File size: 14,021 Bytes
b516e00 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 | #include <cstdint>
#include <cstdlib>
#include <cstring>
#include <cmath>
#include <vector>
#include <algorithm>
#define PI 3.14159265358979323846
#define DEG_TO_RAD (PI / 180.0)
#define RAD_TO_DEG (180.0 / PI)
#ifdef _WIN32
#define BL_PERSPECTIVE_EXPORT __declspec(dllexport)
#else
#define BL_PERSPECTIVE_EXPORT __attribute__((visibility("default")))
#endif
// Blend2D C Types
typedef uint32_t BLResult;
struct BLPoint {
double x;
double y;
};
struct BLPathCore {
void* impl;
};
extern "C" {
BLResult bl_path_init(BLPathCore* self);
BLResult bl_path_reset(BLPathCore* self);
BLResult bl_path_clear(BLPathCore* self);
BLResult bl_path_destroy(BLPathCore* self);
size_t bl_path_get_size(const BLPathCore* self);
const BLPoint* bl_path_get_vertex_data(const BLPathCore* self);
const uint8_t* bl_path_get_command_data(const BLPathCore* self);
BLResult bl_path_move_to(BLPathCore* self, double x0, double y0);
BLResult bl_path_line_to(BLPathCore* self, double x1, double y1);
BLResult bl_path_close(BLPathCore* self);
}
// 3D Camera Parameters struct
struct BLCameraParams {
double viewport_width;
double viewport_height;
double fov_degrees;
double pitch_degrees; // Tilt angle (0 = top-down, 80 = grazing horizon)
double yaw_degrees; // Horizontal rotation
double roll_degrees; // Side-to-side banking
double distance; // Camera distance / altitude
double target_x; // Focus center X
double target_y; // Focus center Y
double near_clip; // Minimum depth W before clipping
};
extern "C" {
// ============================================================================
// 1. Perspective Matrix & 3D Projector Core
// ============================================================================
static inline bool _project_single_point(
double x, double y,
const BLCameraParams* cam,
double* out_sx, double* out_sy,
double* out_depth_scale
) {
double dx = x - cam->target_x;
double dy = y - cam->target_y;
double yaw_rad = cam->yaw_degrees * DEG_TO_RAD;
double pitch_rad = cam->pitch_degrees * DEG_TO_RAD;
double roll_rad = cam->roll_degrees * DEG_TO_RAD;
double cos_yaw = std::cos(yaw_rad), sin_yaw = std::sin(yaw_rad);
double cos_pitch = std::cos(pitch_rad), sin_pitch = std::sin(pitch_rad);
double cos_roll = std::cos(roll_rad), sin_roll = std::sin(roll_rad);
// 1. Yaw rotation (horizontal rotation around Z axis)
double x1 = dx * cos_yaw - dy * sin_yaw;
double y1 = dx * sin_yaw + dy * cos_yaw;
// 2. Pitch rotation (tilt towards horizon)
// Z depth along optical axis: Z = y1 * sin(pitch) + distance
double z_cam = y1 * sin_pitch + cam->distance;
double y_cam = y1 * cos_pitch;
double x_cam = x1;
// Near-plane clipping: if point is behind camera or too close to lens
double near_plane = (cam->near_clip > 1.0) ? cam->near_clip : 10.0;
if (z_cam <= near_plane) {
if (out_sx) *out_sx = 0.0;
if (out_sy) *out_sy = 0.0;
if (out_depth_scale) *out_depth_scale = 0.0;
return false;
}
// 3. Roll rotation (camera banking)
