public Bitmap TerrainToBitmap(Bitmap mapBmp, int size) { mapBmp = null; int scaledRemovalFactor = m_scene.RegionInfo.RegionSizeX/(Constants.RegionSize/2); Vector3 camPos = new Vector3(m_scene.RegionInfo.RegionSizeX/2 - 0.5f, m_scene.RegionInfo.RegionSizeY/2 - 0.5f, 221.7025033688163f); Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, m_scene.RegionInfo.RegionSizeX - scaledRemovalFactor, m_scene.RegionInfo.RegionSizeY - scaledRemovalFactor, m_scene.RegionInfo.RegionSizeX - scaledRemovalFactor, m_scene.RegionInfo.RegionSizeY - scaledRemovalFactor); viewport.FieldOfView = 150; viewport.Width = size; viewport.Height = size; return TerrainBitmap (viewport, false); }
public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) { Viewport viewport = new Viewport(camPos, camDir, fov, 1024f, 0.1f, width, height); return TerrainBitmap(viewport, true); }
public Bitmap TerrainBitmap(Viewport viewport, bool threeD) { // AntiAliasing int width = viewport.Width * 2; int height = viewport.Height * 2; WarpRenderer renderer = new WarpRenderer(); if (!renderer.CreateScene(width, height)) { MainConsole.Instance.Error ("[Warp3D]: Unable to create the required scene! Maybe lack of RAM?"); return new Bitmap(Constants.RegionSize, Constants.RegionSize, PixelFormat.Format24bppRgb); } renderer.Scene.autoCalcNormals = false; if (threeD) renderer.SetBackgroundColor (SKYCOLOR); #region Camera warp_Vector pos = ConvertVector(viewport.Position); pos.z -= 0.001f; // Works around an issue with the Warp3D camera warp_Vector lookat = warp_Vector.add(ConvertVector(viewport.Position), ConvertVector(viewport.LookDirection)); renderer.Scene.defaultCamera.setPos(pos); renderer.Scene.defaultCamera.lookAt(lookat); if (viewport.Orthographic) { renderer.Scene.defaultCamera.isOrthographic = true; if(viewport.OrthoWindowWidth <= viewport.OrthoWindowHeight) { renderer.Scene.defaultCamera.orthoViewWidth = viewport.OrthoWindowWidth; renderer.Scene.defaultCamera.orthoViewHeight = viewport.OrthoWindowWidth; } else { renderer.Scene.defaultCamera.orthoViewWidth = viewport.OrthoWindowHeight; renderer.Scene.defaultCamera.orthoViewHeight = viewport.OrthoWindowHeight; } } else { viewport.Orthographic = false; float fov = viewport.FieldOfView; renderer.Scene.defaultCamera.setFov(fov); } #endregion Camera renderer.Scene.addLight("Light1", new warp_Light(new warp_Vector(1.0f, 0.5f, 1f), 0xffffff, 0, 320, 40)); renderer.Scene.addLight("Light2", new warp_Light(new warp_Vector(-1f, -1f, 1f), 0xffffff, 0, 100, 40)); try { CreateWater(renderer, threeD); CreateTerrain(renderer, m_textureTerrain); if (m_drawPrimVolume && m_primMesher != null) { foreach (ISceneChildEntity part in m_scene.Entities.GetEntities().SelectMany(ent => ent.ChildrenEntities())) CreatePrim(renderer, part); } } catch (Exception ex) { MainConsole.Instance.Warn("[Warp3D]: Exception in the map generation, " + ex); } renderer.Render(); Bitmap bitmap = renderer.Scene.getImage(); // AntiAliasing using (Bitmap origBitmap = bitmap) bitmap = ImageUtils.ResizeImage(origBitmap, viewport.Width, viewport.Height); // Clean up SaveCache(); foreach (var o in renderer.Scene.objectData.Values) { warp_Object obj = (warp_Object) o; obj.vertexData = null; obj.triangleData = null; } renderer.Scene.removeAllObjects(); renderer.Reset (); m_colors.Clear(); //Force GC to try to clean this mess up GC.Collect(); return bitmap; }
public Bitmap TerrainToBitmap (Bitmap mapBmp, int size) { int scaledRemovalFactor = m_scene.RegionInfo.RegionSizeX / (Constants.RegionSize / 2); Vector3 camPos = new Vector3 ( (m_scene.RegionInfo.RegionSizeX / 2f) - 0.5f, (m_scene.RegionInfo.RegionSizeY / 2f) - 0.5f, 221f); //.7025033688163f); Viewport viewport = new Viewport (camPos, -Vector3.UnitZ, 256f, 0.1f, m_scene.RegionInfo.RegionSizeX - scaledRemovalFactor, m_scene.RegionInfo.RegionSizeY - scaledRemovalFactor, m_scene.RegionInfo.RegionSizeX - scaledRemovalFactor, m_scene.RegionInfo.RegionSizeY - scaledRemovalFactor); viewport.FieldOfView = 150; //testing //viewport.Height = size; //viewport.Width = size; mapBmp = TerrainBitmap (viewport, false); return mapBmp; }