/** * @module ol/reproj */ import {createCanvasContext2D} from './dom.js'; import {containsCoordinate, createEmpty, extend, getHeight, getTopLeft, getWidth} from './extent.js'; import {solveLinearSystem} from './math.js'; import {getPointResolution, transform} from './proj.js'; /** * Calculates ideal resolution to use from the source in order to achieve * pixel mapping as close as possible to 1:1 during reprojection. * The resolution is calculated regardless of what resolutions * are actually available in the dataset (TileGrid, Image, ...). * * @param {import("./proj/Projection.js").default} sourceProj Source projection. * @param {import("./proj/Projection.js").default} targetProj Target projection. * @param {import("./coordinate.js").Coordinate} targetCenter Target center. * @param {number} targetResolution Target resolution. * @return {number} The best resolution to use. Can be +-Infinity, NaN or 0. */ export function calculateSourceResolution(sourceProj, targetProj, targetCenter, targetResolution) { const sourceCenter = transform(targetCenter, targetProj, sourceProj); // calculate the ideal resolution of the source data let sourceResolution = getPointResolution(targetProj, targetResolution, targetCenter); const targetMetersPerUnit = targetProj.getMetersPerUnit(); if (targetMetersPerUnit !== undefined) { sourceResolution *= targetMetersPerUnit; } const sourceMetersPerUnit = sourceProj.getMetersPerUnit(); if (sourceMetersPerUnit !== undefined) { sourceResolution /= sourceMetersPerUnit; } // Based on the projection properties, the point resolution at the specified // coordinates may be slightly different. We need to reverse-compensate this // in order to achieve optimal results. const sourceExtent = sourceProj.getExtent(); if (!sourceExtent || containsCoordinate(sourceExtent, sourceCenter)) { const compensationFactor = getPointResolution(sourceProj, sourceResolution, sourceCenter) / sourceResolution; if (isFinite(compensationFactor) && compensationFactor > 0) { sourceResolution /= compensationFactor; } } return sourceResolution; } /** * Enlarge the clipping triangle point by 1 pixel to ensure the edges overlap * in order to mask gaps caused by antialiasing. * * @param {number} centroidX Centroid of the triangle (x coordinate in pixels). * @param {number} centroidY Centroid of the triangle (y coordinate in pixels). * @param {number} x X coordinate of the point (in pixels). * @param {number} y Y coordinate of the point (in pixels). * @return {import("./coordinate.js").Coordinate} New point 1 px farther from the centroid. */ function enlargeClipPoint(centroidX, centroidY, x, y) { const dX = x - centroidX; const dY = y - centroidY; const distance = Math.sqrt(dX * dX + dY * dY); return [Math.round(x + dX / distance), Math.round(y + dY / distance)]; } /** * Renders the source data into new canvas based on the triangulation. * * @param {number} width Width of the canvas. * @param {number} height Height of the canvas. * @param {number} pixelRatio Pixel ratio. * @param {number} sourceResolution Source resolution. * @param {import("./extent.js").Extent} sourceExtent Extent of the data source. * @param {number} targetResolution Target resolution. * @param {import("./extent.js").Extent} targetExtent Target extent. * @param {import("./reproj/Triangulation.js").default} triangulation * Calculated triangulation. * @param {Array<{extent: import("./extent.js").Extent, * image: (HTMLCanvasElement|HTMLImageElement|HTMLVideoElement)}>} sources * Array of sources. * @param {number} gutter Gutter of the sources. * @param {boolean=} opt_renderEdges Render reprojection edges. * @return {HTMLCanvasElement} Canvas with reprojected data. */ export function render(width, height, pixelRatio, sourceResolution, sourceExtent, targetResolution, targetExtent, triangulation, sources, gutter, opt_renderEdges) { const context = createCanvasContext2D(Math.round(pixelRatio * width), Math.round(pixelRatio * height)); if (sources.length === 0) { return context.canvas; } context.scale(pixelRatio, pixelRatio); const sourceDataExtent = createEmpty(); sources.forEach(function(src, i, arr) { extend(sourceDataExtent, src.extent); }); const canvasWidthInUnits = getWidth(sourceDataExtent); const canvasHeightInUnits = getHeight(sourceDataExtent); const stitchContext = createCanvasContext2D( Math.round(pixelRatio * canvasWidthInUnits / sourceResolution), Math.round(pixelRatio * canvasHeightInUnits / sourceResolution)); const stitchScale = pixelRatio / sourceResolution; sources.forEach(function(src, i, arr) { const xPos = src.extent[0] - sourceDataExtent[0]; const yPos = -(src.extent[3] - sourceDataExtent[3]); const srcWidth = getWidth(src.extent); const srcHeight = getHeight(src.extent); stitchContext.drawImage( src.image, gutter, gutter, src.image.width - 2 * gutter, src.image.height - 2 * gutter, xPos * stitchScale, yPos * stitchScale, srcWidth * stitchScale, srcHeight * stitchScale); }); const targetTopLeft = getTopLeft(targetExtent); triangulation.getTriangles().forEach(function(triangle, i, arr) { /* Calculate affine transform (src -> dst) * Resulting matrix can be used to transform coordinate * from `sourceProjection` to destination pixels. * * To optimize number of context calls and increase numerical stability, * we also do the following operations: * trans(-topLeftExtentCorner), scale(1 / targetResolution), scale(1, -1) * here before solving the linear system so [ui, vi] are pixel coordinates. * * Src points: xi, yi * Dst points: ui, vi * Affine coefficients: aij * * | x0 y0 1 0 0 0 | |a00| |u0| * | x1 y1 1 0 0 0 | |a01| |u1| * | x2 y2 1 0 0 0 | x |a02| = |u2| * | 0 0 0 x0 y0 1 | |a10| |v0| * | 0 0 0 x1 y1 1 | |a11| |v1| * | 0 0 0 x2 y2 1 | |a12| |v2| */ const source = triangle.source; const target = triangle.target; let x0 = source[0][0], y0 = source[0][1]; let x1 = source[1][0], y1 = source[1][1]; let x2 = source[2][0], y2 = source[2][1]; const u0 = (target[0][0] - targetTopLeft[0]) / targetResolution; const v0 = -(target[0][1] - targetTopLeft[1]) / targetResolution; const u1 = (target[1][0] - targetTopLeft[0]) / targetResolution; const v1 = -(target[1][1] - targetTopLeft[1]) / targetResolution; const u2 = (target[2][0] - targetTopLeft[0]) / targetResolution; const v2 = -(target[2][1] - targetTopLeft[1]) / targetResolution; // Shift all the source points to improve numerical stability // of all the subsequent calculations. The [x0, y0] is used here. // This is also used to simplify the linear system. const sourceNumericalShiftX = x0; const sourceNumericalShiftY = y0; x0 = 0; y0 = 0; x1 -= sourceNumericalShiftX; y1 -= sourceNumericalShiftY; x2 -= sourceNumericalShiftX; y2 -= sourceNumericalShiftY; const augmentedMatrix = [ [x1, y1, 0, 0, u1 - u0], [x2, y2, 0, 0, u2 - u0], [0, 0, x1, y1, v1 - v0], [0, 0, x2, y2, v2 - v0] ]; const affineCoefs = solveLinearSystem(augmentedMatrix); if (!affineCoefs) { return; } context.save(); context.beginPath(); const centroidX = (u0 + u1 + u2) / 3; const centroidY = (v0 + v1 + v2) / 3; const p0 = enlargeClipPoint(centroidX, centroidY, u0, v0); const p1 = enlargeClipPoint(centroidX, centroidY, u1, v1); const p2 = enlargeClipPoint(centroidX, centroidY, u2, v2); context.moveTo(p1[0], p1[1]); context.lineTo(p0[0], p0[1]); context.lineTo(p2[0], p2[1]); context.clip(); context.transform( affineCoefs[0], affineCoefs[2], affineCoefs[1], affineCoefs[3], u0, v0); context.translate(sourceDataExtent[0] - sourceNumericalShiftX, sourceDataExtent[3] - sourceNumericalShiftY); context.scale(sourceResolution / pixelRatio, -sourceResolution / pixelRatio); context.drawImage(stitchContext.canvas, 0, 0); context.restore(); }); if (opt_renderEdges) { context.save(); context.strokeStyle = 'black'; context.lineWidth = 1; triangulation.getTriangles().forEach(function(triangle, i, arr) { const target = triangle.target; const u0 = (target[0][0] - targetTopLeft[0]) / targetResolution; const v0 = -(target[0][1] - targetTopLeft[1]) / targetResolution; const u1 = (target[1][0] - targetTopLeft[0]) / targetResolution; const v1 = -(target[1][1] - targetTopLeft[1]) / targetResolution; const u2 = (target[2][0] - targetTopLeft[0]) / targetResolution; const v2 = -(target[2][1] - targetTopLeft[1]) / targetResolution; context.beginPath(); context.moveTo(u1, v1); context.lineTo(u0, v0); context.lineTo(u2, v2); context.closePath(); context.stroke(); }); context.restore(); } return context.canvas; }