Files
MapLibreParticleLab/src/mbgl/renderer/renderer_impl.cpp
2019-05-28 16:11:05 +02:00

758 lines
30 KiB
C++

#include <mbgl/annotation/annotation_manager.hpp>
#include <mbgl/layermanager/layer_manager.hpp>
#include <mbgl/renderer/renderer_impl.hpp>
#include <mbgl/renderer/renderer_observer.hpp>
#include <mbgl/renderer/render_source.hpp>
#include <mbgl/renderer/render_layer.hpp>
#include <mbgl/renderer/render_static_data.hpp>
#include <mbgl/renderer/update_parameters.hpp>
#include <mbgl/renderer/upload_parameters.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/transition_parameters.hpp>
#include <mbgl/renderer/property_evaluation_parameters.hpp>
#include <mbgl/renderer/tile_parameters.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/style_diff.hpp>
#include <mbgl/renderer/query.hpp>
#include <mbgl/gfx/backend_scope.hpp>
#include <mbgl/renderer/image_manager.hpp>
#include <mbgl/gfx/renderer_backend.hpp>
#include <mbgl/gfx/upload_pass.hpp>
#include <mbgl/gfx/render_pass.hpp>
#include <mbgl/gfx/cull_face_mode.hpp>
#include <mbgl/gfx/context.hpp>
#include <mbgl/gfx/renderable.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/style/source_impl.hpp>
#include <mbgl/style/transition_options.hpp>
#include <mbgl/text/glyph_manager.hpp>
#include <mbgl/tile/tile.hpp>
#include <mbgl/util/math.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/util/logging.hpp>
namespace mbgl {
using namespace style;
static RendererObserver& nullObserver() {
static RendererObserver observer;
return observer;
}
Renderer::Impl::Impl(gfx::RendererBackend& backend_,
float pixelRatio_,
const optional<std::string> programCacheDir_,
const optional<std::string> localFontFamily_)
: backend(backend_)
, observer(&nullObserver())
, pixelRatio(pixelRatio_)
, programCacheDir(std::move(programCacheDir_))
, localFontFamily(std::move(localFontFamily_))
, glyphManager(std::make_unique<GlyphManager>(std::make_unique<LocalGlyphRasterizer>(localFontFamily)))
, imageManager(std::make_unique<ImageManager>())
, lineAtlas(std::make_unique<LineAtlas>(Size{ 256, 512 }))
, imageImpls(makeMutable<std::vector<Immutable<style::Image::Impl>>>())
, sourceImpls(makeMutable<std::vector<Immutable<style::Source::Impl>>>())
, layerImpls(makeMutable<std::vector<Immutable<style::Layer::Impl>>>())
, renderLight(makeMutable<Light::Impl>())
, placement(std::make_unique<Placement>(TransformState{}, MapMode::Static, TransitionOptions{}, true)) {
glyphManager->setObserver(this);
imageManager->setObserver(this);
}
Renderer::Impl::~Impl() {
assert(gfx::BackendScope::exists());
if (contextLost) {
// Signal all RenderLayers that the context was lost
// before cleaning up. At the moment, only CustomLayer is
// interested whether rendering context is lost. However, it would be
// beneficial for dynamically loaded or other custom built-in plugins.
for (const auto& entry : renderLayers) {
RenderLayer& layer = *entry.second;
layer.markContextDestroyed();
}
}
};
void Renderer::Impl::setObserver(RendererObserver* observer_) {
observer = observer_ ? observer_ : &nullObserver();
}
void Renderer::Impl::render(const UpdateParameters& updateParameters) {
const bool isMapModeContinuous = updateParameters.mode == MapMode::Continuous;
if (!isMapModeContinuous) {
// Reset zoom history state.
