Пример #1
0
void SelectionShape::Render(ScreenBase const & screen, int zoomLevel, ref_ptr<dp::GpuProgramManager> mng,
                            dp::UniformValuesStorage const & commonUniforms)
{
  ShowHideAnimation::EState state = m_animation.GetState();
  if (state == ShowHideAnimation::STATE_VISIBLE ||
      state == ShowHideAnimation::STATE_SHOW_DIRECTION)
  {
    dp::UniformValuesStorage uniforms = commonUniforms;
    TileKey const key = GetTileKeyByPoint(m_position, ClipTileZoomByMaxDataZoom(zoomLevel));
    math::Matrix<float, 4, 4> mv = key.GetTileBasedModelView(screen);
    uniforms.SetMatrix4x4Value("modelView", mv.m_data);

    m2::PointD const pos = MapShape::ConvertToLocal(m_position, key.GetGlobalRect().Center(), kShapeCoordScalar);
    uniforms.SetFloatValue("u_position", pos.x, pos.y, -m_positionZ);

    float accuracy = m_mapping.GetValue(m_animation.GetT());
    if (screen.isPerspective())
    {
      m2::PointD const pt1 = screen.GtoP(m_position);
      m2::PointD const pt2(pt1.x + 1, pt1.y);
      float const scale = screen.PtoP3d(pt2).x - screen.PtoP3d(pt1).x;
      accuracy /= scale;
    }
    uniforms.SetFloatValue("u_accuracy", accuracy);
    uniforms.SetFloatValue("u_opacity", 1.0f);
    m_renderNode->Render(mng, uniforms);
  }
}
Пример #2
0
void UserMarkGenerator::UpdateIndex(kml::MarkGroupId groupId)
{
  for (auto & tileGroups : m_index)
  {
    auto itGroupIndexes = tileGroups.second->find(groupId);
    if (itGroupIndexes != tileGroups.second->end())
    {
      itGroupIndexes->second->m_markIds.clear();
      itGroupIndexes->second->m_lineIds.clear();
    }
  }

  auto const groupIt = m_groups.find(groupId);
  if (groupIt == m_groups.end())
    return;

  IDCollections & idCollection = *groupIt->second;

  for (auto markId : idCollection.m_markIds)
  {
    UserMarkRenderParams const & params = *m_marks[markId];
    for (int zoomLevel = params.m_minZoom; zoomLevel <= scales::GetUpperScale(); ++zoomLevel)
    {
      TileKey const tileKey = GetTileKeyByPoint(params.m_pivot, zoomLevel);
      auto groupIDs = GetIdCollection(tileKey, groupId);
      groupIDs->m_markIds.push_back(markId);
    }
  }

  for (auto lineId : idCollection.m_lineIds)
  {
    UserLineRenderParams const & params = *m_lines[lineId];

    int const startZoom = GetNearestLineIndexZoom(params.m_minZoom);
    for (int zoomLevel : kLineIndexingLevels)
    {
      if (zoomLevel < startZoom)
        continue;
      // Process spline by segments that are no longer than tile size.
      double const maxLength = MercatorBounds::kRangeX / (1 << (zoomLevel - 1));

      df::ProcessSplineSegmentRects(params.m_spline, maxLength,
                                    [&](m2::RectD const & segmentRect)
      {
        CalcTilesCoverage(segmentRect, zoomLevel, [&](int tileX, int tileY)
        {
          TileKey const tileKey(tileX, tileY, zoomLevel);
          auto groupIDs = GetIdCollection(tileKey, groupId);
          groupIDs->m_lineIds.push_back(lineId);
        });
        return true;
      });
    }
  }

  CleanIndex();
}
Пример #3
0
void MyPosition::RenderAccuracy(ScreenBase const & screen, int zoomLevel,
                                ref_ptr<dp::GpuProgramManager> mng,
                                dp::UniformValuesStorage const & commonUniforms)
{
  dp::UniformValuesStorage uniforms = commonUniforms;
  m2::PointD accuracyPoint(m_position.x + m_accuracy, m_position.y);
  float pixelAccuracy = (screen.GtoP(accuracyPoint) - screen.GtoP(m_position)).Length();

  TileKey const key = GetTileKeyByPoint(m_position, ClipTileZoomByMaxDataZoom(zoomLevel));
  math::Matrix<float, 4, 4> mv = key.GetTileBasedModelView(screen);
  uniforms.SetMatrix4x4Value("modelView", mv.m_data);

  m2::PointD const pos = MapShape::ConvertToLocal(m_position, key.GetGlobalRect().Center(), kShapeCoordScalar);
  uniforms.SetFloatValue("u_position", pos.x, pos.y, 0.0f);
  uniforms.SetFloatValue("u_accuracy", pixelAccuracy);
  uniforms.SetFloatValue("u_opacity", 1.0f);
  RenderPart(mng, uniforms, MY_POSITION_ACCURACY);
}
Пример #4
0
void MyPosition::RenderMyPosition(ScreenBase const & screen, int zoomLevel,
                                  ref_ptr<dp::GpuProgramManager> mng,
                                  dp::UniformValuesStorage const & commonUniforms)
{
  if (m_showAzimuth)
  {
    m_arrow3d.SetPosition(m_position);
    m_arrow3d.SetAzimuth(m_azimuth);
    m_arrow3d.Render(screen, zoomLevel, mng);
  }
  else
  {
    dp::UniformValuesStorage uniforms = commonUniforms;
    TileKey const key = GetTileKeyByPoint(m_position, ClipTileZoomByMaxDataZoom(zoomLevel));
    math::Matrix<float, 4, 4> mv = key.GetTileBasedModelView(screen);
    uniforms.SetMatrix4x4Value("modelView", mv.m_data);

    m2::PointD const pos = MapShape::ConvertToLocal(m_position, key.GetGlobalRect().Center(), kShapeCoordScalar);
    uniforms.SetFloatValue("u_position", pos.x, pos.y, dp::depth::MY_POSITION_MARK);
    uniforms.SetFloatValue("u_azimut", -(m_azimuth + screen.GetAngle()));
    uniforms.SetFloatValue("u_opacity", 1.0);
    RenderPart(mng, uniforms, MY_POSITION_POINT);
  }
}