Пример #1
0
        public Bitmap Shade(Bitmap source, Color shade, float percent, bool greyScale)
        {
            FastBitmap b = new FastBitmap(source);

            b.LockBitmap();
            for (int y = 0; y < source.Height; y++)
            {
                for (int x = 0; x < source.Width; x++)
                {
                    Color c = b.GetPixel(x, y);
                    if (greyScale)
                    {
                        int luma = (int)(c.R * 0.3 + c.G * 0.59 + c.B * 0.11);
                        b.SetPixel(x, y, Color.FromArgb(c.A, luma, luma, luma));
                    }
                    else
                    {
                        float amtFrom = 1 - percent;
                        int   lumaR   = (int)(c.R * amtFrom + shade.R * percent);
                        int   lumaG   = (int)(c.G * amtFrom + shade.G * percent);
                        int   lumaB   = (int)(c.B * amtFrom + shade.B * percent);
                        b.SetPixel(x, y, Color.FromArgb(c.A, lumaR, lumaG, lumaB));
                    }
                }
            }
            b.UnlockBitmap();
            return(b.Bitmap());
        }
        public Bitmap TerrainToBitmap(Bitmap mapbmp)
        {
            FastBitmap unsafeBMP = new FastBitmap(mapbmp);

            unsafeBMP.LockBitmap();

            //MainConsole.Instance.Info("[MAPTILE]: Generating Maptile Step 1: Terrain");

            // These textures should be in the AssetCache anyway, as every client conneting to this
            // region needs them. Except on start, when the map is recreated (before anyone connected),
            // and on change of the estate settings (textures and terrain values), when the map should
            // be recreated.
            RegionSettings settings = m_scene.RegionInfo.RegionSettings;

            // the four terrain colors as HSVs for interpolation
            HSV hsv1 = new HSV(computeAverageColor(settings.TerrainTexture1, defaultColor1));
            HSV hsv2 = new HSV(computeAverageColor(settings.TerrainTexture2, defaultColor2));
            HSV hsv3 = new HSV(computeAverageColor(settings.TerrainTexture3, defaultColor3));
            HSV hsv4 = new HSV(computeAverageColor(settings.TerrainTexture4, defaultColor4));

            float levelNElow  = (float)settings.Elevation1NE;
            float levelNEhigh = (float)settings.Elevation2NE;

            float levelNWlow  = (float)settings.Elevation1NW;
            float levelNWhigh = (float)settings.Elevation2NW;

            float levelSElow  = (float)settings.Elevation1SE;
            float levelSEhigh = (float)settings.Elevation2SE;

            float levelSWlow  = (float)settings.Elevation1SW;
            float levelSWhigh = (float)settings.Elevation2SW;

            float waterHeight = (float)settings.WaterHeight;

            ITerrainChannel heightmap = m_scene.RequestModuleInterface <ITerrainChannel>();
            float           sizeRatio = m_scene.RegionInfo.RegionSizeX / (float)Constants.RegionSize;

            for (float y = 0; y < m_scene.RegionInfo.RegionSizeY; y += sizeRatio)
            {
                float rowRatio = y / (m_scene.RegionInfo.RegionSizeY - 1); // 0 - 1, for interpolation
                for (float x = 0; x < m_scene.RegionInfo.RegionSizeX; x += sizeRatio)
                {
                    float columnRatio = x / (m_scene.RegionInfo.RegionSizeX - 1); // 0 - 1, for interpolation

                    float heightvalue = getHeight(heightmap, (int)x, (int)y);

                    if (heightvalue > waterHeight)
                    {
                        // add a bit noise for breaking up those flat colors:
                        // - a large-scale noise, for the "patches" (using an doubled s-curve for sharper contrast)
                        // - a small-scale noise, for bringing in some small scale variation.
                        float hmod =
                            heightvalue; // 0 - 10

