コード例 #1
0
ファイル: text_shape.cpp プロジェクト: alexz89ua/omim
void TextShape::DrawSubStringPlain(StraightTextLayout const & layout, dp::FontDecl const & font,
                                   glm::vec2 const & baseOffset, ref_ptr<dp::Batcher> batcher,
                                   ref_ptr<dp::TextureManager> textures, bool isPrimary, bool isOptional) const
{
  gpu::TTextStaticVertexBuffer staticBuffer;
  gpu::TTextDynamicVertexBuffer dynamicBuffer;

  dp::TextureManager::ColorRegion color, outline;
  textures->GetColorRegion(font.m_color, color);
  textures->GetColorRegion(font.m_outlineColor, outline);

  layout.Cache(glsl::vec4(glsl::ToVec2(m_basePoint), m_params.m_depth, -m_params.m_posZ),
               baseOffset, color, staticBuffer, dynamicBuffer);

  dp::GLState state(gpu::TEXT_PROGRAM, dp::GLState::OverlayLayer);
  state.SetProgram3dIndex(gpu::TEXT_BILLBOARD_PROGRAM);
  ASSERT(color.GetTexture() == outline.GetTexture(), ());
  state.SetColorTexture(color.GetTexture());
  state.SetMaskTexture(layout.GetMaskTexture());

  gpu::TTextDynamicVertexBuffer initialDynBuffer(dynamicBuffer.size());

  m2::PointU const & pixelSize = layout.GetPixelSize();

  drape_ptr<dp::OverlayHandle> handle = make_unique_dp<StraightTextHandle>(m_params.m_featureID,
                                                                           layout.GetText(),
                                                                           m_params.m_anchor,
                                                                           glsl::ToVec2(m_basePoint),
                                                                           glsl::vec2(pixelSize.x, pixelSize.y),
                                                                           baseOffset,
                                                                           GetOverlayPriority(),
                                                                           textures,
                                                                           isOptional,
                                                                           m_affectedByZoomPriority,
                                                                           move(dynamicBuffer),
                                                                           true);
  handle->SetPivotZ(m_params.m_posZ);
  handle->SetOverlayRank(m_hasPOI ? (isPrimary ? dp::OverlayRank1 : dp::OverlayRank2) : dp::OverlayRank0);
  handle->SetExtendingSize(m_params.m_extendingSize);

  dp::AttributeProvider provider(2, staticBuffer.size());
  provider.InitStream(0, gpu::TextStaticVertex::GetBindingInfo(), make_ref(staticBuffer.data()));
  provider.InitStream(1, gpu::TextDynamicVertex::GetBindingInfo(), make_ref(initialDynBuffer.data()));
  batcher->InsertListOfStrip(state, make_ref(&provider), move(handle), 4);
}
コード例 #2
0
ファイル: text_shape.cpp プロジェクト: morsya/omim
void TextShape::DrawSubString(StraightTextLayout const & layout,
                              df::FontDecl const & font,
                              glsl::vec2 const & baseOffset,
                              dp::RefPointer<dp::Batcher> batcher,
                              dp::RefPointer<dp::TextureManager> textures) const
{
  gpu::TTextStaticVertexBuffer staticBuffer;
  gpu::TTextDynamicVertexBuffer dynamicBuffer;

  dp::TextureManager::ColorRegion color, outline;
  textures->GetColorRegion(font.m_color, color);
  textures->GetColorRegion(font.m_outlineColor, outline);

  layout.Cache(glsl::vec3(glsl::ToVec2(m_basePoint), m_params.m_depth),
               baseOffset,
               color, outline,
               staticBuffer,
               dynamicBuffer);

  dp::GLState state(gpu::TEXT_PROGRAM, dp::GLState::OverlayLayer);
  state.SetBlending(dp::Blending(true));
  ASSERT(color.GetTexture() == outline.GetTexture(), ());
  state.SetColorTexture(color.GetTexture());
  state.SetMaskTexture(layout.GetMaskTexture());

  m2::PointU const & pixelSize = layout.GetPixelSize();
  dp::OverlayHandle * handle = new StraightTextHandle(m_params.m_featureID,
                                                      m_params.m_anchor,
                                                      glsl::ToVec2(m_basePoint),
                                                      glsl::vec2(pixelSize.x, pixelSize.y),
                                                      baseOffset,
                                                      m_params.m_depth);

  dp::AttributeProvider provider(2, staticBuffer.size());
  provider.InitStream(0, gpu::TextStaticVertex::GetBindingInfo(), dp::MakeStackRefPointer<void>(staticBuffer.data()));
  provider.InitStream(1, gpu::TextDynamicVertex::GetBindingInfo(), dp::MakeStackRefPointer<void>(dynamicBuffer.data()));
  batcher->InsertListOfStrip(state, dp::MakeStackRefPointer(&provider), dp::MovePointer(handle), 4);
}