double x_final = x_cam * cos_roll - y_cam * sin_roll;
double y_final = x_cam * sin_roll + y_cam * cos_roll;
// 4. Perspective Projection
double fov_rad = cam->fov_degrees * DEG_TO_RAD;
double f = 1.0 / std::tan(fov_rad * 0.5);
double scale = (f * cam->viewport_height * 0.5) / z_cam;
double sx = cam->viewport_width * 0.5 + x_final * scale;
double sy = cam->viewport_height * 0.5 - y_final * scale;
double depth_scale = cam->distance / z_cam;
if (out_sx) *out_sx = sx;
if (out_sy) *out_sy = sy;
if (out_depth_scale) *out_depth_scale = depth_scale;
return true;
}
BL_PERSPECTIVE_EXPORT int bl_perspective_project_point(
double x, double y,
const BLCameraParams* cam,
double* out_sx, double* out_sy,
double* out_depth_scale
) {
if (!cam) return 0;
return _project_single_point(x, y, cam, out_sx, out_sy, out_depth_scale) ? 1 : 0;
}
BL_PERSPECTIVE_EXPORT size_t bl_perspective_transform_points(
const double* in_pts_xy,
double* out_pts_xy,
double* out_depth_scales,
uint8_t* out_valid_mask,
size_t count,
const BLCameraParams* cam
) {
if (!in_pts_xy || !out_pts_xy || !cam || count == 0) return 0;
size_t valid_count = 0;
for (size_t i = 0; i < count; i++) {
double px = in_pts_xy[i * 2 + 0];
double py = in_pts_xy[i * 2 + 1];
double sx = 0.0, sy = 0.0, ds = 0.0;
bool ok = _project_single_point(px, py, cam, &sx, &sy, &ds);
out_pts_xy[i * 2 + 0] = sx;
out_pts_xy[i * 2 + 1] = sy;
if (out_depth_scales) out_depth_scales[i] = ds;
if (out_valid_mask) out_valid_mask[i] = ok ? 1 : 0;
if (ok) valid_count++;
}
return valid_count;
}
BL_PERSPECTIVE_EXPORT size_t bl_perspective_transform_lines(
const double* in_lines_x1y1x2y2,
double* out_lines_x1y1x2y2,
double* out_depth_scales,
uint8_t* out_valid_mask,
size_t line_count,
const BLCameraParams* cam
) {
if (!in_lines_x1y1x2y2 || !out_lines_x1y1x2y2 || !cam || line_count == 0) return 0;
size_t valid_count = 0;
for (size_t i = 0; i < line_count; i++) {
double x1 = in_lines_x1y1x2y2[i * 4 + 0];
double y1 = in_lines_x1y1x2y2[i * 4 + 1];
double x2 = in_lines_x1y1x2y2[i * 4 + 2];
double y2 = in_lines_x1y1x2y2[i * 4 + 3];
double sx1 = 0.0, sy1 = 0.0, ds1 = 0.0;
double sx2 = 0.0, sy2 = 0.0, ds2 = 0.0;
bool ok1 = _project_single_point(x1, y1, cam, &sx1, &sy1, &ds1);
bool ok2 = _project_single_point(x2, y2, cam, &sx2, &sy2, &ds2);
out_lines_x1y1x2y2[i * 4 + 0] = sx1;
out_lines_x1y1x2y2[i * 4 + 1] = sy1;
out_lines_x1y1x2y2[i * 4 + 2] = sx2;
out_lines_x1y1x2y2[i * 4 + 3] = sy2;
double avg_ds = (ds1 + ds2) * 0.5;
if (out_depth_scales) out_depth_scales[i] = avg_ds;
bool line_valid = (ok1 && ok2);
if (out_valid_mask) out_valid_mask[i] = line_valid ? 1 : 0;
if (line_valid) valid_count++;
}
return valid_count;
}
BL_PERSPECTIVE_EXPORT int bl_perspective_transform_path(
const BLPathCore* src,
BLPathCore* dst,
double* out_avg_depth,
const BLCameraParams* cam
) {
if (!src || !dst || !cam) return -1;
size_t count = bl_path_get_size(src);
if (count == 0) return 0;
const BLPoint* vtx_data = bl_path_get_vertex_data(src);
