public Bitmap Shade(Bitmap source, Color shade, float percent, bool greyScale) { FastBitmap b = new FastBitmap(source); b.LockBitmap(); for (int y = 0; y < source.Height; y++) { for (int x = 0; x < source.Width; x++) { Color c = b.GetPixel(x, y); if (greyScale) { int luma = (int)(c.R * 0.3 + c.G * 0.59 + c.B * 0.11); b.SetPixel(x, y, Color.FromArgb(c.A, luma, luma, luma)); } else { float amtFrom = 1 - percent; int lumaR = (int)(c.R * amtFrom + shade.R * percent); int lumaG = (int)(c.G * amtFrom + shade.G * percent); int lumaB = (int)(c.B * amtFrom + shade.B * percent); b.SetPixel(x, y, Color.FromArgb(c.A, lumaR, lumaG, lumaB)); } } } b.UnlockBitmap(); return(b.Bitmap()); }
public Bitmap TerrainToBitmap(Bitmap mapbmp) { FastBitmap unsafeBMP = new FastBitmap(mapbmp); unsafeBMP.LockBitmap(); //MainConsole.Instance.Info("[MAPTILE]: Generating Maptile Step 1: Terrain"); // These textures should be in the AssetCache anyway, as every client conneting to this // region needs them. Except on start, when the map is recreated (before anyone connected), // and on change of the estate settings (textures and terrain values), when the map should // be recreated. RegionSettings settings = m_scene.RegionInfo.RegionSettings; // the four terrain colors as HSVs for interpolation HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1)); HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2)); HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3)); HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4)); float levelNElow = (float)settings.Elevation1NE; float levelNEhigh = (float)settings.Elevation2NE; float levelNWlow = (float)settings.Elevation1NW; float levelNWhigh = (float)settings.Elevation2NW; float levelSElow = (float)settings.Elevation1SE; float levelSEhigh = (float)settings.Elevation2SE; float levelSWlow = (float)settings.Elevation1SW; float levelSWhigh = (float)settings.Elevation2SW; float waterHeight = (float)settings.WaterHeight; ITerrainChannel heightmap = m_scene.RequestModuleInterface <ITerrainChannel>(); float sizeRatio = m_scene.RegionInfo.RegionSizeX / (float)Constants.RegionSize; for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += sizeRatio) { float rowRatio = y / (m_scene.RegionInfo.RegionSizeY - 1); // 0 - 1, for interpolation for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += sizeRatio) { float columnRatio = x / (m_scene.RegionInfo.RegionSizeX - 1); // 0 - 1, for interpolation float heightvalue = getHeight(heightmap, (int)x, (int)y); if (heightvalue > waterHeight) { // add a bit noise for breaking up those flat colors: // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast) // - a small-scale noise, for bringing in some small scale variation. float hmod = heightvalue; // 0 - 10 // find the low/high values for this point (interpolated bilinearily) // (and remember, x=0,y=0 is SW) float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) + levelSElow * (1f - rowRatio) * columnRatio + levelNWlow * rowRatio * (1f - columnRatio) + levelNElow * rowRatio * columnRatio; float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) + levelSEhigh * (1f - rowRatio) * columnRatio + levelNWhigh * rowRatio * (1f - columnRatio) + levelNEhigh * rowRatio * columnRatio; if (high < low) { // someone tried to fool us. High value should be higher than low every time float tmp = high; high = low; low = tmp; } HSV hsv; if (hmod <= low) { hsv = hsv1; // too low } else if (hmod >= high) { hsv = hsv4; // too high } else { // HSV-interpolate along the colors // first, rescale h to 0.0 - 1.0 hmod = (hmod - low) / (high - low); // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4 if (hmod < 1f / 3f) { hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f); } else if (hmod < 2f / 3f) { hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f); } else { hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f); } } //get the data from the original image Color hsvColor = hsv.toColor(); unsafeBMP.SetPixel((int)(x / sizeRatio), (int)(((m_scene.RegionInfo.RegionSizeY - 1) - y) / sizeRatio), hsvColor); } else { // We're under the water level with the terrain, so paint water instead of land unsafeBMP.SetPixel((int)(x / sizeRatio), (int)(((m_scene.RegionInfo.RegionSizeY - 1) - y) / sizeRatio), WATER_COLOR); } } } if (m_mapping != null) { SaveCache(); m_mapping.Clear(); } unsafeBMP.UnlockBitmap(); //MainConsole.Instance.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (DateTime.Now - start).TotalSeconds + " ms"); return(unsafeBMP.Bitmap()); }
private void Draw(string data, UUID id, string extraParams) { // We need to cater for old scripts that didnt use extraParams neatly, they use either an integer size which represents both width and height, or setalpha // we will now support multiple comma seperated params in the form width:256,height:512,alpha:255 int width = 256; int height = 256; int alpha = 255; // 0 is transparent Color bgColour = Color.White; // Default background color char altDataDelim = ';'; char[] paramDelimiter = { ',' }; char[] nvpDelimiter = { ':' }; extraParams = extraParams.Trim(); extraParams = extraParams.ToLower(); string[] nvps = extraParams.Split(paramDelimiter); int temp = -1; foreach (string pair in nvps) { string[] nvp = pair.Split(nvpDelimiter); string name = ""; string value = ""; if (nvp[0] != null) { name = nvp[0].Trim(); } if (nvp.Length == 2) { value = nvp[1].Trim(); } switch (name) { case "width": temp = parseIntParam(value); if (temp != -1) { if (temp < 1) { width = 1; } else if (temp > 2048) { width = 2048; } else { width = temp; } } break; case "height": temp = parseIntParam(value); if (temp != -1) { if (temp < 1) { height = 1; } else if (temp > 2048) { height = 2048; } else { height = temp; } } break; case "alpha": temp = parseIntParam(value); if (temp != -1) { if (temp < 0) { alpha = 0; } else if (temp > 255) { alpha = 255; } else { alpha = temp; } } // Allow a bitmap w/o the alpha component to be created else if (value.ToLower() == "false") { alpha = 256; } break; case "bgcolour": case "bgcolor": int hex = 0; bgColour = Int32.TryParse(value, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out hex) ? Color.FromArgb(hex) : Color.FromName(value); break; case "altdatadelim": altDataDelim = value.ToCharArray()[0]; break; case "": // blank string has been passed do nothing just use defaults break; default: // this is all for backwards compat, all a bit ugly hopfully can be removed in future // could be either set alpha or just an int if (name == "setalpha") { alpha = 0; // set the texture to have transparent background (maintains backwards compat) } else { // this function used to accept an int on its own that represented both // width and height, this is to maintain backwards compat, could be removed // but would break existing scripts temp = parseIntParam(name); if (temp != -1) { if (temp > 1024) { temp = 1024; } if (temp < 128) { temp = 128; } width = temp; height = temp; } } break; } } Bitmap bitmap; bitmap = alpha == 256 ? new Bitmap(width, height, PixelFormat.Format32bppRgb) : new Bitmap(width, height, PixelFormat.Format32bppArgb); Graphics graph = Graphics.FromImage(bitmap); // this is really just to save people filling the // background color in their scripts, only do when fully opaque if (alpha >= 255) { graph.FillRectangle(new SolidBrush(bgColour), 0, 0, width, height); } FastBitmap fastBitmap = new FastBitmap(bitmap); fastBitmap.LockBitmap(); for (int w = 0; w < bitmap.Width; w++) { if (alpha <= 255) { for (int