public override void DoTextureLoad(EntityName textureEntityName, AssetType typ, DownloadFinishedCallback finishCall) { EntityNameLL textureEnt = new EntityNameLL(textureEntityName); string worldID = textureEnt.EntityPart; OMV.UUID binID = new OMV.UUID(worldID); if (m_basePath == null) { return; } // do we already have the file? string textureFilename = Path.Combine(CacheDirBase, textureEnt.CacheFilename); lock (FileSystemAccessLock) { if (File.Exists(textureFilename)) { m_log.Log(LogLevel.DTEXTUREDETAIL, "DoTextureLoad: Texture file already exists for " + worldID); bool hasTransparancy = CheckTextureFileForTransparancy(textureFilename); // make the callback happen on a new thread so things don't get tangled (caller getting the callback) Object[] finishCallParams = { finishCall, textureEntityName.Name, hasTransparancy }; m_completionWork.DoLater(FinishCallDoLater, finishCallParams); // m_completionWork.DoLater(new FinishCallDoLater(finishCall, textureEntityName.Name, hasTransparancy)); } else { bool sendRequest = false; lock (m_waiting) { // if this is already being requested, don't waste our time if (m_waiting.ContainsKey(binID)) { m_log.Log(LogLevel.DTEXTUREDETAIL, "DoTextureLoad: Already waiting for " + worldID); } else { WaitingInfo wi = new WaitingInfo(binID, finishCall); wi.filename = textureFilename; wi.type = typ; m_waiting.Add(binID, wi); sendRequest = true; } } if (sendRequest) { // this is here because RequestTexture might immediately call the callback // and we should be outside the lock m_log.Log(LogLevel.DTEXTUREDETAIL, "DoTextureLoad: Requesting: " + textureEntityName); // m_texturePipe.RequestTexture(binID, OMV.ImageType.Normal, 50f, 0, 0, OnACDownloadFinished, false); // m_comm.GridClient.Assets.RequestImage(binID, OMV.ImageType.Normal, 101300f, 0, 0, OnACDownloadFinished, false); // m_comm.GridClient.Assets.RequestImage(binID, OMV.ImageType.Normal, 50f, 0, 0, OnACDownloadFinished, false); ThrottleTextureRequests(binID); } } } return; }
private void GenerateMipMaps(AssetContextBase acontext, OMV.UUID textureUUID, out int textureID) { EntityNameLL textureEntityName = EntityNameLL.ConvertTextureWorldIDToEntityName(acontext, textureUUID); // see if the cache file exists -- if not, we don't get a texture this frame if (!acontext.CheckIfCached(textureEntityName)) { textureID = 0; return; } int id = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, id); try { using (Bitmap bmp = acontext.GetTexture(textureEntityName)) { BitmapData bmp_data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, bmp_data.Width, bmp_data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, bmp_data.Scan0); bmp.UnlockBits(bmp_data); } // GL.GenerateMipmap(GenerateMipmapTarget.Texture2D); // GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.LinearMipmapLinear); // We haven't uploaded mipmaps, so disable mipmapping (otherwise the texture will not appear). // On newer video cards, we can use GL.GenerateMipmaps() or GL.Ext.GenerateMipmaps() to create // mipmaps automatically. In that case, use TextureMinFilter.LinearMipmapLinear to enable them. GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); } catch (Exception e) { m_log.Log(LogLevel.DBADERROR, "Failed binding texture id={0}, uuid={1}: {2}", id, textureUUID, e); textureID = 0; } textureID = id; return; }
