrush brush;
public face[] trns;
}
public class MapImageModule : IMapImageGenerator, IRegionModule
{
private static readonly ILog m_log =
LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Scene m_scene;
private IConfigSource m_config;
private IMapTileTerrainRenderer terrainRenderer;
#region IMapImageGenerator Members
public byte[] WriteJpeg2000Image(string gradientmap)
{
byte[] imageData = null;
bool drawPrimVolume = true;
bool textureTerrain = true;
try
{
IConfig startupConfig = m_config.Configs["Startup"];
drawPrimVolume = startupConfig.GetBoolean("DrawPrimOnMapTile", drawPrimVolume);
textureTerrain = startupConfig.GetBoolean("TextureOnMapTile", textureTerrain);
}
catch (Exception)
{
m_log.Warn("Failed to load StartupConfig");
}
if (textureTerrain)
{
terrainRenderer = new TexturedMapTileRenderer();
}
else
{
terrainRenderer = new ShadedMapTileRenderer();
}
terrainRenderer.Initialise(m_scene, m_config);
Bitmap mapbmp = new Bitmap(256, 256);
//long t = System.Environment.TickCount;
//for(int i = 0; i < 10; ++i) {
terrainRenderer.TerrainToBitmap(mapbmp);
//}
//t = System.Environment.TickCount - t;
//m_log.InfoFormat("[MAPTILE] generation of 10 maptiles needed {0} ms", t);
if (drawPrimVolume)
{
DrawObjectVolume(m_scene, mapbmp);
}
try
{
imageData = OpenJPEG.EncodeFromImage(mapbmp, true);
}
catch (Exception e) // LEGIT: Catching problems caused by OpenJPEG p/invoke
{
Console.WriteLine("Failed generating terrain map: " + e);
}
return imageData;
}
#endregion
#region IRegionModule Members
public void Initialise(Scene scene, IConfigSource source)
{
m_scene = scene;
m_config = source;
m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
}
public void PostInitialise()
{
}
public void Close()
{
}
public string Name
{
get { return "MapImageModule"; }
}
public bool IsSharedModule
{
get { return false; }
}
#endregion
// TODO: unused:
// private void ShadeBuildings(Bitmap map)
// {
// lock (map)
// {
// lock (m_scene.Entities)
// {
// foreach (EntityBase entity in m_scene.Entities.Values)
// {
// if (entity is SceneObjectGroup)
// {
// SceneObjectGroup sog = (SceneObjectGroup) entity;
//
// foreach (SceneObjectPart primitive in sog.Children.Values)
// {
// int x = (int) (primitive.AbsolutePosition.X - (primitive.Scale.X / 2));
// int y = (int) (primitive.AbsolutePosition.Y - (primitive.Scale.Y / 2));
// int w = (int) primitive.Scale.X;
// int h = (int) primitive.Scale.Y;
//
// int dx;
// for (dx = x; dx < x + w; dx++)
// {
// int dy;
// for (dy = y; dy < y + h; dy++)
// {
// if (x < 0 || y < 0)
// continue;
// if (x >= map.Width || y >= map.Height)
// continue;
//
// map.SetPixel(dx, dy, Color.DarkGray);
// }
// }
// }
// }
// }
// }
// }
// }
private Bitmap DrawObjectVolume(Scene whichScene, Bitmap mapbmp)
{
int tc = 0;
double[,] hm = whichScene.Heightmap.GetDoubles();
tc = System.Environment.TickCount;
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Object Volume Profile");
List<EntityBase> objs = whichScene.GetEntities();
Dictionary<uint, DrawStruct> z_sort = new Dictionary<uint, DrawStruct>();
//SortedList<float, RectangleDrawStruct> z_sort = new SortedList<float, RectangleDrawStruct>();
List<float> z_sortheights = new List<float>();
List<uint> z_localIDs = new List<uint>();
lock (objs)
{
foreach (EntityBase obj in objs)
{
// Only draw the contents of SceneObjectGroup
if (obj is SceneObjectGroup)
{
SceneObjectGroup mapdot = (SceneObjectGroup)obj;
Color mapdotspot = Color.Gray; // Default color when prim color is white
// Loop over prim in group
foreach (SceneObjectPart part in mapdot.Children.Values)
{
if (part == null)
continue;
// Draw if the object is at least 1 meter wide in any direction
if (part.Scale.X > 1f || part.Scale.Y > 1f || part.Scale.Z > 1f)
{
// Try to get the RGBA of the default texture entry..