                        // find the low/high values for this point (interpolated bilinearily)
                        // (and remember, x=0,y=0 is SW)
                        float low = levelSWlow * (1f - rowRatio) * (1f - columnRatio) +
                                    levelSElow * (1f - rowRatio) * columnRatio +
                                    levelNWlow * rowRatio * (1f - columnRatio) +
                                    levelNElow * rowRatio * columnRatio;
                        float high = levelSWhigh * (1f - rowRatio) * (1f - columnRatio) +
                                     levelSEhigh * (1f - rowRatio) * columnRatio +
                                     levelNWhigh * rowRatio * (1f - columnRatio) +
                                     levelNEhigh * rowRatio * columnRatio;
                        if (high < low)
                        {
                            // someone tried to fool us. High value should be higher than low every time
                            float tmp = high;
                            high = low;
                            low  = tmp;
                        }

                        HSV hsv;
                        if (hmod <= low)
                        {
                            hsv = hsv1;              // too low
                        }
                        else if (hmod >= high)
                        {
                            hsv = hsv4;                    // too high
                        }
                        else
                        {
                            // HSV-interpolate along the colors
                            // first, rescale h to 0.0 - 1.0
                            hmod = (hmod - low) / (high - low);
                            // now we have to split: 0.00 => color1, 0.33 => color2, 0.67 => color3, 1.00 => color4
                            if (hmod < 1f / 3f)
                            {
                                hsv = interpolateHSV(ref hsv1, ref hsv2, hmod * 3f);
                            }
                            else if (hmod < 2f / 3f)
                            {
                                hsv = interpolateHSV(ref hsv2, ref hsv3, (hmod * 3f) - 1f);
                            }
                            else
                            {
                                hsv = interpolateHSV(ref hsv3, ref hsv4, (hmod * 3f) - 2f);
                            }
                        }
                        //get the data from the original image
                        Color hsvColor = hsv.toColor();
                        unsafeBMP.SetPixel((int)(x / sizeRatio),
                                           (int)(((m_scene.RegionInfo.RegionSizeY - 1) - y) / sizeRatio), hsvColor);
                    }
                    else
                    {
                        // We're under the water level with the terrain, so paint water instead of land
                        unsafeBMP.SetPixel((int)(x / sizeRatio),
                                           (int)(((m_scene.RegionInfo.RegionSizeY - 1) - y) / sizeRatio), WATER_COLOR);
                    }
                }
            }
            if (m_mapping != null)
            {
                SaveCache();
                m_mapping.Clear();
            }
            unsafeBMP.UnlockBitmap();
            //MainConsole.Instance.Info("[MAPTILE]: Generating Maptile Step 1: Done in " + (DateTime.Now - start).TotalSeconds + " ms");
            return(unsafeBMP.Bitmap());
        }
Пример #3
0
        private void Draw(string data, UUID id, string extraParams)
        {
            // We need to cater for old scripts that didnt use extraParams neatly, they use either an integer size which represents both width and height, or setalpha
            // we will now support multiple comma seperated params in the form  width:256,height:512,alpha:255
            int   width        = 256;
            int   height       = 256;
            int   alpha        = 255;         // 0 is transparent
            Color bgColour     = Color.White; // Default background color
            char  altDataDelim = ';';

            char[] paramDelimiter = { ',' };
            char[] nvpDelimiter   = { ':' };

            extraParams = extraParams.Trim();
            extraParams = extraParams.ToLower();

            string[] nvps = extraParams.Split(paramDelimiter);

            int temp = -1;

            foreach (string pair in nvps)
            {
                string[] nvp   = pair.Split(nvpDelimiter);
                string   name  = "";
                string   value = "";

                if (nvp[0] != null)
                {
                    name = nvp[0].Trim();
                }

                if (nvp.Length == 2)
                {
                    value = nvp[1].Trim();
                }

                switch (name)
                {
                case "width":
                    temp = parseIntParam(value);
                    if (temp != -1)
                    {
                        if (temp < 1)
                        {
                            width = 1;
                        }
                        else if (temp > 2048)
                        {
                            width = 2048;
                        }
                        else
                        {
                            width = temp;
                        }
                    }
                    break;

