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#include "drape_frontend/arrow3d.hpp"
#include "drape_frontend/color_constants.hpp"
#include "drape_frontend/visual_params.hpp"
#include "shaders/program_manager.hpp"
#include "drape/texture_manager.hpp"
#include "indexer/map_style_reader.hpp"
#include "indexer/scales.hpp"
#include "geometry/screenbase.hpp"
namespace df
{
double constexpr kArrowSize = 12.0;
double constexpr kArrow3dScaleMin = 1.0;
double constexpr kArrow3dScaleMax = 2.2;
int constexpr kArrow3dMinZoom = 16;
float constexpr kOutlineScale = 1.2f;
int constexpr kComponentsInVertex = 4;
int constexpr kComponentsInNormal = 3;
df::ColorConstant const kArrow3DShadowColor = "Arrow3DShadow";
df::ColorConstant const kArrow3DObsoleteColor = "Arrow3DObsolete";
df::ColorConstant const kArrow3DColor = "Arrow3D";
df::ColorConstant const kArrow3DOutlineColor = "Arrow3DOutline";
Arrow3d::Arrow3d()
: m_arrowMesh(dp::MeshObject::DrawPrimitive::Triangles)
, m_shadowMesh(dp::MeshObject::DrawPrimitive::Triangles)
, m_state(CreateRenderState(gpu::Program::Arrow3d, DepthLayer::OverlayLayer))
{
m_state.SetDepthTestEnabled(false);
std::vector<float> vertices = {
0.0f, 0.0f, -1.0f, 1.0f, -1.2f, -1.0f, 0.0f, 1.0f, 0.0f, 2.0f, 0.0f, 1.0f,
0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 2.0f, 0.0f, 1.0f, 1.2f, -1.0f, 0.0f, 1.0f,
0.0f, 0.0f, -1.0f, 1.0f, 0.0f, -0.5f, 0.0f, 1.0f, -1.2f, -1.0f, 0.0f, 1.0f,
0.0f, 0.0f, -1.0f, 1.0f, 1.2f, -1.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.0f, 1.0f,
0.0f, 2.27f, 0.0f, 0.0f, 1.4f, -1.17f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, 1.0f,
0.0f, 2.0f, 0.0f, 1.0f, 1.4f, -1.17f, 0.0f, 0.0f, 1.2f, -1.0f, 0.0f, 1.0f,
0.0f, 2.27f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, 1.0f, -1.4f, -1.17f, 0.0f, 0.0f,
0.0f, 2.0f, 0.0f, 1.0f, -1.2f, -1.0f, 0.0f, 1.0f, -1.4f, -1.17f, 0.0f, 0.0f,
1.2f, -1.0f, 0.0f, 1.0f, 1.4f, -1.17f, 0.0f, 0.0f, 0.0f, -0.67f, 0.0f, 0.0f,
0.0f, -0.5f, 0.0f, 1.0f, 1.2f, -1.0f, 0.0f, 1.0f, 0.0f, -0.67f, 0.0f, 0.0f,
-1.2f, -1.0f, 0.0f, 1.0f, 0.0f, -0.67f, 0.0f, 0.0f, -1.4f, -1.17f, 0.0f, 0.0f,
0.0f, -0.5f, 0.0f, 1.0f, 0.0f, -0.67f, 0.0f, 0.0f, -1.2f, -1.0f, 0.0f, 1.0f,
};
std::vector<float> normals =
dp::MeshObject::GenerateNormalsForTriangles(vertices, kComponentsInVertex);
auto constexpr kVerticesBufferInd = 0;
auto copiedVertices = vertices;
m_arrowMesh.SetBuffer(kVerticesBufferInd, std::move(copiedVertices),
sizeof(float) * kComponentsInVertex);
m_arrowMesh.SetAttribute("a_pos", kVerticesBufferInd, 0 /* offset */, kComponentsInVertex);
auto constexpr kNormalsBufferInd = 1;
m_arrowMesh.SetBuffer(kNormalsBufferInd, std::move(normals), sizeof(float) * kComponentsInNormal);
m_arrowMesh.SetAttribute("a_normal", kNormalsBufferInd, 0 /* offset */, kComponentsInNormal);
m_shadowMesh.SetBuffer(kVerticesBufferInd, std::move(vertices),
sizeof(float) * kComponentsInVertex);
m_shadowMesh.SetAttribute("a_pos", kVerticesBufferInd, 0 /* offset */, kComponentsInVertex);
}
void Arrow3d::SetPosition(const m2::PointD & position)
{
m_position = position;
}
void Arrow3d::SetAzimuth(double azimuth)
{
m_azimuth = azimuth;
}
void Arrow3d::SetTexture(ref_ptr<dp::TextureManager> texMng)
{
m_state.SetColorTexture(texMng->GetSymbolsTexture());
}
void Arrow3d::SetPositionObsolete(bool obsolete)
{
m_obsoletePosition = obsolete;
}
void Arrow3d::Render(ref_ptr<dp::GraphicsContext> context, ref_ptr<gpu::ProgramManager> mng,
ScreenBase const & screen, bool routingMode)
{
// Render shadow.
