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MapLibreParticleLab/src/mbgl/renderer/render_layer.hpp

155 lines
4.7 KiB
C++

#pragma once
#include <list>
#include <mbgl/layout/layout.hpp>
#include <mbgl/renderer/render_pass.hpp>
#include <mbgl/renderer/render_source.hpp>
#include <mbgl/style/layer_properties.hpp>
#include <mbgl/tile/geometry_tile_data.hpp>
#include <mbgl/util/mat4.hpp>
#include <memory>
#include <string>
namespace mbgl {
class Bucket;
class TransitionParameters;
class PropertyEvaluationParameters;
class UploadParameters;
class PaintParameters;
class RenderTile;
class TransformState;
class PatternAtlas;
class LineAtlas;
class SymbolBucket;
class DynamicFeatureIndex;
class LayerRenderData {
public:
std::shared_ptr<Bucket> bucket;
Immutable<style::LayerProperties> layerProperties;
};
class SortKeyRange {
public:
bool isFirstRange() const { return start == 0u; }
float sortKey;
size_t start;
size_t end;
};
class BucketPlacementData {
public:
std::reference_wrapper<Bucket> bucket;
std::reference_wrapper<const RenderTile> tile;
std::shared_ptr<FeatureIndex> featureIndex;
std::string sourceId;
optional<SortKeyRange> sortKeyRange;
};
using LayerPlacementData = std::list<BucketPlacementData>;
class LayerPrepareParameters {
public:
RenderSource* source;
ImageManager& imageManager;
PatternAtlas& patternAtlas;
LineAtlas& lineAtlas;
const TransformState& state;
};
class RenderLayer {
protected:
RenderLayer(Immutable<style::LayerProperties>);
public:
virtual ~RenderLayer() = default;
// Begin transitions for any properties that have changed since the last frame.
virtual void transition(const TransitionParameters&) = 0;
// Overloaded version for transitions to a new layer impl.
void transition(const TransitionParameters&, Immutable<style::Layer::Impl> newImpl);
// Fully evaluate possibly-transitioning paint properties based on a zoom level.
// Updates the contained `evaluatedProperties` member.
virtual void evaluate(const PropertyEvaluationParameters&) = 0;
// Returns true if any paint properties have active transitions.
virtual bool hasTransition() const = 0;
// Returns true if the layer has a pattern property and is actively crossfading.
virtual bool hasCrossfade() const = 0;
// Returns true if layer writes to depth buffer by drawing using PaintParameters::depthModeFor3D().
virtual bool is3D() const { return false; }
// Returns true is the layer is subject to placement.
bool needsPlacement() const;
const std::string& getID() const;
// Checks whether this layer needs to be rendered in the given render pass.
bool hasRenderPass(RenderPass) const;
// Checks whether this layer can be rendered.
bool needsRendering() const;
// Checks whether the given zoom is inside this layer zoom range.
bool supportsZoom(float zoom) const;
virtual void upload(gfx::UploadPass&) {}
virtual void render(PaintParameters&) = 0;
// Check wether the given geometry intersects
// with the feature
virtual bool queryIntersectsFeature(const GeometryCoordinates&, const GeometryTileFeature&, const float,
const TransformState&, const float, const mat4&, const FeatureState&) const {
return false;
};
virtual void populateDynamicRenderFeatureIndex(DynamicFeatureIndex&) const {}
virtual void prepare(const LayerPrepareParameters&);
const LayerPlacementData& getPlacementData() const { return placementData; }
// Latest evaluated properties.
Immutable<style::LayerProperties> evaluatedProperties;
// Private implementation
Immutable<style::Layer::Impl> baseImpl;
virtual void markContextDestroyed();
// TODO: Only for background layers.
virtual optional<Color> getSolidBackground() const;
protected:
// Checks whether the current hardware can render this layer. If it can't, we'll show a warning
// in the console to inform the developer.
void checkRenderability(const PaintParameters&, uint32_t activeBindingCount);
void addRenderPassesFromTiles();
const LayerRenderData* getRenderDataForPass(const RenderTile&, RenderPass) const;
protected:
// Stores current set of tiles to be rendered for this layer.
RenderTiles renderTiles;
// Stores what render passes this layer is currently enabled for. This depends on the
// evaluated StyleProperties object and is updated accordingly.
RenderPass passes = RenderPass::None;
LayerPlacementData placementData;
private:
// Some layers may not render correctly on some hardware when the vertex attribute limit of
// that GPU is exceeded. More attributes are used when adding many data driven paint properties
// to a layer.
bool hasRenderFailures = false;
};
using RenderLayerReferences = std::vector<std::reference_wrapper<RenderLayer>>;
} // namespace mbgl