Bilinear() публичный статический Метод

Performs bilinear interpolation between four values
public static Bilinear ( float v00, float v01, float v10, float v11, float xPercent, float yPercent ) : float
v00 float First, or top left value
v01 float Second, or top right value
v10 float Third, or bottom left value
v11 float Fourth, or bottom right value
xPercent float Interpolation value on the X axis, between 0.0 and 1.0
yPercent float Interpolation value on fht Y axis, between 0.0 and 1.0
Результат float
Пример #1
0
        private static float getLayerTex(float height, float pctX, float pctY, uint X, uint Y,
                                         float[] startHeights, float[] heightRanges)
        {
            // Use bilinear interpolation between the four corners of start height and
            // height range to select the current values at this position
            float startHeight = ImageUtils.Bilinear(
                startHeights[0], startHeights[2],
                startHeights[1], startHeights[3],
                pctX, pctY);

            if (float.IsNaN(startHeight))
            {
                return(0);
            }

            startHeight = Utils.Clamp(startHeight, 0f, 255f);

            float heightRange = ImageUtils.Bilinear(
                heightRanges[0], heightRanges[2],
                heightRanges[1], heightRanges[3],
                pctX, pctY);

            heightRange = Utils.Clamp(heightRange, 0f, 255f);
            if (heightRange == 0f || float.IsNaN(heightRange))
            {
                return(0);
            }

            // Generate two frequencies of perlin noise based on our global position
            // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
            float sX = X * 0.20319f;
            float sY = Y * 0.20319f;

            float noise = Perlin.noise2(sX * 0.222222f, sY * 0.222222f) * 13.0f;

            noise += Perlin.turbulence2(sX, sY, 2f) * 4.5f;

            // Combine the current height, generated noise, start height, and height range parameters, then scale all of it
            float layer = ((height + noise - startHeight) / heightRange) * 4f;

            return(Utils.Clamp(layer, 0f, 3f));
        }
Пример #2
0
        /// <summary>
        /// Builds a composited terrain texture given the region texture
        /// and heightmap settings
        /// </summary>
        /// <param name="terrain">Terrain heightmap</param>
        /// <param name="regionInfo">Region information including terrain texture parameters</param>
        /// <returns>A 256x256 square RGB texture ready for rendering</returns>
        /// <remarks>Based on the algorithm described at http://opensimulator.org/wiki/Terrain_Splatting
        /// Note we create a 256x256 dimension texture even if the actual terrain is larger.
        /// </remarks>
        public static Bitmap Splat(ITerrainChannel terrain,
                                   UUID[] textureIDs, float[] startHeights, float[] heightRanges,
                                   Vector3d regionPosition, IAssetService assetService, bool textureTerrain)
        {
            Debug.Assert(textureIDs.Length == 4);
            Debug.Assert(startHeights.Length == 4);
            Debug.Assert(heightRanges.Length == 4);

            Bitmap[] detailTexture = new Bitmap[4];

            if (textureTerrain)
            {
                // Swap empty terrain textureIDs with default IDs
                for (int i = 0; i < textureIDs.Length; i++)
                {
                    if (textureIDs[i] == UUID.Zero)
                    {
                        textureIDs[i] = DEFAULT_TERRAIN_DETAIL[i];
                    }
                }

                #region Texture Fetching

                if (assetService != null)
                {
                    for (int i = 0; i < 4; i++)
                    {
                        AssetBase asset;
                        UUID      cacheID = UUID.Combine(TERRAIN_CACHE_MAGIC, textureIDs[i]);

                        // Try to fetch a cached copy of the decoded/resized version of this texture
                        asset = assetService.GetCached(cacheID.ToString());
                        if (asset != null)
                        {
                            try
                            {
                                using (System.IO.MemoryStream stream = new System.IO.MemoryStream(asset.Data))
                                    detailTexture[i] = (Bitmap)Image.FromStream(stream);
                            }
                            catch (Exception ex)
                            {
                                m_log.Warn("Failed to decode cached terrain texture " + cacheID +
                                           " (textureID: " + textureIDs[i] + "): " + ex.Message);
                            }
                        }

