private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim, bool useTextures) { const float MIN_SIZE = 2f; if ((PCode)prim.Shape.PCode != PCode.Prim) { return; } if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE) { return; } Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset); FacetedMesh renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); if (renderMesh == null) { return; } warp_Vector primPos = ConvertVector(prim.GetWorldPosition()); warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset); warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); if (prim.ParentID != 0) { SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId); if (group != null) { m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset))); } } warp_Vector primScale = ConvertVector(prim.Scale); string primID = prim.UUID.ToString(); // Create the prim faces // TODO: Implement the useTextures flag behavior for (int i = 0; i < renderMesh.Faces.Count; i++) { Face face = renderMesh.Faces[i]; string meshName = primID + "-Face-" + i.ToString(); // Avoid adding duplicate meshes to the scene if (renderer.Scene.objectData.ContainsKey(meshName)) { continue; } warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3); for (int j = 0; j < face.Vertices.Count; j++) { Vertex v = face.Vertices[j]; warp_Vector pos = ConvertVector(v.Position); warp_Vector norm = ConvertVector(v.Normal); if (prim.Shape.SculptTexture == UUID.Zero) { norm = norm.reverse(); } warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y); faceObj.addVertex(vert); } for (int j = 0; j < face.Indices.Count; j += 3) { faceObj.addTriangle( face.Indices[j + 0], face.Indices[j + 1], face.Indices[j + 2]); } Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); Color4 faceColor = GetFaceColor(teFace); string materialName = GetOrCreateMaterial(renderer, faceColor); faceObj.transform(m); faceObj.setPos(primPos); faceObj.scaleSelf(primScale.x, primScale.y, primScale.z); renderer.Scene.addObject(meshName, faceObj); renderer.SetObjectMaterial(meshName, materialName); } }
private void CreatePrim(WarpRenderer renderer, SceneObjectPart prim, bool useTextures) { const float MIN_SIZE = 2f; if ((PCode)prim.Shape.PCode != PCode.Prim) { return; } if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE) { return; } FacetedMesh renderMesh = null; Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.RotationOffset); if (m_renderMeshes) { if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero) { // Try fetchinng the asset byte[] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString()); if (sculptAsset != null) { // Is it a mesh? if (omvPrim.Sculpt.Type == SculptType.Mesh) { AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset); FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh); meshAsset = null; } else // It's sculptie { IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface <IJ2KDecoder>(); if (imgDecoder != null) { Image sculpt = imgDecoder.DecodeToImage(sculptAsset); if (sculpt != null) { renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, DetailLevel.Medium); sculpt.Dispose(); } } } } } } // If not a mesh or sculptie, try the regular mesher if (renderMesh == null) { renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); } if (renderMesh == null) { return; } warp_Vector primPos = ConvertVector(prim.GetWorldPosition()); warp_Quaternion primRot = ConvertQuaternion(prim.RotationOffset); warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); if (prim.ParentID != 0) { SceneObjectGroup group = m_scene.SceneGraph.GetGroupByPrim(prim.LocalId); if (group != null) { m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootPart.RotationOffset))); } } warp_Vector primScale = ConvertVector(prim.Scale); string primID = prim.UUID.ToString(); // Create the prim faces // TODO: Implement the useTextures flag behavior for (int i = 0; i < renderMesh.Faces.Count; i++) { Face face = renderMesh.Faces[i]; string meshName = primID + "-Face-" + i.ToString(); // Avoid adding duplicate meshes to the scene if (renderer.Scene.objectData.ContainsKey(meshName)) { continue; } warp_Object faceObj = new