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terrainview_p.cpp
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terrainview_p.cpp
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#include "terrainview_p.h"
#include <QtConcurrent>
#include <cmath>
#include <smmintrin.h>
#include "terrain.h"
#include "cpu.h"
#if defined(__APPLE__)
# define memset std::memset
#endif
static void transposeImage(quint32 *dest, QSize size, const quint32 *src)
{
Q_ASSUME((size.width() & 3) == 0);
Q_ASSUME((size.height() & 3) == 0);
const int width = size.width();
const int height = size.height();
QtConcurrent::blockingMap(RangeIterator(0), RangeIterator(height >> 2), [=](int block) {
int y = block << 2;
{
auto *destptr = reinterpret_cast<float *>(dest + y * width);
auto *srcptr = reinterpret_cast<const float *>(src + y);
for (int x = 0; x < width; x += 4) {
auto p1 = _mm_loadu_ps(srcptr); srcptr += height;
auto p2 = _mm_loadu_ps(srcptr); srcptr += height;
auto p3 = _mm_loadu_ps(srcptr); srcptr += height;
auto p4 = _mm_loadu_ps(srcptr); srcptr += height;
_MM_TRANSPOSE4_PS(p1, p2, p3, p4);
auto *destptr2 = destptr;
_mm_storeu_ps(destptr2, p1); destptr2 += width;
_mm_storeu_ps(destptr2, p2); destptr2 += width;
_mm_storeu_ps(destptr2, p3); destptr2 += width;
_mm_storeu_ps(destptr2, p4); destptr2 += width;
destptr += 4;
}
}
});
}
static bool pushToBoundary(QVector2D &v, const QVector2D &rayDir, const QVector2D &lineNormal, float linePos, bool &first)
{
float d = QVector2D::dotProduct(v, lineNormal) - linePos;
float dt = QVector2D::dotProduct(rayDir, lineNormal);
Q_ASSUME(dt != 0.f);
bool always = first;
first = false;
if (d < 0.f || always) {
v -= rayDir * (d / dt);
// error correction
v -= lineNormal * (QVector2D::dotProduct(v, lineNormal) - linePos);
return true;
} else {
return false;
}
}
template <class Colorizer>
void TerrainView::TerrainViewPrivate::renderLandform1(Colorizer&& colorizer)
{
if (viewOptions.ambientOcclusion)
renderLandform<Colorizer, true>(std::move(colorizer));
else
renderLandform<Colorizer, false>(std::move(colorizer));
}
template <class Colorizer, bool WriteHeight>
void TerrainView::TerrainViewPrivate::renderLandform(Colorizer&& colorizer)
{
struct RayDirectionMask
{
unsigned char mask;
RayDirectionMask(const QVector2D &r)
: mask(0){
if (r.x() > 0.f) mask |= 1;
if (r.x() < 0.f) mask |= 2;
if (r.y() > 0.f) mask |= 4;
if (r.y() < 0.f) mask |= 8;
}
bool positiveX() const { return mask & 1; }
bool positiveY() const { return mask & 4; }
bool negativeX() const { return mask & 2; }
bool negativeY() const { return mask & 8; }
bool anyX() const { return mask & 3; }
bool anyY() const { return mask & 12; }
};
quint32 *colorOutput = transposedImage_.data();
float *depthOutput = depthImage_.data();
float *heightOutput = WriteHeight ? heightImage_.data() : nullptr;
enum class Wall
{
PositiveX,
NegativeX,
PositiveY,
NegativeY
};
const int imgWidth = image_->size().width();
QtConcurrent::blockingMap(RangeIterator(0), RangeIterator((imgWidth + 63) >> 6), [=](int block) {
const int imgWidth = image_->size().width();
