1 // SPDX-License-Identifier: LGPL-2.1-or-later
2 //
3 // SPDX-FileCopyrightText: 2007 Torsten Rahn <tackat@kde.org>
4 // SPDX-FileCopyrightText: 2011 Bernhard Beschow <bbeschow@cs.tu-berlin.de>
5 //
6
7
8 #include "SphericalScanlineTextureMapper.h"
9
10 #include <cmath>
11
12 #include <qmath.h>
13 #include <QRunnable>
14
15 #include "GeoPainter.h"
16 #include "GeoDataPolygon.h"
17 #include "MarbleDebug.h"
18 #include "Quaternion.h"
19 #include "ScanlineTextureMapperContext.h"
20 #include "StackedTileLoader.h"
21 #include "StackedTile.h"
22 #include "TextureColorizer.h"
23 #include "ViewportParams.h"
24 #include "MathHelper.h"
25
26
27 using namespace Marble;
28
29 class SphericalScanlineTextureMapper::RenderJob : public QRunnable
30 {
31 public:
32 RenderJob( StackedTileLoader *tileLoader, int tileLevel, QImage *canvasImage, const ViewportParams *viewport, MapQuality mapQuality, int yTop, int yBottom );
33
34 void run() override;
35
36 private:
37 StackedTileLoader *const m_tileLoader;
38 const int m_tileLevel;
39 QImage *const m_canvasImage;
40 const ViewportParams *const m_viewport;
41 const MapQuality m_mapQuality;
42 int const m_yTop;
43 int const m_yBottom;
44 };
45
RenderJob(StackedTileLoader * tileLoader,int tileLevel,QImage * canvasImage,const ViewportParams * viewport,MapQuality mapQuality,int yTop,int yBottom)46 SphericalScanlineTextureMapper::RenderJob::RenderJob( StackedTileLoader *tileLoader, int tileLevel, QImage *canvasImage, const ViewportParams *viewport, MapQuality mapQuality, int yTop, int yBottom )
47 : m_tileLoader( tileLoader ),
48 m_tileLevel( tileLevel ),
49 m_canvasImage( canvasImage ),
50 m_viewport( viewport ),
51 m_mapQuality( mapQuality ),
52 m_yTop( yTop ),
53 m_yBottom( yBottom )
54 {
55 }
56
SphericalScanlineTextureMapper(StackedTileLoader * tileLoader)57 SphericalScanlineTextureMapper::SphericalScanlineTextureMapper( StackedTileLoader *tileLoader )
58 : TextureMapperInterface()
59 , m_tileLoader( tileLoader )
60 , m_radius( 0 )
61 , m_threadPool()
62 {
63 }
64
mapTexture(GeoPainter * painter,const ViewportParams * viewport,int tileZoomLevel,const QRect & dirtyRect,TextureColorizer * texColorizer)65 void SphericalScanlineTextureMapper::mapTexture( GeoPainter *painter,
66 const ViewportParams *viewport,
67 int tileZoomLevel,
68 const QRect &dirtyRect,
69 TextureColorizer *texColorizer )
70 {
71 if ( m_canvasImage.size() != viewport->size() || m_radius != viewport->radius() ) {
72 const QImage::Format optimalFormat = ScanlineTextureMapperContext::optimalCanvasImageFormat( viewport );
73
74 if ( m_canvasImage.size() != viewport->size() || m_canvasImage.format() != optimalFormat ) {
75 m_canvasImage = QImage( viewport->size(), optimalFormat );
76 }
77
78 if ( !viewport->mapCoversViewport() ) {
79 m_canvasImage.fill( 0 );
80 }
81
82 m_radius = viewport->radius();
83 m_repaintNeeded = true;
84 }
85
86 if ( m_repaintNeeded ) {
87 mapTexture( viewport, tileZoomLevel, painter->mapQuality() );
88
89 if ( texColorizer ) {
90 texColorizer->colorize( &m_canvasImage, viewport, painter->mapQuality() );
91 }
92
93 m_repaintNeeded = false;
94 }
95
96 const int radius = viewport->radius();
97
98 QRect rect( viewport->width() / 2 - radius, viewport->height() / 2 - radius,
99 2 * radius, 2 * radius);
100 rect = rect.intersected( dirtyRect );
101 painter->drawImage( rect, m_canvasImage, rect );
102 }
103