                case "height":
                    temp = parseIntParam(value);
                    if (temp != -1)
                    {
                        if (temp < 1)
                        {
                            height = 1;
                        }
                        else if (temp > 2048)
                        {
                            height = 2048;
                        }
                        else
                        {
                            height = temp;
                        }
                    }
                    break;

                case "alpha":
                    temp = parseIntParam(value);
                    if (temp != -1)
                    {
                        if (temp < 0)
                        {
                            alpha = 0;
                        }
                        else if (temp > 255)
                        {
                            alpha = 255;
                        }
                        else
                        {
                            alpha = temp;
                        }
                    }
                    // Allow a bitmap w/o the alpha component to be created
                    else if (value.ToLower() == "false")
                    {
                        alpha = 256;
                    }
                    break;

                case "bgcolour":
                case "bgcolor":
                    int hex = 0;
                    bgColour = Int32.TryParse(value, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out hex)
                                       ? Color.FromArgb(hex)
                                       : Color.FromName(value);
                    break;

                case "altdatadelim":
                    altDataDelim = value.ToCharArray()[0];
                    break;

                case "":
                    // blank string has been passed do nothing just use defaults
                    break;

                default:     // this is all for backwards compat, all a bit ugly hopfully can be removed in future
                    // could be either set alpha or just an int
                    if (name == "setalpha")
                    {
                        alpha = 0;     // set the texture to have transparent background (maintains backwards compat)
                    }
                    else
                    {
                        // this function used to accept an int on its own that represented both
                        // width and height, this is to maintain backwards compat, could be removed
                        // but would break existing scripts
                        temp = parseIntParam(name);
                        if (temp != -1)
                        {
                            if (temp > 1024)
                            {
                                temp = 1024;
                            }

                            if (temp < 128)
                            {
                                temp = 128;
                            }

                            width  = temp;
                            height = temp;
                        }
                    }
                    break;
                }
            }

            Bitmap bitmap;

            bitmap = alpha == 256
                         ? new Bitmap(width, height, PixelFormat.Format32bppRgb)
                         : new Bitmap(width, height, PixelFormat.Format32bppArgb);

            Graphics graph = Graphics.FromImage(bitmap);

            // this is really just to save people filling the
            // background color in their scripts, only do when fully opaque
            if (alpha >= 255)
            {
                graph.FillRectangle(new SolidBrush(bgColour), 0, 0, width, height);
            }

            FastBitmap fastBitmap = new FastBitmap(bitmap);

            fastBitmap.LockBitmap();
            for (int w = 0; w < bitmap.Width; w++)
            {
                if (alpha <= 255)
                {
                    for (int h = 0; h < bitmap.Height; h++)
                    {
                        fastBitmap.SetPixel(w, h, Color.FromArgb(alpha, fastBitmap.GetPixel(w, h)));
                    }
                }
            }
            fastBitmap.UnlockBitmap();
            bitmap = fastBitmap.Bitmap();

            graph.SmoothingMode      = SmoothingMode.AntiAlias;
            graph.CompositingQuality = CompositingQuality.HighQuality;
            graph.TextRenderingHint  = TextRenderingHint.AntiAliasGridFit;
            GDIDraw(data, graph, altDataDelim);

            byte[] imageJ2000 = new byte[0];

            try
            {
                imageJ2000 = OpenJPEG.EncodeFromImage(bitmap, false);
            }
            catch (Exception)
            {
                MainConsole.Instance.Error(
                    "[VECTORRENDERMODULE]: OpenJpeg Encode Failed.  Empty byte data returned!");
            }

            m_textureManager.ReturnData(id, imageJ2000);
        }
Пример #4
0
        public void PaintEffect(ITerrainChannel map, UUID userID, float rx, float ry, float rz, float strength,
                                float duration, float BrushSize, List <IScene> scene)
        {
            if (locked)
            {
                return;
            }
            locked   = true;
            strength = TerrainUtil.MetersToSphericalStrength(BrushSize);

            int x, y;

            int xFrom = (int)(rx - BrushSize + 0.5);
            int xTo   = (int)(rx + BrushSize + 0.5) + 1;
            int yFrom = (int)(ry - BrushSize + 0.5);
            int yTo   = (int)(ry + BrushSize + 0.5) + 1;

            if (xFrom < 0)
            {
                xFrom = 0;
            }

            if (yFrom < 0)
            {
                yFrom = 0;
            }

            if (xTo > map.Width)
            {
                xTo = map.Width;
            }

            if (yTo > map.Height)
            {
                yTo = map.Height;
            }

