Files
libremetaverse/libsecondlife/BakeLayer.cs
Jim Radford 32ae00e361 * XML Documentation Cleanup
* Additional Class documentation
* Cleanup of some cruft Codec
* Store version of Simulator software in Simulator object

git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1809 52acb1d6-8a22-11de-b505-999d5b087335
2008-05-01 10:48:09 +00:00

383 lines
14 KiB
C#

/*
* Copyright (c) 2007-2008, Second Life Reverse Engineering Team
* All rights reserved.
*
* - Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* - Neither the name of the Second Life Reverse Engineering Team nor the names
* of its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Drawing;
using System.Drawing.Imaging;
namespace libsecondlife.Baking
{
/// <summary>
/// A set of textures that are layered on texture of each other and "baked"
/// in to a single texture, for avatar appearances
/// </summary>
public class Baker
{
/// <summary>Reference to the SecondLife client</summary>
protected SecondLife Client;
/// <summary>Appearance parameters the drive the baking process</summary>
protected Dictionary<int, float> ParamValues;
/// <summary>Wearable textures</summary>
protected Dictionary<AppearanceManager.TextureIndex, AssetTexture> Textures = new Dictionary<AppearanceManager.TextureIndex, AssetTexture>();
protected int TextureCount;
public AssetTexture BakedTexture;
/// <summary>Width of the final baked image and scratchpad</summary>
protected int BakeWidth;
/// <summary>Height of the final baked image and scratchpad</summary>
protected int BakeHeight;
/// <summary>Bake type</summary>
public AppearanceManager.BakeType BakeType;
/// <summary>
/// Default constructor
/// </summary>
/// <param name="client">Reference to the SecondLife client</param>
/// <param name="bakeType"></param>
/// <param name="textureCount">Total number of layers this layer set is
/// composed of</param>
/// <param name="paramValues">Appearance parameters the drive the
/// baking process</param>
public Baker(SecondLife client, AppearanceManager.BakeType bakeType, int textureCount, Dictionary<int, float> paramValues)
{
Client = client;
BakeType = bakeType;
TextureCount = textureCount;
if (bakeType == AppearanceManager.BakeType.Eyes)
{
BakeWidth = 128;
BakeHeight = 128;
}
else
{
BakeWidth = 512;
BakeHeight = 512;
}
ParamValues = paramValues;
if (textureCount == 0)
{
Bake();
}
}
/// <summary>
/// Adds an image to this baking texture and potentially processes it, or
/// stores it for processing later
/// </summary>
/// <param name="index">The baking texture index of the image to be added</param>
/// <param name="texture">JPEG2000 compressed image to be
/// added to the baking texture</param>
/// <returns>True if this texture is completely baked and JPEG2000 data
/// is available, otherwise false</returns>
public bool AddTexture(AppearanceManager.TextureIndex index, AssetTexture texture)
{
lock (Textures)
{
try
{
texture.Decode();
Textures.Add(index, texture);
Client.DebugLog("Adding texture " + index.ToString() + " ID: " + texture.AssetID.ToString() + " to bake " + BakeType.ToString());
}
catch ( Exception e )
{
Client.DebugLog( "caught exception while trying add texture: " + e.Message.ToString());
}
}
if (Textures.Count == TextureCount)
{
Bake();
return true;
}
else
return false;
}