mapTexture(const ViewportParams * viewport,int tileZoomLevel,MapQuality mapQuality)104 void SphericalScanlineTextureMapper::mapTexture( const ViewportParams *viewport, int tileZoomLevel, MapQuality mapQuality )
105 {
106 // Reset backend
107 m_tileLoader->resetTilehash();
108
109 // Initialize needed constants:
110
111 const int imageHeight = m_canvasImage.height();
112 const qint64 radius = viewport->radius();
113
114 // Calculate the actual y-range of the map on the screen
115 const int skip = ( mapQuality == LowQuality ) ? 1
116 : 0;
117 const int yTop = ( imageHeight / 2 - radius >= 0 ) ? imageHeight / 2 - radius
118 : 0;
119 const int yBottom = ( yTop == 0 ) ? imageHeight - skip
120 : yTop + radius + radius - skip;
121
122 const int numThreads = m_threadPool.maxThreadCount();
123 const int yStep = qCeil(qreal( yBottom - yTop ) / qreal(numThreads));
124 for ( int i = 0; i < numThreads; ++i ) {
125 const int yStart = yTop + i * yStep;
126 const int yEnd = qMin(yBottom, yTop + (i + 1) * yStep);
127 QRunnable *const job = new RenderJob( m_tileLoader, tileZoomLevel, &m_canvasImage, viewport, mapQuality, yStart, yEnd );
128 m_threadPool.start( job );
129 }
130
131 m_threadPool.waitForDone();
132
133 m_tileLoader->cleanupTilehash();
134 }
135
run()136 void SphericalScanlineTextureMapper::RenderJob::run()
137 {
138 const int imageHeight = m_canvasImage->height();
139 const int imageWidth = m_canvasImage->width();
140 const qint64 radius = m_viewport->radius();
141 const qreal inverseRadius = 1.0 / (qreal)(radius);
142
143 const bool interlaced = ( m_mapQuality == LowQuality );
144 const bool highQuality = ( m_mapQuality == HighQuality
145 || m_mapQuality == PrintQuality );
146 const bool printQuality = ( m_mapQuality == PrintQuality );
147
148 // Evaluate the degree of interpolation
149 const int n = ScanlineTextureMapperContext::interpolationStep( m_viewport, m_mapQuality );
150
151 // Calculate north pole position to decrease pole distortion later on
152 Quaternion northPole = Quaternion::fromSpherical( 0.0, M_PI * 0.5 );
153 northPole.rotateAroundAxis( m_viewport->planetAxis().inverse() );
154 const int northPoleX = imageWidth / 2 + (int)( radius * northPole.v[Q_X] );
155 const int northPoleY = imageHeight / 2 - (int)( radius * northPole.v[Q_Y] );
156
157 // Calculate axis matrix to represent the planet's rotation.
158 matrix planetAxisMatrix;
159 m_viewport->planetAxis().toMatrix( planetAxisMatrix );
160
161 // initialize needed variables that are modified during texture mapping:
162
163 ScanlineTextureMapperContext context( m_tileLoader, m_tileLevel );
164 qreal lon = 0.0;
165 qreal lat = 0.0;
166
167 // Scanline based algorithm to texture map a sphere
168 for ( int y = m_yTop; y < m_yBottom ; ++y ) {
169
170 // Evaluate coordinates for the 3D position vector of the current pixel
171 const qreal qy = inverseRadius * (qreal)( imageHeight / 2 - y );
172 const qreal qr = 1.0 - qy * qy;
173
174 // rx is the radius component in x direction
175 const int rx = (int)sqrt( (qreal)( radius * radius
176 - ( ( y - imageHeight / 2 )
177 * ( y - imageHeight / 2 ) ) ) );
178
179 // Calculate the actual x-range of the map within the current scanline.
180 //
181 // If the circular border of the earth disk is still visible then xLeft
182 // equals the scanline position of the most left pixel that gets covered
183 // by the earth disk. In terms of math this equals the half image width minus
184 // the radius component on the current scanline in x direction ("rx").