            //ONLY get cached assets, since this is a local asset ONLY
            AssetBase paintAsset =
                map.Scene.AssetService.Get(map.Scene.RegionInfo.RegionSettings.PaintableTerrainTexture.ToString());

            if (paintAsset == null)
            {
                paintAsset = new AssetBase(map.Scene.RegionInfo.RegionSettings.PaintableTerrainTexture,
                                           "PaintableTerrainTexture-" + map.Scene.RegionInfo.RegionID, AssetType.Texture,
                                           UUID.Zero)
                {
                    Flags = AssetFlags.Deletable
                };
                AssetBase defaultTexture =
                    map.Scene.AssetService.Get(RegionSettings.DEFAULT_TERRAIN_TEXTURE_2.ToString()); //Nice grass
                if (defaultTexture == null)
                {
                    //Erm... what to do!
                    return;
                }

                paintAsset.Data = defaultTexture.Data;
                //Eventually we need to replace this with an interpolation of the existing textures!
            }

            AssetBase textureToApply = map.Scene.AssetService.Get(m_textureToPaint.ToString());

            //The texture the client wants to paint
            if (textureToApply == null)
            {
                return;
            }

            Image paintiTexture = map.Scene.RequestModuleInterface <IJ2KDecoder>().DecodeToImage(paintAsset.Data);

            if (paintiTexture == null)
            {
                return;
            }

            Image textureToAddiTexture =
                map.Scene.RequestModuleInterface <IJ2KDecoder>().DecodeToImage(textureToApply.Data);

            if (textureToAddiTexture == null)
            {
                paintiTexture.Dispose();
                return;
            }

            FastBitmap paintTexture        = new FastBitmap((Bitmap)paintiTexture);
            FastBitmap textureToAddTexture = new FastBitmap((Bitmap)textureToAddiTexture);

            paintTexture.LockBitmap();
            textureToAddTexture.LockBitmap();

            // blend in map
            for (x = xFrom; x < xTo; x++)
            {
                for (y = yFrom; y < yTo; y++)
                {
                    if (!map.Scene.Permissions.CanTerraformLand(userID, new Vector3(x, y, 0)))
                    {
                        continue;
                    }

                    Color c =
                        textureToAddTexture.GetPixel(
                            (int)((x / (float)map.Scene.RegionInfo.RegionSizeX * textureToAddiTexture.Width)),
                            (int)((y / (float)map.Scene.RegionInfo.RegionSizeX) * textureToAddiTexture.Height));
                    paintTexture.SetPixel((int)((x / (float)map.Scene.RegionInfo.RegionSizeX) * paintiTexture.Width),
                                          (int)((y / (float)map.Scene.RegionInfo.RegionSizeX) * paintiTexture.Height), c);
                }
            }
            map.Scene.AssetService.Delete(paintAsset.ID);
            paintTexture.UnlockBitmap();
            textureToAddTexture.UnlockBitmap();
            paintAsset.Data  = OpenJPEG.EncodeFromImage(paintTexture.Bitmap(), false);
            paintAsset.Flags = AssetFlags.Deletable;
            map.Scene.RegionInfo.RegionSettings.PaintableTerrainTexture = UUID.Random();
            paintAsset.ID = map.Scene.RegionInfo.RegionSettings.PaintableTerrainTexture;
            paintAsset.ID = map.Scene.AssetService.Store(paintAsset);
            map.Scene.RequestModuleInterface <IEstateModule>().sendRegionHandshakeToAll();
            locked = false;
        }