コード例 #1
0
ファイル: Warp3DImageModule.cs プロジェクト: justasabc/wifi
        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);
            }
        }
コード例 #2
0
        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);
            }
        }
コード例 #3
0
ファイル: Warp3DImageModule.cs プロジェクト: justasabc/wifi
        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");
        }
コード例 #4
0
        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);
            }
        }
コード例 #5
0
        // 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");
        }
コード例 #6
0
        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);
        }
コード例 #7
0
        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);
        }
コード例 #8
0
ファイル: WarpTileRenderer.cs プロジェクト: x8ball/Aurora-Sim
        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");
        }
コード例 #9
0
ファイル: Warp3DRenderer.cs プロジェクト: jhurliman/simian
        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);
            }
        }
コード例 #10
0
ファイル: Warp3DRenderer.cs プロジェクト: jhurliman/simian
        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");
        }