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; }
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); }