warp_Object(face.Vertices.Count, face.Indices.Count / 3); for (int j = 0; j < face.Vertices.Count; j++) { Vertex v = face.Vertices[j]; warp_Vector pos = ConvertVector(v.Position); warp_Vector norm = ConvertVector(v.Normal); if (prim.Shape.SculptTexture == UUID.Zero) { norm = norm.reverse(); } warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y); faceObj.addVertex(vert); } for (int j = 0; j < face.Indices.Count; j += 3) { faceObj.addTriangle( face.Indices[j + 0], face.Indices[j + 1], face.Indices[j + 2]); } Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); Color4 faceColor = GetFaceColor(teFace); string materialName = String.Empty; if (m_texturePrims && prim.Scale.LengthSquared() > m_texturePrimSize * m_texturePrimSize) { materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID); } else { materialName = GetOrCreateMaterial(renderer, faceColor); } faceObj.transform(m); faceObj.setPos(primPos); faceObj.scaleSelf(primScale.x, primScale.y, primScale.z); renderer.Scene.addObject(meshName, faceObj); renderer.SetObjectMaterial(meshName, materialName); } }
private void CreateTerrain(WarpRenderer renderer, bool textureTerrain) { ITerrainChannel terrain = m_scene.Heightmap; float[] heightmap = terrain.GetFloatsSerialised(); warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2); for (int y = 0; y < 256; y++) { for (int x = 0; x < 256; x++) { int v = y * 256 + x; float height = heightmap[v]; warp_Vector pos = ConvertVector(new Vector3(x, y, height)); obj.addVertex(new warp_Vertex(pos, (float)x / 255f, (float)(255 - y) / 255f)); } } for (int y = 0; y < 256; y++) { for (int x = 0; x < 256; x++) { if (x < 255 && y < 255) { int v = y * 256 + x; // Normal Vector3 v1 = new Vector3(x, y, heightmap[y * 256 + x]); Vector3 v2 = new Vector3(x + 1, y, heightmap[y * 256 + x + 1]); Vector3 v3 = new Vector3(x, y + 1, heightmap[(y + 1) * 256 + x]); warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3)); norm = norm.reverse(); obj.vertex(v).n = norm; // Triangle 1 obj.addTriangle( v, v + 1, v + 256); // Triangle 2 obj.addTriangle( v + 256 + 1, v + 256, 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); warp_Texture texture; using ( Bitmap image = TerrainSplat.Splat( heightmap, textureIDs, startHeights, heightRanges, new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain)) { texture = new warp_Texture(image); } warp_Material material = new warp_Material(texture); material.setReflectivity(50); renderer.Scene.addMaterial("TerrainColor", material); renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif renderer.SetObjectMaterial("Terrain", "TerrainColor"); }
void CreatePrim(WarpRenderer renderer, ISceneChildEntity prim, bool texturePrims) { try { if ((PCode)prim.Shape.PCode != PCode.Prim) { return; } if (prim.Scale.LengthSquared() < MIN_PRIM_SIZE * MIN_PRIM_SIZE) { return; } Primitive omvPrim = prim.Shape.ToOmvPrimitive(prim.OffsetPosition, prim.GetRotationOffset()); FacetedMesh renderMesh = null; // Are we dealing with a sculptie or mesh? if (omvPrim.Sculpt != null && omvPrim.Sculpt.SculptTexture != UUID.Zero) { // Try fetching the asset byte [] sculptAsset = m_scene.AssetService.GetData(omvPrim.Sculpt.SculptTexture.ToString()); if (sculptAsset != null) { // Is it a mesh? if (omvPrim.Sculpt.Type == SculptType.Mesh) { AssetMesh meshAsset = new AssetMesh(omvPrim.Sculpt.SculptTexture, sculptAsset); FacetedMesh.TryDecodeFromAsset(omvPrim, meshAsset, DetailLevel.Highest, out renderMesh); meshAsset = null; } else // It's sculptie { Image sculpt = m_imgDecoder.DecodeToImage(sculptAsset); if (sculpt != null) { renderMesh = m_primMesher.GenerateFacetedSculptMesh(omvPrim, (Bitmap)sculpt, DetailLevel.Medium); sculpt.Dispose(); } } sculptAsset = null; } else { // missing sculpt data... replace with something renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); } } else // Prim { renderMesh = m_primMesher.GenerateFacetedMesh(omvPrim, DetailLevel.Medium); } if (renderMesh == null) { return; } warp_Vector primPos = ConvertVector(prim.GetWorldPosition()); warp_Quaternion primRot = ConvertQuaternion(prim.GetRotationOffset()); warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); if (prim.ParentID != 0) { ISceneEntity group = m_scene.GetGroupByPrim(prim.LocalId); if (group != null) { m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(group.RootChild.GetRotationOffset()))); } } warp_Vector primScale = ConvertVector(prim.Scale); string primID = prim.UUID.ToString(); // Create the prim faces for (int i = 0; i < renderMesh.Faces.Count; i++) { Face renderFace = renderMesh.Faces [i]; string meshName = primID + "-Face-" + i; warp_Object faceObj = new warp_Object(renderFace.Vertices.Count, renderFace.Indices.Count / 3); foreach (Vertex v in renderFace.Vertices) { warp_Vector pos = ConvertVector(v.Position); warp_Vector norm = ConvertVector(v.Normal); if (prim.Shape.SculptTexture == UUID.Zero) { norm = norm.reverse(); } warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y); faceObj.addVertex(vert); } for (int j = 0; j < renderFace.Indices.Count;) { faceObj.addTriangle( renderFace.Indices [j++], renderFace.Indices [j++], renderFace.Indices [j++]); } Primitive.TextureEntryFace teFace = prim.Shape.Textures.GetFace((uint)i); string materialName; Color4 faceColor = GetFaceColor(teFace); if (texturePrims && (prim.Scale.LengthSquared() > m_texturePrimSize)) { materialName = GetOrCreateMaterial(renderer, faceColor, teFace.TextureID); } else { materialName = GetOrCreateMaterial(renderer, faceColor); } faceObj.transform(m); faceObj.setPos(primPos); faceObj.scaleSelf(primScale.x, primScale.y, primScale.z); renderer.Scene.addObject(meshName, faceObj); renderer.SetObjectMaterial(meshName, materialName); faceObj = null; } renderMesh.Faces.Clear(); renderMesh = null; } catch (Exception ex) { MainConsole.Instance.Warn("[WarpTile generator]: Exception creating prim, " + ex); } }
// Add a terrain to the renderer. // Note that we create a 'low resolution' 256x256 vertex terrain rather than trying for // full resolution. This saves a lot of memory especially for very large regions. private void CreateTerrain(WarpRenderer renderer, bool textureTerrain) { ITerrainChannel terrain = m_scene.Heightmap; // 'diff' is the difference in scale between the real region size and the size of terrain we're buiding float diff = (float)m_scene.RegionInfo.RegionSizeX / 256f; warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2); // Create all the vertices for the terrain 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, (float)terrain[(int)x, (int)y]); obj.addVertex(new warp_Vertex(pos, x / (float)m_scene.RegionInfo.RegionSizeX, (((float)m_scene.RegionInfo.RegionSizeY) - y) / m_scene.RegionInfo.RegionSizeY)); } } // Now that we have all the vertices, make another pass and create // the normals for each of the surface triangles and // create the list of triangle indices. 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 < 255 && newY < 255) { int v = (int)newY * 256 + (int)newX; // Normal for a triangle made up of three adjacent vertices Vector3 v1 = new Vector3(newX, newY, (float)terrain[(int)x, (int)y]); Vector3 v2 = new Vector3(newX + 1, newY, (float)terrain[(int)(x + 1), (int)y]); Vector3 v3 = new Vector3(newX, newY + 1, (float)terrain[(int)x, ((int)(y + 1))]); warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3)); norm = norm.reverse(); obj.vertex(v).n = norm; // Make two triangles for each of the squares in the grid of vertices obj.addTriangle( v, v + 1, v + 256); obj.addTriangle( v + 256 + 1, v + 256, v + 1); } } } renderer.Scene.addObject("Terrain", obj); UUID[] textureIDs = new UUID[4]; float[] startHeights = new float[4]; float[] heightRanges = new float[4]; OpenSim.Framework.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; Util.RegionHandleToWorldLoc(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); warp_Texture texture; using ( Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges, new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain)) { texture = new warp_Texture(image); } warp_Material material = new warp_Material(texture); material.setReflectivity(50); renderer.Scene.addMaterial("TerrainColor", material); renderer.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif renderer.SetObjectMaterial("Terrain", "TerrainColor"); }
