void RasterRenderer::ScanMap(const RasterMap &map, const WindowProjection &projection) { // Coordinates of the MapWindow center unsigned x = projection.GetScreenWidth() / 2; unsigned y = projection.GetScreenHeight() / 2; // GeoPoint corresponding to the MapWindow center GeoPoint Gmid = projection.ScreenToGeo(x, y); // GeoPoint "next to" Gmid (depends on terrain resolution) GeoPoint Gneighbor = projection.ScreenToGeo(x + quantisation_pixels, y + quantisation_pixels); // Geographical edge length of pixel in the MapWindow center in meters pixel_size = fixed_sqrt_half * Gmid.Distance(Gneighbor); // set resolution fixed map_pixel_size = map.pixel_distance(Gmid, 1); fixed q = map_pixel_size / pixel_size; if (pixel_size < fixed(3000)) { /* round down to reduce slope shading artefacts (caused by RasterBuffer interpolation) */ quantisation_effective = std::max(1, (int)q); if (quantisation_effective > 25) /* disable slope shading when zoomed in very near (not enough terrain resolution to make a useful slope calculation) */ quantisation_effective = 0; } else /* disable slope shading when zoomed out very far (too tiny) */ quantisation_effective = 0; height_matrix.Fill(map, projection, quantisation_pixels, true); }
void RasterRenderer::ScanMap(const RasterMap &map, const WindowProjection &projection) { // Coordinates of the MapWindow center unsigned x = projection.GetScreenWidth() / 2; unsigned y = projection.GetScreenHeight() / 2; // GeoPoint corresponding to the MapWindow center GeoPoint center = projection.ScreenToGeo(x, y); // GeoPoint "next to" Gmid (depends on terrain resolution) GeoPoint neighbor = projection.ScreenToGeo(x + quantisation_pixels, y + quantisation_pixels); // Geographical edge length of pixel in the MapWindow center in meters pixel_size = M_SQRT1_2 * center.DistanceS(neighbor); // set resolution if (pixel_size < 3000) { // Data point size of the (terrain) map in meters multiplied by 256 auto map_pixel_size = map.PixelDistance(center, 1); // How many screen pixels does one data point stretch? auto q = map_pixel_size / pixel_size; /* round down to reduce slope shading artefacts (caused by RasterBuffer interpolation) */ quantisation_effective = std::max(1, (int)q); /* disable slope shading when zoomed in very near (not enough terrain resolution to make a useful slope calculation) */ if (quantisation_effective > 25) quantisation_effective = 0; } else /* disable slope shading when zoomed out very far (too tiny) */ quantisation_effective = 0; #ifdef ENABLE_OPENGL bounds = projection.GetScreenBounds().Scale(1.5); bounds.IntersectWith(map.GetBounds()); height_matrix.Fill(map, bounds, projection.GetScreenWidth() / quantisation_pixels, projection.GetScreenHeight() / quantisation_pixels, true); last_quantisation_pixels = quantisation_pixels; #else height_matrix.Fill(map, projection, quantisation_pixels, true); #endif }
void RasterRenderer::ScanMap(const RasterMap &map, const WindowProjection &projection) { unsigned x = projection.GetScreenWidth() / 2; unsigned y = projection.GetScreenHeight() / 2; GeoPoint Gmid = projection.ScreenToGeo(x, y); pixel_size = fixed_sqrt_half * Distance(Gmid, projection.ScreenToGeo(x + quantisation_pixels, y + quantisation_pixels)); // set resolution fixed map_pixel_size = map.pixel_distance(Gmid, 1); quantisation_effective = (int)ceil(map_pixel_size / pixel_size); height_matrix.Fill(map, projection, quantisation_pixels, pixel_size * 3 < map_pixel_size * 2); }
void HeightMatrix::Fill(const RasterMap &map, const WindowProjection &projection, unsigned quantisation_pixels, bool interpolate) { const unsigned screen_width = projection.GetScreenWidth(); const unsigned screen_height = projection.GetScreenHeight(); SetSize((screen_width + quantisation_pixels - 1) / quantisation_pixels, (screen_height + quantisation_pixels - 1) / quantisation_pixels); minimum = 0x7fff; maximum = 0; for (unsigned y = 0; y < screen_height; y += quantisation_pixels) { const FastRowRotation rotation = projection.GetScreenAngleRotation(y - projection.GetScreenOrigin().y); short *p = data.begin() + y * width / quantisation_pixels; for (unsigned x = 0; x < screen_width; x += quantisation_pixels) { #ifndef SLOW_TERRAIN_STUFF const FastRowRotation::Pair r = rotation.Rotate(x - projection.GetScreenOrigin().x); GeoPoint gp; gp.Latitude = projection.GetGeoLocation().Latitude - projection.PixelsToAngle(r.second); gp.Longitude = projection.GetGeoLocation().Longitude + projection.PixelsToAngle(r.first) * gp.Latitude.invfastcosine(); #else GeoPoint gp = projection.ScreenToGeo(x, y); #endif short h = interpolate ? map.GetFieldInterpolated(gp) : map.GetField(gp); if (!RasterBuffer::is_special(h)) { if (h < minimum) minimum = h; if (h > maximum) maximum = h; } *p++ = h; } assert(p <= data.end()); } }
CompareProjection::FourCorners::FourCorners(const WindowProjection &projection) :top_left(projection.ScreenToGeo(0, 0)), top_right(projection.ScreenToGeo(projection.GetScreenWidth(), 0)), bottom_left(projection.ScreenToGeo(0, projection.GetScreenHeight())), bottom_right(projection.ScreenToGeo(projection.GetScreenWidth(), projection.GetScreenHeight())) {}
CompareProjection::FourCorners::FourCorners(const WindowProjection &projection) :GeoQuadrilateral{projection.ScreenToGeo(0, 0), projection.ScreenToGeo(projection.GetScreenWidth(), 0), projection.ScreenToGeo(0, projection.GetScreenHeight()), projection.ScreenToGeo(projection.GetScreenWidth(), projection.GetScreenHeight())} {}