public bool MissingTexture(AppearanceManager.TextureIndex index)
{
Client.DebugLog("Missing texture " + index.ToString() + " in bake " + BakeType.ToString());
TextureCount--;
if (Textures.Count == TextureCount)
{
Bake();
return true;
}
else
return false;
}
protected void Bake()
{
BakedTexture = new AssetTexture(new Image(BakeWidth, BakeHeight, ImageChannels.Color | ImageChannels.Alpha | ImageChannels.Bump));
if (BakeType == AppearanceManager.BakeType.Eyes)
{
initBakedLayerColor(255, 255, 255);
if (!DrawLayer(AppearanceManager.TextureIndex.EyesIris))
{
Client.Log("Missing texture for EYES - unable to bake layer", Helpers.LogLevel.Warning);
}
}
else if (BakeType == AppearanceManager.BakeType.Head)
{
// need to use the visual parameters to determine the base skin color in RGB but
// it's not apparent how to define RGB levels from the skin color parameters, so
// for now use a grey foundation for the skin and skirt layers
initBakedLayerColor(128, 128, 128);
DrawLayer(AppearanceManager.TextureIndex.HeadBodypaint);
}
else if (BakeType == AppearanceManager.BakeType.Skirt)
{
float skirtRed = 1.0f, skirtGreen = 1.0f, skirtBlue = 1.0f;
try
{
ParamValues.TryGetValue(VisualParams.Find("skirt_red", "skirt").ParamID, out skirtRed);
ParamValues.TryGetValue(VisualParams.Find("skirt_green", "skirt").ParamID, out skirtGreen);
ParamValues.TryGetValue(VisualParams.Find("skirt_blue", "skirt").ParamID, out skirtBlue);
}
catch
{
Client.Log("Unable to determine skirt color from visual params", Helpers.LogLevel.Warning);
}
initBakedLayerColor((int)(skirtRed * 255.0f), (int)(skirtGreen * 255.0f), (int)(skirtBlue * 255.0f));
DrawLayer(AppearanceManager.TextureIndex.Skirt);
}
else if (BakeType == AppearanceManager.BakeType.UpperBody)
{
initBakedLayerColor(128, 128, 128);
DrawLayer(AppearanceManager.TextureIndex.UpperBodypaint);
DrawLayer(AppearanceManager.TextureIndex.UpperUndershirt);
DrawLayer(AppearanceManager.TextureIndex.UpperGloves);
DrawLayer(AppearanceManager.TextureIndex.UpperShirt);
DrawLayer(AppearanceManager.TextureIndex.UpperJacket);
}
else if (BakeType == AppearanceManager.BakeType.LowerBody)
{
initBakedLayerColor(128, 128, 128);
DrawLayer(AppearanceManager.TextureIndex.LowerBodypaint);
DrawLayer(AppearanceManager.TextureIndex.LowerUnderpants);
DrawLayer(AppearanceManager.TextureIndex.LowerSocks);
DrawLayer(AppearanceManager.TextureIndex.LowerShoes);
DrawLayer(AppearanceManager.TextureIndex.LowerPants);
DrawLayer(AppearanceManager.TextureIndex.LowerJacket);
}
BakedTexture.Encode();
}
private bool DrawLayer(AppearanceManager.TextureIndex textureIndex)
{
int i = 0;
AssetTexture texture = new AssetTexture();
if (!Textures.TryGetValue(textureIndex, out texture))
return false;
Image source = texture.Image;
bool sourceHasAlpha = ((source.Channels & ImageChannels.Alpha) != 0 && source.Alpha != null);
bool sourceHasBump = ((source.Channels & ImageChannels.Bump) != 0 && source.Bump != null);
bool copySourceAlphaToBakedLayer = sourceHasAlpha && (
textureIndex == AppearanceManager.TextureIndex.HeadBodypaint ||
textureIndex == AppearanceManager.TextureIndex.Skirt
);
if (source.Width != BakeWidth || source.Height != BakeHeight)
source.ResizeNearestNeighbor(BakeWidth, BakeHeight);
Int32 alpha = 255;
//Int32 alphaInv = 255 - alpha;
Int32 alphaInv = 256 - alpha;