//
try
{
// get the null checks out of the way
// skip the ones that break
if (part == null)
continue;
if (part.Shape == null)
continue;
if (part.Shape.PCode == (byte)PCode.Tree || part.Shape.PCode == (byte)PCode.NewTree)
continue; // eliminates trees from this since we don't really have a good tree representation
// if you want tree blocks on the map comment the above line and uncomment the below line
//mapdotspot = Color.PaleGreen;
if (part.Shape.Textures == null)
continue;
if (part.Shape.Textures.DefaultTexture == null)
continue;
LLColor texcolor = part.Shape.Textures.DefaultTexture.RGBA;
// Not sure why some of these are null, oh well.
int colorr = 255 - (int)(texcolor.R * 255f);
int colorg = 255 - (int)(texcolor.G * 255f);
int colorb = 255 - (int)(texcolor.B * 255f);
if (!(colorr == 255 && colorg == 255 && colorb == 255))
{
//Try to set the map spot color
try
{
// If the color gets goofy somehow, skip it *shakes fist at LLColor
mapdotspot = Color.FromArgb(colorr, colorg, colorb);
}
catch (ArgumentException)
{
}
}
}
catch (IndexOutOfRangeException)
{
// Windows Array
}
catch (ArgumentOutOfRangeException)
{
// Mono Array
}
LLVector3 pos = part.GetWorldPosition();
// skip prim outside of retion
if (pos.X < 0f || pos.X > 256f || pos.Y < 0f || pos.Y > 256f)
continue;
// skip prim in non-finite position
if (Single.IsNaN(pos.X) || Single.IsNaN(pos.Y) ||
Single.IsInfinity(pos.X) || Single.IsInfinity(pos.Y))
continue;
// Figure out if object is under 256m above the height of the terrain
bool isBelow256AboveTerrain = false;
try
{
isBelow256AboveTerrain = (pos.Z < ((float)hm[(int)pos.X, (int)pos.Y] + 256f));
}
catch (Exception)
{
}
if (isBelow256AboveTerrain)
{
// Translate scale by rotation so scale is represented properly when object is rotated
Vector3 lscale = new Vector3(part.Shape.Scale.X, part.Shape.Scale.Y, part.Shape.Scale.Z);
Vector3 scale = new Vector3();
Vector3 tScale = new Vector3();
Vector3 axPos = new Vector3(pos.X,pos.Y,pos.Z);
LLQuaternion llrot = part.GetWorldRotation();
Quaternion rot = new Quaternion(llrot.W, llrot.X, llrot.Y, llrot.Z);
scale = rot * lscale;
// negative scales don't work in this situation
scale.x = Math.Abs(scale.x);
scale.y = Math.Abs(scale.y);
scale.z = Math.Abs(scale.z);
// This scaling isn't very accurate and doesn't take into account the face rotation :P
int mapdrawstartX = (int)(pos.X - scale.x);
int mapdrawstartY = (int)(pos.Y - scale.y);
int mapdrawendX = (int)(pos.X + scale.x);
int mapdrawendY = (int)(pos.Y + scale.y);
// If object is beyond the edge of the map, don't draw it to avoid errors
if (mapdrawstartX < 0 || mapdrawstartX > 255 || mapdrawendX < 0 || mapdrawendX > 255
|| mapdrawstartY < 0 || mapdrawstartY > 255 || mapdrawendY < 0
|| mapdrawendY > 255)
continue;
#region obb face reconstruction part duex
Vector3[] vertexes = new Vector3[8];
// float[] distance = new float[6];
Vector3[] FaceA = new Vector3[6]; // vertex A for Facei
Vector3[] FaceB = new Vector3[6]; // vertex B for Facei
Vector3[] FaceC = new Vector3[6]; // vertex C for Facei
Vector3[] FaceD = new Vector3[6]; // vertex D for Facei
tScale = new Vector3(lscale.x, -lscale.y, lscale.z);
scale = ((rot * tScale));
vertexes[0] = (new Vector3((pos.X + scale.x), (pos.Y + scale.y), (pos.Z + scale.z)));
// vertexes[0].x = pos.X + vertexes[0].x;
//vertexes[0].y = pos.Y + vertexes[0].y;
//vertexes[0].z = pos.Z + vertexes[0].z;
FaceA[0] = vertexes[0];
FaceB[3] = vertexes[0];
FaceA[4] = vertexes[0];
tScale = lscale;
scale = ((rot * tScale));