185 //
186 // If the zoom factor is high enough then the whole screen gets covered
187 // by the earth and the border of the earth disk isn't visible anymore.
188 // In that situation xLeft equals zero.
189 // For xRight the situation is similar.
190
191 const int xLeft = ( imageWidth / 2 - rx > 0 ) ? imageWidth / 2 - rx
192 : 0;
193 const int xRight = ( imageWidth / 2 - rx > 0 ) ? xLeft + rx + rx
194 : imageWidth;
195
196 QRgb * scanLine = (QRgb*)( m_canvasImage->scanLine( y ) ) + xLeft;
197
198 const int xIpLeft = ( imageWidth / 2 - rx > 0 ) ? n * (int)( xLeft / n + 1 )
199 : 1;
200 const int xIpRight = ( imageWidth / 2 - rx > 0 ) ? n * (int)( xRight / n - 1 )
201 : n * (int)( xRight / n - 1 ) + 1;
202
203 // Decrease pole distortion due to linear approximation ( y-axis )
204 bool crossingPoleArea = false;
205 if ( northPole.v[Q_Z] > 0
206 && northPoleY - ( n * 0.75 ) <= y
207 && northPoleY + ( n * 0.75 ) >= y )
208 {
209 crossingPoleArea = true;
210 }
211
212 int ncount = 0;
213
214 for ( int x = xLeft; x < xRight; ++x ) {
215 // Prepare for interpolation
216
217 const int leftInterval = xIpLeft + ncount * n;
218
219 bool interpolate = false;
220 if ( x >= xIpLeft && x <= xIpRight ) {
221
222 // Decrease pole distortion due to linear approximation ( x-axis )
223 // mDebug() << QString("NorthPole X: %1, LeftInterval: %2").arg( northPoleX ).arg( leftInterval );
224 if ( crossingPoleArea
225 && northPoleX >= leftInterval + n
226 && northPoleX < leftInterval + 2 * n
227 && x < leftInterval + 3 * n )
228 {
229 interpolate = false;
230 }
231 else {
232 x += n - 1;
233 interpolate = !printQuality;
234 ++ncount;
235 }
236 }
237 else
238 interpolate = false;
239
240 // Evaluate more coordinates for the 3D position vector of
241 // the current pixel.
242 const qreal qx = (qreal)( x - imageWidth / 2 ) * inverseRadius;
243 const qreal qr2z = qr - qx * qx;
244 const qreal qz = ( qr2z > 0.0 ) ? sqrt( qr2z ) : 0.0;
245
246 // Create Quaternion from vector coordinates and rotate it
247 // around globe axis
248 Quaternion qpos( 0.0, qx, qy, qz );
249 qpos.rotateAroundAxis( planetAxisMatrix );
250
251 qpos.getSpherical( lon, lat );
252 // mDebug() << QString("lon: %1 lat: %2").arg(lon).arg(lat);
253 // Approx for n-1 out of n pixels within the boundary of
254 // xIpLeft to xIpRight
255
256 if ( interpolate ) {
257 if (highQuality)
258 context.pixelValueApproxF( lon, lat, scanLine, n );
259 else
260 context.pixelValueApprox( lon, lat, scanLine, n );
261
262 scanLine += ( n - 1 );
263 }
264
265 // Comment out the pixelValue line and run Marble if you want
266 // to understand the interpolation:
267
268 // Uncomment the crossingPoleArea line to check precise
269 // rendering around north pole:
270
271 // if ( !crossingPoleArea )
272 if ( x < imageWidth ) {
273 if ( highQuality )
274 context.pixelValueF( lon, lat, scanLine );
275 else
276 context.pixelValue( lon, lat, scanLine );
277 }
278
279 ++scanLine;
280 }
281
282 // copy scanline to improve performance
283 if ( interlaced && y + 1 < m_yBottom ) {
284
285 const int pixelByteSize = m_canvasImage->bytesPerLine() / imageWidth;
286
287 memcpy( m_canvasImage->scanLine( y + 1 ) + xLeft * pixelByteSize,
288 m_canvasImage->scanLine( y ) + xLeft * pixelByteSize,
289 ( xRight - xLeft ) * pixelByteSize );
290 ++y;
291 }
292 }
293 }
294