const int imgHeight = image_->size().height();
const QVector3D sideIncl = rightVector * sceneDef.viewWidth / imgWidth;
const QVector2D rayDir = cameraDir2D;
RayDirectionMask rayDirMask(rayDir);
const float *landform_ = terrain_->landformData();
const quint32 *color_ = terrain_->colorData();
int tWidth = terrain_->size().width();
int tHeight = terrain_->size().height();
Q_ASSUME(tWidth == 512);
Q_ASSUME(tHeight == 512);
tWidth = tHeight = 512;
int minX = block << 6;
int maxX = std::min(minX + 64, imgWidth);
for (int x = minX; x < maxX; ++x) {
quint32 *lineColorOutput = colorOutput + x * imgHeight;
float *lineDepthOutput = depthOutput + x * imgHeight;
float *lineHeightOutput = WriteHeight ? heightOutput + x * imgHeight : nullptr;
const float *landform = landform_;
const quint32 *color = color_;
const QVector3D rayStart = sceneDef.eye + sideIncl * (x - (imgWidth >> 1));
QVector2D scanStart(rayStart.x(), rayStart.y());
bool first = true;
Wall wall = Wall::PositiveX;
if (rayDirMask.negativeX()) {
if (pushToBoundary(scanStart, rayDir, QVector2D(-1, 0), -tWidth, first))
wall = Wall::PositiveX;
} else if (rayDirMask.positiveX()) {
if (pushToBoundary(scanStart, rayDir, QVector2D(1, 0), 0, first))
wall = Wall::NegativeX;
}
if (rayDirMask.negativeY()) {
if (pushToBoundary(scanStart, rayDir, QVector2D(0, -1), -tHeight, first))
wall = Wall::PositiveY;
} else if (rayDirMask.positiveY()) {
if (pushToBoundary(scanStart, rayDir, QVector2D(0, 1), 0, first))
wall = Wall::NegativeY;
}
memset(lineColorOutput, 0xf, imgHeight * 4);
std::fill(lineDepthOutput, lineDepthOutput + imgHeight, 1.e+4f);
if (WriteHeight)
std::fill(lineHeightOutput, lineHeightOutput + imgHeight, 1.e+4f);
// draw background
// FIXME: reduce overdraw
{
QVector3D bgScanStart(rayStart.x(), rayStart.y(), sceneDef.eye.z());
float floorLevel = 64.f;
bgScanStart += sceneDef.cameraDir * ((floorLevel - bgScanStart.z()) / sceneDef.cameraDir.z());
QVector3D bgScanDelta = QVector3D(rayDir.x(), rayDir.y(), 0) *
-(sceneDef.viewHeight / imgHeight / sceneDef.cameraDir.z());
bgScanStart -= bgScanDelta * (imgHeight >> 1);
bgScanStart *= .5f; bgScanDelta *= .5f;
bgScanStart += QVector3D(0.25f, 0.25f, 0);
// compute coefs for antialiasing
float contrastX = 1.f / std::abs(bgScanDelta.x());
float contrastY = 1.f / std::abs(bgScanDelta.y());
float offsetX = contrastX * -.25f + .5f;
float offsetY = contrastY * -.25f + .5f;
auto contrastX4 = _mm_set1_ps(contrastX);
auto contrastY4 = _mm_set1_ps(contrastY);
auto offsetX4 = _mm_set1_ps(offsetX);
auto offsetY4 = _mm_set1_ps(offsetY);
auto bgScanPosX = _mm_setr_ps(
bgScanStart.x(),
bgScanStart.x() + bgScanDelta.x(),
bgScanStart.x() + bgScanDelta.x() * 2,
bgScanStart.x() + bgScanDelta.x() * 3);
auto bgScanPosY = _mm_setr_ps(
bgScanStart.y(),
bgScanStart.y() + bgScanDelta.y(),
bgScanStart.y() + bgScanDelta.y() * 2,
bgScanStart.y() + bgScanDelta.y() * 3);
auto bgScanDeltaX = _mm_set1_ps(bgScanDelta.x() * 4);
auto bgScanDeltaY = _mm_set1_ps(bgScanDelta.y() * 4);
auto mm_abs_ps = [](__m128 m) {
