This change addresses two issues:
[1] It adds a flag field to the blendface call which allows the
caller to indicate whether or not the generated asset is
temporary, and whether or not the asset being replaced should
be explicitly retired fromt the memory cache. The decimal
values correspond to:
0 - Permanent asset, do not expire old asset
1 - Permanent asset, expire old asset
2 - Temporary asset, do not expire old asset
3 - Temporary asset, expire old asset
'3' corresponds to the default behavior seen today, and is
the continued behavior of the non-blendface calls.
[2] The dynamic texture routines are highly-asynchronous and can
be scheduled simultaneously on a multi-core machine. The nature
of the texture management interfaece is such that updates may
be lost, and the nature of asynchornous operation means that
they may be processed out of order. A lock has been added to
ensure that updates are at least atomic. No attempt has been
made to enforce ordering. The lock applies to the SceneObjectPart
being updated and is held for the lifetime of the TextureEntry
used to carry texture updates (the one instance carries all
faces supported by the prim).
Users of these services should remember that the dynamic texture
call is asynchronous and control will be returned *before* the
texture update has actually occurred. As a result, a isubsequent
GetTexture call may not return the expected asset id. A script
must wait for the corresponding TEXTURE_CHANGED event before
retrieving any texture information.
440 lines
16 KiB
C#
440 lines
16 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Imaging;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using log4net;
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using System.Reflection;
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namespace OpenSim.Region.CoreModules.Scripting.DynamicTexture
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{
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public class DynamicTextureModule : IRegionModule, IDynamicTextureManager
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{
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//private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private const int ALL_SIDES = -1;
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public const int DISP_EXPIRE = 1;
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public const int DISP_TEMP = 2;
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private Dictionary<UUID, Scene> RegisteredScenes = new Dictionary<UUID, Scene>();
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private Dictionary<string, IDynamicTextureRender> RenderPlugins =
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new Dictionary<string, IDynamicTextureRender>();
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private Dictionary<UUID, DynamicTextureUpdater> Updaters = new Dictionary<UUID, DynamicTextureUpdater>();
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#region IDynamicTextureManager Members
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public void RegisterRender(string handleType, IDynamicTextureRender render)
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{
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if (!RenderPlugins.ContainsKey(handleType))
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{
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RenderPlugins.Add(handleType, render);
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}
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}
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/// <summary>
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/// Called by code which actually renders the dynamic texture to supply texture data.
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/// </summary>
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/// <param name="id"></param>
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/// <param name="data"></param>
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public void ReturnData(UUID id, byte[] data)
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{
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DynamicTextureUpdater updater = null;
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lock (Updaters)
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{
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if (Updaters.ContainsKey(id))
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{
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updater = Updaters[id];
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}
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}
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if (updater != null)
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{
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if (RegisteredScenes.ContainsKey(updater.SimUUID))
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{
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Scene scene = RegisteredScenes[updater.SimUUID];
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updater.DataReceived(data, scene);
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}
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}
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if (updater.UpdateTimer == 0)
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{
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lock (Updaters)
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{
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if (!Updaters.ContainsKey(updater.UpdaterID))
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{
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Updaters.Remove(updater.UpdaterID);
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}
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}
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}
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}
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public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
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string extraParams, int updateTimer)
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{
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return AddDynamicTextureURL(simID, primID, contentType, url, extraParams, updateTimer, false, 255);
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}
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public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
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string extraParams, int updateTimer, bool SetBlending, byte AlphaValue)
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{
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return AddDynamicTextureURL(simID, primID, contentType, url,
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extraParams, updateTimer, SetBlending,
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(int)(DISP_TEMP|DISP_EXPIRE), AlphaValue, ALL_SIDES);
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}
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public UUID AddDynamicTextureURL(UUID simID, UUID primID, string contentType, string url,
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string extraParams, int updateTimer, bool SetBlending,
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int disp, byte AlphaValue, int face)
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{
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if (RenderPlugins.ContainsKey(contentType))
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{
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DynamicTextureUpdater updater = new DynamicTextureUpdater();
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updater.SimUUID = simID;
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updater.PrimID = primID;
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updater.ContentType = contentType;
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updater.Url = url;
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updater.UpdateTimer = updateTimer;
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updater.UpdaterID = UUID.Random();
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updater.Params = extraParams;
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updater.BlendWithOldTexture = SetBlending;
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updater.FrontAlpha = AlphaValue;
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updater.Face = face;
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updater.Disp = disp;
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lock (Updaters)
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{
