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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
250 lines
12 KiB
C#
250 lines
12 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Drawing.Imaging;
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using System.Reflection;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using Nini.Config;
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using log4net;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Region.Environment.Modules.World.WorldMap
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{
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public class ShadedMapTileRenderer : IMapTileTerrainRenderer
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{
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private static readonly ILog m_log =
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LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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//private IConfigSource m_config; // not used currently
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public void Initialise(Scene scene, IConfigSource config)
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{
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m_scene = scene;
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// m_config = config; // not used currently
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}
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public void TerrainToBitmap(Bitmap mapbmp)
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{
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int tc = System.Environment.TickCount;
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m_log.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");
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double[,] hm = m_scene.Heightmap.GetDoubles();
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bool ShadowDebugContinue = true;
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bool terraincorruptedwarningsaid = false;
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float low = 255;
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float high = 0;
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for (int x = 0; x < 256; x++)
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{
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for (int y = 0; y < 256; y++)
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{
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float hmval = (float)hm[x, y];
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if (hmval < low)
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low = hmval;
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if (hmval > high)
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high = hmval;
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}
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}
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float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight;
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for (int x = 0; x < 256; x++)
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{
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for (int y = 0; y < 256; y++)
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{
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// Y flip the cordinates for the bitmap: hf origin is lower left, bm origin is upper left
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int yr = 255 - y;
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float heightvalue = (float)hm[x, y];
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if (heightvalue > waterHeight)
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{
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// scale height value
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// No, that doesn't scale it:
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// heightvalue = low + mid * (heightvalue - low) / mid; => low + (heightvalue - low) * mid / mid = low + (heightvalue - low) * 1 = low + heightvalue - low = heightvalue
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if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
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heightvalue = 0;
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else if (heightvalue > 255f)
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heightvalue = 255f;
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else if (heightvalue < 0f)
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heightvalue = 0f;
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Color color = Color.FromArgb((int)heightvalue, 100, (int)heightvalue);
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mapbmp.SetPixel(x, yr, color);
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try
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{
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//X
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// .
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//
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// Shade the terrain for shadows
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if (x < 255 && yr < 255)
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{
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float hfvalue = (float)hm[x, y];
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float hfvaluecompare = 0f;
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if ((x + 1 < 256) && (y + 1 < 256))
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{
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hfvaluecompare = (float)hm[x + 1, y + 1]; // light from north-east => look at land height there
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}
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if (Single.IsInfinity(hfvalue) || Single.IsNaN(hfvalue))
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hfvalue = 0f;
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if (Single.IsInfinity(hfvaluecompare) || Single.IsNaN(hfvaluecompare))
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hfvaluecompare = 0f;
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float hfdiff = hfvalue - hfvaluecompare; // => positive if NE is lower, negative if here is lower
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int hfdiffi = 0;
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int hfdiffihighlight = 0;
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float highlightfactor = 0.18f;
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try
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{
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// hfdiffi = Math.Abs((int)((hfdiff * 4) + (hfdiff * 0.5))) + 1;
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hfdiffi = Math.Abs((int)(hfdiff * 4.5f)) + 1;
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if (hfdiff % 1f != 0)
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{
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// hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
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hfdiffi = hfdiffi + Math.Abs((int)((hfdiff % 1f) * 5f) - 1);
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}
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hfdiffihighlight = Math.Abs((int)((hfdiff * highlightfactor) * 4.5f)) + 1;
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if (hfdiff % 1f != 0)
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{
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// hfdiffi = hfdiffi + Math.Abs((int)(((hfdiff % 1) * 0.5f) * 10f) - 1);
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hfdiffihighlight = hfdiffihighlight + Math.Abs((int)(((hfdiff * highlightfactor) % 1f) * 5f) - 1);
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}
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}
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catch (System.OverflowException)
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{
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m_log.Debug("[MAPTILE]: Shadow failed at value: " + hfdiff.ToString());
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ShadowDebugContinue = false;
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}
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if (hfdiff > 0.3f)
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{
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// NE is lower than here
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// We have to desaturate and lighten the land at the same time
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// we use floats, colors use bytes, so shrink are space down to
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// 0-255
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if (ShadowDebugContinue)
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{
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int r = color.R;
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int g = color.G;
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int b = color.B;
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color = Color.FromArgb((r + hfdiffihighlight < 255) ? r + hfdiffihighlight : 255,
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(g + hfdiffihighlight < 255) ? g + hfdiffihighlight : 255,
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(b + hfdiffihighlight < 255) ? b + hfdiffihighlight : 255);
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}
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}
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else if (hfdiff < -0.3f)
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{
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// here is lower than NE:
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// We have to desaturate and blacken the land at the same time
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// we use floats, colors use bytes, so shrink are space down to
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// 0-255
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if (ShadowDebugContinue)
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{
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if ((x - 1 > 0) && (yr + 1 < 256))
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{
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color = mapbmp.GetPixel(x - 1, yr + 1);
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int r = color.R;
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int g = color.G;
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int b = color.B;
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color = Color.FromArgb((r - hfdiffi > 0) ? r - hfdiffi : 0,
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(g - hfdiffi > 0) ? g - hfdiffi : 0,
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(b - hfdiffi > 0) ? b - hfdiffi : 0);
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mapbmp.SetPixel(x-1, yr+1, color);
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}
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}
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}
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}
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}
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catch (System.ArgumentException)
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{
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if (!terraincorruptedwarningsaid)
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{
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m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
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terraincorruptedwarningsaid = true;
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}
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color = Color.Black;
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mapbmp.SetPixel(x, yr, color);
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}
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}
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else
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{
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// We're under the water level with the terrain, so paint water instead of land
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// Y flip the cordinates
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heightvalue = waterHeight - heightvalue;
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if (Single.IsInfinity(heightvalue) || Single.IsNaN(heightvalue))
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heightvalue = 0f;
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else if (heightvalue > 19f)
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heightvalue = 19f;
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else if (heightvalue < 0f)
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heightvalue = 0f;
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heightvalue = 100f - (heightvalue * 100f) / 19f;
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try
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{
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Color water = Color.FromArgb((int)heightvalue, (int)heightvalue, 255);
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mapbmp.SetPixel(x, yr, water);
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}
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catch (System.ArgumentException)
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{
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if (!terraincorruptedwarningsaid)
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{
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m_log.WarnFormat("[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level", m_scene.RegionInfo.RegionName);
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terraincorruptedwarningsaid = true;
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}
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Color black = Color.Black;
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mapbmp.SetPixel(x, (256 - y) - 1, black);
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}
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}
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}
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}
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m_log.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (System.Environment.TickCount - tc) + " ms");
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}
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}
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}
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