vertexes[1] = (new Vector3((pos.X + scale.x), (pos.Y + scale.y), (pos.Z + scale.z)));
// vertexes[1].x = pos.X + vertexes[1].x;
// vertexes[1].y = pos.Y + vertexes[1].y;
//vertexes[1].z = pos.Z + vertexes[1].z;
FaceB[0] = vertexes[1];
FaceA[1] = vertexes[1];
FaceC[4] = vertexes[1];
tScale = new Vector3(lscale.x, -lscale.y, -lscale.z);
scale = ((rot * tScale));
vertexes[2] = (new Vector3((pos.X + scale.x), (pos.Y + scale.y), (pos.Z + scale.z)));
//vertexes[2].x = pos.X + vertexes[2].x;
//vertexes[2].y = pos.Y + vertexes[2].y;
//vertexes[2].z = pos.Z + vertexes[2].z;
FaceC[0] = vertexes[2];
FaceD[3] = vertexes[2];
FaceC[5] = vertexes[2];
tScale = new Vector3(lscale.x, lscale.y, -lscale.z);
scale = ((rot * tScale));
vertexes[3] = (new Vector3((pos.X + scale.x), (pos.Y + scale.y), (pos.Z + scale.z)));
//vertexes[3].x = pos.X + vertexes[3].x;
// vertexes[3].y = pos.Y + vertexes[3].y;
// vertexes[3].z = pos.Z + vertexes[3].z;
FaceD[0] = vertexes[3];
FaceC[1] = vertexes[3];
FaceA[5] = vertexes[3];
tScale = new Vector3(-lscale.x, lscale.y, lscale.z);
scale = ((rot * tScale));
vertexes[4] = (new Vector3((pos.X + scale.x), (pos.Y + scale.y), (pos.Z + scale.z)));
// vertexes[4].x = pos.X + vertexes[4].x;
// vertexes[4].y = pos.Y + vertexes[4].y;
// vertexes[4].z = pos.Z + vertexes[4].z;
FaceB[1] = vertexes[4];
FaceA[2] = vertexes[4];
FaceD[4] = vertexes[4];
tScale = new Vector3(-lscale.x, lscale.y, -lscale.z);
scale = ((rot * tScale));
vertexes[5] = (new Vector3((pos.X + scale.x), (pos.Y + scale.y), (pos.Z + scale.z)));
// vertexes[5].x = pos.X + vertexes[5].x;
// vertexes[5].y = pos.Y + vertexes[5].y;
// vertexes[5].z = pos.Z + vertexes[5].z;
FaceD[1] = vertexes[5];
FaceC[2] = vertexes[5];
FaceB[5] = vertexes[5];
tScale = new Vector3(-lscale.x, -lscale.y, lscale.z);
scale = ((rot * tScale));
vertexes[6] = (new Vector3((pos.X + scale.x), (pos.Y + scale.y), (pos.Z + scale.z)));
// vertexes[6].x = pos.X + vertexes[6].x;
// vertexes[6].y = pos.Y + vertexes[6].y;
// vertexes[6].z = pos.Z + vertexes[6].z;
FaceB[2] = vertexes[6];
FaceA[3] = vertexes[6];
FaceB[4] = vertexes[6];
tScale = new Vector3(-lscale.x, -lscale.y, -lscale.z);
scale = ((rot * tScale));
vertexes[7] = (new Vector3((pos.X + scale.x), (pos.Y + scale.y), (pos.Z + scale.z)));
// vertexes[7].x = pos.X + vertexes[7].x;
// vertexes[7].y = pos.Y + vertexes[7].y;
// vertexes[7].z = pos.Z + vertexes[7].z;
FaceD[2] = vertexes[7];
FaceC[3] = vertexes[7];
FaceD[5] = vertexes[7];
#endregion
//int wy = 0;
//bool breakYN = false; // If we run into an error drawing, break out of the
// loop so we don't lag to death on error handling
DrawStruct ds = new DrawStruct();
ds.brush = new SolidBrush(mapdotspot);
//ds.rect = new Rectangle(mapdrawstartX, (255 - mapdrawstartY), mapdrawendX - mapdrawstartX, mapdrawendY - mapdrawstartY);
ds.trns = new face[FaceA.Length];
for (int i = 0; i < FaceA.Length; i++)
{
Point[] working = new Point[5];
working[0] = project(FaceA[i], axPos);
working[1] = project(FaceB[i], axPos);
working[2] = project(FaceD[i], axPos);
working[3] = project(FaceC[i], axPos);
working[4] = project(FaceA[i], axPos);
face workingface = new face();
workingface.pts = working;
ds.trns[i] = workingface;
}
z_sort.Add(part.LocalId, ds);
z_localIDs.Add(part.LocalId);
z_sortheights.Add(pos.Z);
//for (int wx = mapdrawstartX; wx < mapdrawendX; wx++)
//{
//for (wy = mapdrawstartY; wy < mapdrawendY; wy++)
//{
//m_log.InfoFormat("[MAPDEBUG]: {0},{1}({2})", wx, (255 - wy),wy);
//try
//{
// Remember, flip the y!