if (screen.isPerspective())
{
RenderArrow(context, mng, m_shadowMesh, screen, gpu::Program::Arrow3dShadow,
df::GetColorConstant(df::kArrow3DShadowColor), 0.05f /* dz */,
routingMode ? kOutlineScale : 1.0f /* scaleFactor */);
}
// Render outline.
if (routingMode)
{
dp::Color const outlineColor = df::GetColorConstant(df::kArrow3DOutlineColor);
RenderArrow(context, mng, m_shadowMesh, screen, gpu::Program::Arrow3dOutline,
outlineColor, 0.0f /* dz */, kOutlineScale /* scaleFactor */);
}
// Render arrow.
dp::Color const color =
df::GetColorConstant(m_obsoletePosition ? df::kArrow3DObsoleteColor : df::kArrow3DColor);
RenderArrow(context, mng, m_arrowMesh, screen, gpu::Program::Arrow3d, color, 0.0f /* dz */,
1.0f /* scaleFactor */);
}
void Arrow3d::RenderArrow(ref_ptr<dp::GraphicsContext> context, ref_ptr<gpu::ProgramManager> mng,
dp::MeshObject & mesh, ScreenBase const & screen, gpu::Program program,
dp::Color const & color, float dz, float scaleFactor)
{
gpu::Arrow3dProgramParams params;
math::Matrix<float, 4, 4> const modelTransform = CalculateTransform(screen, dz, scaleFactor);
params.m_transform = glsl::make_mat4(modelTransform.m_data);
params.m_color = glsl::ToVec4(color);
auto gpuProgram = mng->GetProgram(program);
mesh.Render(context, gpuProgram, m_state, mng->GetParamsSetter(), params);
}
math::Matrix<float, 4, 4> Arrow3d::CalculateTransform(ScreenBase const & screen, float dz,
float scaleFactor) const
{
double arrowScale = VisualParams::Instance().GetVisualScale() * kArrowSize * scaleFactor;
if (screen.isPerspective())
{
double const t = GetNormalizedZoomLevel(screen.GetScale(), kArrow3dMinZoom);
arrowScale *= (kArrow3dScaleMin * (1.0 - t) + kArrow3dScaleMax * t);
}
auto const scaleX = static_cast<float>(arrowScale * 2.0 / screen.PixelRect().SizeX());
auto const scaleY = static_cast<float>(arrowScale * 2.0 / screen.PixelRect().SizeY());
auto const scaleZ = static_cast<float>(screen.isPerspective() ? (0.002 * screen.GetDepth3d()) : 1.0);
m2::PointD const pos = screen.GtoP(m_position);
auto const dX = static_cast<float>(2.0 * pos.x / screen.PixelRect().SizeX() - 1.0);
auto const dY = static_cast<float>(2.0 * pos.y / screen.PixelRect().SizeY() - 1.0);
math::Matrix<float, 4, 4> scaleM = math::Identity<float, 4>();
scaleM(0, 0) = scaleX;
scaleM(1, 1) = scaleY;
scaleM(2, 2) = scaleZ;
math::Matrix<float, 4, 4> rotateM = math::Identity<float, 4>();
rotateM(0, 0) = static_cast<float>(cos(m_azimuth + screen.GetAngle()));
rotateM(0, 1) = static_cast<float>(-sin(m_azimuth + screen.GetAngle()));
rotateM(1, 0) = -rotateM(0, 1);
rotateM(1, 1) = rotateM(0, 0);
math::Matrix<float, 4, 4> translateM = math::Identity<float, 4>();
translateM(3, 0) = dX;
translateM(3, 1) = -dY;
translateM(3, 2) = dz;
math::Matrix<float, 4, 4> modelTransform = rotateM * scaleM * translateM;
if (screen.isPerspective())
return modelTransform * math::Matrix<float, 4, 4>(screen.Pto3dMatrix());
return modelTransform;
}
} // namespace df
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