示例#1
0
    m2::RectF const BaseTexture::mapRect(m2::RectF const & r) const
    {
      m2::PointF pt1(r.minX(), r.minY());
      m2::PointF pt2(r.maxX(), r.maxY());

      pt1 = mapPixel(pt1);
      pt2 = mapPixel(pt2);

      return m2::RectF(pt1.x, pt1.y, pt2.x, pt2.y);
    }
示例#2
0
drape_ptr<ShapeRenderer> Watermark::Draw(ref_ptr<dp::GraphicsContext> context, m2::PointF & size,
                                         ref_ptr<dp::TextureManager> tex) const
{
  dp::TextureManager::SymbolRegion region;
  tex->GetSymbolRegion("watermark", region);
  glsl::vec2 const halfSize = glsl::ToVec2(region.GetPixelSize() * 0.5f);
  m2::RectF const texRect = region.GetTexRect();

  WatermarkVertex vertexes[] =
  {
    WatermarkVertex(glsl::vec2(-halfSize.x, halfSize.y), glsl::ToVec2(texRect.LeftTop())),
    WatermarkVertex(glsl::vec2(-halfSize.x, -halfSize.y), glsl::ToVec2(texRect.LeftBottom())),
    WatermarkVertex(glsl::vec2(halfSize.x, halfSize.y), glsl::ToVec2(texRect.RightTop())),
    WatermarkVertex(glsl::vec2(halfSize.x, -halfSize.y), glsl::ToVec2(texRect.RightBottom()))
  };

  auto state = df::CreateRenderState(gpu::Program::TexturingGui, df::DepthLayer::GuiLayer);
  state.SetColorTexture(region.GetTexture());
  state.SetDepthTestEnabled(false);

  dp::AttributeProvider provider(1 /* streamCount */, 4 /* vertexCount */);
  dp::BindingInfo info(2 /* count */);

  dp::BindingDecl & posDecl = info.GetBindingDecl(0);
  posDecl.m_attributeName = "a_position";
  posDecl.m_componentCount = 2;
  posDecl.m_componentType = gl_const::GLFloatType;
  posDecl.m_offset = 0;
  posDecl.m_stride = sizeof(WatermarkVertex);

  dp::BindingDecl & texDecl = info.GetBindingDecl(1);
  texDecl.m_attributeName = "a_colorTexCoords";
  texDecl.m_componentCount = 2;
  texDecl.m_componentType = gl_const::GLFloatType;
  texDecl.m_offset = sizeof(glsl::vec2);
  texDecl.m_stride = posDecl.m_stride;

  provider.InitStream(0, info, make_ref(&vertexes));

  size = region.GetPixelSize();
  drape_ptr<dp::OverlayHandle> handle = make_unique_dp<WatermarkVertexHandle>(
    EGuiHandle::GuiHandleWatermark, m_position.m_pixelPivot, m_position.m_anchor, size);

  drape_ptr<ShapeRenderer> renderer = make_unique_dp<ShapeRenderer>();
  dp::Batcher batcher(dp::Batcher::IndexPerQuad, dp::Batcher::VertexPerQuad);
  batcher.SetBatcherHash(static_cast<uint64_t>(df::BatcherBucket::Default));
  dp::SessionGuard guard(context, batcher, std::bind(&ShapeRenderer::AddShape, renderer.get(), _1, _2));
  batcher.InsertTriangleStrip(context, state, make_ref(&provider), std::move(handle));

  return renderer;
}
示例#3
0
glsl::vec2 GetUV(m2::RectF const & texRect, float normU, float normV)
{
  return glsl::vec2(texRect.minX() * (1.0f - normU) + texRect.maxX() * normU,
                    texRect.minY() * (1.0f - normV) + texRect.maxY() * normV);
}