Exemplo n.º 1
0
        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");
        }
Exemplo n.º 2
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;
        }
Exemplo n.º 3
0
        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");
        }
Exemplo n.º 4
0
        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");
        }
Exemplo n.º 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");
        }
Exemplo n.º 6
0
        // 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");
        }
Exemplo n.º 7
0
        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");
        }