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maszyna/editor/editorOrthophoto.hpp

228 lines
9.5 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <array>
#include <atomic>
#include <condition_variable>
#include <cstdint>
#include <deque>
#include <functional>
#include <map>
#include <mutex>
#include <string>
#include <thread>
#include <utility>
#include <vector>
#include <glm/glm.hpp>
#include "interfaces/ITexture.h" // texture_handle
#include "utilities/Classes.h" // material_handle
#include "rendering/geometrybank.h" // gfx::geometry_handle
bool editor_http_get(std::string const &Url, std::vector<std::uint8_t> &Out, std::string &Error);
namespace scene
{
class basic_region;
class basic_section;
class basic_cell;
} // namespace scene
// Editor aid: aerial orthophoto tiles from geoportal.gov.pl (GUGiK WMS), shown around the camera either
// on a horizontal plane or fitted onto the terrain.
//
// Tiles are aligned to an absolute 256 m grid in PUWG 1992 (EPSG:2180), so the disk cache is shared
// between sceneries. The scenery is placed on that grid through the PUWG coordinates of its (0,0,0)
// point; MaSzyna's +Z points north and +X points west, hence easting = E0 - x, northing = N0 + z.
//
// Downloading, cache I/O and image decoding run on worker threads; the main thread only uploads
// finished images (a bounded amount per frame) and emits the geometry. By default the layer goes into
// the ImGui background draw list, like the other editor viewport overlays: translucent and drawn over
// everything. Optionally it is put into the scene instead (shapes in the region sections, like the editor
// terrain, or translucent shapes in the cells when it isn't fully opaque), so tracks, models and terrain in
// front of it cover it.
class editor_orthophoto
{
public:
struct config
{
double north{0.0}; // PUWG 1992 X (northing) of the scenery origin
double east{0.0}; // PUWG 1992 Y (easting) of the scenery origin
int radius{2}; // tiles loaded around the camera tile (Chebyshev distance)
float height{0.0f}; // world Y of the layer (with drape: only where no ground was found)
float opacity{0.6f}; // 0..1
int year{0}; // 0 = newest available imagery, otherwise newest imagery taken up to the end of that year
bool hires{false}; // 4096 px tiles from the high-resolution product next to the camera, where it exists
bool drape{true}; // fit the imagery onto the ground geometry instead of a flat plane
float lift{0.05f}; // with drape: distance above the ground (in the scene it has to clear the ground to be seen)
bool in_scene{false}; // render as opaque scene geometry, covered by whatever is in front of it
};
using world_triangle = std::array<glm::dvec3, 3>;
// supplies the ground triangles overlapping an XZ rectangle (Min/Max are x,z); used to drape the imagery.
// Heightmap: the heightmap terrain as triangles too; without it the terrain is asked through the height query alone
using ground_query = std::function<void(glm::dvec2 const &Min, glm::dvec2 const &Max, bool Heightmap, std::vector<world_triangle> &Out)>;
// height of the heightmap terrain at a point, false where there's none
using height_query = std::function<bool(double X, double Z, double &Height)>;
struct statistics
{
int resident{0}; // tiles with imagery on screen
int loading{0}; // tiles waiting for or being processed by a worker
int failed{0}; // tiles whose last attempt failed
};
static constexpr double tile_size{256.0}; // metres per tile side
static constexpr int max_radius{10};
static constexpr int oldest_year{1995}; // first year offered by the archival service
editor_orthophoto() = default;
~editor_orthophoto();
editor_orthophoto(editor_orthophoto const &) = delete;
editor_orthophoto &operator=(editor_orthophoto const &) = delete;
bool enabled() const { return m_enabled; }
// disabling drops the queue and returns the gpu memory of the resident tiles
void enabled(bool State);
config const &settings() const { return m_config; }
// changes of year / resolution invalidate resident tiles, the rest applies immediately
void settings(config const &Config);
void ground_source(ground_query Query) { m_ground = std::move(Query); }
void height_source(height_query Query) { m_height = std::move(Query); }
// samples the ground again (after it was edited); tiles are refitted progressively
void refit();
// takes the scene geometry out of the region (e.g. when the editor is left); it's re-created on the next update
void detach_scene();
// true for geometry created by the layer, so ground queries can skip it
static bool owns(gfx::geometry_handle const &Geometry);
// main thread, once per frame: schedules tiles around the camera and uploads finished ones
void update(glm::dvec3 const &Camera);
// main thread, inside an ImGui frame: emits the overlay into the background draw list.