const uint8_t* cmd_data = bl_path_get_command_data(src);
bl_path_clear(dst);
double total_depth = 0.0;
size_t depth_samples = 0;
bool in_figure = false;
for (size_t i = 0; i < count; i++) {
uint8_t cmd = cmd_data[i];
double vx = vtx_data[i].x;
double vy = vtx_data[i].y;
if (cmd == 5) { // Close
if (in_figure) {
bl_path_close(dst);
in_figure = false;
}
continue;
}
if (std::isnan(vx) || std::isnan(vy) || std::isinf(vx) || std::isinf(vy)) {
continue;
}
double sx = 0.0, sy = 0.0, ds = 0.0;
bool ok = _project_single_point(vx, vy, cam, &sx, &sy, &ds);
if (!ok) {
in_figure = false;
continue;
}
total_depth += ds;
depth_samples++;
if (cmd == 0 || !in_figure) { // MoveTo
bl_path_move_to(dst, sx, sy);
in_figure = true;
} else if (cmd == 1) { // LineTo
bl_path_line_to(dst, sx, sy);
} else {
bl_path_line_to(dst, sx, sy);
}
}
if (out_avg_depth) {
*out_avg_depth = (depth_samples > 0) ? (total_depth / depth_samples) : 1.0;
}
return 0;
}
// ============================================================================
// 2. High-Performance 3D Spherical Globe Renderer (Ray-Sphere Texture Mapping)
// ============================================================================
static inline uint32_t _sample_bilinear_rgba32(
const uint32_t* src,
int width, int height, int stride_bytes,
double u, double v
) {
u = std::fmod(u, 1.0);
if (u < 0.0) u += 1.0;
v = std::max(0.0, std::min(1.0, v));
double px = u * (width - 1);
double py = v * (height - 1);
int x0 = (int)px;
int y0 = (int)py;
int x1 = std::min(x0 + 1, width - 1);
int y1 = std::min(y0 + 1, height - 1);
double fx = px - x0;
double fy = py - y0;
int stride_pixels = stride_bytes / 4;
uint32_t c00 = src[y0 * stride_pixels + x0];
uint32_t c10 = src[y0 * stride_pixels + x1];
uint32_t c01 = src[y1 * stride_pixels + x0];
uint32_t c11 = src[y1 * stride_pixels + x1];
auto unpack_lerp = [&](int shift) -> uint32_t {
double v00 = (c00 >> shift) & 0xFF;
double v10 = (c10 >> shift) & 0xFF;
double v01 = (c01 >> shift) & 0xFF;
double v11 = (c11 >> shift) & 0xFF;
double top = v00 + (v10 - v00) * fx;
double bot = v01 + (v11 - v01) * fx;
double val = top + (bot - top) * fy;
return (uint32_t)std::max(0.0, std::min(255.0, val));
};
uint32_t a = unpack_lerp(24);
uint32_t r = unpack_lerp(16);
uint32_t g = unpack_lerp(8);
uint32_t b = unpack_lerp(0);
return (a << 24) | (r << 16) | (g << 8) | b;
}
BL_PERSPECTIVE_EXPORT int bl_perspective_render_globe(
uint32_t* dst_pixels,
int dst_w, int dst_h, int dst_stride_bytes,
const uint32_t* src_texture,
int src_w, int src_h, int src_stride_bytes,
double globe_cx, double globe_cy, double globe_radius,
double rot_lon_deg, double rot_lat_deg,
uint32_t glow_color
) {
if (!dst_pixels || !src_texture || dst_w <= 0 || dst_h <= 0 || globe_radius <= 0.0) {
return -1;
}
int dst_stride_px = dst_stride_bytes / 4;
double r_sq = globe_radius * globe_radius;
double inv_radius = 1.0 / globe_radius;
double rot_lon_rad = rot_lon_deg * DEG_TO_RAD;
double rot_lat_rad = rot_lat_deg * DEG_TO_RAD;
double c_lat = std::cos(rot_lat_rad), s_lat = std::sin(rot_lat_rad);
