コード例 #1
0
ファイル: warp_Texture.cs プロジェクト: mdickson/opensim-libs
        public warp_Texture getClone()
        {
            warp_Texture t = new warp_Texture(width, height);

            warp_Math.copyBuffer(pixel, t.pixel);
            return(t);
        }
コード例 #2
0
ファイル: warp_Material.cs プロジェクト: jhurliman/simian
 public void setTexture(warp_Texture t)
 {
     texture = t;
     if (texture != null)
     {
         texture.resize();
     }
 }
コード例 #3
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 public warp_TextureSettings(warp_Texture tex, int w, int h, int t, float p, float d, int s, int[] c)
 {
     texture=tex;
     width=w;
     height=h;
     type=t;
     persistency=p;
     density=d;
     samples=s;
     colors=c;
 }
コード例 #4
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 public warp_TextureSettings(warp_Texture tex, int w, int h, int t, float p, float d, int s, int[] c)
 {
     texture     = tex;
     width       = w;
     height      = h;
     type        = t;
     persistency = p;
     density     = d;
     samples     = s;
     colors      = c;
 }
コード例 #5
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        public static warp_Texture CHECKERBOARD(int w, int h, int cellbits, int oddColor, int evenColor)
        {
            warp_Texture t = new warp_Texture(w, h);

            int pos = 0;
            for (int y = 0; y < h; y++)
            {
                for (int x = 0; x < w; x++)
                {
                    int c = ( ( (x >> cellbits) + (y >> cellbits)) & 1) == 0 ? evenColor : oddColor;
                    t.pixel[pos++] =  c;
                }
            }

            return t;
        }
コード例 #6
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        public static warp_Texture CHECKERBOARD(int w, int h, int cellbits, int oddColor, int evenColor)
        {
            warp_Texture t = new warp_Texture(w, h);

            int pos = 0;

            for (int y = 0; y < h; y++)
            {
                for (int x = 0; x < w; x++)
                {
                    int c = (((x >> cellbits) + (y >> cellbits)) & 1) == 0 ? evenColor : oddColor;
                    t.pixel[pos++] = c;
                }
            }

            return(t);
        }
コード例 #7
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        public static warp_Texture PERLIN(int w, int h, float persistency,
                                          float density, int samples, int scale)
        {
            initNoiseBuffer();
            warp_Texture t          = new warp_Texture(w, h);
            int          pos        = 0;
            float        wavelength = (float)((w > h) ? w : h) / density;

            for (int y = 0; y < h; y++)
            {
                for (int x = 0; x < w; x++)
                {
                    t.pixel[pos++] = (int)((float)scale *
                                           perlin2d(x, y, wavelength, persistency,
                                                    samples));
                }
            }
            return(t);
        }
        public static warp_Texture PERLIN(int w, int h, float persistency,
            float density, int samples, int scale)
        {
            initNoiseBuffer();
            warp_Texture t = new warp_Texture(w, h);
            int pos = 0;
            float wavelength = (float)((w > h) ? w : h) / density;

            for (int y = 0; y < h; y++)
            {
                for (int x = 0; x < w; x++)
                {
                    t.pixel[pos++] = (int)((float)scale *
                        perlin2d(x, y, wavelength, persistency,
                        samples));
                }
            }
            return t;
        }
コード例 #9
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        // Material loader
        public void loadMaterial(warp_Material material)
        {
            color        = material.color;
            transparency = material.transparency;
            reflectivity = material.reflectivity;
            texture      = material.texture;
            if (material.envmap != null)
            {
                envmap = material.envmap.pixel;
            }
            else
            {
                envmap = null;
            }

            if (texture != null)
            {
                tw    = texture.width - 1;
                th    = texture.height - 1;
                tbitW = texture.bitWidth;
                tbitH = texture.bitHeight;
            }