private void CreateNewPrim(LLEntityBase ent) { m_log.Log(LogLevel.DRENDERDETAIL, "Create new prim {0}", ent.Name.Name); // entity render info is kept per region. Get the region prim structure RegionRenderInfo rri = GetRegionRenderInfo(ent.RegionContext); IEntityAvatar av; if (ent.TryGet <IEntityAvatar>(out av)) { // if this entity is an avatar, just put it on the display list lock (rri.renderAvatarList) { if (!rri.renderAvatarList.ContainsKey(av.LGID)) { RenderableAvatar ravv = new RenderableAvatar(); ravv.avatar = av; rri.renderAvatarList.Add(av.LGID, ravv); } } return; } OMV.Primitive prim = ent.Prim; /* don't do foliage yet * if (prim.PrimData.PCode == OMV.PCode.Grass || prim.PrimData.PCode == OMV.PCode.Tree || prim.PrimData.PCode == OMV.PCode.NewTree) { || lock (renderFoliageList) || renderFoliageList[prim.LocalID] = prim; || return; ||} */ RenderablePrim render = new RenderablePrim(); render.Prim = prim; render.acontext = ent.AssetContext; render.rcontext = ent.RegionContext; render.Position = prim.Position; render.Rotation = prim.Rotation; render.isVisible = true; // initially assume visible if (m_meshMaker == null) { m_meshMaker = new Renderer.Mesher.MeshmerizerR(); m_meshMaker.ShouldScaleMesh = false; } if (prim.Sculpt != null) { EntityNameLL textureEnt = EntityNameLL.ConvertTextureWorldIDToEntityName(ent.AssetContext, prim.Sculpt.SculptTexture); System.Drawing.Bitmap textureBitmap = ent.AssetContext.GetTexture(textureEnt); if (textureBitmap == null) { // the texture is not available. Request it. // Note that we just call this routine again when it is available. Hope it's not recursive ent.AssetContext.DoTextureLoad(textureEnt, AssetContextBase.AssetType.SculptieTexture, delegate(string name, bool trans) { CreateNewPrim(ent); return; } ); return; } render.Mesh = m_meshMaker.GenerateSculptMesh(textureBitmap, prim, OMVR.DetailLevel.Medium); textureBitmap.Dispose(); } else { render.Mesh = m_meshMaker.GenerateFacetedMesh(prim, OMVR.DetailLevel.High); } if (render.Mesh == null) { // mesh generation failed m_log.Log(LogLevel.DBADERROR, "FAILED MESH GENERATION: not generating new prim {0}", ent.Name.Name); return; } // Create a FaceData struct for each face that stores the 3D data // in an OpenGL friendly format for (int j = 0; j < render.Mesh.Faces.Count; j++) { OMVR.Face face = render.Mesh.Faces[j]; FaceData data = new FaceData(); // Vertices for this face data.Vertices = new float[face.Vertices.Count * 3]; for (int k = 0; k < face.Vertices.Count; k++) { data.Vertices[k * 3 + 0] = face.Vertices[k].Position.X; data.Vertices[k * 3 + 1] = face.Vertices[k].Position.Y; data.Vertices[k * 3 + 2] = face.Vertices[k].Position.Z; } // Indices for this face data.Indices = face.Indices.ToArray(); // Texture transform for this face OMV.Primitive.TextureEntryFace teFace = prim.Textures.GetFace((uint)j); m_meshMaker.TransformTexCoords(face.Vertices, face.Center, teFace); // Texcoords for this face data.TexCoords = new float[face.Vertices.Count * 2]; for (int k = 0; k < face.Vertices.Count; k++) { data.TexCoords[k * 2 + 0] = face.Vertices[k].TexCoord.X; data.TexCoords[k * 2 + 1] = face.Vertices[k].TexCoord.Y; } data.Normals = new float[face.Vertices.Count * 3]; for (int k = 0; k < face.Vertices.Count; k++) { data.Normals[k * 3 + 0] = face.Vertices[k].Normal.X; data.Normals[k * 3 + 1] = face.Vertices[k].Normal.Y; data.Normals[k * 3 + 2] = face.Vertices[k].Normal.Z; } // m_log.Log(LogLevel.DRENDERDETAIL, "CreateNewPrim: v={0}, i={1}, t={2}", // data.Vertices.GetLength(0), data.Indices.GetLength(0), data.TexCoords.GetLength(0)); // Texture for this face if (teFace.TextureID != OMV.UUID.Zero && teFace.TextureID != OMV.Primitive.TextureEntry.WHITE_TEXTURE) { lock (Textures) { if (!Textures.ContainsKey(teFace.TextureID)) { // temporarily add the entry to the table so we don't request it multiple times Textures.Add(teFace.TextureID, new TextureInfo(0, true)); // We haven't constructed this image in OpenGL yet, get ahold of it AssetContextBase.RequestTextureLoad( EntityNameLL.ConvertTextureWorldIDToEntityName(ent.AssetContext, teFace.TextureID), AssetContextBase.AssetType.Texture, OnTextureDownloadFinished); } } } // Set the UserData for this face to our FaceData struct face.UserData = data; render.Mesh.Faces[j] = face; } lock (rri.renderPrimList) { rri.renderPrimList[prim.LocalID] = render; } }