int min_y = std::max(0, (int)std::floor(globe_cy - globe_radius * 1.15));
int max_y = std::min(dst_h - 1, (int)std::ceil(globe_cy + globe_radius * 1.15));
int min_x = std::max(0, (int)std::floor(globe_cx - globe_radius * 1.15));
int max_x = std::min(dst_w - 1, (int)std::ceil(globe_cx + globe_radius * 1.15));
uint32_t glow_a = (glow_color >> 24) & 0xFF;
uint32_t glow_r = (glow_color >> 16) & 0xFF;
uint32_t glow_g = (glow_color >> 8) & 0xFF;
uint32_t glow_b = glow_color & 0xFF;
for (int y = min_y; y <= max_y; y++) {
double dy = (double)y - globe_cy;
double dy_sq = dy * dy;
for (int x = min_x; x <= max_x; x++) {
double dx = (double)x - globe_cx;
double dist_sq = dx * dx + dy_sq;
double dist = std::sqrt(dist_sq);
if (dist_sq <= r_sq) {
// Ray intersects front sphere hemisphere: z = sqrt(R^2 - x^2 - y^2)
double dz = std::sqrt(r_sq - dist_sq);
// Local normal (nx, ny, nz)
double nx = dx * inv_radius;
double ny = dy * inv_radius;
double nz = dz * inv_radius;
// Latitude & Longitude rotation
double ny2 = ny * c_lat - nz * s_lat;
double nz2 = ny * s_lat + nz * c_lat;
double nx2 = nx;
double lat = std::asin(std::max(-1.0, std::min(1.0, -ny2)));
double lon = std::atan2(nx2, nz2) + rot_lon_rad;
// Map to UV coordinates
double u = (lon / (2.0 * PI)) + 0.5;
double v = 0.5 - (lat / PI);
uint32_t tex_col = _sample_bilinear_rgba32(src_texture, src_w, src_h, src_stride_bytes, u, v);
// Shading: limb darkening & atmospheric edge glow
double limb = 1.0 - nz;
double shade = 0.6 + 0.4 * nz;
uint32_t a = (tex_col >> 24) & 0xFF;
uint32_t r = (uint32_t)(((tex_col >> 16) & 0xFF) * shade);
uint32_t g = (uint32_t)(((tex_col >> 8) & 0xFF) * shade);
uint32_t b = (uint32_t)((tex_col & 0xFF) * shade);
// Add subtle atmosphere rim
if (limb > 0.6 && glow_a > 0) {
double rim_factor = (limb - 0.6) / 0.4;
r = (uint32_t)std::min(255.0, r + glow_r * rim_factor * 0.5);
g = (uint32_t)std::min(255.0, g + glow_g * rim_factor * 0.5);
b = (uint32_t)std::min(255.0, b + glow_b * rim_factor * 0.5);
}
dst_pixels[y * dst_stride_px + x] = (a << 24) | (r << 16) | (g << 8) | b;
} else if (dist < globe_radius * 1.15 && glow_a > 0) {
// Atmospheric Outer Glow Halo
double halo_prog = 1.0 - (dist - globe_radius) / (globe_radius * 0.15);
double alpha_factor = std::pow(halo_prog, 2.5);
uint32_t cur_pixel = dst_pixels[y * dst_stride_px + x];
uint32_t cur_a = (cur_pixel >> 24) & 0xFF;
uint32_t cur_r = (cur_pixel >> 16) & 0xFF;
uint32_t cur_g = (cur_pixel >> 8) & 0xFF;
uint32_t cur_b = cur_pixel & 0xFF;
uint32_t out_r = (uint32_t)std::min(255.0, cur_r + glow_r * alpha_factor);
uint32_t out_g = (uint32_t)std::min(255.0, cur_g + glow_g * alpha_factor);
uint32_t out_b = (uint32_t)std::min(255.0, cur_b + glow_b * alpha_factor);
uint32_t out_a = (uint32_t)std::min(255.0, cur_a + glow_a * alpha_factor);
dst_pixels[y * dst_stride_px + x] = (out_a << 24) | (out_r << 16) | (out_g << 8) | out_b;
}
}
}
return 0;
}
} // extern "C"
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