                        if (detailTexture[i] == null)
                        {
                            // Try to fetch the original JPEG2000 texture, resize if needed, and cache as PNG
                            asset = assetService.Get(textureIDs[i].ToString());
                            if (asset != null)
                            {
                                //                                    m_log.DebugFormat(
                                //                                        "[TERRAIN SPLAT]: Got cached original JPEG2000 terrain texture {0} {1}", i, asset.ID);

                                try { detailTexture[i] = (Bitmap)CSJ2K.J2kImage.FromBytes(asset.Data); }
                                catch (Exception ex)
                                {
                                    m_log.Warn("Failed to decode terrain texture " + asset.ID + ": " + ex.Message);
                                }
                            }

                            if (detailTexture[i] != null)
                            {
                                // Make sure this texture is the correct size, otherwise resize
                                if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
                                {
                                    using (Bitmap origBitmap = detailTexture[i])
                                    {
                                        detailTexture[i] = ImageUtils.ResizeImage(origBitmap, 256, 256);
                                    }
                                }

                                // Save the decoded and resized texture to the cache
                                byte[] data;
                                using (System.IO.MemoryStream stream = new System.IO.MemoryStream())
                                {
                                    detailTexture[i].Save(stream, ImageFormat.Png);
                                    data = stream.ToArray();
                                }

                                // Cache a PNG copy of this terrain texture
                                AssetBase newAsset = new AssetBase
                                {
                                    Data        = data,
                                    Description = "PNG",
                                    Flags       = AssetFlags.Collectable,
                                    FullID      = cacheID,
                                    ID          = cacheID.ToString(),
                                    Local       = true,
                                    Name        = String.Empty,
                                    Temporary   = true,
                                    Type        = (sbyte)AssetType.Unknown
                                };
                                newAsset.Metadata.ContentType = "image/png";
                                assetService.Store(newAsset);
                            }
                        }
                    }
                }

                #endregion Texture Fetching
            }

            // Fill in any missing textures with a solid color
            for (int i = 0; i < 4; i++)
            {
                if (detailTexture[i] == null)
                {
                    m_log.DebugFormat("{0} Missing terrain texture for layer {1}. Filling with solid default color",
                                      LogHeader, i);
                    // Create a solid color texture for this layer
                    detailTexture[i] = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
                    using (Graphics gfx = Graphics.FromImage(detailTexture[i]))
                    {
                        using (SolidBrush brush = new SolidBrush(DEFAULT_TERRAIN_COLOR[i]))
                            gfx.FillRectangle(brush, 0, 0, 256, 256);
                    }
                }
                else
                {
                    if (detailTexture[i].Width != 256 || detailTexture[i].Height != 256)
                    {
                        detailTexture[i] = ResizeBitmap(detailTexture[i], 256, 256);
                    }
                }
            }

            #region Layer Map

            float[,] layermap = new float[256, 256];

            // Scale difference between actual region size and the 256 texture being created
            int xFactor = terrain.Width / 256;
            int yFactor = terrain.Height / 256;

            // Create 'layermap' where each value is the fractional layer number to place
            //    at that point. For instance, a value of 1.345 gives the blending of
            //    layer 1 and layer 2 for that point.
            for (int y = 0; y < 256; y++)
            {
                for (int x = 0; x < 256; x++)
                {
                    float height = (float)terrain[x * xFactor, y *yFactor];

                    float pctX = (float)x / 255f;
                    float pctY = (float)y / 255f;

                    // Use bilinear interpolation between the four corners of start height and
                    // height range to select the current values at this position
                    float startHeight = ImageUtils.Bilinear(
                        startHeights[0],
                        startHeights[2],
                        startHeights[1],
                        startHeights[3],
                        pctX, pctY);
                    startHeight = Utils.Clamp(startHeight, 0f, 255f);

                    float heightRange = ImageUtils.Bilinear(
                        heightRanges[0],
                        heightRanges[2],
                        heightRanges[1],
                        heightRanges[3],
                        pctX, pctY);
                    heightRange = Utils.Clamp(heightRange, 0f, 255f);

