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

@@ -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);