#pragma once #include #include #include #include #include #include #include #include #include #include namespace mbgl { class Color; class PaintParameters; enum class RenderPass : uint8_t; namespace gfx { class CullFaceMode; enum class DepthMaskType : bool; class DrawableTweaker; class ShaderProgramBase; using ShaderProgramBasePtr = std::shared_ptr; using DrawPriority = int64_t; using DrawableTweakerPtr = std::shared_ptr; class Drawable { protected: Drawable(std::string name); public: virtual ~Drawable(); const util::SimpleIdentity& getId() const { return uniqueID; } /// Draw the drawable virtual void draw(const PaintParameters&) const = 0; /// Drawable name is used for debugging and troubleshooting const std::string& getName() const { return name; } void setName(std::string value) { name = std::move(value); } /// Which shader to use when rendering this drawable const gfx::ShaderProgramBasePtr& getShader() const { return shader; } void setShader(gfx::ShaderProgramBasePtr value) { shader = std::move(value); } /// The pass on which we'll be rendered mbgl::RenderPass getRenderPass() const { return renderPass; } void setRenderPass(mbgl::RenderPass value) { renderPass = value; } /// Test whether to draw this drawable in a given render pass. /// If multiple render pass bits are set, all must be present. bool hasRenderPass(const mbgl::RenderPass value) const { return (mbgl::underlying_type(renderPass) & mbgl::underlying_type(value)) != 0; } /// Test whether to draw this drawable in a given render pass. /// If multiple render pass bits are set, all must be present. bool hasAllRenderPasses(const mbgl::RenderPass value) const { const auto underlying_value = mbgl::underlying_type(value); return (mbgl::underlying_type(renderPass) & underlying_value) == underlying_value; } /// Width for lines int32_t getLineWidth() const { return lineWidth; } void setLineWidth(int32_t value) { lineWidth = value; } /// not used for anything yet DrawPriority getDrawPriority() const { return drawPriority; } void setDrawPriority(DrawPriority value) { drawPriority = value; } /// The layer index determines the drawing order int32_t getLayerIndex() const { return layerIndex; } void setLayerIndex(int32_t value) { layerIndex = value; } /// Determines depth range within the layer int32_t getSubLayerIndex() const { return subLayerIndex; } void setSubLayerIndex(int32_t value) { subLayerIndex = value; } std::optional getTileID() const { return tileID; } void setTileID(OverscaledTileID value) { tileID = value; } mat4 getMatrix() const { return matrix; } void setMatrix(mat4 value) { matrix = value; } DepthMaskType getDepthType() const { return depthType; } void setDepthType(DepthMaskType value) { depthType = value; } const gfx::CullFaceMode& getCullFaceMode() const; void setCullFaceMode(const gfx::CullFaceMode&); /// Get the number of vertexes std::size_t getVertexCount() const { return getVertexAttributes().getMaxCount(); } /// Get the vertex attributes that override default values in the shader program virtual const gfx::VertexAttributeArray& getVertexAttributes() const = 0; virtual void setVertexAttributes(const gfx::VertexAttributeArray&) = 0; virtual void setVertexAttributes(gfx::VertexAttributeArray&&) = 0; virtual std::vector& getLineIndexData() const = 0; virtual std::vector& getTriangleIndexData() const = 0; /// Attach a tweaker to be run on this drawable for each frame // void addTweaker(DrawableTweakerPtr tweaker) { tweakers.emplace_back(std::move(tweaker)); } // template // void addTweakers(TIter beg, TIter end) { // tweakers.insert(tweakers.end(), beg, end); // } /// Get the tweakers attached to this drawable const std::vector& getTweakers() const { return tweakers; } /// Get the uniform buffers attached to this drawable virtual const gfx::UniformBufferArray& getUniformBuffers() const = 0; virtual gfx::UniformBufferArray& mutableUniformBuffers() = 0; // Reset a single color attribute for all vertexes virtual void resetColor(const Color&) = 0; /// Convert from the odd partially-normalized color component array produced by `Color::toArray` into normalized /// RGBA. static gfx::VertexAttribute::float4 colorAttrRGBA(const Color& color) { const auto components = color.toArray(); return {static_cast(components[0] / 255.0), static_cast(components[1] / 255.0), static_cast(components[2] / 255.0), static_cast(components[3])}; } protected: std::string name; util::SimpleIdentity uniqueID; gfx::ShaderProgramBasePtr shader; mbgl::RenderPass renderPass; mat4 matrix; //= matrix::identity4(); std::optional tileID; DrawPriority drawPriority = 0; int32_t lineWidth = 1; int32_t layerIndex = -1; int32_t subLayerIndex = 0; DepthMaskType depthType; // = DepthMaskType::ReadOnly; struct Impl; std::unique_ptr impl; std::vector tweakers; }; using DrawablePtr = std::shared_ptr; using UniqueDrawable = std::unique_ptr; /// Comparator for sorting drawable pointers primarily by layer index struct DrawablePtrLessByLayer { DrawablePtrLessByLayer(bool descending) : desc(descending) {} bool operator()(const DrawablePtr& left, const DrawablePtr& right) const { const auto& a = desc ? right : left; const auto& b = desc ? left : right; if (!a || !b) { // nulls are less than non-nulls return (!a && b); } if (a->getLayerIndex() != b->getLayerIndex()) { return a->getLayerIndex() < b->getLayerIndex(); } if (a->getDrawPriority() != b->getDrawPriority()) { return a->getDrawPriority() < b->getDrawPriority(); } return a->getId() < b->getId(); } private: bool desc; }; } // namespace gfx } // namespace mbgl