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if (!Updaters.ContainsKey(updater.UpdaterID))
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{
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Updaters.Add(updater.UpdaterID, updater);
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}
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}
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RenderPlugins[contentType].AsyncConvertUrl(updater.UpdaterID, url, extraParams);
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return updater.UpdaterID;
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}
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return UUID.Zero;
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}
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public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
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string extraParams, int updateTimer)
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{
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return AddDynamicTextureData(simID, primID, contentType, data, extraParams, updateTimer, false, 255);
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}
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public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
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string extraParams, int updateTimer, bool SetBlending, byte AlphaValue)
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{
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return AddDynamicTextureData(simID, primID, contentType, data, extraParams, updateTimer, SetBlending,
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(int) (DISP_TEMP|DISP_EXPIRE), AlphaValue, ALL_SIDES);
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}
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public UUID AddDynamicTextureData(UUID simID, UUID primID, string contentType, string data,
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string extraParams, int updateTimer, bool SetBlending, int disp, byte AlphaValue, int face)
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{
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if (RenderPlugins.ContainsKey(contentType))
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{
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DynamicTextureUpdater updater = new DynamicTextureUpdater();
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updater.SimUUID = simID;
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updater.PrimID = primID;
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updater.ContentType = contentType;
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updater.BodyData = data;
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updater.UpdateTimer = updateTimer;
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updater.UpdaterID = UUID.Random();
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updater.Params = extraParams;
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updater.BlendWithOldTexture = SetBlending;
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updater.FrontAlpha = AlphaValue;
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updater.Face = face;
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updater.Url = "Local image";
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updater.Disp = disp;
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lock (Updaters)
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{
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if (!Updaters.ContainsKey(updater.UpdaterID))
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{
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Updaters.Add(updater.UpdaterID, updater);
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}
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}
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RenderPlugins[contentType].AsyncConvertData(updater.UpdaterID, data, extraParams);
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return updater.UpdaterID;
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}
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return UUID.Zero;
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}
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public void GetDrawStringSize(string contentType, string text, string fontName, int fontSize,
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out double xSize, out double ySize)
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{
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xSize = 0;
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ySize = 0;
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if (RenderPlugins.ContainsKey(contentType))
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{
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RenderPlugins[contentType].GetDrawStringSize(text, fontName, fontSize, out xSize, out ySize);
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}
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}
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#endregion
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#region IRegionModule Members
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public void Initialise(Scene scene, IConfigSource config)
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{
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if (!RegisteredScenes.ContainsKey(scene.RegionInfo.RegionID))
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{
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RegisteredScenes.Add(scene.RegionInfo.RegionID, scene);
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scene.RegisterModuleInterface<IDynamicTextureManager>(this);
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}
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}
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public void PostInitialise()
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{
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}
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public void Close()
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{
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}
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public string Name
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{
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get { return "DynamicTextureModule"; }
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}
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public bool IsSharedModule
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{
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get { return true; }
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}
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#endregion
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#region Nested type: DynamicTextureUpdater
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public class DynamicTextureUpdater
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public bool BlendWithOldTexture = false;
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public string BodyData;
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public string ContentType;
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public byte FrontAlpha = 255;
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public UUID LastAssetID;
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public string Params;
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public UUID PrimID;
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public bool SetNewFrontAlpha = false;
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public UUID SimUUID;
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public UUID UpdaterID;
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public int UpdateTimer;
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public int Face;
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public int Disp;
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public string Url;
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public DynamicTextureUpdater()
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{
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LastAssetID = UUID.Zero;
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UpdateTimer = 0;
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BodyData = null;
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}
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/// <summary>
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/// Called once new texture data has been received for this updater.
