Beispiel #1
0
math::Matrix<float, 4, 4> Arrow3d::CalculateTransform(ScreenBase const & screen, float dz) const
{
    double arrowScale = VisualParams::Instance().GetVisualScale() * kArrowSize;
    if (screen.isPerspective())
    {
        static double const kLog2 = log(2.0);
        double const kMaxZoom = scales::UPPER_STYLE_SCALE + 1.0;
        double const zoomLevel = my::clamp(fabs(log(screen.GetScale()) / kLog2), kArrow3dMinZoom, kMaxZoom);
        double const t = (zoomLevel - kArrow3dMinZoom) / (kMaxZoom - kArrow3dMinZoom);
        arrowScale *= (kArrow3dScaleMin * (1.0 - t) + kArrow3dScaleMax * t);
    }

    double const scaleX = arrowScale * 2.0 / screen.PixelRect().SizeX();
    double const scaleY = arrowScale * 2.0 / screen.PixelRect().SizeY();
    double const scaleZ = screen.isPerspective() ? (0.002 * screen.GetDepth3d()) : 1.0;

    m2::PointD const pos = screen.GtoP(m_position);
    double const dX = 2.0 * pos.x / screen.PixelRect().SizeX() - 1.0;
    double const dY = 2.0 * pos.y / screen.PixelRect().SizeY() - 1.0;

    math::Matrix<float, 4, 4> scaleM = math::Identity<float, 4>();
    scaleM(0, 0) = scaleX;
    scaleM(1, 1) = scaleY;
    scaleM(2, 2) = scaleZ;

    math::Matrix<float, 4, 4> rotateM = math::Identity<float, 4>();
    rotateM(0, 0) = cos(m_azimuth + screen.GetAngle());
    rotateM(0, 1) = -sin(m_azimuth + screen.GetAngle());
    rotateM(1, 0) = -rotateM(0, 1);
    rotateM(1, 1) = rotateM(0, 0);

    math::Matrix<float, 4, 4> translateM = math::Identity<float, 4>();
    translateM(3, 0) = dX;
    translateM(3, 1) = -dY;
    translateM(3, 2) = dz;

    math::Matrix<float, 4, 4> modelTransform = rotateM * scaleM * translateM;
    if (screen.isPerspective())
        return modelTransform * math::Matrix<float, 4, 4>(screen.Pto3dMatrix());

    return modelTransform;
}
Beispiel #2
0
void Arrow3d::Render(ScreenBase const & screen, ref_ptr<dp::GpuProgramManager> mng)
{
  // Unbind current VAO, because glVertexAttributePointer and glEnableVertexAttribute can affect it.
  GLFunctions::glBindVertexArray(0);

  ref_ptr<dp::GpuProgram> prg = mng->GetProgram(gpu::ARROW_3D_PROGRAM);
  prg->Bind();

  if (!m_isInitialized)
  {
    Build(prg);
    m_isInitialized = true;
  }

  dp::ApplyState(m_state, prg);

  static double const kLog2 = log(2.0);
  double const kMaxZoom = scales::UPPER_STYLE_SCALE + 1.0;
  double const zoomLevel = my::clamp(fabs(log(screen.GetScale()) / kLog2), kArrow3dMinZoom, kMaxZoom);
  double const t = (zoomLevel - kArrow3dMinZoom) / (kMaxZoom - kArrow3dMinZoom);
  double const arrowScale = kArrow3dScaleMin * (1.0 - t) + kArrow3dScaleMax * t;

  double const scaleX = m_pixelWidth * arrowScale * 2.0 / screen.PixelRect().SizeX() / kArrowSizeX;
  double const scaleY = m_pixelHeight * arrowScale * 2.0 / screen.PixelRect().SizeY() / kArrowSizeY;
  double const scaleZ = scaleX;

  m2::PointD const pos = screen.GtoP(m_position);
  double const dX = 2.0 * pos.x / screen.PixelRect().SizeX() - 1.0;
  double const dY = 2.0 * pos.y / screen.PixelRect().SizeY() - 1.0;

  math::Matrix<float, 4, 4> scaleM = math::Identity<float, 4>();
  scaleM(0, 0) = scaleX;
  scaleM(1, 1) = scaleY;
  scaleM(2, 2) = scaleZ;

  math::Matrix<float, 4, 4> rotateM = math::Identity<float, 4>();
  rotateM(0, 0) = cos(m_azimuth + screen.GetAngle());
  rotateM(0, 1) = -sin(m_azimuth + screen.GetAngle());
  rotateM(1, 0) = -rotateM(0, 1);
  rotateM(1, 1) = rotateM(0, 0);

  math::Matrix<float, 4, 4> translateM = math::Identity<float, 4>();
  translateM(3, 0) = dX;
  translateM(3, 1) = -dY;

  math::Matrix<float, 4, 4> modelTransform = rotateM * scaleM * translateM;
  modelTransform = modelTransform * math::Matrix<float, 4, 4>(screen.Pto3dMatrix());

  dp::UniformValuesStorage uniforms;
  uniforms.SetMatrix4x4Value("m_transform", modelTransform.m_data);

  dp::ApplyUniforms(uniforms, prg);

  GLFunctions::glBindBuffer(m_bufferId, gl_const::GLArrayBuffer);
  GLFunctions::glEnableVertexAttribute(m_attributePosition);
  GLFunctions::glVertexAttributePointer(m_attributePosition, 3, gl_const::GLFloatType, false, 0, 0);

  GLFunctions::glBindBuffer(m_bufferNormalsId, gl_const::GLArrayBuffer);
  GLFunctions::glEnableVertexAttribute(m_attributeNormal);
  GLFunctions::glVertexAttributePointer(m_attributeNormal, 3, gl_const::GLFloatType, false, 0, 0);

  GLFunctions::glDrawArrays(gl_const::GLTriangles, 0, m_vertices.size() / 3);

  prg->Unbind();
  GLFunctions::glBindBuffer(0, gl_const::GLArrayBuffer);
}