            mode = 0;
            if (!material.flat)
            {
                mode |= P;
            }
            if (envmap != null)
            {
                mode |= E;
            }
            if (texture != null)
            {
                mode |= T;
            }
            if (material.wireframe)
            {
                mode |= W;
            }
            materialLoaded = true;
            ready          = lightmapLoaded && materialLoaded;
        }
コード例 #10
0
ファイル: warp_FXLensFlare .cs プロジェクト: jhurliman/simian
        private warp_Texture createRadialTexture(int w, int h, int[] colormap, int[] alphamap)
        {
            int          offset;
            float        relX, relY;
            warp_Texture newTexture = new warp_Texture(w, h);

            int[] palette = getPalette(colormap, alphamap);

            for (int y = h - 1; y >= 0; y--)
            {
                offset = y * w;
                for (int x = w - 1; x >= 0; x--)
                {
                    relX = (float)(x - (w >> 1)) / (float)(w >> 1);
                    relY = (float)(y - (h >> 1)) / (float)(h >> 1);
                    newTexture.pixel[offset + x] = palette[warp_Math.crop((int)(255 * Math.Sqrt(relX * relX + relY * relY)), 0, 255)];
                }
            }

            return(newTexture);
        }
コード例 #11
0
        private void draw(int width, int height, warp_Texture texture, int posx, int posy, int xsize, int ysize)
        {
            if (texture == null)
            {
                return;
            }

            int w = xsize;
            int h = ysize;
            int xBase = posx;
            int yBase = posy;
            int tx = texture.width * 255;
            int ty = texture.height * 255;
            int tw = texture.width;
            int dtx = tx / w;
            int dty = ty / h;
            int txBase = warp_Math.crop(-xBase * dtx, 0, 255 * tx);
            int tyBase = warp_Math.crop(-yBase * dty, 0, 255 * ty);
            int xend = warp_Math.crop(xBase + w, 0, width);
            int yend = warp_Math.crop(yBase + h, 0, height);
            int offset1, offset2;

            xBase = warp_Math.crop(xBase, 0, width);
            yBase = warp_Math.crop(yBase, 0, height);

            ty = tyBase;
            for (int j = yBase; j < yend; j++)
            {
                tx      = txBase;
                offset1 = j * width;
                offset2 = (ty >> 8) * tw;
                for (int i = xBase; i < xend; i++)
                {
                    pixels[i + offset1] = unchecked ((int)0xff000000) | texture.pixel[(tx >> 8) + offset2];
                    tx += dtx;
                }
                ty += dty;
            }
        }
コード例 #12
0
ファイル: warp_Screen.cs プロジェクト: Belxjander/Asuna
		private void draw(int width, int height, warp_Texture texture, int posx, int posy, int xsize, int ysize)
		{
			if (texture == null)
			{
				return;
			}

			int w = xsize;
			int h = ysize;
			int xBase = posx;
			int yBase = posy;
			int tx = texture.width * 255;
			int ty = texture.height * 255;
			int tw = texture.width;
			int dtx = tx / w;
			int dty = ty / h;
			int txBase = warp_Math.crop( -xBase * dtx, 0, 255 * tx);
			int tyBase = warp_Math.crop( -yBase * dty, 0, 255 * ty);
			int xend = warp_Math.crop(xBase + w, 0, width);
			int yend = warp_Math.crop(yBase + h, 0, height);
			int offset1, offset2;
			xBase = warp_Math.crop(xBase, 0, width);
			yBase = warp_Math.crop(yBase, 0, height);

			ty = tyBase;
			for (int j = yBase; j < yend; j++)
			{
				tx = txBase;
				offset1 = j * width;
				offset2 = (ty >> 8) * tw;
				for (int i = xBase; i < xend; i++)
				{
					pixels[ i + offset1 ] = unchecked( (int)0xff000000) | texture.pixel[ ( tx >> 8 ) + offset2 ];
					tx += dtx;
				}
				ty += dty;
			}
		}
コード例 #13
0
ファイル: warp_FXLensFlare .cs プロジェクト: jhurliman/simian
        private void addFlare(warp_Texture texture, float relPos)
        {
            flares++;

            if (flares == 1)
            {
                flare     = new warp_Texture[1];
                flareDist = new float[1];
            }
            else
            {
                warp_Texture[] temp1 = new warp_Texture[flares];
                System.Array.Copy(flare, 0, temp1, 0, flares - 1);           // check this
                flare = temp1;

