// // return memory required, in K, for a given grid size // int SMTerrain::MemoryRequired(int iDimension) { int k = 0; int n = vt_log2(iDimension - 1); int iLevels = 2 * n + 2; #if ASSUME_LOWEST_LEVEL int iUsedNodes = (1 << (iLevels-2)); #else int iUsedNodes = (1 << (iLevels-1)); #endif k += (iDimension * iDimension * sizeof(HeightType)) / 1024; // heightfield k += (iUsedNodes * sizeof(VarianceType)) / 1024; // variance k += (DEFAULT_POLYGON_TARGET * 3 * sizeof(BinTri)) / 1024; return k; }
void TileDlg::SetTilingOptions(TilingOptions &opt) { m_strToFile = wxString(opt.fname, wxConvUTF8); m_iColumns = opt.cols; m_iRows = opt.rows; m_iLOD0Size = opt.lod0size; m_iNumLODs = opt.numlods; m_bOmitFlatTiles = opt.bOmitFlatTiles; m_bMaskUnknown = opt.bMaskUnknownAreas; m_bImageAlpha = opt.bImageAlpha; m_bCompressNone = !opt.bUseTextureCompression; if (opt.bUseTextureCompression) { m_bCompressOGL = (opt.eCompressionType == TC_OPENGL); m_bCompressSquishFast = (opt.eCompressionType == TC_SQUISH_FAST); m_bCompressSquishSlow = (opt.eCompressionType == TC_SQUISH_SLOW); m_bCompressJPEG = (opt.eCompressionType == TC_JPEG); } m_iLODChoice = vt_log2(m_iLOD0Size)-5; UpdateInfo(); }
bool vtElevLayer::WriteElevationTileset(TilingOptions &opts, BuilderView *pView) { // Avoid trouble with '.' and ',' in Europe ScopedLocale normal_numbers(LC_NUMERIC, "C"); // Check that options are valid CheckCompressionMethod(opts); // grid size int base_tilesize = opts.lod0size; int gridcols, gridrows; m_pGrid->GetDimensions(gridcols, gridrows); DRECT area = m_pGrid->GetEarthExtents(); DPoint2 tile_dim(area.Width()/opts.cols, area.Height()/opts.rows); DPoint2 cell_size = tile_dim / base_tilesize; const vtProjection &proj = m_pGrid->GetProjection(); vtString units = GetLinearUnitName(proj.GetUnits()); units.MakeLower(); int zone = proj.GetUTMZone(); vtString crs; if (proj.IsGeographic()) crs = "LL"; else if (zone != 0) crs = "UTM"; else crs = "Other"; // Try to create directory to hold the tiles vtString dirname = opts.fname; RemoveFileExtensions(dirname); if (!vtCreateDir(dirname)) return false; // We won't know the exact height extents until the tiles have generated, // so gather extents as we produce the tiles and write the INI later. float minheight = 1E9, maxheight = -1E9; ColorMap cmap; vtElevLayer::SetupDefaultColors(cmap); // defaults vtString dirname_image = opts.fname_images; RemoveFileExtensions(dirname_image); if (opts.bCreateDerivedImages) { if (!vtCreateDir(dirname_image)) return false; vtString cmap_fname = opts.draw.m_strColorMapFile; vtString cmap_path = FindFileOnPaths(vtGetDataPath(), "GeoTypical/" + cmap_fname); if (cmap_path == "") DisplayAndLog("Couldn't find color map."); else { if (!cmap.Load(cmap_path)) DisplayAndLog("Couldn't load color map."); } } ImageGLCanvas *pCanvas = NULL; #if USE_OPENGL wxFrame *frame = new wxFrame; if (opts.bCreateDerivedImages && opts.bUseTextureCompression && opts.eCompressionType == TC_OPENGL) { frame->Create(g_bld->m_pParentWindow, -1, _T("Texture Compression OpenGL Context"), wxPoint(100,400), wxSize(280, 300), wxCAPTION | wxCLIP_CHILDREN); pCanvas = new ImageGLCanvas(frame); } #endif // make a note of which lods exist LODMap lod_existence_map(opts.cols, opts.rows); bool bFloat = m_pGrid->IsFloatMode(); bool bJPEG = (opts.bUseTextureCompression && opts.eCompressionType == TC_JPEG); int i, j, lod; int total = opts.rows * opts.cols, done = 0; for (j = 0; j < opts.rows; j++) { for (i = 0; i < opts.cols; i++) { // We might want to skip certain tiles if (opts.iMinRow != -1 && (i < opts.iMinCol || i > opts.iMaxCol || j < opts.iMinRow || j > opts.iMaxRow)) continue; DRECT tile_area; tile_area.left = area.left + tile_dim.x * i; tile_area.right = area.left + tile_dim.x * (i+1); tile_area.bottom = area.bottom + tile_dim.y * j; tile_area.top = area.bottom + tile_dim.y * (j+1); int col = i; int row = opts.rows-1-j; // draw our progress in the main view if (pView) pView->ShowGridMarks(area, opts.cols, opts.rows, col, opts.rows-1-row); // Extract the highest LOD we need vtElevationGrid base_lod(tile_area, IPoint2(base_tilesize+1, base_tilesize+1), bFloat, proj); bool bAllInvalid = true; bool bAllZero = true; int iNumInvalid = 0; DPoint2 p; int x, y; for (y = base_tilesize; y >= 0; y--) { p.y = area.bottom + (j*tile_dim.y) + ((double)y / base_tilesize * tile_dim.y); for (x = 0; x <= base_tilesize; x++) { p.x = area.left + (i*tile_dim.x) + ((double)x / base_tilesize * tile_dim.x); float fvalue = m_pGrid->GetFilteredValue(p); base_lod.SetFValue(x, y, fvalue); if (fvalue == INVALID_ELEVATION) iNumInvalid++; else { bAllInvalid = false; // Gather height extents if (fvalue < minheight) minheight = fvalue; if (fvalue > maxheight) maxheight = fvalue; } if (fvalue != 0) bAllZero = false; } } // Increment whether we omit or not done++; // If there is no real data there, omit this tile if (bAllInvalid) continue; // Omit all-zero tiles (flat sea-level) if desired if (opts.bOmitFlatTiles && bAllZero) continue; // Now we know this tile will be included, so note the LODs present int base_tile_exponent = vt_log2(base_tilesize); lod_existence_map.set(i, j, base_tile_exponent, base_tile_exponent-(opts.numlods-1)); if (iNumInvalid > 0) { UpdateProgressDialog2(done*99/total, 0, _("Filling gaps")); bool bGood; int method = g_Options.GetValueInt(TAG_GAP_FILL_METHOD); if (method == 1) bGood = base_lod.FillGaps(NULL, progress_callback_minor); else if (method == 2) bGood = base_lod.FillGapsSmooth(NULL, progress_callback_minor); else if (method == 3) bGood = (base_lod.FillGapsByRegionGrowing(2, 5, progress_callback_minor) != -1); if (!bGood) return false; opts.iNoDataFilled += iNumInvalid; } // Create a matching derived texture tileset if (opts.bCreateDerivedImages) { // Create a matching derived texture tileset vtDIB dib; base_lod.ComputeHeightExtents(); if (opts.bImageAlpha) { dib.Create(IPoint2(base_tilesize, base_tilesize), 32); base_lod.ColorDibFromElevation(&dib, &cmap, 4000, RGBAi(0,0,0,0)); } else { dib.Create(IPoint2(base_tilesize, base_tilesize), 24); base_lod.ColorDibFromElevation(&dib, &cmap, 4000, RGBi(255,0,0)); } if (opts.draw.m_bShadingQuick) base_lod.ShadeQuick(&dib, SHADING_BIAS, true); else if (opts.draw.m_bShadingDot) { FPoint3 light_dir = LightDirection(opts.draw.m_iCastAngle, opts.draw.m_iCastDirection); // Don't cast shadows for tileset; they won't cast // correctly from one tile to the next. base_lod.ShadeDibFromElevation(&dib, light_dir, 1.0f, opts.draw.m_fAmbient, opts.draw.m_fGamma, true); } for (int k = 0; k < opts.numlods; k++) { vtString fname = MakeFilenameDB(dirname_image, col, row, k); int tilesize = base_tilesize >> k; vtMiniDatabuf output_buf; output_buf.xsize = tilesize; output_buf.ysize = tilesize; output_buf.zsize = 1; output_buf.tsteps = 1; output_buf.SetBounds(proj, tile_area); int depth = dib.GetDepth() / 8; int iUncompressedSize = tilesize * tilesize * depth; uchar *rgb_bytes = (uchar *) malloc(iUncompressedSize); uchar *dst = rgb_bytes; if (opts.bImageAlpha) { RGBAi rgba; for (int ro = 0; ro < base_tilesize; ro += (1<<k)) for (int co = 0; co < base_tilesize; co += (1<<k)) { dib.GetPixel32(co, ro, rgba); *dst++ = rgba.r; *dst++ = rgba.g; *dst++ = rgba.b; *dst++ = rgba.a; } } else { RGBi rgb; for (int ro = 0; ro < base_tilesize; ro += (1<<k)) for (int co = 0; co < base_tilesize; co += (1<<k)) { dib.GetPixel24(co, ro, rgb); *dst++ = rgb.r; *dst++ = rgb.g; *dst++ = rgb.b; } } // Write and optionally compress the image WriteMiniImage(fname, opts, rgb_bytes, output_buf, iUncompressedSize, pCanvas); // Free the uncompressed image free(rgb_bytes); } } for (lod = 0; lod < opts.numlods; lod++) { int tilesize = base_tilesize >> lod; vtString fname = MakeFilenameDB(dirname, col, row, lod); // make a message for the progress dialog wxString msg; msg.Printf(_("Writing tile '%hs', size %dx%d"), (const char *)fname, tilesize, tilesize); UpdateProgressDialog2(done*99/total, 0, msg); vtMiniDatabuf buf; buf.SetBounds(proj, tile_area); buf.alloc(tilesize+1, tilesize+1, 1, 1, bFloat ? 2 : 1); float *fdata = (float *) buf.data; short *sdata = (short *) buf.data; DPoint2 p; for (int y = base_tilesize; y >= 0; y -= (1<<lod)) { p.y = area.bottom + (j*tile_dim.y) + ((double)y / base_tilesize * tile_dim.y); for (int x = 0; x <= base_tilesize; x += (1<<lod)) { p.x = area.left + (i*tile_dim.x) + ((double)x / base_tilesize * tile_dim.x); if (bFloat) { *fdata = base_lod.GetFilteredValue(p); fdata++; } else { *sdata = (short) base_lod.GetFilteredValue(p); sdata++; } } } if (buf.savedata(fname) == 0) { // what should we do if writing a tile fails? } } } }
// // Initialize the terrain LOD structures // // Allocates the height/variance arrays // Fills in the arrays with initial values // // fZScale converts from height values (meters) to world coordinates // DTErr SMTerrain::Init(const vtElevationGrid *pGrid, float fZScale) { DTErr err = BasicInit(pGrid); if (err != DTErr_OK) return err; if (m_iColumns != m_iRows) return DTErr_NOTSQUARE; // get size of array m_iDim = m_iColumns; // compute n (log2 of grid size) m_n = vt_log2(m_iDim - 1); // ensure that the grid is size (1 << n) + 1 int required_size = (1<<m_n) + 1; if (m_iColumns != required_size || m_iRows != required_size) return DTErr_NOTPOWER2; // the triangle bintree will have (2n + 2) levels // these levels are numbered with 1-based numbering, (1 2 3...) m_iLevels = 2 * m_n + 2; // Default: create 8x8 blocks (eg. 1024 -> 128*128 (actually, 129)) m_iBlockN = m_n - 3; // 8x8 blocks // safety check if (m_iBlockN < 0) m_iBlockN = 0; m_iBlockLevel = 2 * (m_n - m_iBlockN) + 1; m_iBlockCutoff = 1 << (2 * (m_n - m_iBlockN)); m_iBlockArrayDim = 1 << (m_n - m_iBlockN); // Allocate a 2D array of blocks int i, j; m_pBlockArray = new BlockPtr[m_iBlockArrayDim]; for (i = 0; i < m_iBlockArrayDim; i++) m_pBlockArray[i] = new Block[m_iBlockArrayDim]; // the triangle bintree will have ((1 << levels) - 1) nodes m_iNodes = (1 << m_iLevels) - 1; // the bottom level of the bintree cannot be split m_iSplitCutoff = (1 << (m_iLevels-2)); #if !ASSUME_LOWEST_LEVEL // however, we don't need to store variance for the bottom-most nodes // of the tree, so use one less level, and add 1 for 1-based numbering m_iUsedNodes = (1 << (m_iLevels-1)); #else // APPROXIMATION // Seumas says he gets away with levels-4 !! Let's try a less // radical approximation: levels-2 m_iUsedNodes = (1 << (m_iLevels-2)); #endif // allocate arrays m_pData = new HeightType[m_iColumns * m_iRows]; // this is potentially a big chunk of memory, so it may fail if (!m_pData) return DTErr_NOMEM; // copy data from supplied elevation grid float elev; for (i = 0; i < m_iColumns; i++) { for (j = 0; j < m_iRows; j++) { elev = pGrid->GetFValue(i, j); m_pData[offset(i,j)] = (HeightType)(PACK_SCALE * elev); } } m_fZScale = fZScale / PACK_SCALE; // find indices of corner vertices m_sw = offset(0, 0); m_nw = offset(0, m_iRows-1); m_ne = offset(m_iColumns-1, m_iRows-1); m_se = offset(m_iColumns-1, 0); m_iPolygonTarget = DEFAULT_POLYGON_TARGET; m_fQualityConstant= 0.1f; // safe initial value m_iDrawnTriangles = -1; hack_detail_pass = false; return DTErr_OK; }