zoomHistory.first = true;
}
assert(gfx::BackendScope::exists());
if (LayerManager::annotationsEnabled) {
updateParameters.annotationManager.updateData();
}
const bool zoomChanged = zoomHistory.update(updateParameters.transformState.getZoom(), updateParameters.timePoint);
const TransitionOptions transitionOptions = isMapModeContinuous ? updateParameters.transitionOptions : TransitionOptions();
const TransitionParameters transitionParameters {
updateParameters.timePoint,
transitionOptions
};
const PropertyEvaluationParameters evaluationParameters {
zoomHistory,
updateParameters.timePoint,
transitionOptions.duration.value_or(isMapModeContinuous ? util::DEFAULT_TRANSITION_DURATION : Duration::zero())
};
const TileParameters tileParameters {
updateParameters.pixelRatio,
updateParameters.debugOptions,
updateParameters.transformState,
updateParameters.fileSource,
updateParameters.mode,
updateParameters.annotationManager,
*imageManager,
*glyphManager,
updateParameters.prefetchZoomDelta
};
glyphManager->setURL(updateParameters.glyphURL);
// Update light.
const bool lightChanged = renderLight.impl != updateParameters.light;
if (lightChanged) {
renderLight.impl = updateParameters.light;
renderLight.transition(transitionParameters);
}
if (lightChanged || zoomChanged || renderLight.hasTransition()) {
renderLight.evaluate(evaluationParameters);
}
const ImageDifference imageDiff = diffImages(imageImpls, updateParameters.images);
imageImpls = updateParameters.images;
// Only trigger tile reparse for changed images. Changed images only need a relayout when they have a different size.
bool hasImageDiff = !imageDiff.removed.empty();
// Remove removed images from sprite atlas.
for (const auto& entry : imageDiff.removed) {
imageManager->removeImage(entry.first);
}
// Add added images to sprite atlas.
for (const auto& entry : imageDiff.added) {
imageManager->addImage(entry.second);
}
// Update changed images.
for (const auto& entry : imageDiff.changed) {
hasImageDiff = imageManager->updateImage(entry.second.after) || hasImageDiff;
}
imageManager->notifyIfMissingImageAdded();
imageManager->setLoaded(updateParameters.spriteLoaded);
const LayerDifference layerDiff = diffLayers(layerImpls, updateParameters.layers);
layerImpls = updateParameters.layers;
// Remove render layers for removed layers.
for (const auto& entry : layerDiff.removed) {
renderLayers.erase(entry.first);
}
// Create render layers for newly added layers.
for (const auto& entry : layerDiff.added) {
auto renderLayer = LayerManager::get()->createRenderLayer(entry.second);
renderLayer->transition(transitionParameters);
renderLayers.emplace(entry.first, std::move(renderLayer));
}
// Update render layers for changed layers.
for (const auto& entry : layerDiff.changed) {
renderLayers.at(entry.first)->transition(transitionParameters, entry.second.after);
}
if (!layerDiff.removed.empty() || !layerDiff.added.empty() || !layerDiff.changed.empty()) {
glyphManager->evict(fontStacks(*updateParameters.layers));
}
// Update layers for class and zoom changes.
for (const auto& entry : renderLayers) {
RenderLayer& layer = *entry.second;
const bool layerAddedOrChanged = layerDiff.added.count(entry.first) || layerDiff.changed.count(entry.first);
if (layerAddedOrChanged || zoomChanged || layer.hasTransition() || layer.hasCrossfade()) {
layer.evaluate(evaluationParameters);
}
}
const SourceDifference sourceDiff = diffSources(sourceImpls, updateParameters.sources);
sourceImpls = updateParameters.sources;
// Remove render layers for removed sources.
for (const auto& entry : sourceDiff.removed) {
renderSources.erase(entry.first);
}
// Create render sources for newly added sources.
