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"