return _mm_castsi128_ps(_mm_srli_epi32(_mm_slli_epi32(_mm_castps_si128(m), 1), 1));
};
SseRoundingModeScope roundingModeScope(_MM_ROUND_DOWN);
(void) roundingModeScope;
for (int y = 0; y < imgHeight; y += 4) {
auto fracX = _mm_sub_ps(bgScanPosX, _mm_cvtepi32_ps(_mm_cvtps_epi32(bgScanPosX)));
auto fracY = _mm_sub_ps(bgScanPosY, _mm_cvtepi32_ps(_mm_cvtps_epi32(bgScanPosY)));
fracX = mm_abs_ps(_mm_sub_ps(fracX, _mm_set1_ps(0.5f)));
fracY = mm_abs_ps(_mm_sub_ps(fracY, _mm_set1_ps(0.5f)));
fracX = _mm_add_ps(offsetX4, _mm_mul_ps(fracX, contrastX4));
fracY = _mm_add_ps(offsetY4, _mm_mul_ps(fracY, contrastY4));
fracX = _mm_max_ps(fracX, _mm_set1_ps(0.f));
fracY = _mm_max_ps(fracY, _mm_set1_ps(0.f));
fracX = _mm_min_ps(fracX, _mm_set1_ps(1.f));
fracY = _mm_min_ps(fracY, _mm_set1_ps(1.f));
auto pat1 = _mm_mul_ps(fracX, fracY);
auto pat2 = _mm_sub_ps(_mm_set1_ps(1.f), fracX);
auto pat3 = _mm_sub_ps(_mm_set1_ps(1.f), fracY);
auto pat = _mm_add_ps(pat1, _mm_mul_ps(pat2, pat3));
// generate color
pat = _mm_mul_ps(pat, _mm_set1_ps(504.f));
pat = _mm_add_ps(_mm_set1_ps(500.f), pat);
// gamma correction
pat = _mm_mul_ps(pat, _mm_rsqrt_ps(pat));
auto patI = _mm_cvtps_epi32(pat);
patI = _mm_or_si128(patI, _mm_slli_epi32(patI, 16));
patI = _mm_or_si128(patI, _mm_slli_epi32(patI, 8));
_mm_storeu_si128(reinterpret_cast<__m128i*>(lineColorOutput + y), patI);
bgScanPosX = _mm_add_ps(bgScanPosX, bgScanDeltaX);
bgScanPosY = _mm_add_ps(bgScanPosY, bgScanDeltaY);
}
}
if (scanStart.x() < 0.f || scanStart.y() < 0.f ||
scanStart.x() > tWidth || scanStart.y() > tHeight) {
// Ray doesn't enter the terrain area
continue;
}
// Compute local Z -> screen Y transformation
float zScale = static_cast<float>(imgHeight) / sceneDef.viewHeight *
upVector.z();
float zOffset = static_cast<float>(imgHeight * 0.5f) - sceneDef.eye.z() * zScale;
float zOffsetPerTravel = static_cast<float>(imgHeight) / sceneDef.viewHeight *
-std::sqrt(1.f - upVector.z() * upVector.z());
QVector2D rayPos = scanStart;
std::int_fast16_t rayCellX = static_cast<std::int_fast16_t>(std::floor(rayPos.x()));
std::int_fast16_t rayCellY = static_cast<std::int_fast16_t>(std::floor(rayPos.y()));
std::int_fast16_t nextRayCellX = rayCellX;
std::int_fast16_t nextRayCellY = rayCellY;
if (rayDirMask.positiveX()) ++nextRayCellX;
if (rayDirMask.positiveY()) ++nextRayCellY;
switch (wall) {
case Wall::PositiveX:
//--rayCellX; --nextRayCellX;
break;
case Wall::NegativeX:
--rayCellX; --nextRayCellX;
break;
case Wall::PositiveY:
//--rayCellY; --nextRayCellY;
break;
case Wall::NegativeY:
--rayCellY; --nextRayCellY;
break;
}
const float invRayDirX = 1.f / rayDir.x();
const float invRayDirY = 1.f / rayDir.y();
zOffset += QVector2D::dotProduct((scanStart - QVector2D(sceneDef.eye.x(), sceneDef.eye.y())), rayDir)
* zOffsetPerTravel;
float lastHeight = 64.f;
float lastImageFY = zOffset + zScale * lastHeight;
std::int_fast16_t lastImageY = static_cast<std::int_fast16_t>
(std::min<float>(lastImageFY, imgHeight));
quint32 lastColor = 0x7f0000;
auto startImageY = lastImageY;
float travelDistance = 0.f;