for (const auto& entry : sourceDiff.added) {
std::unique_ptr<RenderSource> renderSource = RenderSource::create(entry.second);
renderSource->setObserver(this);
renderSources.emplace(entry.first, std::move(renderSource));
}
transformState = updateParameters.transformState;
if (!staticData) {
staticData = std::make_unique<RenderStaticData>(backend.getContext(), pixelRatio, programCacheDir);
}
Color backgroundColor;
struct RenderItem {
RenderItem(RenderLayer& layer_, RenderSource* source_, uint32_t index_)
: layer(layer_), source(source_), index(index_) {}
std::reference_wrapper<RenderLayer> layer;
RenderSource* source;
uint32_t index;
bool operator<(const RenderItem& other) const { return index < other.index; }
};
std::set<RenderItem> renderItems;
std::vector<std::reference_wrapper<RenderLayer>> layersNeedPlacement;
auto renderItemsEmplaceHint = renderItems.begin();
// Update all sources and initialize renderItems.
staticData->has3D = false;
for (const auto& sourceImpl : *sourceImpls) {
RenderSource* source = renderSources.at(sourceImpl->id).get();
std::vector<Immutable<LayerProperties>> filteredLayersForSource;
filteredLayersForSource.reserve(layerImpls->size());
bool sourceNeedsRendering = false;
bool sourceNeedsRelayout = false;
uint32_t index = 0u;
const auto begin = layerImpls->begin();
const auto end = layerImpls->end();
for (auto it = begin; it != end; ++it, ++index) {
const Immutable<Layer::Impl>& layerImpl = *it;
RenderLayer* layer = getRenderLayer(layerImpl->id);
const auto* layerInfo = layerImpl->getTypeInfo();
const bool layerNeedsRendering = layer->needsRendering();
const bool zoomFitsLayer = layer->supportsZoom(zoomHistory.lastZoom);
staticData->has3D = (staticData->has3D || layerInfo->pass3d == LayerTypeInfo::Pass3D::Required);
if (layerInfo->source != LayerTypeInfo::Source::NotRequired) {
if (layerImpl->source == sourceImpl->id) {
sourceNeedsRelayout = (sourceNeedsRelayout || hasImageDiff || hasLayoutDifference(layerDiff, layerImpl->id));
if (layerNeedsRendering) {
filteredLayersForSource.push_back(layer->evaluatedProperties);
if (zoomFitsLayer) {
sourceNeedsRendering = true;
renderItemsEmplaceHint = renderItems.emplace_hint(renderItemsEmplaceHint, *layer, source, index);
}
}
}
continue;
}
// Handle layers without source.
if (layerNeedsRendering && zoomFitsLayer && sourceImpl.get() == sourceImpls->at(0).get()) {
if (!backend.contextIsShared() && layerImpl.get() == layerImpls->at(0).get()) {
const auto& solidBackground = layer->getSolidBackground();
if (solidBackground) {
backgroundColor = *solidBackground;
continue; // This layer is shown with background color, and it shall not be added to render items.
}
}
renderItemsEmplaceHint = renderItems.emplace_hint(renderItemsEmplaceHint, *layer, nullptr, index);
}
}
source->update(sourceImpl,
filteredLayersForSource,
sourceNeedsRendering,
sourceNeedsRelayout,
tileParameters);
}
const bool loaded = updateParameters.styleLoaded && isLoaded();
if (!isMapModeContinuous && !loaded) {
return;
}
if (renderState == RenderState::Never) {
observer->onWillStartRenderingMap();
}
observer->onWillStartRenderingFrame();
TransformParameters transformParams(updateParameters.transformState);
// Update all matrices and generate data that we should upload to the GPU.
