181 lines
6.3 KiB
C++
181 lines
6.3 KiB
C++
#pragma once
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#include <mbgl/gfx/drawable.hpp>
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#include <mbgl/gfx/types.hpp>
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#include <mbgl/gfx/vertex_attribute.hpp>
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#include <array>
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#include <memory>
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#include <vector>
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namespace mbgl {
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class Color;
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template <typename VertexType>
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class Segment;
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namespace gfx {
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class DrawableTweaker;
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class ShaderProgramBase;
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using DrawableTweakerPtr = std::shared_ptr<DrawableTweaker>;
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using ShaderProgramBasePtr = std::shared_ptr<ShaderProgramBase>;
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/**
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Base class for drawable builders, which construct Drawables from primitives
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*/
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class DrawableBuilder {
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protected:
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DrawableBuilder(std::string name);
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public:
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virtual ~DrawableBuilder();
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/// Get the drawable we're currently working on, if any
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const UniqueDrawable& getCurrentDrawable(bool createIfNone);
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/// Close the current drawable, using a new one for any further work
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void flush();
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/// Get all the completed drawables
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const std::vector<UniqueDrawable>& getDrawables() const { return drawables; }
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/// Get all the completed drawables and release ownership
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std::vector<UniqueDrawable> clearDrawables() {
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std::vector<UniqueDrawable> v = std::move(drawables);
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drawables = std::vector<UniqueDrawable>{};
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return v;
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}
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/// Get the ID of the drawable we're currently working on, if any
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util::SimpleIdentity getDrawableId();
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/// The pass on which we'll be rendered
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mbgl::RenderPass getRenderPass() const { return renderPass; }
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void setRenderPass(mbgl::RenderPass value) { renderPass = value; }
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/// The draw priority assigned to generated drawables
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DrawPriority getDrawPriority() const;
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void setDrawPriority(DrawPriority);
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/// The layer index assigned to generated drawables
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int32_t getLayerIndex() const { return layerIndex; }
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void setLayerIndex(int32_t value) { layerIndex = value; }
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/// The layer index assigned to generated drawables
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int32_t getSubLayerIndex() const { return subLayerIndex; }
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void setSubLayerIndex(int32_t value) { subLayerIndex = value; }
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/// Set the draw priority on all drawables including those already generated
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void resetDrawPriority(DrawPriority);
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/// The color used for emitted vertexes
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const Color& getColor() const;
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void setColor(const Color& value);
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/// Handling of color attributes
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enum class ColorAttrMode {
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None,
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PerDrawable,
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PerVertex
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};
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/// Set how the color value is used
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/// This should not be changed while a build is in progress
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void setColorAttrMode(ColorAttrMode mode) { colorAttrMode = mode; }
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/// Width for lines
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float getLineWidth() const { return lineWidth; }
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void setLineWidth(float value) { lineWidth = value; }
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DepthMaskType getDepthType() const { return depthType; }
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void setDepthType(DepthMaskType value) { depthType = value; }
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const gfx::CullFaceMode& getCullFaceMode() const;
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void setCullFaceMode(const gfx::CullFaceMode& value);
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/// Which shader to use when rendering emitted drawables
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const gfx::ShaderProgramBasePtr& getShader() const { return shader; }
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void setShader(gfx::ShaderProgramBasePtr value) { shader = std::move(value); }
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/// Get the vertex attributes that override default values in the shader program
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virtual const gfx::VertexAttributeArray& getVertexAttributes() const = 0;
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/// Set the name given to new drawables
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void setDrawableName(std::string value) { drawableName = std::move(value); }
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/// The attribute names for automatic attributes (vertex/position and color, if color mode is not `None`)
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void setVertexAttrName(std::string value) { vertexAttrName = std::move(value); }
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void setColorAttrName(std::string value) { colorAttrName = std::move(value); }
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/// @brief Attach the given texture at the given sampler location.
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/// @param texture Texture2D instance
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/// @param location A sampler location in the shader being used.
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void setTexture(const std::shared_ptr<gfx::Texture2D>& texture, int32_t location);
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/// Add a triangle
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void addTriangle(int16_t x0, int16_t y0, int16_t x1, int16_t y1, int16_t x2, int16_t y2);
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/// Add another triangle based on the previous two points
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void appendTriangle(int16_t x0, int16_t y0);
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/// Add a rectangle consisting of two triangles
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void addQuad(int16_t x0, int16_t y0, int16_t x1, int16_t y1);
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/// A set of attribute values to be added for each vertex
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void setVertexAttributes(const VertexAttributeArray&);
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void setVertexAttributes(VertexAttributeArray&&);
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/// Add some vertex elements, returns the index of the first one added
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std::size_t addVertices(const std::vector<std::array<int16_t, 2>>& vertices,
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std::size_t vertexOffset,
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std::size_t vertexLength);
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void setSegments(gfx::DrawMode, std::vector<uint16_t> indexes, const std::vector<Segment<void>>&);
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/// Add lines based on existing vertices
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void addLines(const std::vector<uint16_t>& indexes,
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std::size_t indexOffset,
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std::size_t indexLength,
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std::size_t baseIndex = 0);
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/// Add triangles based on existing vertices
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void addTriangles(const std::vector<uint16_t>& indexes,
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std::size_t indexOffset,
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std::size_t indexLength,
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std::size_t baseIndex = 0);
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protected:
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/// Create an instance of the appropriate drawable type
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virtual UniqueDrawable createDrawable() const = 0;
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/// Create a segment wrapper
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virtual std::unique_ptr<Drawable::DrawSegment> createSegment(gfx::DrawMode, Segment<void>&&) = 0;
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/// Setup the SDK-specific aspects after all the values are present
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virtual void init() = 0;
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protected:
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std::string name;
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std::string drawableName;
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std::string vertexAttrName;
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std::string colorAttrName;
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mbgl::RenderPass renderPass;
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float lineWidth = 1.0f;
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DrawPriority drawPriority = 0;
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int32_t layerIndex = -1;
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int32_t subLayerIndex = 0;
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DepthMaskType depthType = DepthMaskType::ReadOnly;
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gfx::ShaderProgramBasePtr shader;
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UniqueDrawable currentDrawable;
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std::vector<UniqueDrawable> drawables;
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ColorAttrMode colorAttrMode = ColorAttrMode::PerVertex;
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VertexAttributeArray vertexAttrs;
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gfx::Drawable::Textures textures;
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struct Impl;
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std::unique_ptr<Impl> impl;
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};
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} // namespace gfx
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} // namespace mbgl
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