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"); }
// 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; float regionsx = m_scene.RegionInfo.RegionSizeX; float regionsy = m_scene.RegionInfo.RegionSizeY; // 'diff' is the difference in scale between the real region size and the size of terrain we're buiding float diff = regionsx / 256f; int npointsx = (int)(regionsx / diff); int npointsy = (int)(regionsy / diff); float invsx = 1.0f / regionsx; float invsy = 1.0f / (float)m_scene.RegionInfo.RegionSizeY; // Create all the vertices for the terrain warp_Object obj = new warp_Object(); for (float y = 0; y < regionsy; y += diff) { for (float x = 0; x < regionsx; x += diff) { warp_Vector pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]); obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f - y * invsy)); } } // Now that we have all the vertices, make another pass and // create the list of triangle indices. float invdiff = 1.0f / diff; int limx = npointsx - 1; int limy = npointsy - 1; for (float y = 0; y < regionsy; y += diff) { for (float x = 0; x < regionsx; x += diff) { float newX = x * invdiff; float newY = y * invdiff; if (newX < limx && newY < limy) { int v = (int)newY * npointsx + (int)newX; // Make two triangles for each of the squares in the grid of vertices obj.addTriangle( v, v + 1, v + npointsx); obj.addTriangle( v + npointsx + 1, v + npointsx, 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"); }
// Add a terrain to the renderer. // Note that we create a 'low resolution' 257x257 vertex terrain rather than trying for // full resolution. This saves a lot of memory especially for very large regions. private void CreateTerrain(WarpRenderer renderer) { ITerrainChannel terrain = m_scene.Heightmap; float regionsx = m_scene.RegionInfo.RegionSizeX; float regionsy = m_scene.RegionInfo.RegionSizeY; // 'diff' is the difference in scale between the real region size and the size of terrain we're buiding int bitWidth; int bitHeight; const double log2inv = 1.4426950408889634073599246810019; bitWidth = (int)Math.Ceiling((Math.Log(terrain.Width) * log2inv)); bitHeight = (int)Math.Ceiling((Math.Log(terrain.Height) * log2inv)); if (bitWidth > 8) // more than 256 is very heavy :( { bitWidth = 8; } if (bitHeight > 8) { bitHeight = 8; } int twidth = (int)Math.Pow(2, bitWidth); int theight = (int)Math.Pow(2, bitHeight); float diff = regionsx / twidth; int npointsx = (int)(regionsx / diff); int npointsy = (int)(regionsy / diff); float invsx = 1.0f / (npointsx * diff); float invsy = 1.0f / (npointsy * diff); npointsx++; npointsy++; // Create all the vertices for the terrain warp_Object obj = new warp_Object(); warp_Vector pos; float x, y; float tv; for (y = 0; y < regionsy; y += diff) { tv = y * invsy; for (x = 0; x < regionsx; x += diff) { pos = ConvertVector(x, y, (float)terrain[(int)x, (int)y]); obj.addVertex(new warp_Vertex(pos, x * invsx, tv)); } pos = ConvertVector(x, y, (float)terrain[(int)(x - diff), (int)y]); obj.addVertex(new warp_Vertex(pos, 1.0f, tv)); } int lastY = (int)(y - diff); for (x = 0; x < regionsx; x += diff) { pos = ConvertVector(x, y, (float)terrain[(int)x, lastY]); obj.addVertex(new warp_Vertex(pos, x * invsx, 1.0f)); } pos = ConvertVector(x, y, (float)terrain[(int)(x - diff), lastY]); obj.addVertex(new warp_Vertex(pos, 1.0f, 1.0f)); // create triangles. int limx = npointsx - 1; int limy = npointsy - 1; for (int j = 0; j < limy; j++) { for (int i = 0; i < limx; i++) { int v = j * npointsx + i; // Make two triangles for each of the squares in the grid of vertices obj.addTriangle( v, v + 1, v + npointsx); obj.addTriangle( v + npointsx + 1, v + npointsx, 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; warp_Texture texture; using (Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges, m_scene.RegionInfo.WorldLocX, m_scene.RegionInfo.WorldLocY, m_scene.AssetService, m_imgDecoder, m_textureTerrain, m_textureAverageTerrain, twidth, twidth)) texture = new warp_Texture(image); warp_Material material = new warp_Material(texture); renderer.Scene.addMaterial("TerrainMat", material); renderer.SetObjectMaterial("Terrain", "TerrainMat"); }
// 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"); }