h = 0; h < bitmap.Height; h++) { fastBitmap.SetPixel(w, h, Color.FromArgb(alpha, fastBitmap.GetPixel(w, h))); } } } fastBitmap.UnlockBitmap(); bitmap = fastBitmap.Bitmap(); graph.SmoothingMode = SmoothingMode.AntiAlias; graph.CompositingQuality = CompositingQuality.HighQuality; graph.TextRenderingHint = TextRenderingHint.AntiAliasGridFit; GDIDraw(data, graph, altDataDelim); byte[] imageJ2000 = new byte[0]; try { imageJ2000 = OpenJPEG.EncodeFromImage(bitmap, false); } catch (Exception) { MainConsole.Instance.Error( "[VECTORRENDERMODULE]: OpenJpeg Encode Failed. Empty byte data returned!"); } m_textureManager.ReturnData(id, imageJ2000); }
public void PaintEffect(ITerrainChannel map, UUID userID, float rx, float ry, float rz, float strength, float duration, float BrushSize, List <IScene> scene) { if (locked) { return; } locked = true; strength = TerrainUtil.MetersToSphericalStrength(BrushSize); int x, y; int xFrom = (int)(rx - BrushSize + 0.5); int xTo = (int)(rx + BrushSize + 0.5) + 1; int yFrom = (int)(ry - BrushSize + 0.5); int yTo = (int)(ry + BrushSize + 0.5) + 1; if (xFrom < 0) { xFrom = 0; } if (yFrom < 0) { yFrom = 0; } if (xTo > map.Width) { xTo = map.Width; } if (yTo > map.Height) { yTo = map.Height; } //ONLY get cached assets, since this is a local asset ONLY AssetBase paintAsset = map.Scene.AssetService.Get(map.Scene.RegionInfo.RegionSettings.PaintableTerrainTexture.ToString()); if (paintAsset == null) { paintAsset = new AssetBase(map.Scene.RegionInfo.RegionSettings.PaintableTerrainTexture, "PaintableTerrainTexture-" + map.Scene.RegionInfo.RegionID, AssetType.Texture, UUID.Zero) { Flags = AssetFlags.Deletable }; AssetBase defaultTexture = map.Scene.AssetService.Get(RegionSettings.DEFAULT_TERRAIN_TEXTURE_2.ToString()); //Nice grass if (defaultTexture == null) { //Erm... what to do! return; } paintAsset.Data = defaultTexture.Data; //Eventually we need to replace this with an interpolation of the existing textures! } AssetBase textureToApply = map.Scene.AssetService.Get(m_textureToPaint.ToString()); //The texture the client wants to paint if (textureToApply == null) { return; } Image paintiTexture = map.Scene.RequestModuleInterface <IJ2KDecoder>().DecodeToImage(paintAsset.Data); if (paintiTexture == null) { return; } Image textureToAddiTexture = map.Scene.RequestModuleInterface <IJ2KDecoder>().DecodeToImage(textureToApply.Data); if (textureToAddiTexture == null) { paintiTexture.Dispose(); return; } FastBitmap paintTexture = new FastBitmap((Bitmap)paintiTexture); FastBitmap textureToAddTexture = new FastBitmap((Bitmap)textureToAddiTexture); paintTexture.LockBitmap(); textureToAddTexture.LockBitmap(); // blend in map for (x = xFrom; x < xTo; x++) { for (y = yFrom; y < yTo; y++) { if (!map.Scene.Permissions.CanTerraformLand(userID, new Vector3(x, y, 0))) { continue; } Color c = textureToAddTexture.GetPixel( (int)((x / (float)map.Scene.RegionInfo.RegionSizeX * textureToAddiTexture.Width)), (int)((y / (float)map.Scene.RegionInfo.RegionSizeX) * textureToAddiTexture.Height)); paintTexture.SetPixel((int)((x / (float)map.Scene.RegionInfo.RegionSizeX) * paintiTexture.Width), (int)((y / (float)map.Scene.RegionInfo.RegionSizeX) * paintiTexture.Height), c); } } map.Scene.AssetService.Delete(paintAsset.ID); paintTexture.UnlockBitmap(); textureToAddTexture.UnlockBitmap(); paintAsset.Data = OpenJPEG.EncodeFromImage(paintTexture.Bitmap(), false); paintAsset.Flags = AssetFlags.Deletable; map.Scene.RegionInfo.RegionSettings.PaintableTerrainTexture = UUID.Random(); paintAsset.ID = map.Scene.RegionInfo.RegionSettings.PaintableTerrainTexture; paintAsset.ID = map.Scene.AssetService.Store(paintAsset); map.Scene.RequestModuleInterface <IEstateModule>().sendRegionHandshakeToAll(); locked = false; }