private warp_Object CreateTerrain(WarpRenderer renderer, bool textureTerrain) { ITerrainChannel terrain = m_scene.RequestModuleInterface <ITerrainChannel>(); float diff = (float)m_scene.RegionInfo.RegionSizeY / (float)Constants.RegionSize; warp_Object obj = new warp_Object(Constants.RegionSize * Constants.RegionSize, ((Constants.RegionSize - 1) * (Constants.RegionSize - 1) * 2)); for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff) { for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff) { warp_Vector pos = ConvertVector(x, y, terrain[(int)x, (int)y]); obj.addVertex(new warp_Vertex(pos, x / (float)(m_scene.RegionInfo.RegionSizeX), (((float)m_scene.RegionInfo.RegionSizeX) - y) / (m_scene.RegionInfo.RegionSizeX))); } } for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff) { for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff) { float newX = x / diff; float newY = y / diff; if (newX < Constants.RegionSize - 1 && newY < Constants.RegionSize - 1) { int v = (int)(newY * Constants.RegionSize + newX); // Normal Vector3 v1 = new Vector3(newX, newY, (terrain[(int)x, (int)y]) / Constants.TerrainCompression); Vector3 v2 = new Vector3(newX + 1, newY, (terrain[(int)x + 1, (int)y]) / Constants.TerrainCompression); Vector3 v3 = new Vector3(newX, newY + 1, (terrain[(int)x, (int)(y + 1)]) / Constants.TerrainCompression); warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3)); norm = norm.reverse(); obj.vertex(v).n = norm; // Triangle 1 obj.addTriangle( v, v + 1, v + Constants.RegionSize); // Triangle 2 obj.addTriangle( v + Constants.RegionSize + 1, v + Constants.RegionSize, v + 1); } } } renderer.Scene.addObject("Terrain", obj); UUID[] textureIDs = new UUID[4]; float[] startHeights = new float[4]; float[] heightRanges = new float[4]; RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings; textureIDs[0] = regionInfo.TerrainTexture1; textureIDs[1] = regionInfo.TerrainTexture2; textureIDs[2] = regionInfo.TerrainTexture3; textureIDs[3] = regionInfo.TerrainTexture4; startHeights[0] = (float)regionInfo.Elevation1SW; startHeights[1] = (float)regionInfo.Elevation1NW; startHeights[2] = (float)regionInfo.Elevation1SE; startHeights[3] = (float)regionInfo.Elevation1NE; heightRanges[0] = (float)regionInfo.Elevation2SW; heightRanges[1] = (float)regionInfo.Elevation2NW; heightRanges[2] = (float)regionInfo.Elevation2SE; heightRanges[3] = (float)regionInfo.Elevation2NE; uint globalX, globalY; Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges, new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain); warp_Texture texture = new warp_Texture(image); warp_Material material = new warp_Material(texture); material.setReflectivity(0); // reduces tile seams a bit thanks lkalif renderer.Scene.addMaterial("TerrainColor", material); renderer.SetObjectMaterial("Terrain", "TerrainColor"); return(obj); }
warp_Object CreateTerrain(WarpRenderer renderer, bool textureTerrain) { ITerrainChannel terrain = m_scene.RequestModuleInterface <ITerrainChannel> (); float diffX = 1.0f; //(float) m_scene.RegionInfo.RegionSizeX/(float) Constants.RegionSize; float diffY = 1.0f; //(float) m_scene.RegionInfo.RegionSizeY/(float) Constants.RegionSize; int newRsX = m_scene.RegionInfo.RegionSizeX / (int)diffX; int newRsY = m_scene.RegionInfo.RegionSizeY / (int)diffY; warp_Object obj = new warp_Object(newRsX * newRsY, ((newRsX - 1) * (newRsY - 1) * 2)); for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diffY) { for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diffX) { float t_height = terrain [(int)x, (int)y]; float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight; //clamp to eliminate artifacts t_height = Utils.Clamp(t_height, waterHeight - 0.5f, waterHeight + 0.5f); if (t_height < 0.0f) { t_height = 0.0f; } warp_Vector pos = ConvertVector(x / diffX, y / diffY, t_height); obj.addVertex( new warp_Vertex(pos, x / m_scene.RegionInfo.RegionSizeX, (m_scene.RegionInfo.RegionSizeY - y) / (m_scene.RegionInfo.RegionSizeY))); } } const float normal_map_reduction = 2.0f; //2.0f-2.5f is the sweet spot for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diffY) { for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diffX) { float newX = x / diffX; float newY = y / diffY; if (newX < newRsX - 1 && newY < newRsY - 1) { int v = (int)(newY * newRsX + newX); // Normal Vector3 v1 = new