float travelDistanceDelta = -1.f / zOffsetPerTravel;
auto fillWall = [&](std::int_fast16_t y) {
y = std::max<std::int_fast16_t>(y, 0);
while(lastImageY > y) {
--lastImageY;
lineColorOutput[lastImageY] = lastColor;
lineDepthOutput[lastImageY] = travelDistance;
if (WriteHeight) lineHeightOutput[lastImageY] = lastHeight;
}
};
auto fillFloor = [&](std::int_fast16_t y) {
y = std::max<std::int_fast16_t>(y, 0);
if (lastImageY > y) {
float depth = travelDistance;
depth += (lastImageFY - (lastImageY + 1)) * travelDistanceDelta;
do {
--lastImageY;
lineColorOutput[lastImageY] = lastColor;
lineDepthOutput[lastImageY] = depth;
if (WriteHeight) lineHeightOutput[lastImageY] = lastHeight;
depth += travelDistanceDelta;
} while (lastImageY > y);
}
};
int prefetchIndex = (rayDirMask.positiveY() ? 1 : -1) * tWidth;
char enteredScreen = 0;
landform += rayCellX + rayCellY * tWidth;
color += rayCellX + rayCellY * tWidth;
float xHitTime;
float yHitTime;
switch (wall) {
case Wall::PositiveX:
case Wall::NegativeX:
xHitTime = (static_cast<float>(nextRayCellX) - rayPos.x()) * invRayDirX;
goto hitXWall;
case Wall::PositiveY:
case Wall::NegativeY:
yHitTime = (static_cast<float>(nextRayCellY) - rayPos.y()) * invRayDirY;
goto hitYWall;
}
while (true) {
xHitTime = 114514.f;
{
_mm_prefetch(reinterpret_cast<char const *>(landform + prefetchIndex), _MM_HINT_T0);
_mm_prefetch(reinterpret_cast<char const *>(color + prefetchIndex), _MM_HINT_T0);
}
if (rayDirMask.anyX()) {
xHitTime = (static_cast<float>(nextRayCellX) - rayPos.x()) * invRayDirX;
}
if (rayDirMask.anyY() &&
(yHitTime = (static_cast<float>(nextRayCellY) - rayPos.y()) * invRayDirY) < xHitTime) {
// Hit Y wall
hitYWall:
float offs = yHitTime * zOffsetPerTravel;
zOffset += offs;
rayPos.setX(rayPos.x() + rayDir.x() * yHitTime);
rayPos.setY(nextRayCellY);
// floor
float nextImgFY = lastImageFY + offs;
auto nextImgY = static_cast<std::int_fast16_t>(nextImgFY);
fillFloor(nextImgY);
lastImageFY = nextImgFY;
// move to next cell
if (rayDirMask.positiveY()) {
++rayCellY; ++nextRayCellY;
if (rayCellY >= tHeight) {
break;
}
landform += tWidth; color += tWidth;
} else {
--rayCellY; --nextRayCellY;
if (rayCellY < 0) {
break;
}
landform -= tWidth; color -= tWidth;
}
travelDistance += yHitTime;
} else {
// Hit X wall
hitXWall:
float offs = xHitTime * zOffsetPerTravel;
zOffset += offs;
rayPos.setY(rayPos.y() + rayDir.y() * xHitTime);
rayPos.setX(nextRayCellX);
// floor
float nextImgFY = lastImageFY + offs;
auto nextImgY = static_cast<std::int_fast16_t>(nextImgFY);
fillFloor(nextImgY);
lastImageFY = nextImgFY;
// move to next cell
if (rayDirMask.positiveX()) {
++rayCellX; ++nextRayCellX;
if (rayCellX >= tWidth) {
break;
}
++landform; ++color;
} else {
--rayCellX; --nextRayCellX;
if (rayCellX < 0) {
break;
}
--landform; --color;
}
travelDistance += xHitTime;
}
auto darken = [](__m128i c) -> quint32 {
auto c2 = _mm_avg_epu8(c, _mm_setzero_si128());
c2 = _mm_avg_epu8(c, c2);
return _mm_cvtsi128_si32(c2);
};
if (enteredScreen || zOffset < imgHeight) { // map fragment visible on screen?
