make text layers respect the translate-anchor

you can now specify "translate-anchor": "viewport" to have the text translated
in screen coordinates rather than relative to the tile. The default value
remains "translate-anchor": "map"

refs #189
This commit is contained in:
Konstantin Käfer
2014-05-13 19:02:22 +02:00
parent 2135f855d1
commit c8a3b916b3
3 changed files with 33 additions and 7 deletions

View File

@@ -7,6 +7,7 @@
#include <llmr/util/mat4.hpp>
#include <llmr/util/noncopyable.hpp>
#include <llmr/renderer/frame_history.hpp>
#include <llmr/style/properties.hpp>
#include <llmr/shader/plain_shader.hpp>
#include <llmr/shader/outline_shader.hpp>
@@ -88,7 +89,8 @@ public:
bool needsAnimation() const;
private:
void setupShaders();
void translateLayer(std::array<float, 2> translation, const Tile::ID &id, bool reverse = false);
void translateLayer(const std::array<float, 2> &translation, const Tile::ID &id, bool reverse = false);
mat4 translatedMatrix(const std::array<float, 2> &translation, const Tile::ID &id, TranslateAnchor anchor = TranslateAnchor::Map);
void prepareTile(const Tile& tile);
void useProgram(uint32_t program);

View File

@@ -171,7 +171,7 @@ void Painter::renderTileLayer(const Tile& tile, const LayerDescription &layer_de
}
}
void Painter::translateLayer(const std::array<float, 2> translation, const Tile::ID &id, bool reverse) {
void Painter::translateLayer(const std::array<float, 2> &translation, const Tile::ID &id, bool reverse) {
if (translation[0] || translation[1]) {
const int direction = reverse ? -1 : 1;
// TODO: Get rid of the 8 (scaling from 4096 to tile size)
@@ -181,6 +181,32 @@ void Painter::translateLayer(const std::array<float, 2> translation, const Tile:
}
}
mat4 Painter::translatedMatrix(const std::array<float, 2> &translation, const Tile::ID &id, TranslateAnchor anchor) {
if (translation[0] == 0 && translation[1] == 0) {
return matrix;
} else {
// TODO: Get rid of the 8 (scaling from 4096 to tile size)
const double factor = ((double)(1 << id.z)) / map.getState().getScale() /
map.getState().getPixelRatio() * (4096.0 / util::tileSize);
mat4 result;
if (anchor == TranslateAnchor::Viewport) {
const double sin_a = sin(-map.getState().getAngle());
const double cos_a = cos(-map.getState().getAngle());
matrix::translate(result, matrix,
factor * (translation[0] * cos_a - translation[1] * sin_a),
factor * (translation[0] * sin_a + translation[1] * cos_a),
0);
} else {
matrix::translate(result, matrix,
factor * translation[0],
factor * translation[1],
0);
}
return result;
}
}
void Painter::renderMatte() {
gl::group group("matte");
glDisable(GL_DEPTH_TEST);

View File

@@ -16,8 +16,6 @@ void Painter::renderText(TextBucket& bucket, const std::string& layer_name, cons
const TextProperties& properties = text_properties_it->second;
if (!properties.enabled) return;
translateLayer(properties.translate, id);
mat4 exMatrix;
matrix::copy(exMatrix, projMatrix);
if (bucket.geom_desc.path == TextPathType::Curve) {
@@ -33,8 +31,10 @@ void Painter::renderText(TextBucket& bucket, const std::string& layer_name, cons
float fontSize = fmin(properties.size, bucket.geom_desc.font_size);
matrix::scale(exMatrix, exMatrix, fontSize / 24.0f, fontSize / 24.0f, 1.0f);
const mat4 vtxMatrix = translatedMatrix(properties.translate, id, properties.translateAnchor);
useProgram(textShader->program);
textShader->setMatrix(matrix);
textShader->setMatrix(vtxMatrix);
textShader->setExtrudeMatrix(exMatrix);
map.getGlyphAtlas().bind();
@@ -109,6 +109,4 @@ void Painter::renderText(TextBucket& bucket, const std::string& layer_name, cons
textShader->setBuffer((256.0f - 64.0f) / 256.0f);
glDepthRange(strata + strata_epsilon, 1.0f);
bucket.drawGlyphs(*textShader);
translateLayer(properties.translate, id, true);
}