                float[] temp2 = new float[flares];
                System.Array.Copy(flareDist, 0, temp2, 0, flares - 1);
                flareDist = temp2;
            }

            flare[flares - 1]     = texture;
            flareDist[flares - 1] = relPos;
        }
コード例 #14
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        public static warp_Texture GRAIN(int w, int h, float persistency,
                                         float density, int samples, int levels,
                                         int scale)
        // TIP: For wooden textures
        {
            initNoiseBuffer();
            warp_Texture t          = new warp_Texture(w, h);
            int          pos        = 0;
            float        wavelength = (float)((w > h) ? w : h) / density;
            float        perlin;

            for (int y = 0; y < h; y++)
            {
                for (int x = 0; x < w; x++)
                {
                    perlin = (float)levels *
                             perlin2d(x, y, wavelength, persistency, samples);
                    t.pixel[pos++] = (int)((float)scale *
                                           (perlin - (float)(int)perlin));
                }
            }
            return(t);
        }
コード例 #15
0
ファイル: warp_FXLensFlare .cs プロジェクト: jhurliman/simian
        private warp_Texture createRays(int size, int rays, int rad, int color)
        {
            int          pos;
            float        relPos;
            warp_Texture texture = new warp_Texture(size, size);

            int[] radialMap = new int [1024];
            warp_Math.clearBuffer(radialMap, 0);

            for (int i = 0; i < rays; i++)
            {
                pos = (int)warp_Math.random(rad, 1023 - rad);
                for (int k = pos - rad; k <= pos + rad; k++)
                {
                    relPos        = (float)(k - pos + rad) / (float)(rad * 2);
                    radialMap[k] += (int)(255 * (1 + Math.Sin((relPos - 0.25) * 3.14159 * 2)) / 2);
                }
            }

            int   angle, offset, reldist;
            float xrel, yrel;

            for (int y = size - 1; y >= 0; y--)
            {
                offset = y * size;
                for (int x = size - 1; x >= 0; x--)
                {
                    xrel    = (float)(2 * x - size) / (float)size;
                    yrel    = (float)(2 * y - size) / (float)size;
                    angle   = (int)(1023 * Math.Atan2(xrel, yrel) / 3.14159 / 2) & 1023;
                    reldist = Math.Max((int)(255 - 255 * warp_Math.pythagoras(xrel, yrel)), 0);
                    texture.pixel[x + offset] = warp_Color.scale(color, radialMap[angle] * reldist / 255);
                }
            }

            return(texture);
        }
コード例 #16
0
ファイル: Warp3D.cs プロジェクト: Belxjander/Asuna
		public bool SetBackgroundTexture(string path)
		{
			if (_scene == null)
			{
				return false;
			}

			warp_Texture texture = null;
			try
			{
				texture = new warp_Texture(path);
			}
			catch (Exception)
			{
				return false;
			}

			_scene.environment.setBackground(texture);

			return true;
		}
コード例 #17
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        private warp_Texture GetTexture(UUID id)
        {
            warp_Texture ret = null;

            byte[] asset = m_scene.AssetService.GetData(id.ToString());

            if (asset != null)
            {
                IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();

                try
                {
                    using (Bitmap img = (Bitmap)imgDecoder.DecodeToImage(asset))
                        ret = new warp_Texture(img);
                }
                catch (Exception e)
                {
                    m_log.Warn(string.Format("[WARP 3D IMAGE MODULE]: Failed to decode asset {0}, exception  ", id), e);
                }                    
            }

            return ret;
        }
コード例 #18
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 public void add(warp_Texture texture, int posx, int posy, int xsize, int ysize)
 {
     add(width, height, texture, posx, posy, xsize, ysize);
 }
コード例 #19
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 public void drawBackground(warp_Texture texture, int posx, int posy, int xsize, int ysize)
 {
     draw(width, height, texture, posx, posy, xsize, ysize);
 }
コード例 #20
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ファイル: warp_Material.cs プロジェクト: jhurliman/simian
 public warp_Material(warp_Texture t)
 {
     setTexture(t);
     reflectivity = 255;
 }
コード例 #21
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 public warp_Texture getClone()
 {
     warp_Texture t = new warp_Texture(width, height);
     warp_Math.copyBuffer(pixel, t.pixel);
     return t;
 }
コード例 #22
0
ファイル: warp_Scene.cs プロジェクト: Belxjander/Asuna
		public void setBackground(warp_Texture t)
		{
			environment.setBackground(t);
		}
コード例 #23
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        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);

