If true, this setting reuses dynamically generated textures (i.e. created through osSetDynamicTextureData() and similar OSSL functions) where possible rather than always regenerating them. This results in much quicker updates viewer-side but may bloat the asset cache (though this is fixable). Also, sometimes issue have been seen where dynamic textures do not transfer to the viewer properly (permanently blurry). If this happens and that flag is set then they are not regenerated, the viewer has to clear cache or wait for 24 hours before all cached uuids are invalidated. CUrrently experimental. Default is false, as before.
541 lines
20 KiB
C#
541 lines
20 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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/// <summary>
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/// If true then where possible dynamic textures are reused.
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/// </summary>
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public bool ReuseTextures { get; set; }
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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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/// <summary>
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/// Record dynamic textures that we can reuse for a given data and parameter combination rather than
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/// regenerate.
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/// </summary>
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/// <remarks>
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/// Key is string.Format("{0}{1}", data
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/// </remarks>
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private Cache m_reuseableDynamicTextures;
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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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/// <param name="isReuseable">True if the data generated can be reused for subsequent identical requests</param>
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public void ReturnData(UUID id, byte[] data, bool isReuseable)
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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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UUID newTextureID = updater.DataReceived(data, scene);
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if (ReuseTextures && isReuseable && !updater.BlendWithOldTexture)
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m_reuseableDynamicTextures.Store(
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GenerateReusableTextureKey(updater.BodyData, updater.Params), newTextureID);
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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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return UUID.Zero;
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Scene scene;
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RegisteredScenes.TryGetValue(simID, out scene);
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if (scene == null)
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return UUID.Zero;
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SceneObjectPart part = scene.GetSceneObjectPart(primID);
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if (part == null)
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return UUID.Zero;
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// If we want to reuse dynamic textures then we have to ignore any request from the caller to expire
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// them.
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if (ReuseTextures)
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disp = disp & ~DISP_EXPIRE;
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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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object objReusableTextureUUID = null;
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if (ReuseTextures && !updater.BlendWithOldTexture)
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{
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string reuseableTextureKey = GenerateReusableTextureKey(data, extraParams);
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objReusableTextureUUID = m_reuseableDynamicTextures.Get(reuseableTextureKey);
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if (objReusableTextureUUID != null)
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{
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// If something else has removed this temporary asset from the cache, detect and invalidate
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// our cached uuid.
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if (scene.AssetService.GetMetadata(objReusableTextureUUID.ToString()) == null)
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{
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m_reuseableDynamicTextures.Invalidate(reuseableTextureKey);
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objReusableTextureUUID = null;
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}
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}
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}
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// We cannot reuse a dynamic texture if the data is going to be blended with something already there.
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if (objReusableTextureUUID == null)
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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.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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}
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else
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{
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// No need to add to updaters as the texture is always the same. Not that this functionality
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// apppears to be implemented anyway.
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updater.UpdatePart(part, (UUID)objReusableTextureUUID);
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}
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return updater.UpdaterID;
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}
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private string GenerateReusableTextureKey(string data, string extraParams)
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{
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return string.Format("{0}{1}", data, extraParams);
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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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IConfig texturesConfig = config.Configs["Textures"];
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if (texturesConfig != null)
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ReuseTextures = texturesConfig.GetBoolean("ReuseDynamicTextures", false);
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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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if (ReuseTextures)
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{
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m_reuseableDynamicTextures = new Cache(CacheMedium.Memory, CacheStrategy.Conservative);
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m_reuseableDynamicTextures.DefaultTTL = new TimeSpan(24, 0, 0);
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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 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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UpdateTimer = 0;
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BodyData = null;
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}
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/// <summary>
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/// Update the given part with the new texture.
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/// </summary>
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/// <returns>
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/// The old texture UUID.
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/// </returns>
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public UUID UpdatePart(SceneObjectPart part, UUID textureID)
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{
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UUID oldID;
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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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// FIXME: Need to return the appropriate ID if only a single face is replaced.
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oldID = tmptex.DefaultTexture.TextureID;
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if (Face == ALL_SIDES)
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{
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oldID = tmptex.DefaultTexture.TextureID;
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tmptex.DefaultTexture.TextureID = textureID;
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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 = textureID;
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tmptex.FaceTextures[Face] = texface;
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}
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catch (Exception)
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{
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tmptex.DefaultTexture.TextureID = textureID;
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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.UpdateTextureEntry(tmptex.GetBytes());
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}
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return oldID;
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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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/// <param name="data"></param>
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/// <param name="scene"></param>
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/// <param name="isReuseable">True if the data given is reuseable.</param>
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/// <returns>The asset UUID given to the incoming data.</returns>
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public UUID 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 UUID.Zero;
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}
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byte[] assetData = null;
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AssetBase oldAsset = null;
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if (BlendWithOldTexture)
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{
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Primitive.TextureEntryFace defaultFace = part.Shape.Textures.DefaultTexture;
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if (defaultFace != null)
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{
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oldAsset = scene.AssetService.Get(defaultFace.TextureID.ToString());
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if (oldAsset != null)
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assetData = BlendTextures(data, oldAsset.Data, SetNewFrontAlpha, FrontAlpha);
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}
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}
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if (assetData == null)
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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
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= new AssetBase(
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UUID.Random(), "DynamicImage" + Util.RandomClass.Next(1, 10000), (sbyte)AssetType.Texture,
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scene.RegionInfo.RegionID.ToString());
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asset.Data = assetData;
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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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IJ2KDecoder cacheLayerDecode = scene.RequestModuleInterface<IJ2KDecoder>();
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if (cacheLayerDecode != null)
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{
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cacheLayerDecode.Decode(asset.FullID, asset.Data);
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cacheLayerDecode = null;
|
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}
|
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|
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UUID oldID = UpdatePart(part, asset.FullID);
|
|
|
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if (oldID != UUID.Zero && ((Disp & DISP_EXPIRE) != 0))
|
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{
|
|
if (oldAsset == null)
|
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oldAsset = scene.AssetService.Get(oldID.ToString());
|
|
|
|
if (oldAsset != null)
|
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{
|
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if (oldAsset.Temporary)
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{
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scene.AssetService.Delete(oldID.ToString());
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}
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}
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}
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|
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return asset.FullID;
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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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{
|
|
Bitmap image1 = new Bitmap(image);
|
|
|
|
if (OpenJPEG.DecodeToImage(backImage, out managedImage, out image))
|
|
{
|
|
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);
|
|
}
|
|
catch (Exception e)
|
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{
|
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m_log.ErrorFormat(
|
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"[DYNAMICTEXTUREMODULE]: OpenJpeg Encode Failed. Exception {0}{1}",
|
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e.Message, e.StackTrace);
|
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}
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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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|
|
public Bitmap MergeBitMaps(Bitmap front, Bitmap back)
|
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{
|
|
Bitmap joint;
|
|
Graphics jG;
|
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|
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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);
|
|
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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{
|
|
for (int w = 0; w < b.Width; w++)
|
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{
|
|
for (int h = 0; h < b.Height; h++)
|
|
{
|
|
b.SetPixel(w, h, Color.FromArgb(alpha, b.GetPixel(w, h)));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|