Files
MapLibreParticleLab/src/mbgl/renderer/renderer_impl.hpp
Chris Loer a62745edf9 Port global symbol query from GL JS:
- Symbol querying is now global instead of per-tile
 - Symbols that bleed over tile boundaries no longer missed in queries
 - Symbol results now sorted based on rendering order (ie overlapping symbols change their sort order when a bearing change causes their render order to change)
 - Placement::retainedQueryData now responsible for maintaining symbol querying data for buckets that may no longer be in the TilePyramid.
2018-04-25 14:39:03 -07:00

127 lines
4.0 KiB
C++

#pragma once
#include <mbgl/renderer/mode.hpp>
#include <mbgl/renderer/renderer.hpp>
#include <mbgl/renderer/render_source_observer.hpp>
#include <mbgl/renderer/render_light.hpp>
#include <mbgl/style/image.hpp>
#include <mbgl/style/source.hpp>
#include <mbgl/style/layer.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/map/zoom_history.hpp>
#include <mbgl/text/cross_tile_symbol_index.hpp>
#include <mbgl/text/glyph_manager_observer.hpp>
#include <mbgl/text/placement.hpp>
#include <memory>
#include <string>
#include <vector>
namespace mbgl {
class RendererBackend;
class RendererObserver;
class RenderSource;
class RenderLayer;
class UpdateParameters;
class RenderStaticData;
class RenderedQueryOptions;
class SourceQueryOptions;
class FileSource;
class Scheduler;
class GlyphManager;
class ImageManager;
class LineAtlas;
class CrossTileSymbolIndex;
class Renderer::Impl : public GlyphManagerObserver,
public RenderSourceObserver{
public:
Impl(RendererBackend&, float pixelRatio_, FileSource&, Scheduler&, GLContextMode,
const optional<std::string> programCacheDir, const optional<std::string> localFontFamily);
~Impl() final;
void markContextLost() {
contextLost = true;
};
void setObserver(RendererObserver*);
void render(const UpdateParameters&);
std::vector<Feature> queryRenderedFeatures(const ScreenLineString&, const RenderedQueryOptions&) const;
std::vector<Feature> querySourceFeatures(const std::string& sourceID, const SourceQueryOptions&) const;
std::vector<Feature> queryShapeAnnotations(const ScreenLineString&) const;
void reduceMemoryUse();
void dumDebugLogs();
private:
bool isLoaded() const;
bool hasTransitions(TimePoint) const;
RenderSource* getRenderSource(const std::string& id) const;
RenderLayer* getRenderLayer(const std::string& id);
const RenderLayer* getRenderLayer(const std::string& id) const;
void queryRenderedSymbols(std::unordered_map<std::string, std::vector<Feature>>& resultsByLayer,
const ScreenLineString& geometry,
const std::vector<const RenderLayer*>& layers,
const RenderedQueryOptions& options) const;
std::vector<Feature> queryRenderedFeatures(const ScreenLineString&, const RenderedQueryOptions&, const std::vector<const RenderLayer*>&) const;
// GlyphManagerObserver implementation.
void onGlyphsError(const FontStack&, const GlyphRange&, std::exception_ptr) override;
// RenderSourceObserver implementation.
void onTileChanged(RenderSource&, const OverscaledTileID&) override;
void onTileError(RenderSource&, const OverscaledTileID&, std::exception_ptr) override;
void updateFadingTiles();
friend class Renderer;
RendererBackend& backend;
Scheduler& scheduler;
FileSource& fileSource;
RendererObserver* observer;
const GLContextMode contextMode;
const float pixelRatio;
const optional<std::string> programCacheDir;
enum class RenderState {
Never,
Partial,
Fully,
};
RenderState renderState = RenderState::Never;
ZoomHistory zoomHistory;
TransformState transformState;
std::unique_ptr<GlyphManager> glyphManager;
std::unique_ptr<ImageManager> imageManager;
std::unique_ptr<LineAtlas> lineAtlas;
std::unique_ptr<RenderStaticData> staticData;
Immutable<std::vector<Immutable<style::Image::Impl>>> imageImpls;
Immutable<std::vector<Immutable<style::Source::Impl>>> sourceImpls;
Immutable<std::vector<Immutable<style::Layer::Impl>>> layerImpls;
std::unordered_map<std::string, std::unique_ptr<RenderSource>> renderSources;
std::unordered_map<std::string, std::unique_ptr<RenderLayer>> renderLayers;
RenderLight renderLight;
CrossTileSymbolIndex crossTileSymbolIndex;
std::unique_ptr<Placement> placement;
bool contextLost = false;
bool fadingTiles = false;
};
} // namespace mbgl