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 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); }
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"); }
private void CreatePrim(WarpRenderer renderer, LLPrimitive prim, IPrimMesher primMesher) { const float MIN_SIZE = 2f; if (prim.Prim.PrimData.PCode != PCode.Prim) { return; } if (prim.Scale.LengthSquared() < MIN_SIZE * MIN_SIZE) { return; } RenderingMesh renderMesh; DetailLevel lod = DetailLevel.Medium; renderMesh = primMesher.GetRenderingMesh(prim, lod); if (renderMesh == null) { return; } warp_Vector primPos = ConvertVector(prim.ScenePosition); warp_Quaternion primRot = ConvertQuaternion(prim.RelativeRotation); warp_Matrix m = warp_Matrix.quaternionMatrix(primRot); if (prim.Parent != null) { m.transform(warp_Matrix.quaternionMatrix(ConvertQuaternion(prim.Parent.RelativeRotation))); } warp_Vector primScale = ConvertVector(prim.Scale); string primID = prim.ID.ToString(); // Create the prim faces for (int i = 0; i < renderMesh.Faces.Length; i++) { RenderingMesh.Face face = renderMesh.Faces[i]; string meshName = primID + "-Face-" + i.ToString(); warp_Object faceObj = new warp_Object(face.Vertices.Length, face.Indices.Length / 3); for (int j = 0; j < face.Vertices.Length; j++) { Vertex v = face.Vertices[j]; warp_Vector pos = ConvertVector(v.Position); warp_Vector norm = ConvertVector(v.Normal); if (prim.Prim.Sculpt == null || prim.Prim.Sculpt.SculptTexture == UUID.Zero) { norm = norm.reverse(); } warp_Vertex vert = new warp_Vertex(pos, norm, v.TexCoord.X, v.TexCoord.Y); faceObj.addVertex(vert); } for (int j = 0; j < face.Indices.Length; j += 3) { faceObj.addTriangle( face.Indices[j + 0], face.Indices[j + 1], face.Indices[j + 2]); } Primitive.TextureEntryFace teFace = prim.Prim.Textures.GetFace((uint)i); Color4 faceColor = GetFaceColor(teFace); string materialName = GetOrCreateMaterial(renderer, faceColor); faceObj.transform(m); faceObj.setPos(primPos); faceObj.scaleSelf(primScale.x, primScale.y, primScale.z); renderer.Scene.addObject(meshName, faceObj); renderer.SetObjectMaterial(meshName, materialName); } }
private void CreateTerrain(IScene scene, WarpRenderer renderer, ITerrain terrain, RegionInfo regionInfo) { float[] heightmap = (terrain != null) ? terrain.GetHeightmap() : new float[256 * 256]; warp_Object obj = new warp_Object(256 * 256, 255 * 255 * 2); for (int y = 0; y < 256; y++) { for (int x = 0; x < 256; x++) { int v = y * 256 + x; float height = heightmap[v]; warp_Vector pos = ConvertVector(new Vector3(x, y, height)); obj.addVertex(new warp_Vertex(pos, (float)x / 255f, (float)(255 - y) / 255f)); } } for (int y = 0; y < 256; y++) { for (int x = 0; x < 256; x++) { if (x < 255 && y < 255) { int v = y * 256 + x; // Normal Vector3 v1 = new Vector3(x, y, heightmap[y * 256 + x]); Vector3 v2 = new Vector3(x + 1, y, heightmap[y * 256 + x + 1]); Vector3 v3 = new Vector3(x, y + 1, heightmap[(y + 1) * 256 + x]); warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3)); norm = norm.reverse(); obj.vertex(v).n = norm; // Triangle 1 obj.addTriangle( v, v + 1, v + 256); // Triangle 2 obj.addTriangle( v + 256 + 1, v + 256, v + 1); } } } renderer.Scene.addObject("Terrain", obj); UUID[] textureIDs = new UUID[4]; float[] startHeights = new float[4]; float[] heightRanges = new float[4]; if (regionInfo != null) { textureIDs[0] = regionInfo.TerrainDetail0; textureIDs[1] = regionInfo.TerrainDetail1; textureIDs[2] = regionInfo.TerrainDetail2; textureIDs[3] = regionInfo.TerrainDetail3; startHeights[0] = regionInfo.TerrainStartHeight00; startHeights[1] = regionInfo.TerrainStartHeight01; startHeights[2] = regionInfo.TerrainStartHeight10; startHeights[3] = regionInfo.TerrainStartHeight11; heightRanges[0] = regionInfo.TerrainHeightRange00; heightRanges[1] = regionInfo.TerrainHeightRange01; heightRanges[2] = regionInfo.TerrainHeightRange10; heightRanges[3] = regionInfo.TerrainHeightRange11; } Bitmap image = TerrainSplat.Splat(heightmap, textureIDs, startHeights, heightRanges, scene.MinPosition, m_assetClient); 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"); }