for (const auto& entry : renderSources) {
if (entry.second->isEnabled()) {
entry.second->prepare({transformParams, updateParameters.debugOptions});
}
}
for (auto& renderItem : renderItems) {
if (!renderItem.source) {
continue;
}
RenderLayer& renderLayer = renderItem.layer;
renderLayer.prepare({renderItem.source, updateParameters.transformState});
if (renderLayer.needsPlacement()) {
layersNeedPlacement.emplace_back(renderLayer);
}
}
{
if (!isMapModeContinuous) {
// TODO: Think about right way for symbol index to handle still rendering
crossTileSymbolIndex.reset();
}
bool symbolBucketsChanged = false;
const bool placementChanged = !placement->stillRecent(updateParameters.timePoint);
std::set<std::string> usedSymbolLayers;
if (placementChanged) {
placement = std::make_unique<Placement>(
updateParameters.transformState, updateParameters.mode,
updateParameters.transitionOptions, updateParameters.crossSourceCollisions,
std::move(placement));
}
for (auto it = layersNeedPlacement.rbegin(); it != layersNeedPlacement.rend(); ++it) {
const RenderLayer& layer = *it;
if (crossTileSymbolIndex.addLayer(layer, updateParameters.transformState.getLatLng().longitude())) symbolBucketsChanged = true;
if (placementChanged) {
usedSymbolLayers.insert(layer.getID());
placement->placeLayer(layer, transformParams.projMatrix, updateParameters.debugOptions & MapDebugOptions::Collision);
}
}
if (placementChanged) {
placement->commit(updateParameters.timePoint);
crossTileSymbolIndex.pruneUnusedLayers(usedSymbolLayers);
for (const auto& entry : renderSources) {
entry.second->updateFadingTiles();
}
} else {
placement->setStale();
}
for (auto it = layersNeedPlacement.rbegin(); it != layersNeedPlacement.rend(); ++it) {
placement->updateLayerBuckets(*it, placementChanged || symbolBucketsChanged);
}
}
auto& context = backend.getContext();
// Blocks execution until the renderable is available.
backend.getDefaultRenderable().wait();
PaintParameters parameters {
context,
pixelRatio,
backend,
updateParameters,
renderLight.getEvaluated(),
transformParams,
*staticData,
*imageManager,
*lineAtlas,
};
parameters.symbolFadeChange = placement->symbolFadeChange(updateParameters.timePoint);
// - UPLOAD PASS -------------------------------------------------------------------------------
// Uploads all required buffers and images before we do any actual rendering.
{
const auto uploadPass = parameters.encoder->createUploadPass("upload");
// Update all clipping IDs + upload buckets.
for (const auto& entry : renderSources) {
if (entry.second->isEnabled()) {
entry.second->upload(*uploadPass);
}
}
UploadParameters uploadParameters{
updateParameters.transformState,
*imageManager,
*lineAtlas,
};
for (auto& renderItem : renderItems) {
RenderLayer& renderLayer = renderItem.layer;
if (renderLayer.hasRenderPass(RenderPass::Upload)) {
renderLayer.upload(*uploadPass, uploadParameters);
}
}
staticData->upload(*uploadPass);
imageManager->upload(*uploadPass);
lineAtlas->upload(*uploadPass);
}
// - 3D PASS -------------------------------------------------------------------------------------
// Renders any 3D layers bottom-to-top to unique FBOs with texture attachments, but share the same
// depth rbo between them.
if (parameters.staticData.has3D) {
parameters.staticData.backendSize = parameters.backend.getDefaultRenderable().getSize();
const auto debugGroup(parameters.encoder->createDebugGroup("3d"));
parameters.pass = RenderPass::Pass3D;
if (!parameters.staticData.depthRenderbuffer ||
parameters.staticData.depthRenderbuffer->getSize() != parameters.staticData.backendSize) {
parameters.staticData.depthRenderbuffer =
parameters.context.createRenderbuffer<gfx::RenderbufferPixelType::Depth>(parameters.staticData.backendSize);
}
parameters.staticData.depthRenderbuffer->setShouldClear(true);
uint32_t i = static_cast<uint32_t>(renderItems.size()) - 1;
for (auto it = renderItems.begin(); it != renderItems.end(); ++it, --i) {
parameters.currentLayer = i;
RenderLayer& renderLayer = it->layer;
if (renderLayer.hasRenderPass(parameters.pass)) {
const auto layerDebugGroup(parameters.encoder->createDebugGroup(renderLayer.getID().c_str()));
renderLayer.render(parameters);
}
}
}
// - CLEAR -------------------------------------------------------------------------------------
// Renders the backdrop of the OpenGL view. This also paints in areas where we don't have any
// tiles whatsoever.