// ViewProjection must map camera-relative world positions (world - CameraPos) to clip space.
void draw(glm::mat4 const &ViewProjection, glm::dvec3 const &CameraPos, float ScreenWidth, float ScreenHeight) const;
// forgets pending (not yet started) downloads, e.g. when the editor is left
void cancel_pending();
// drops resident tiles and deletes the on-disk cache; enabled tiles are fetched again
void clear_cache();
// clears failure state so failed tiles are attempted again
void retry_failed();
statistics stats() const;
// false when the build has no http client; cached tiles are still shown
static bool can_download();
static std::string cache_directory();
private:
using tile_key = std::pair<int, int>; // (easting index, northing index) on the PUWG tile grid
struct source
{
int year{0};
bool hires{false};
};
struct job
{
tile_key key;
int level{0}; // requested texture size in pixels
std::uint8_t alpha{255}; // baked into the texture, for translucency in the scene
source src;
std::uint32_t generation{0};
};
struct result
{
tile_key key;
int level{0};
std::uint8_t alpha{255};
std::uint32_t generation{0};
bool ok{false};
bool empty{false}; // no imagery for this place/year: nothing to draw
int width{0};
int height{0};
std::vector<std::uint8_t> pixels; // RGBA8, first row = north edge
};
struct texture_slot
{
int index{-1}; // names the texture and its material
texture_handle texture{null_handle};
material_handle material{null_handle}; // created on first use by the scene geometry
};
struct tile
{
texture_slot slot;
int level{0}; // size of the imagery currently held (0 = nothing yet)
int requested{0}; // level of the job scheduled for this tile (0 = none)
std::uint8_t alpha{255}; // alpha of the imagery currently held
std::uint8_t requested_alpha{255}; // alpha of the scheduled job
bool empty{false};
int failures{0};
double retry_at{0.0}; // steady clock seconds
// ground fit
bool grounded{false}; // ground was sampled
std::vector<float> heights; // (ground_grid+1)^2 world Y, rows north->south, columns west->east; empty if no ground
float height_min{0.0f};
float height_max{0.0f};
std::vector<glm::dvec3> surface; // upward facing ground triangles clipped to the tile (3 vertices each)
// scene geometry
scene::basic_section *section{nullptr}; // section holding the shape (nullptr = not in the scene)
scene::basic_cell *cell{nullptr}; // set instead of the section's shape list when the shape is translucent
gfx::geometry_handle geometry{0, 0};
std::size_t capacity{0}; // vertex count of the geometry chunk
bool scene_dirty{true}; // the shape needs to be rebuilt
};
static int level_for(int Distance, bool Hires);
tile_key camera_tile(glm::dvec3 const &Camera) const;
glm::dvec2 tile_corner(tile_key const &Key) const; // world (x,z) of the north-west corner
void schedule(tile_key const &Key, tile &Tile, int Level, std::uint8_t Alpha);
std::uint8_t texture_alpha() const; // alpha the textures should carry with the current settings
std::size_t apply(result &Result, double Now); // returns bytes uploaded
void release_tile(tile &Tile);
texture_slot acquire_slot();
void sample_ground(tile_key const &Key, tile &Tile);
void build_shape(tile_key const &Key, tile &Tile);
void remove_shape(tile &Tile);
void release_geometry(tile &Tile);
void update_scene();
void start_workers();
void worker();
config m_config;
bool m_enabled{false};
std::map<tile_key, tile> m_tiles; // main thread only
tile_key m_camera_tile{0, 0};
std::vector<texture_slot> m_free_slots; // pool of textures, reused between tiles
int m_texture_count{0};
ground_query m_ground;
height_query m_height;
scene::basic_region *m_region{nullptr}; // region the scene geometry was put into
std::multimap<std::size_t, gfx::geometry_handle> m_free_chunks; // geometry chunks by capacity, reused between tiles
// the scene opacity is baked into the textures, which means reading the tiles again; applied once the value settles
std::uint8_t m_alpha{255}; // in effect
std::uint8_t m_alpha_pending{255}; // latest requested
double m_alpha_changed{0.0}; // when the requested value last changed
// shared with the workers, guarded by m_mutex
mutable std::mutex m_mutex;
std::condition_variable m_wakeup;
std::deque<job> m_queue;
std::deque<result> m_done;
tile_key m_focus{0, 0}; // workers pick the queued tile closest to it
std::atomic<bool> m_stop{false};
std::atomic<std::uint32_t> m_generation{1};
std::vector<std::thread> m_workers;
};