// sample
Q_ASSERT(rayCellX >= 0 && rayCellY >= 0 && rayCellX < tWidth && rayCellY < tHeight);
float land = *landform;
__m128i col = _mm_castps_si128(_mm_load_ss(reinterpret_cast<const float *>(color)));
col = colorizer(col, land);
// draw wall
lastColor = darken(col);
float nextImgFY = land * zScale + zOffset;
auto nextImgY = static_cast<std::int_fast16_t>(nextImgFY);
fillWall(nextImgY);
// prepare for next floor drawing
lastColor = _mm_cvtsi128_si32(col);
lastImageFY = nextImgFY;
lastHeight = land;
enteredScreen = 1;
}
if (lastImageY <= 0) {
// screen is filled; early out
break;
}
}
// fix the depth
float fixAmt = QVector2D::dotProduct(rayDir, scanStart) + zBias;
fixAmt += depthBufferBias; // intentionally add bias to prevent flickering
auto fixAmt4 = _mm_set1_ps(fixAmt);
{
int y = lastImageY;
int endY = startImageY;
while (y < endY && (y & 3)) {
lineDepthOutput[y] += fixAmt; ++y;
}
int endYAligned = endY - 3;
while (y < endYAligned) {
auto m = _mm_loadu_ps(lineDepthOutput + y);
m = _mm_add_ps(m, fixAmt4);
_mm_storeu_ps(lineDepthOutput + y, m);
y += 4;
}
while (y < endY) {
lineDepthOutput[y] += fixAmt; ++y;
}
}
}
});
}
void TerrainView::TerrainViewPrivate::applySharpeningFilter()
{
const int imgWidth = image_->size().width();
const int imgHeight = image_->size().height();
quint32 *colorOutput = transposedImage_.data();
float *depthInput = depthImage_.data();
Q_ASSUME(imgHeight >= 8);
QtConcurrent::blockingMap(RangeIterator(0), RangeIterator((imgWidth + 63) >> 6), [=](int block) {
int minX = block << 6;
int maxX = std::min(minX + 64, imgWidth);
for (int x = minX; x < maxX; ++x) {
quint32 *lineColorOutput = colorOutput + x * imgHeight;
float *lineDepthInput1 = depthInput + x * imgHeight;
float *lineDepthInput2 = depthInput + (x == 0 ? x : x - 1) * imgHeight;
float *lineDepthInput3 = depthInput + (x + 1 == imgWidth ? x : x + 1) * imgHeight;
auto processSpan = [&](quint32 *color, __m128 depth1, float *depth2, float *depth3,
__m128 depth4, __m128 depth5) {
auto t = depth1;
t = _mm_mul_ps(t, _mm_set1_ps(4.f));
t = _mm_sub_ps(t, _mm_loadu_ps(depth2));
t = _mm_sub_ps(t, _mm_loadu_ps(depth3));
t = _mm_sub_ps(t, depth4);
t = _mm_sub_ps(t, depth5);
t = _mm_max_ps(t, _mm_set1_ps(-.5f));
t = _mm_min_ps(t, _mm_set1_ps(1.5f));
// calculate color coef
auto coeff = _mm_mul_ps(t, _mm_set1_ps(-16.f)); // f32 * 4
coeff = _mm_add_ps(coeff, _mm_set1_ps(64.5f)); // f32 * 4
auto coeffI = _mm_cvttps_epi32(coeff); // i32 * 4
coeffI = _mm_packs_epi32(coeffI, coeffI); // i16 * 4 + pad
coeffI = _mm_unpacklo_epi16(coeffI, coeffI); // i16 [c1, c1, c2, c2, c3, c3, c4, c4]
// load color
auto col = _mm_loadu_si128(reinterpret_cast<__m128i*>(color));
auto colLo = _mm_unpacklo_epi8(col, _mm_setzero_si128());
colLo = _mm_srai_epi16(_mm_mullo_epi16(colLo, _mm_unpacklo_epi16(coeffI, coeffI)), 6);
auto colHi = _mm_unpackhi_epi8(col, _mm_setzero_si128());
colHi = _mm_srai_epi16(_mm_mullo_epi16(colHi, _mm_unpackhi_epi16(coeffI, coeffI)), 6);
col = _mm_packus_epi16(colLo, colHi);
_mm_storeu_si128(reinterpret_cast<__m128i*>(color), col);
};
{
auto depth = _mm_loadu_ps(lineDepthInput1);
processSpan(lineColorOutput, depth,
lineDepthInput2,
lineDepthInput3,
_mm_shuffle_ps(depth, depth, 0x90),
_mm_loadu_ps(lineDepthInput1 + 1));
}
{
auto depth = _mm_loadu_ps(lineDepthInput1 + imgHeight - 4);