// mapbmp.SetPixel(wx, (255 - wy), mapdotspot);
//}
//catch (ArgumentException)
//{
// breakYN = true;
//}
//if (breakYN)
// break;
//}
//if (breakYN)
// break;
//}
} // Object is within 256m Z of terrain
} // object is at least a meter wide
} // loop over group children
} // entitybase is sceneobject group
} // foreach loop over entities
float[] sortedZHeights = z_sortheights.ToArray();
uint[] sortedlocalIds = z_localIDs.ToArray();
// Sort prim by Z position
Array.Sort(sortedZHeights, sortedlocalIds);
Graphics g = Graphics.FromImage(mapbmp);
for (int s = 0; s < sortedZHeights.Length; s++)
{
if (z_sort.ContainsKey(sortedlocalIds[s]))
{
DrawStruct rectDrawStruct = z_sort[sortedlocalIds[s]];
for (int r = 0; r < rectDrawStruct.trns.Length; r++ )
{
g.FillPolygon(rectDrawStruct.brush,rectDrawStruct.trns[r].pts);
}
//g.FillRectangle(rectDrawStruct.brush , rectDrawStruct.rect);
}
}
g.Dispose();
} // lock entities objs
m_log.Info("[MAPTILE]: Generating Maptile Step 2: Done in " + (System.Environment.TickCount - tc) + " ms");
return mapbmp;
}
private Point project(Vector3 point3d, Vector3 originpos)
{
Point returnpt = new Point();
//originpos = point3d;
//int d = (int)(256f / 1.5f);
//Vector3 topos = new Vector3(0, 0, 0);
// float z = -point3d.z - topos.z;
returnpt.X = (int)point3d.x;//(int)((topos.x - point3d.x) / z * d);
returnpt.Y = (int)(255 - point3d.y);//(int)(255 - (((topos.y - point3d.y) / z * d)));
return returnpt;
}
// TODO: unused:
// #region Deprecated Maptile Generation. Adam may update this
// private Bitmap TerrainToBitmap(string gradientmap)
// {
// Bitmap gradientmapLd = new Bitmap(gradientmap);
//
// int pallete = gradientmapLd.Height;
//
// Bitmap bmp = new Bitmap(m_scene.Heightmap.Width, m_scene.Heightmap.Height);
// Color[] colours = new Color[pallete];
//
// for (int i = 0; i < pallete; i++)
// {
// colours[i] = gradientmapLd.GetPixel(0, i);
// }
//
// lock (m_scene.Heightmap)
// {
// ITerrainChannel copy = m_scene.Heightmap;
// for (int y = 0; y < copy.Height; y++)
// {
// for (int x = 0; x < copy.Width; x++)
// {
// // 512 is the largest possible height before colours clamp
// int colorindex = (int) (Math.Max(Math.Min(1.0, copy[x, y] / 512.0), 0.0) * (pallete - 1));
//
// // Handle error conditions
// if (colorindex > pallete - 1 || colorindex < 0)
// bmp.SetPixel(x, copy.Height - y - 1, Color.Red);
// else
// bmp.SetPixel(x, copy.Height - y - 1, colours[colorindex]);
// }
// }
// ShadeBuildings(bmp);
// return bmp;
// }
// }
// #endregion
}
}