            Bitmap image = TerrainSplat.Splat(heightmap, 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.Scene.material("TerrainColor").setReflectivity(0); // reduces tile seams a bit thanks lkalif
            renderer.SetObjectMaterial("Terrain", "TerrainColor");
        }
コード例 #24
0
ファイル: warp_Environment.cs プロジェクト: Belxjander/Asuna
		public void setBackground(warp_Texture t)
		{
			background=t;
		}
コード例 #25
0
ファイル: warp_Environment.cs プロジェクト: jhurliman/simian
 public void setBackground(warp_Texture t)
 {
     background = t;
 }
コード例 #26
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        // Material loader
        public void loadMaterial(warp_Material material)
        {
            color=material.color;
            transparency=material.transparency;
            reflectivity=material.reflectivity;
            texture=material.texture;
            if (material.envmap!=null) envmap=material.envmap.pixel;
            else envmap=null;

            if (texture!=null)
            {
                tw=texture.width-1;
                th=texture.height-1;
                tbitW=texture.bitWidth;
                tbitH=texture.bitHeight;
            }

            mode=0;
            if (!material.flat) mode|=P;
            if (envmap!=null) mode|=E;
            if (texture!=null) mode|=T;
            if (material.wireframe) mode|=W;
            materialLoaded=true;
            ready=lightmapLoaded&&materialLoaded;
        }
コード例 #27
0
ファイル: Warp3D.cs プロジェクト: Belxjander/Asuna
		public bool SetTexture(string name, string path)
		{
			if (_scene == null)
			{
				return false;
			}

			warp_Texture texture = null;
			try
			{
				texture = new warp_Texture( path );
			}
			catch(Exception)
			{
				return false;
			}

			warp_Material material = (warp_Material)_scene.materialData[name];
			if (material == null)
			{
				return false;
			}

			material.setTexture(texture);

			return true;
		}
        public static warp_Texture GRAIN(int w, int h, float persistency,
            float density, int samples, int levels,
            int scale)
        // TIP: For wooden textures
        {
            initNoiseBuffer();
            warp_Texture t = new warp_Texture(w, h);
            int pos = 0;
            float wavelength = (float)((w > h) ? w : h) / density;
            float perlin;

            for (int y = 0; y < h; y++)
            {
                for (int x = 0; x < w; x++)
                {
                    perlin = (float)levels *
                        perlin2d(x, y, wavelength, persistency, samples);
                    t.pixel[pos++] = (int)((float)scale *
                        (perlin - (float)(int)perlin));
                }
            }
            return t;
        }
コード例 #29
0
ファイル: warp_FXLensFlare .cs プロジェクト: Belxjander/Asuna
		private void addFlare(warp_Texture texture, float relPos)
		{
			flares++;
			
			if (flares == 1)
			{
				flare=new warp_Texture[1];
				flareDist=new float[1];
			}
			else
			{
				warp_Texture[] temp1=new warp_Texture[flares];
				System.Array.Copy(flare,0,temp1,0,flares-1); // check this
				flare=temp1;
				
				float[] temp2=new float[flares];
                System.Array.Copy(flareDist, 0, temp2, 0, flares - 1 );
				flareDist=temp2;
			}
			
