예제 #1
0
void TextShape::DrawSubStringOutlined(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::TTextOutlinedStaticVertexBuffer 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, outline, staticBuffer, dynamicBuffer);

  dp::GLState state(gpu::TEXT_OUTLINED_PROGRAM, dp::GLState::OverlayLayer);
  state.SetProgram3dIndex(gpu::TEXT_OUTLINED_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::TextOutlinedStaticVertex::GetBindingInfo(), make_ref(staticBuffer.data()));
  provider.InitStream(1, gpu::TextDynamicVertex::GetBindingInfo(), make_ref(initialDynBuffer.data()));
  batcher->InsertListOfStrip(state, make_ref(&provider), move(handle), 4);
}
예제 #2
0
파일: text_shape.cpp 프로젝트: 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);
}
예제 #3
0
void TextShape::DrawSubString(ref_ptr<dp::GraphicsContext> context, StraightTextLayout & layout,
                              dp::FontDecl const & font, glm::vec2 const & baseOffset,
                              ref_ptr<dp::Batcher> batcher, ref_ptr<dp::TextureManager> textures,
                              bool isPrimary, bool isOptional) const
{
  glsl::vec2 const pt = glsl::ToVec2(ConvertToLocal(m_basePoint, m_params.m_tileCenter, kShapeCoordScalar));
  layout.SetBasePosition(glsl::vec4(pt, m_params.m_depth, -m_params.m_posZ), baseOffset);

  dp::Color outlineColor = isPrimary ? m_params.m_titleDecl.m_primaryTextFont.m_outlineColor
                                     : m_params.m_titleDecl.m_secondaryTextFont.m_outlineColor;

  if (outlineColor == dp::Color::Transparent())
    DrawSubStringPlain(context, layout, font, baseOffset, batcher, textures, isPrimary, isOptional);
  else
    DrawSubStringOutlined(context, layout, font, baseOffset, batcher, textures, isPrimary, isOptional);
}
예제 #4
0
void TextShape::DrawSubStringOutlined(ref_ptr<dp::GraphicsContext> context,
                                      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::TTextOutlinedStaticVertexBuffer staticBuffer;
  gpu::TTextDynamicVertexBuffer dynamicBuffer;

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

  auto const finalOffset = layout.GetTextOffset(m_symbolSizes.front(), m_params.m_titleDecl.m_anchor, m_symbolAnchor);
  layout.CacheDynamicGeometry(finalOffset, dynamicBuffer);

  layout.CacheStaticGeometry(color, outline, staticBuffer);

  auto state = CreateRenderState(gpu::Program::TextOutlined, m_params.m_depthLayer);
  state.SetProgram3d(gpu::Program::TextOutlinedBillboard);
  state.SetDepthTestEnabled(m_params.m_depthTestEnabled);
  ASSERT(color.GetTexture() == outline.GetTexture(), ());
  state.SetColorTexture(color.GetTexture());
  state.SetMaskTexture(layout.GetMaskTexture());

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

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

  auto overlayId = dp::OverlayID(m_params.m_featureID, m_tileCoords, m_textIndex);
  drape_ptr<StraightTextHandle> handle = make_unique_dp<StraightTextHandle>(overlayId,
                                                                            layout.GetText(),
                                                                            m_params.m_titleDecl.m_anchor,
                                                                            glsl::ToVec2(m_basePoint),
                                                                            glsl::vec2(pixelSize.x, pixelSize.y),
                                                                            finalOffset,
                                                                            GetOverlayPriority(),
                                                                            layout.GetFixedHeight(),
                                                                            textures,
                                                                            isOptional,
                                                                            std::move(dynamicBuffer),
                                                                            m_params.m_minVisibleScale,
                                                                            true);
  if (m_symbolSizes.size() > 1)
    handle->SetDynamicSymbolSizes(layout, m_symbolSizes, m_symbolAnchor);
  handle->SetPivotZ(m_params.m_posZ);

  ASSERT_LESS(m_params.m_startOverlayRank + 1, dp::OverlayRanksCount, ());
  handle->SetOverlayRank(isPrimary ? m_params.m_startOverlayRank : m_params.m_startOverlayRank + 1);

  handle->SetExtendingSize(m_params.m_extendingSize);
  if (m_params.m_specialDisplacement == SpecialDisplacement::UserMark ||
      m_params.m_specialDisplacement == SpecialDisplacement::SpecialModeUserMark)
  {
    handle->SetSpecialLayerOverlay(true);
  }

  dp::AttributeProvider provider(2, static_cast<uint32_t>(staticBuffer.size()));
  provider.InitStream(0, gpu::TextOutlinedStaticVertex::GetBindingInfo(), make_ref(staticBuffer.data()));
  provider.InitStream(1, gpu::TextDynamicVertex::GetBindingInfo(), make_ref(initialDynBuffer.data()));
  batcher->InsertListOfStrip(context, state, make_ref(&provider), std::move(handle), 4);
}