terrain50-cli/src/Subcommands/image/Terrain50Renderer.mjs

121 lines
4.4 KiB
JavaScript

"use strict";
import chroma from 'chroma-js';
import encode from 'image-encode';
import l from '../../Helpers/Log.mjs';
class Terrain50Renderer {
constructor(in_scale_factor, in_domain = "auto") {
this.colour_domain = in_domain;
this.scale_factor = in_scale_factor;
this.colour_scale = chroma.scale([
"#333333",
// chroma("white").alpha(0),
// "green"
"#efefef",
]).mode('lrgb');
this.colour_nodata = chroma("#f97153").rgba();
}
/**
* Actually does the rendering, returning a canvas with the image rendered
* onto it.
* You probably want the .render() method, which returns a buffer
* containing a png-encoded image.
* @param {Terrain50} terrain The Terrain50 object instance to render.
* @param {[number, number][]} classes The classes to bin the values into. If not specified, values are not binned into classes. Warning: Values *must* fit into a bin. It is recommended to use -Infinity and Infinity in the first and last bins.
* @return {ArrayBuffer} A canvas with the image rendered on it.
*/
async do_render(terrain, classes = null) {
let colour_domain = null;
if(this.colour_domain === "auto") {
let min = terrain.min_value, max = terrain.max_value;
colour_domain = this.colour_scale.domain([
min, max
]);
l.log(`[Terrain50Renderer] Automatic colour domain: ${min} - ${max}`);
}
else {
colour_domain = this.colour_scale.domain(this.colour_domain);
l.log(`[Terrain50Renderer] Static colour domain: ${this.colour_domain[0]} - ${this.colour_domain[1]}`);
}
let width = Math.floor(terrain.meta.ncols / this.scale_factor),
height = Math.floor(terrain.meta.nrows / this.scale_factor);
l.log(`[Terrain50Renderer] Dimensions: ${width}x${height}`);
// Create the image
let pixels = new ArrayBuffer(width * height * 4);
let view8 = new Uint8ClampedArray(pixels),
view32 = new Uint32Array(pixels); // For image generation by us
// let view32 = new Uint32Array(img.bitmap.data);
let count = 0;
for(let y = 0; y < height*this.scale_factor; y += this.scale_factor) {
for(let x = 0; x < width*this.scale_factor; x += this.scale_factor) {
// l.debug(`Processing (${x}, ${y})`)
let a_y = Math.floor(y / this.scale_factor),
a_x = Math.floor(x / this.scale_factor);
// chroma.js clamps automagically :D
let colour = this.colour_nodata;
if(typeof terrain.data[a_y] !== "undefined" &&
terrain.data[a_y][a_x] !== terrain.meta.NODATA_value) {
colour = colour_domain(
terrain.data[a_y][a_x]
).rgba(); // 0: r, 1: g, 2: b, a: 3
}
// colour = chroma("red").rgba();
colour[3] = Math.floor(colour[3] * 255); // Scale the alpha value from 0-1 to 0-255
if(colour[3] < 1) console.log(`(${x}, ${y})`, colour);
// img.bitmap.data[a_y*width + a_x + 0] = colour[0];
// img.bitmap.data[a_y*width + a_x + 1] = colour[1];
// img.bitmap.data[a_y*width + a_x + 2] = colour[2];
// img.bitmap.data[a_y*width + a_x + 3] = colour[3];
view32[count] =
(colour[3] << 24) | // a
(colour[2] << 16) | // b
(colour[1] << 8) | // g
colour[0]; // r
// img.bitmap.data[a_y*width + a_x] =
// (colour[0] << 24) | // r
// (colour[1] << 16) | // g
// (colour[2] << 8) | // b
// colour[3]; // a
// console.log(`(${x}, ${y}) -> (${a_x}, ${a_y}) @ SF ${this.scale_factor}`, terrain.data[y][x], colour);
count++;
}
}
l.log(`Written to ${count} pixels (${view32.length} present, ${((count/(width*height))*100).toFixed(2)}%)`);
console.log(view8);
return view8;
}
/**
* Renders the given Terrain50 object to an image.
* Returns a buffer containing a PNG-encoded image, which is ready to be
* written to disk for example.
* @param {Terrain50} terrain The terrain object to render.
* @param {[number, number][]} classes The classes to bin the values into. If not specified, values are not binned into classes. Warning: Values *must* fit into a bin. It is recommended to use -Infinity and Infinity in the first and last bins.
* @return {Buffer} The terrain object as a png, represented as a buffer.
*/
async render(terrain, classes = null) {
let width = Math.floor(terrain.meta.ncols / this.scale_factor),
height = Math.floor(terrain.meta.nrows / this.scale_factor);
let result = await this.do_render(terrain, classes);
return Buffer.from(encode(result, [ width, height ], "png"));
}
}
export default Terrain50Renderer;