                    // Generate two frequencies of perlin noise based on our global position
                    // The magic values were taken from http://opensimulator.org/wiki/Terrain_Splatting
                    Vector3 vec = new Vector3
                                  (
                        ((float)regionPosition.X + (x * xFactor)) * 0.20319f,
                        ((float)regionPosition.Y + (y * yFactor)) * 0.20319f,
                        height * 0.25f
                                  );

                    float lowFreq  = Perlin.noise2(vec.X * 0.222222f, vec.Y * 0.222222f) * 6.5f;
                    float highFreq = Perlin.turbulence2(vec.X, vec.Y, 2f) * 2.25f;
                    float noise    = (lowFreq + highFreq) * 2f;

                    // Combine the current height, generated noise, start height, and height range parameters, then scale all of it
                    float layer = ((height + noise - startHeight) / heightRange) * 4f;
                    if (Single.IsNaN(layer))
                    {
                        layer = 0f;
                    }
                    layermap[x, y] = Utils.Clamp(layer, 0f, 3f);
                }
            }

            #endregion Layer Map

            #region Texture Compositing

            Bitmap     output     = new Bitmap(256, 256, PixelFormat.Format24bppRgb);
            BitmapData outputData = output.LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);

            // Unsafe work as we lock down the source textures for quicker access and access the
            //    pixel data directly
            unsafe
            {
                // Get handles to all of the texture data arrays
                BitmapData[] datas = new BitmapData[]
                {
                    detailTexture[0].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[0].PixelFormat),
                    detailTexture[1].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[1].PixelFormat),
                    detailTexture[2].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[2].PixelFormat),
                    detailTexture[3].LockBits(new Rectangle(0, 0, 256, 256), ImageLockMode.ReadOnly, detailTexture[3].PixelFormat)
                };

                // Compute size of each pixel data (used to address into the pixel data array)
                int[] comps = new int[]
                {
                    (datas[0].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
                    (datas[1].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
                    (datas[2].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3,
                    (datas[3].PixelFormat == PixelFormat.Format32bppArgb) ? 4 : 3
                };

                for (int y = 0; y < 256; y++)
                {
                    for (int x = 0; x < 256; x++)
                    {
                        float layer = layermap[x, y];

                        // Select two textures
                        int l0 = (int)Math.Floor(layer);
                        int l1 = Math.Min(l0 + 1, 3);

                        byte *ptrA = (byte *)datas[l0].Scan0 + y * datas[l0].Stride + x * comps[l0];
                        byte *ptrB = (byte *)datas[l1].Scan0 + y * datas[l1].Stride + x * comps[l1];
                        byte *ptrO = (byte *)outputData.Scan0 + y * outputData.Stride + x * 3;

                        float aB = *(ptrA + 0);
                        float aG = *(ptrA + 1);
                        float aR = *(ptrA + 2);

                        float bB = *(ptrB + 0);
                        float bG = *(ptrB + 1);
                        float bR = *(ptrB + 2);

                        float layerDiff = layer - l0;

                        // Interpolate between the two selected textures
                        *(ptrO + 0) = (byte)Math.Floor(aB + layerDiff * (bB - aB));
                        *(ptrO + 1) = (byte)Math.Floor(aG + layerDiff * (bG - aG));
                        *(ptrO + 2) = (byte)Math.Floor(aR + layerDiff * (bR - aR));
                    }
                }

                for (int i = 0; i < detailTexture.Length; i++)
                {
                    detailTexture[i].UnlockBits(datas[i]);
                }
            }

            for (int i = 0; i < detailTexture.Length; i++)
            {
                if (detailTexture[i] != null)
                {
                    detailTexture[i].Dispose();
                }
            }

            output.UnlockBits(outputData);

            // We generated the texture upside down, so flip it
            output.RotateFlip(RotateFlipType.RotateNoneFlipY);

            #endregion Texture Compositing

            return(output);
        }