processSpan(lineColorOutput + imgHeight - 4, depth,
lineDepthInput2 + imgHeight - 4,
lineDepthInput3 + imgHeight - 4,
_mm_loadu_ps(lineDepthInput1 + imgHeight - 5),
_mm_shuffle_ps(depth, depth, 0xf9));
}
lineColorOutput += 4;
lineDepthInput1 += 4;
lineDepthInput2 += 4;
lineDepthInput3 += 4;
for (int y = 4; y < imgHeight - 4; y += 4) {
processSpan(lineColorOutput,
_mm_loadu_ps(lineDepthInput1),
lineDepthInput2, lineDepthInput3,
_mm_loadu_ps(lineDepthInput1 - 1),
_mm_loadu_ps(lineDepthInput1 + 1));
lineColorOutput += 4;
lineDepthInput1 += 4;
lineDepthInput2 += 4;
lineDepthInput3 += 4;
}
}
});
}
QPointF TerrainView::TerrainViewPrivate::rayCastByDepthBuffer(const QPoint &pt)
{
const int imgWidth = image_->size().width();
const int imgHeight = image_->size().height();
Q_ASSERT(pt.x() >= 0); Q_ASSERT(pt.y() >= 0);
Q_ASSERT(pt.x() < imgWidth); Q_ASSERT(pt.y() < imgHeight);
const QVector3D sideIncl = rightVector * sceneDef.viewWidth / imgWidth;
const QVector2D rayDir = cameraDir2D;
float depth = depthImage_[pt.x() * imgHeight + pt.y()];
const QVector3D rayStart = sceneDef.eye + sideIncl * (pt.x() - (imgWidth >> 1));
QVector2D scanPos(rayStart.x(), rayStart.y());
scanPos += rayDir * (depth - zBias - QVector2D::dotProduct(scanPos, rayDir));
return QPointF(scanPos.x(), scanPos.y());
}
QImage &TerrainView::TerrainViewPrivate::render(QSize size, const SceneDefinition &def)
{
Q_Q(TerrainView);
if (size.isEmpty()) {
size = QSize(1, 1);
}
size = QSize((size.width() + 3) & ~3, (size.height() + 3) & ~3);
if (!image_ || image_->size() != size) {
// Regenerate image
image_.reset(new QImage(size, QImage::Format_RGB32));
depthImage_.resize(size.width() * size.height());
heightImage_.resize(size.width() * size.height());
transposedImage_.resize(size.width() * size.height());
}
sceneDef = def;
sceneDef.cameraDir.normalize();
zBias = terrain_->size().width() + terrain_->size().height();
QVector3D up(0, 0, -1);
rightVector = QVector3D::crossProduct(sceneDef.cameraDir, up).normalized();
upVector = QVector3D::crossProduct(sceneDef.cameraDir, rightVector);
cameraDir2D = QVector2D(sceneDef.cameraDir.x(), sceneDef.cameraDir.y()).normalized();
if (viewOptions.colorizeAltitude)
renderLandform1([](__m128i color, float alt) -> __m128i {
(void) color;
if (alt >= 62.5f) {
return _mm_setr_epi32(0x102040, 0, 0, 0);
}
auto m = _mm_set1_ps(alt);
auto k = _mm_setr_ps(63.f, 43.f, 23.f, 3.f);
m = _mm_max_ps(_mm_sub_ps(m, k), _mm_sub_ps(k, m));
m = _mm_sub_ps(_mm_set1_ps(20.f), m);
//m = _mm_max_ps(_mm_set1_ps(0.f), m);
m = _mm_mul_ps(m, _mm_set1_ps(255.f / 10.f));
auto mI = _mm_cvttps_epi32(m);
mI = _mm_packs_epi32(mI, _mm_setzero_si128());
mI = _mm_packus_epi16(mI, mI);
mI = _mm_or_si128(mI, _mm_srli_epi64(mI, 24));
return mI;
});
else
renderLandform1([](__m128i color, float alt) -> __m128i { return color; });
if (viewOptions.showEdges)
applySharpeningFilter();
if (viewOptions.ambientOcclusion)
applyAmbientOcclusion();
emitTerrainPaint();
transposeImage(reinterpret_cast<quint32 *>(image_->bits()), size, transposedImage_.data());
return *image_;
}
void TerrainView::TerrainViewPrivate::terrainUpdate(const QRect &bounds)
{
if (!aoMapDirtyRect_.isNull())
aoMapDirtyRect_ = aoMapDirtyRect_.united(bounds);
else
aoMapDirtyRect_ = bounds;
}