byte[] bakedRed = BakedTexture.Image.Red;
byte[] bakedGreen = BakedTexture.Image.Green;
byte[] bakedBlue = BakedTexture.Image.Blue;
byte[] bakedAlpha = BakedTexture.Image.Alpha;
byte[] bakedBump = BakedTexture.Image.Bump;
byte[] sourceRed = source.Red;
byte[] sourceGreen = source.Green;
byte[] sourceBlue = source.Blue;
byte[] sourceAlpha = null;
byte[] sourceBump = null;
if (sourceHasAlpha)
sourceAlpha = source.Alpha;
if (sourceHasBump)
sourceBump = source.Bump;
for (int y = 0; y < BakeHeight; y++)
{
for (int x = 0; x < BakeWidth; x++)
{
if (sourceHasAlpha)
{
alpha = sourceAlpha[i];
//alphaInv = 255 - alpha;
alphaInv = 256 - alpha;
}
bakedRed[i] = (byte)((bakedRed[i] * alphaInv + sourceRed[i] * alpha) >> 8);
bakedGreen[i] = (byte)((bakedGreen[i] * alphaInv + sourceGreen[i] * alpha) >> 8);
bakedBlue[i] = (byte)((bakedBlue[i] * alphaInv + sourceBlue[i] * alpha) >> 8);
if (copySourceAlphaToBakedLayer)
bakedAlpha[i] = sourceAlpha[i];
if (sourceHasBump)
bakedBump[i] = sourceBump[i];
i++;
}
}
return true;
}
/// <summary>
/// initBakedLayerColor()
/// fills a baked layer as a solid *appearing* color
/// the colors are subtly dithered on a 16x16 grid to prevent the jpeg2000 stage from compressing it
/// too far since it seems to cause upload failures if the image is a pure solid color
///
/// </summary>
/// <param name="r"></param>
/// <param name="g"></param>
/// <param name="b"></param>
private void initBakedLayerColor(int r, int g, int b)
{
byte rByte = (byte)r;
byte gByte = (byte)g;
byte bByte = (byte)b;
byte rAlt, gAlt, bAlt;
rAlt = rByte;
gAlt = gByte;
bAlt = bByte;
if (rByte < byte.MaxValue)
rAlt++;
else rAlt--;
if (gByte < byte.MaxValue)
gAlt++;
else gAlt--;
if (bByte < byte.MaxValue)
bAlt++;
else bAlt--;
int i = 0;
byte[] red = BakedTexture.Image.Red;
byte[] green = BakedTexture.Image.Green;
byte[] blue = BakedTexture.Image.Blue;
byte[] alpha = BakedTexture.Image.Alpha;
byte[] bump = BakedTexture.Image.Bump;
for (int y = 0; y < BakeHeight; y++)
{
for (int x = 0; x < BakeWidth; x++)
{
if (((x ^ y) & 0x10) == 0)
{
red[i] = rAlt;
green[i] = gByte;
blue[i] = bByte;
alpha[i] = 255;
bump[i] = 0;
}
else
{
red[i] = rByte;
green[i] = gAlt;
blue[i] = bAlt;
alpha[i] = 255;
bump[i] = 0;
}
++i;
}
}
}
public static AppearanceManager.BakeType BakeTypeFor(AppearanceManager.TextureIndex index)
{
switch (index)
{
case AppearanceManager.TextureIndex.HeadBodypaint:
return AppearanceManager.BakeType.Head;
case AppearanceManager.TextureIndex.UpperBodypaint:
case AppearanceManager.TextureIndex.UpperGloves:
case AppearanceManager.TextureIndex.UpperUndershirt:
case AppearanceManager.TextureIndex.UpperShirt:
case AppearanceManager.TextureIndex.UpperJacket:
return AppearanceManager.BakeType.UpperBody;
case AppearanceManager.TextureIndex.LowerBodypaint:
case AppearanceManager.TextureIndex.LowerUnderpants:
case AppearanceManager.TextureIndex.LowerSocks:
case AppearanceManager.TextureIndex.LowerShoes:
case AppearanceManager.TextureIndex.LowerPants:
case AppearanceManager.TextureIndex.LowerJacket:
return AppearanceManager.BakeType.LowerBody;
case AppearanceManager.TextureIndex.EyesIris:
return AppearanceManager.BakeType.Eyes;
case AppearanceManager.TextureIndex.Skirt:
return AppearanceManager.BakeType.Skirt;
default:
return AppearanceManager.BakeType.Unknown;
}
}
}
}