tcElevationOptimization::loadSnapShot: simplify reliability expression
[tecorrec.git] / geo / tcShadowDepth.cpp
blob185851f85cfd0dd81894f4818e71e3995c97b2be
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2 * This file is part of Tecorrec. *
3 * Copyright 2008 James Hogan <james@albanarts.com> *
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18 ***************************************************************************/
20 /**
21 * @file tcShadowDepth.cpp
22 * @brief 2D depth into shadow along light direction.
25 #include "tcShadowDepth.h"
27 #include <QObject>
30 * Constructors + destructor
33 /// Primary constructor.
34 tcShadowDepth::tcShadowDepth(tcChannel* lit, tcSrtmModel* dem, tcGeoImageData* imagery, bool exitDepth)
35 : tcChannelDem(dem, imagery,
36 tr("Shadow depth"),
37 tr("2D depth into shadows along light direction."),
38 false)
39 , m_litChannel(lit)
40 , m_exitDepth(exitDepth)
42 m_litChannel->addDerivitive(this);
45 /// Destructor.
46 tcShadowDepth::~tcShadowDepth()
48 m_litChannel->removeDerivitive(this);
52 * Interface for derived class to implement
55 #include <QtDebug>
56 void tcShadowDepth::roundPortion(double* x1, double* y1, double* x2, double* y2)
58 m_litChannel->roundPortion(x1,y1,x2,y2);
61 tcAbstractPixelData* tcShadowDepth::loadPortion(double x1, double y1, double x2, double y2, bool changed)
63 Reference<tcAbstractPixelData> channelData = m_litChannel->loadPortion(x1, y1, x2, y2, changed);
64 int width = channelData->width();
65 int height = channelData->height();
67 // Create a new pixel buffer
68 tcPixelData<float>* data = new tcPixelData<float>(width, height);
69 startProcessing(tr("Depthing shadows"));
70 /*for (int i = 0; i < width*height; ++i)
72 data->buffer()[i] = -2.0f;
73 }*/
75 tempData temp;
76 temp.x1 = x1;
77 temp.y1 = y1;
78 temp.x2 = x2;
79 temp.y2 = y2;
80 temp.width = width;
81 temp.height = height;
82 temp.lit = channelData;
83 temp.shadowDepths = data;
85 int maxWidthHeight = qMax(width, height);
86 double minXY12 = qMin(x2-x1, y2-y1);
88 Reference<tcPixelData<float> > litData = dynamicCast<tcPixelData<float>*>(channelData);
89 if (litData != 0)
90 for (int j = 0; j < height; ++j)
92 progress((float)j/(height-1));
93 for (int i = 0; i < width; ++i)
95 //pixelShadowDepth(&data, i, j);
97 int index = j*width + i;
99 // Not actually in shadow
100 if (litData->buffer()[index] > 0.5f)
102 data->buffer()[index] = 0.0f;
104 // In shadow
105 else
107 maths::Vector<2,float> coord (x1 + (x2-x1)*i / (width - 1),
108 y1 + (y2-y1)*j / (height - 1));
110 * Cx=x1+(x2-x1)*Tx
111 * Cy=1-y1-(y2-y1)*Ty
112 * Tx=(Cx-x1)/(x2-x1)
113 * Ty=(1-y1-Cy)/(y2-y1)
116 // Find local light direction
117 tcGeo geoCoord = geoAt(coord);
118 maths::Vector<3,float> light = lightDirectionAt(geoCoord);
120 // This appears to be almost accurate: the light vector in texture space
121 // Perhaps this is the size of the texture not being taken into account
122 tcGeo offset2(geoAt(coord + maths::Vector<2,float>(-light[0]/(maxWidthHeight-1)*minXY12,
123 light[1]/(maxWidthHeight-1)*minXY12)));
125 // This doesn't appear to be accurate: the light vector in geographical space
126 //float magn = maths::Vector<2,float>(offset1.lon()-geoCoord.lon(), offset1.lat()-geoCoord.lat()).mag();
127 //tcGeo offset2(geoCoord + tcGeo(light[0]*magn,
128 // light[1]*magn));
130 // Trace in sun direction until we reach non shadow.
