private void CreateWater(WarpRenderer renderer) { float waterHeight = (float) m_scene.RegionInfo.RegionSettings.WaterHeight; renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX*0.5f); renderer.Scene.sceneobject("Water").setPos((m_scene.RegionInfo.RegionSizeX/2) - 0.5f, waterHeight, (m_scene.RegionInfo.RegionSizeY/2) - 0.5f); warp_Material waterColormaterial = new warp_Material(ConvertColor(WATER_COLOR)); waterColormaterial.setTransparency((byte) ((1f - WATER_COLOR.A)*255f)*2); waterColormaterial.setReflectivity(50); renderer.Scene.addMaterial("WaterColor", waterColormaterial); renderer.SetObjectMaterial("Water", "WaterColor"); }
private warp_Object CreateTerrain(WarpRenderer renderer, bool textureTerrain) { ITerrainChannel terrain = m_scene.RequestModuleInterface<ITerrainChannel>(); float diff = (float) m_scene.RegionInfo.RegionSizeY/(float) Constants.RegionSize; warp_Object obj = new warp_Object(Constants.RegionSize*Constants.RegionSize, ((Constants.RegionSize - 1)*(Constants.RegionSize - 1)*2)); for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff) { for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff) { warp_Vector pos = ConvertVector(x, y, terrain[(int) x, (int) y]); obj.addVertex(new warp_Vertex(pos, x/(float) (m_scene.RegionInfo.RegionSizeX), (((float) m_scene.RegionInfo.RegionSizeX) - y)/ (m_scene.RegionInfo.RegionSizeX))); } } for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += diff) { for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += diff) { float newX = x/diff; float newY = y/diff; if (newX < Constants.RegionSize - 1 && newY < Constants.RegionSize - 1) { int v = (int) (newY*Constants.RegionSize + newX); // Normal Vector3 v1 = new Vector3(newX, newY, (terrain[(int) x, (int) y])/Constants.TerrainCompression); Vector3 v2 = new Vector3(newX + 1, newY, (terrain[(int) x + 1, (int) y])/Constants.TerrainCompression); Vector3 v3 = new Vector3(newX, newY + 1, (terrain[(int) x, (int) (y + 1)])/Constants.TerrainCompression); warp_Vector norm = ConvertVector(SurfaceNormal(v1, v2, v3)); norm = norm.reverse(); obj.vertex(v).n = norm; // Triangle 1 obj.addTriangle( v, v + 1, v + Constants.RegionSize); // Triangle 2 obj.addTriangle( v + Constants.RegionSize + 1, v + Constants.RegionSize, v + 1); } } } renderer.Scene.addObject("Terrain", obj); UUID[] textureIDs = new UUID[4]; float[] startHeights = new float[4]; float[] heightRanges = new float[4]; RegionSettings regionInfo = m_scene.RegionInfo.RegionSettings; textureIDs[0] = regionInfo.TerrainTexture1; textureIDs[1] = regionInfo.TerrainTexture2; textureIDs[2] = regionInfo.TerrainTexture3; textureIDs[3] = regionInfo.TerrainTexture4; startHeights[0] = (float) regionInfo.Elevation1SW; startHeights[1] = (float) regionInfo.Elevation1NW; startHeights[2] = (float) regionInfo.Elevation1SE; startHeights[3] = (float) regionInfo.Elevation1NE; heightRanges[0] = (float) regionInfo.Elevation2SW; heightRanges[1] = (float) regionInfo.Elevation2NW; heightRanges[2] = (float) regionInfo.Elevation2SE; heightRanges[3] = (float) regionInfo.Elevation2NE; uint globalX, globalY; Utils.LongToUInts(m_scene.RegionInfo.RegionHandle, out globalX, out globalY); Bitmap image = TerrainSplat.Splat(terrain, textureIDs, startHeights, heightRanges, new Vector3d(globalX, globalY, 0.0), m_scene.AssetService, textureTerrain); warp_Texture texture = new warp_Texture(image); warp_Material material = new warp_Material(texture); material.setReflectivity(0); // reduces tile seams a bit thanks lkalif renderer.Scene.addMaterial("TerrainColor", material); renderer.SetObjectMaterial("Terrain", "TerrainColor"); return obj; }
private void CreateTerrain(WarpRenderer renderer, bool textureTerrain) { ITerrainChannel terrain = m_scene.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"); }
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"); }
// 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"); }
// Add a water plane to the renderer. private void CreateWater(WarpRenderer renderer) { float waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight; renderer.AddPlane("Water", m_scene.RegionInfo.RegionSizeX * 0.5f); renderer.Scene.sceneobject("Water").setPos(m_scene.RegionInfo.RegionSizeX / 2 - 0.5f, waterHeight, m_scene.RegionInfo.RegionSizeY / 2 - 0.5f); warp_Material waterColorMaterial = new warp_Material(ConvertColor(WATER_COLOR)); waterColorMaterial.setReflectivity(0); // match water color with standard map module thanks lkalif waterColorMaterial.setTransparency((byte)((1f - WATER_COLOR.A) * 255f)); renderer.Scene.addMaterial("WaterColor", waterColorMaterial); renderer.SetObjectMaterial("Water", "WaterColor"); }
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"); }