{
optional<Color> color;
if (parameters.debugOptions & MapDebugOptions::Overdraw) {
color = Color::black();
} else if (!backend.contextIsShared()) {
color = backgroundColor;
}
parameters.renderPass = parameters.encoder->createRenderPass("main buffer", { parameters.backend.getDefaultRenderable(), color, 1, 0 });
}
// Actually render the layers
parameters.depthRangeSize = 1 - (renderItems.size() + 2) * parameters.numSublayers * parameters.depthEpsilon;
// - OPAQUE PASS -------------------------------------------------------------------------------
// Render everything top-to-bottom by using reverse iterators. Render opaque objects first.
{
parameters.pass = RenderPass::Opaque;
const auto debugGroup(parameters.renderPass->createDebugGroup("opaque"));
uint32_t i = 0;
for (auto it = renderItems.rbegin(); it != renderItems.rend(); ++it, ++i) {
parameters.currentLayer = i;
RenderLayer& renderLayer = it->layer;
if (renderLayer.hasRenderPass(parameters.pass)) {
const auto layerDebugGroup(parameters.renderPass->createDebugGroup(renderLayer.getID().c_str()));
renderLayer.render(parameters);
}
}
}
// - TRANSLUCENT PASS --------------------------------------------------------------------------
// Make a second pass, rendering translucent objects. This time, we render bottom-to-top.
{
parameters.pass = RenderPass::Translucent;
const auto debugGroup(parameters.renderPass->createDebugGroup("translucent"));
uint32_t i = static_cast<uint32_t>(renderItems.size()) - 1;
for (auto it = renderItems.begin(); it != renderItems.end(); ++it, --i) {
parameters.currentLayer = i;
RenderLayer& renderLayer = it->layer;
if (renderLayer.hasRenderPass(parameters.pass)) {
const auto layerDebugGroup(parameters.renderPass->createDebugGroup(renderLayer.getID().c_str()));
renderLayer.render(parameters);
}
}
}
// - DEBUG PASS --------------------------------------------------------------------------------
// Renders debug overlays.
{
const auto debugGroup(parameters.renderPass->createDebugGroup("debug"));
// Finalize the rendering, e.g. by calling debug render calls per tile.
// This guarantees that we have at least one function per tile called.
// When only rendering layers via the stylesheet, it's possible that we don't
// ever visit a tile during rendering.
for (const auto& entry : renderSources) {
if (entry.second->isEnabled()) {
entry.second->finishRender(parameters);
}
}
}
#if not defined(NDEBUG)
if (parameters.debugOptions & MapDebugOptions::StencilClip) {
// Render tile clip boundaries, using stencil buffer to calculate fill color.
parameters.context.visualizeStencilBuffer();
} else if (parameters.debugOptions & MapDebugOptions::DepthBuffer) {
// Render the depth buffer.
parameters.context.visualizeDepthBuffer(parameters.depthRangeSize);
}
#endif
// Ends the RenderPass
parameters.renderPass.reset();
if (updateParameters.mode == MapMode::Continuous) {
parameters.encoder->present(parameters.backend.getDefaultRenderable());
}
// CommandEncoder destructor submits render commands.
parameters.encoder.reset();
const bool needsRepaint = isMapModeContinuous && hasTransitions(parameters.timePoint);
observer->onDidFinishRenderingFrame(
loaded ? RendererObserver::RenderMode::Full : RendererObserver::RenderMode::Partial,
needsRepaint
);
if (!loaded) {
renderState = RenderState::Partial;
} else if (renderState != RenderState::Fully) {
renderState = RenderState::Fully;
observer->onDidFinishRenderingMap();
} else if (!needsRepaint) {
// Notify observer about unused images when map is fully loaded
// and there are no ongoing transitions.