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/// </summary>
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public void DataReceived(byte[] data, Scene scene)
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{
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SceneObjectPart part = scene.GetSceneObjectPart(PrimID);
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if (part == null || data == null || data.Length <= 1)
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{
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string msg =
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String.Format("DynamicTextureModule: Error preparing image using URL {0}", Url);
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scene.SimChat(Utils.StringToBytes(msg), ChatTypeEnum.Say,
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0, part.ParentGroup.RootPart.AbsolutePosition, part.Name, part.UUID, false);
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return;
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}
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byte[] assetData;
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AssetBase oldAsset = null;
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if (BlendWithOldTexture)
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{
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UUID lastTextureID = part.Shape.Textures.DefaultTexture.TextureID;
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oldAsset = scene.AssetService.Get(lastTextureID.ToString());
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if (oldAsset != null)
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{
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assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
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}
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else
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{
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assetData = new byte[data.Length];
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Array.Copy(data, assetData, data.Length);
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}
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}
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else
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{
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assetData = new byte[data.Length];
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Array.Copy(data, assetData, data.Length);
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}
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// Create a new asset for user
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AssetBase asset = new AssetBase();
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asset.FullID = UUID.Random();
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asset.Data = assetData;
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asset.Name = "DynamicImage" + Util.RandomClass.Next(1, 10000);
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asset.Type = 0;
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asset.Description = String.Format("URL image : {0}", Url);
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asset.Local = false;
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asset.Temporary = ((Disp & DISP_TEMP) != 0);
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scene.AssetService.Store(asset);
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// scene.CommsManager.AssetCache.AddAsset(asset);
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IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
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if (cacheLayerDecode != null)
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{
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cacheLayerDecode.syncdecode(asset.FullID, asset.Data);
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cacheLayerDecode = null;
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LastAssetID = asset.FullID;
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}
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UUID oldID = UUID.Zero;
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lock(part)
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{
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// mostly keep the values from before
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Primitive.TextureEntry tmptex = part.Shape.Textures;
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// remove the old asset from the cache
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oldID = tmptex.DefaultTexture.TextureID;
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if(Face == ALL_SIDES)
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{
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tmptex.DefaultTexture.TextureID = asset.FullID;
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}
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else
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{
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try
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{
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Primitive.TextureEntryFace texface = tmptex.CreateFace((uint)Face);
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texface.TextureID = asset.FullID;
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tmptex.FaceTextures[Face] = texface;
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}
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catch(Exception e)
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{
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tmptex.DefaultTexture.TextureID = asset.FullID;
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}
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}
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// I'm pretty sure we always want to force this to true
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// I'm pretty sure noone whats to set fullbright true if it wasn't true before.
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// tmptex.DefaultTexture.Fullbright = true;
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part.UpdateTexture(tmptex);
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}
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if (oldID != UUID.Zero && ((Disp & DISP_EXPIRE) != 0))
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{
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// scene.CommsManager.AssetCache.ExpireAsset(oldID);
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scene.AssetService.Delete(oldID.ToString());
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}
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}
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private byte[] BlendTextures(byte[] frontImage, byte[] backImage, bool setNewAlpha, byte newAlpha)
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{
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ManagedImage managedImage;
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Image image;
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if (OpenJPEG.DecodeToImage(frontImage, out managedImage, out image))
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{
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Bitmap image1 = new Bitmap(image);
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if (OpenJPEG.DecodeToImage(backImage, out managedImage, out image))
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{
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Bitmap image2 = new Bitmap(image);
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if (setNewAlpha)
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SetAlpha(ref image1, newAlpha);
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Bitmap joint = MergeBitMaps(image1, image2);
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byte[] result = new byte[0];
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try
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{
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result = OpenJPEG.EncodeFromImage(joint, true);
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}
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catch (Exception)
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{
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m_log.Error("[DYNAMICTEXTUREMODULE]: OpenJpeg Encode Failed. Empty byte data returned!");
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}
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return result;
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}
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}
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return null;
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}
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public Bitmap MergeBitMaps(Bitmap front, Bitmap back)
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{
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Bitmap joint;
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Graphics jG;
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joint = new Bitmap(back.Width, back.Height, PixelFormat.Format32bppArgb);
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jG = Graphics.FromImage(joint);
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jG.DrawImage(back, 0, 0, back.Width, back.Height);
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jG.DrawImage(front, 0, 0, back.Width, back.Height);
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return joint;
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}
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private void SetAlpha(ref Bitmap b, byte alpha)
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{
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for (int w = 0; w < b.Width; w++)
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{
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for (int h = 0; h < b.Height; h++)
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{
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b.SetPixel(w, h, Color.FromArgb(alpha, b.GetPixel(w, h)));
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}
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}
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}
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}
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#endregion
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}
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}
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