void DrawGeoBitmap(const RawBitmap &bitmap, PixelSize bitmap_size, const GeoBounds &bounds, const Projection &projection) { assert(bounds.IsValid()); const BulkPixelPoint vertices[] = { projection.GeoToScreen(bounds.GetNorthWest()), projection.GeoToScreen(bounds.GetNorthEast()), projection.GeoToScreen(bounds.GetSouthWest()), projection.GeoToScreen(bounds.GetSouthEast()), }; const ScopeVertexPointer vp(vertices); const GLTexture &texture = bitmap.BindAndGetTexture(); const PixelSize allocated = texture.GetAllocatedSize(); const GLfloat src_x = 0, src_y = 0, src_width = bitmap_size.cx, src_height = bitmap_size.cy; GLfloat x0 = src_x / allocated.cx; GLfloat y0 = src_y / allocated.cy; GLfloat x1 = (src_x + src_width) / allocated.cx; GLfloat y1 = (src_y + src_height) / allocated.cy; const GLfloat coord[] = { x0, y0, x1, y0, x0, y1, x1, y1, }; #ifdef USE_GLSL OpenGL::texture_shader->Use(); glEnableVertexAttribArray(OpenGL::Attribute::TEXCOORD); glVertexAttribPointer(OpenGL::Attribute::TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, coord); #else const GLEnable<GL_TEXTURE_2D> scope; OpenGL::glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, coord); #endif glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); #ifdef USE_GLSL glDisableVertexAttribArray(OpenGL::Attribute::TEXCOORD); OpenGL::solid_shader->Use(); #else glDisableClientState(GL_TEXTURE_COORD_ARRAY); #endif }
const GLTexture &BindAndGetTexture() const { return image->BindAndGetTexture(); }