			flare[flares-1]=texture;
			flareDist[flares-1]=relPos;
		}
コード例 #30
0
ファイル: WarpTileRenderer.cs プロジェクト: rjspence/YourSim
 private warp_Texture GetTexture(UUID id)
 {
     warp_Texture ret = null;
     AssetBase asset = m_scene.AssetService.Get(id.ToString());
     if (asset != null)
     {
         IJ2KDecoder imgDecoder = m_scene.RequestModuleInterface<IJ2KDecoder>();
         Bitmap img = (Bitmap) imgDecoder.DecodeToImage(asset.Data);
         if (img != null)
         {
             ret = new warp_Texture(img);
             img.Dispose();
         }
         asset.Dispose();
     }
     return ret;
 }
コード例 #31
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 public void setTexture(warp_Texture t)
 {
     texture = t;
     if (texture != null) texture.resize();
 }
コード例 #32
0
ファイル: warp_Material.cs プロジェクト: jhurliman/simian
 public void setEnvmap(warp_Texture env)
 {
     envmap = env;
     env.resize(256, 256);
 }
コード例 #33
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 public warp_Material(warp_Texture t)
 {
     setTexture(t);
     reflectivity = 255;
 }
コード例 #34
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ファイル: warp_Material.cs プロジェクト: jhurliman/simian
        private void readTexture(BinaryReader inStream, bool textureId)
        {
            warp_Texture t  = null;
            int          id = inStream.ReadSByte();

            if (id == 1)
            {
                t = new warp_Texture("c:/source/warp3d/materials/skymap.jpg");

                if (t != null && textureId)
                {
                    texturePath     = t.path;
                    textureSettings = null;
                    setTexture(t);
                }
                if (t != null && !textureId)
                {
                    envmapPath     = t.path;
                    envmapSettings = null;
                    setEnvmap(t);
                }
            }

            if (id == 2)
            {
                int w    = readInt(inStream);
                int h    = readInt(inStream);
                int type = inStream.ReadSByte();

                float persistency = readInt(inStream);
                float density     = readInt(inStream);

                persistency = .5f;
                density     = .5f;

                int   samples   = inStream.ReadByte();
                int   numColors = inStream.ReadByte();
                int[] colors    = new int[numColors];
                for (int i = 0; i < numColors; i++)
                {
                    colors[i] = readInt(inStream);
                }
                if (type == 1)
                {
                    t = warp_TextureFactory.PERLIN(w, h, persistency, density, samples, 1024).colorize(warp_Color.makeGradient(colors, 1024));
                }
                if (type == 2)
                {
                    t = warp_TextureFactory.WAVE(w, h, persistency, density, samples, 1024).colorize(warp_Color.makeGradient(colors, 1024));
                }
                if (type == 3)
                {
                    t = warp_TextureFactory.GRAIN(w, h, persistency, density, samples, 20, 1024).colorize(warp_Color.makeGradient(colors, 1024));
                }

                if (textureId)
                {
                    texturePath     = null;
                    textureSettings = new warp_TextureSettings(t, w, h, type, persistency, density, samples, colors);
                    setTexture(t);
                }
                else
                {
                    envmapPath     = null;
                    envmapSettings = new warp_TextureSettings(t, w, h, type, persistency, density, samples, colors);
                    setEnvmap(t);
                }
            }
        }
コード例 #35
0
ファイル: Warp3DRenderer.cs プロジェクト: thoys/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");
        }
コード例 #36
0
 public void setBackground(warp_Texture t)
 {
     environment.setBackground(t);
 }
コード例 #37
0
ファイル: WarpTileRenderer.cs プロジェクト: rknop/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 #38
0
ファイル: warp_FXLensFlare .cs プロジェクト: Belxjander/Asuna
		private warp_Texture createRadialTexture(int w, int h, int[] colormap, int[] alphamap)
		{
			int offset;
			float relX,relY;
			warp_Texture newTexture=new warp_Texture(w,h);
			int[] palette=getPalette(colormap, alphamap);
			
			for(int y=h-1;y>=0;y--)
			{
				offset=y*w;
				for (int x=w-1;x>=0;x--)
				{
					relX=(float)(x-(w>>1))/(float)(w>>1);
					relY=(float)(y-(h>>1))/(float)(h>>1);
					newTexture.pixel[offset+x]=palette[warp_Math.crop((int)(255*Math.Sqrt(relX*relX+relY*relY)),0,255)];
				}
			}