imageManager->reduceMemoryUseIfCacheSizeExceedsLimit();
}
}
std::vector<Feature> Renderer::Impl::queryRenderedFeatures(const ScreenLineString& geometry, const RenderedQueryOptions& options) const {
std::vector<const RenderLayer*> layers;
if (options.layerIDs) {
for (const auto& layerID : *options.layerIDs) {
if (const RenderLayer* layer = getRenderLayer(layerID)) {
layers.emplace_back(layer);
}
}
} else {
for (const auto& entry : renderLayers) {
layers.emplace_back(entry.second.get());
}
}
return queryRenderedFeatures(geometry, options, layers);
}
void Renderer::Impl::queryRenderedSymbols(std::unordered_map<std::string, std::vector<Feature>>& resultsByLayer,
const ScreenLineString& geometry,
const std::vector<const RenderLayer*>& layers,
const RenderedQueryOptions& options) const {
auto renderedSymbols = placement->getCollisionIndex().queryRenderedSymbols(geometry);
std::vector<std::reference_wrapper<const RetainedQueryData>> bucketQueryData;
for (auto entry : renderedSymbols) {
bucketQueryData.emplace_back(placement->getQueryData(entry.first));
}
// Although symbol query is global, symbol results are only sortable within a bucket
// For a predictable global sort renderItems, we sort the buckets based on their corresponding tile position
std::sort(bucketQueryData.begin(), bucketQueryData.end(), [](const RetainedQueryData& a, const RetainedQueryData& b) {
return
std::tie(a.tileID.canonical.z, a.tileID.canonical.y, a.tileID.wrap, a.tileID.canonical.x) <
std::tie(b.tileID.canonical.z, b.tileID.canonical.y, b.tileID.wrap, b.tileID.canonical.x);
});
for (auto wrappedQueryData : bucketQueryData) {
auto& queryData = wrappedQueryData.get();
auto bucketSymbols = queryData.featureIndex->lookupSymbolFeatures(renderedSymbols[queryData.bucketInstanceId],
options,
layers,
queryData.tileID,
queryData.featureSortOrder);
for (auto layer : bucketSymbols) {
auto& resultFeatures = resultsByLayer[layer.first];
std::move(layer.second.begin(), layer.second.end(), std::inserter(resultFeatures, resultFeatures.end()));
}
}
}
std::vector<Feature> Renderer::Impl::queryRenderedFeatures(const ScreenLineString& geometry, const RenderedQueryOptions& options, const std::vector<const RenderLayer*>& layers) const {
std::unordered_set<std::string> sourceIDs;
for (const RenderLayer* layer : layers) {
sourceIDs.emplace(layer->baseImpl->source);
}
mat4 projMatrix;
transformState.getProjMatrix(projMatrix);
std::unordered_map<std::string, std::vector<Feature>> resultsByLayer;
for (const auto& sourceID : sourceIDs) {
if (RenderSource* renderSource = getRenderSource(sourceID)) {
auto sourceResults = renderSource->queryRenderedFeatures(geometry, transformState, layers, options, projMatrix);
std::move(sourceResults.begin(), sourceResults.end(), std::inserter(resultsByLayer, resultsByLayer.begin()));
}
}
queryRenderedSymbols(resultsByLayer, geometry, layers, options);
std::vector<Feature> result;
if (resultsByLayer.empty()) {
return result;
}
// Combine all results based on the style layer renderItems.