Vector3(newX, newY, (terrain [(int)x, (int)y]) / normal_map_reduction); Vector3 v2 = new Vector3(newX + 1, newY, (terrain [(int)x + 1, (int)y]) / normal_map_reduction); Vector3 v3 = new Vector3(newX, newY + 1, (terrain [(int)x, (int)(y + 1)]) / normal_map_reduction); warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3)); norm = norm.reverse(); obj.vertex(v).n = norm; // Triangle 1 obj.addTriangle( v, v + 1, v + newRsX); // Triangle 2 obj.addTriangle( v + newRsX + 1, v + newRsX, v + 1); } } } renderer.Scene.addObject("Terrain", obj); renderer.Scene.sceneobject("Terrain").setPos(0.0f, 0.0f, 0.0f); UUID [] textureIDs = new UUID [4]; float [] startHeights = new float [4]; float [] heightRanges = new float [4]; RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings; textureIDs [0] = regionInfo.TerrainTexture1; textureIDs [1] = regionInfo.TerrainTexture2; textureIDs [2] = regionInfo.TerrainTexture3; textureIDs [3] = regionInfo.TerrainTexture4; startHeights [0] = (float)regionInfo.Elevation1SW; startHeights [1] = (float)regionInfo.Elevation1NW; startHeights [2] = (float)regionInfo.Elevation1SE; startHeights [3] = (float)regionInfo.Elevation1NE; heightRanges [0] = (float)regionInfo.Elevation2SW; heightRanges [1] = (float)regionInfo.Elevation2NW; heightRanges [2] = (float)regionInfo.Elevation2SE; heightRanges [3] = (float)regionInfo.Elevation2NE; uint globalX, globalY; Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges, new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain); warp_Texture texture = new warp_Texture(image); warp_Material material = new warp_Material(texture); material.setReflectivity(0); // reduces tile seams a bit thanks lkalif renderer.Scene.addMaterial("TerrainColor", material); renderer.SetObjectMaterial("Terrain", "TerrainColor"); image.Dispose(); return(obj); }
private void CreateTerrain(WarpRenderer renderer, bool textureTerrain) { ITerrainChannel terrain = m_scene.RequestModuleInterface <ITerrainChannel>(); warp_Object obj = new warp_Object(m_scene.RegionInfo.RegionSizeX * m_scene.RegionInfo.RegionSizeY, (m_scene.RegionInfo.RegionSizeX - 1) * (m_scene.RegionInfo.RegionSizeY - 1) * 2); for (int y = 0; y < m_scene.RegionInfo.RegionSizeY; y++) { for (int x = 0; x < m_scene.RegionInfo.RegionSizeX; x++) { float height = terrain[x, y]; warp_Vector pos = ConvertVector(new Vector3(x, y, height)); obj.addVertex(new warp_Vertex(pos, (float)x / (m_scene.RegionInfo.RegionSizeX - 1), (float)((m_scene.RegionInfo.RegionSizeX - 1) - y) / (m_scene.RegionInfo.RegionSizeX - 1))); } } for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += 1) { for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += 1) { if (x < m_scene.RegionInfo.RegionSizeX - 1 && y < m_scene.RegionInfo.RegionSizeY - 1) { float v = y * m_scene.RegionInfo.RegionSizeX + x; // Normal warp_Vector norm = new warp_Vector(x, y, terrain.GetNormalizedGroundHeight((int)x, (int)y)); norm = norm.reverse(); obj.vertex((int)v).n = norm; // Triangle 1 obj.addTriangle( (int)v, (int)v + 1, (int)v + m_scene.RegionInfo.RegionSizeX); // Triangle 2 obj.addTriangle( (int)v + m_scene.RegionInfo.RegionSizeX + 1, (int)v + m_scene.RegionInfo.RegionSizeX, (int)v + 1); } } } renderer.Scene.addObject("Terrain", obj); UUID[] textureIDs = new UUID[4]; float[] startHeights = new float[4]; float[] heightRanges = new float[4]; RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings; textureIDs[0] = regionInfo.TerrainTexture1; textureIDs[1] = regionInfo.TerrainTexture2; textureIDs[2] = regionInfo.TerrainTexture3; textureIDs[3] = regionInfo.TerrainTexture4; startHeights[0] = (float)regionInfo.Elevation1SW; startHeights[1] = (float)regionInfo.Elevation1NW; startHeights[2] = (float)regionInfo.Elevation1SE; startHeights[3] = (float)regionInfo.Elevation1NE; heightRanges[0] = (float)regionInfo.Elevation2SW; heightRanges[1] = (float)regionInfo.Elevation2NW; heightRanges[2] = (float)regionInfo.Elevation2SE; heightRanges[3] = (float)regionInfo.Elevation2NE; uint globalX, globalY; Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges, new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain); warp_Texture texture = new warp_Texture(image); warp_Material material = new warp_Material(texture); material.setReflectivity(50); renderer.Scene.addMaterial("TerrainColor", material); renderer.SetObjectMaterial("Terrain", "TerrainColor"); }