			return newTexture;			
		}
コード例 #39
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 #40
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 #41
0
ファイル: warp_FXLensFlare .cs プロジェクト: Belxjander/Asuna
		private warp_Texture createRays(int size, int rays, int rad, int color)
		{
			int pos;	
            float relPos;
			warp_Texture texture=new warp_Texture(size,size);
			int[] radialMap=new int [1024];
			warp_Math.clearBuffer(radialMap, 0);

			for (int i=0;i<rays;i++)
			{
				pos=(int)warp_Math.random(rad,1023-rad);
				for (int k=pos-rad; k<=pos+rad; k++)
				{
					relPos=(float)(k-pos+rad)/(float)(rad*2);
					radialMap[k]+=(int)(255*(1+Math.Sin((relPos-0.25)*3.14159*2))/2);
				}
			}

			int angle,offset,reldist;
			float xrel,yrel;
			for (int y=size-1;y>=0;y--)
			{
				offset=y*size;
				for (int x=size-1;x>=0;x--)
				{
					xrel=(float)(2*x-size)/(float)size;
					yrel=(float)(2*y-size)/(float)size;
					angle=(int)(1023*Math.Atan2(xrel,yrel)/3.14159/2)&1023;
					reldist=Math.Max((int)(255-255*warp_Math.pythagoras(xrel,yrel)),0);
					texture.pixel[x+offset]=warp_Color.scale(color, radialMap[angle]*reldist/255);
				}
			}

			return texture;
		}
コード例 #42
0
 public void setEnvmap(warp_Texture env)
 {
     envmap = env;
     env.resize(256, 256);
 }
コード例 #43
0
 public void add( warp_Texture texture, int posx, int posy, int xsize, int ysize )
 {
     add( width, height, texture, posx, posy, xsize, ysize );
 }
コード例 #44
0
        private void readTexture(BinaryReader inStream, bool textureId)
        {
            warp_Texture t = null;
            int id = inStream.ReadSByte();
            if (id == 1)
            {
                t = new warp_Texture("c:/source/warp3d/materials/skymap.jpg");

                if (t != null && textureId)
                {
                    texturePath = t.path;
                    textureSettings = null;
                    setTexture(t);
                }
                if (t != null && !textureId)
                {
                    envmapPath = t.path;
                    envmapSettings = null;
                    setEnvmap(t);
                }
            }

            if (id == 2)
            {
                int w = readInt(inStream);
                int h = readInt(inStream);
                int type = inStream.ReadSByte();

                float persistency = readInt(inStream);
                float density = readInt(inStream);

                persistency = .5f;
                density = .5f;

                int samples = inStream.ReadByte();
                int numColors = inStream.ReadByte();
                int[] colors = new int[numColors];
                for (int i = 0; i < numColors; i++)
                {
                    colors[i] = readInt(inStream);

                }
                if (type == 1)
                {
                    t = warp_TextureFactory.PERLIN(w, h, persistency, density, samples, 1024).colorize(warp_Color.makeGradient(colors, 1024));
                }
                if (type == 2)
                {
                    t = warp_TextureFactory.WAVE(w, h, persistency, density, samples, 1024).colorize(warp_Color.makeGradient(colors, 1024));
                }
                if (type == 3)
                {
                    t = warp_TextureFactory.GRAIN(w, h, persistency, density, samples, 20, 1024).colorize(warp_Color.makeGradient(colors, 1024));

                }

                if (textureId)
                {
                    texturePath = null;
                    textureSettings = new warp_TextureSettings(t, w, h, type, persistency, density, samples, colors);
                    setTexture(t);
                }
                else
                {
                    envmapPath = null;
                    envmapSettings = new warp_TextureSettings(t, w, h, type, persistency, density, samples, colors);
                    setEnvmap(t);
                }
            }
        }
コード例 #45
0
 public void drawBackground(warp_Texture texture, int posx, int posy,int xsize, int ysize)
 {
     draw(width, height, texture, posx, posy, xsize, ysize);
 }