for (const auto& layerImpl : *layerImpls) {
const RenderLayer* layer = getRenderLayer(layerImpl->id);
if (!layer->needsRendering() || !layer->supportsZoom(zoomHistory.lastZoom)) {
continue;
}
auto it = resultsByLayer.find(layer->baseImpl->id);
if (it != resultsByLayer.end()) {
std::move(it->second.begin(), it->second.end(), std::back_inserter(result));
}
}
return result;
}
std::vector<Feature> Renderer::Impl::queryShapeAnnotations(const ScreenLineString& geometry) const {
assert(LayerManager::annotationsEnabled);
std::vector<const RenderLayer*> shapeAnnotationLayers;
RenderedQueryOptions options;
for (const auto& layerImpl : *layerImpls) {
if (std::mismatch(layerImpl->id.begin(), layerImpl->id.end(),
AnnotationManager::ShapeLayerID.begin(), AnnotationManager::ShapeLayerID.end()).second == AnnotationManager::ShapeLayerID.end()) {
if (const RenderLayer* layer = getRenderLayer(layerImpl->id)) {
shapeAnnotationLayers.emplace_back(layer);
}
}
}
return queryRenderedFeatures(geometry, options, shapeAnnotationLayers);
}
std::vector<Feature> Renderer::Impl::querySourceFeatures(const std::string& sourceID, const SourceQueryOptions& options) const {
const RenderSource* source = getRenderSource(sourceID);
if (!source) return {};
return source->querySourceFeatures(options);
}
FeatureExtensionValue Renderer::Impl::queryFeatureExtensions(const std::string& sourceID,
const Feature& feature,
const std::string& extension,
const std::string& extensionField,
const optional<std::map<std::string, Value>>& args) const {
if (RenderSource* renderSource = getRenderSource(sourceID)) {
return renderSource->queryFeatureExtensions(feature, extension, extensionField, args);
}
return {};
}
void Renderer::Impl::reduceMemoryUse() {
assert(gfx::BackendScope::exists());
for (const auto& entry : renderSources) {
entry.second->reduceMemoryUse();
}
backend.getContext().performCleanup();
imageManager->reduceMemoryUse();
observer->onInvalidate();
}
void Renderer::Impl::dumpDebugLogs() {
for (const auto& entry : renderSources) {
entry.second->dumpDebugLogs();
}
imageManager->dumpDebugLogs();
}
RenderLayer* Renderer::Impl::getRenderLayer(const std::string& id) {
auto it = renderLayers.find(id);
return it != renderLayers.end() ? it->second.get() : nullptr;
}
const RenderLayer* Renderer::Impl::getRenderLayer(const std::string& id) const {
auto it = renderLayers.find(id);
return it != renderLayers.end() ? it->second.get() : nullptr;
}
RenderSource* Renderer::Impl::getRenderSource(const std::string& id) const {
auto it = renderSources.find(id);
return it != renderSources.end() ? it->second.get() : nullptr;
}
bool Renderer::Impl::hasTransitions(TimePoint timePoint) const {
if (renderLight.hasTransition()) {
return true;
}
for (const auto& entry : renderLayers) {
if (entry.second->hasTransition()) {
return true;
}
}
if (placement->hasTransitions(timePoint)) {
return true;
}
for (const auto& entry : renderSources) {
if (entry.second->hasFadingTiles()) {
return true;
}
}
return false;
}
bool Renderer::Impl::isLoaded() const {
for (const auto& entry: renderSources) {
if (!entry.second->isLoaded()) {
return false;
}
}
if (!imageManager->isLoaded()) {
return false;
}
return true;
}
void Renderer::Impl::onGlyphsError(const FontStack& fontStack, const GlyphRange& glyphRange, std::exception_ptr error) {
Log::Error(Event::Style, "Failed to load glyph range %d-%d for font stack %s: %s",
glyphRange.first, glyphRange.second, fontStackToString(fontStack).c_str(), util::toString(error).c_str());
observer->onResourceError(error);
}
void Renderer::Impl::onTileError(RenderSource& source, const OverscaledTileID& tileID, std::exception_ptr error) {
Log::Error(Event::Style, "Failed to load tile %s for source %s: %s",
util::toString(tileID).c_str(), source.baseImpl->id.c_str(), util::toString(error).c_str());
observer->onResourceError(error);
}
void Renderer::Impl::onTileChanged(RenderSource&, const OverscaledTileID&) {
observer->onInvalidate();
}
void Renderer::Impl::onStyleImageMissing(const std::string& id, std::function<void()> done) {
observer->onStyleImageMissing(id, std::move(done));
}
void Renderer::Impl::onRemoveUnusedStyleImages(const std::vector<std::string>& unusedImageIDs) {
observer->onRemoveUnusedStyleImages(unusedImageIDs);
}
} // namespace mbgl