131 tcGeo pos = geoCoord;
132 tcGeo delta;
133 if (m_exitDepth)
135 delta = offset2 - geoCoord;
137 else
139 delta = geoCoord - offset2;
141 pos = pos + delta;
142 maths::Vector<2,float> tex = coord;
143 while (tex[0] >= x1 && tex[0] <= x2 && tex[1] >= y1 && tex[1] <= y2)
145 if (channelData->sampleFloat((tex[0]-x1)/(x2-x1), (tex[1]-y1)/(y2-y1)) > 0.5f)
147 break;
149 pos = pos + delta;
150 tex = textureAt(pos);
152 data->buffer()[index] = (tex-coord).mag()*200;
156 endProcessing();
157 return data;
161 * Private functions
164 /// Calculate the shadow depth of a pixel, recursively as necessary.
165 float tcShadowDepth::pixelShadowDepth(const tempData* data, int i, int j)
167 int index = j*data->width + i;
168 float& depth = data->shadowDepths->buffer()[index];
170 // Already set, just return that
171 if (depth >= 1.0f)
173 return depth;
176 // Not actually in shadow
177 if (data->lit->sampleFloat(i, j) > 0.5f)
179 return 0.0f;
182 // In shadow, not yet calculated depth
184 // Find local light direction
185 maths::Vector<2,float> coord (data->x1 + (data->x2-data->x1)*i / (data->width - 1),
186 data->y1 + (data->y2-data->y1)*j / (data->height - 1));
187 tcGeo geoCoord = geoAt(coord);
188 maths::Vector<3,float> light = lightDirectionAt(geoCoord);
190 int coords[2][2];
191 float weights[2];
193 // Pick an axis direction
194 if (light[1] < light[0]) // SE
196 if (-light[1] < light[0]) // E
198 coords[0][0] = i+1; coords[0][1] = j;
199 weights[1] = fabs(light[1]/light[0]);
201 else // S
203 coords[0][0] = i; coords[0][1] = j+1;
204 weights[1] = fabs(light[0]/light[1]);
207 else // NW
209 if (-light[1] < light[0]) // W
211 coords[0][0] = i-1; coords[0][1] = j;
212 weights[1] = fabs(light[1]/light[0]);
214 else // N
216 coords[0][0] = i; coords[0][1] = j-1;
217 weights[1] = fabs(light[0]/light[1]);
221 // Pick a diagonal direction
222 if (light[0] > 0.0f) // E (NE,SE)
224 if (light[1] > 0.0f) // NE
226 coords[1][0] = i+1; coords[1][1] = j-1;
228 else // SE
230 coords[1][0] = i+1; coords[1][1] = j+1;
233 else // W (NW,SW)
235 if (light[1] > 0.0f) // NW
237 coords[1][0] = i-1; coords[1][1] = j+1;
239 else // SW
241 coords[1][0] = i-1; coords[1][1] = j+1;
244 weights[0] = 1.0f - weights[1];
246 // Get depths of two points.
247 float depths[2];
248 for (int ii = 0; ii < 2; ++ii)
250 if (coords[ii][0] >= 0 && coords[ii][0] < data->width &&
251 coords[ii][1] >= 0 && coords[ii][1] < data->height)
253 depths[ii] = pixelShadowDepth(data, coords[ii][0], coords[ii][1]);
255 else
257 depths[ii] = -1.0f;
261 // Each depth can be:
262 // -1 (out of range or unknown)
263 // zero (lit)
264 // positive (unlit, x 2d distance from boundary)
266 // If both are unknown, result is unknown
267 if (depths[0] == -1.0f && depths[1] == -1.0f)
269 depth = -1.0f;
271 // If one is unknown, use whichever has highest weight
272 else if (depths[0] == -1.0f || depths[1] == -1.0f)
276 // Normal weighting
277 else
279 depth = depths[0]*weights[0] + depths[1]*weights[1];
281 return depth;