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MapLibreParticleLab/include/mbgl/gfx/drawable.hpp
mwilsnd a745329eb1 Add Texture2D and use it in PatternAtlas (#1183)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2023-08-31 15:36:19 +02:00

209 lines
7.4 KiB
C++

#pragma once
#include <mbgl/gfx/uniform_buffer.hpp>
#include <mbgl/gfx/vertex_attribute.hpp>
#include <mbgl/tile/tile_id.hpp>
#include <mbgl/util/color.hpp>
#include <mbgl/util/identity.hpp>
#include <mbgl/util/traits.hpp>
#include <mbgl/gfx/texture2d.hpp>
#include <cstdint>
#include <memory>
#include <optional>
#include <vector>
namespace mbgl {
class Color;
class PaintParameters;
enum class RenderPass : uint8_t;
namespace gfx {
class CullFaceMode;
enum class DepthMaskType : bool;
class DrawableTweaker;
class DrawMode;
class ShaderProgramBase;
using ShaderProgramBasePtr = std::shared_ptr<ShaderProgramBase>;
using DrawPriority = int64_t;
using DrawableTweakerPtr = std::shared_ptr<DrawableTweaker>;
class Drawable {
public:
struct TextureAttachment {
/// @brief A Texture2D instance
std::shared_ptr<gfx::Texture2D> texture{nullptr};
/// @brief A sampler location to bind the texture to
int32_t location{0};
TextureAttachment() = delete;
TextureAttachment(std::shared_ptr<gfx::Texture2D> tex, int32_t loc)
: texture(std::move(tex)),
location(loc) {}
};
using Textures = std::vector<TextureAttachment>;
protected:
Drawable(std::string name);
public:
virtual ~Drawable();
struct DrawSegment;
using UniqueDrawSegment = std::unique_ptr<DrawSegment>;
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; }
/// @brief Remove an attached texture from this drawable at the given sampler location
/// @param location Texture sampler location
void removeTexture(int32_t location);
/// @brief Return the textures attached to this drawable
/// @return Texture and sampler location pairs
const Textures& getTextures() const { return textures; };
/// @brief Set the collection of textures bound to this drawable
/// @param textures_ A Textures collection to set
void setTextures(const Textures& textures_) noexcept { textures = textures_; }
/// @brief Attach the given texture to this drawable at the given sampler location.
/// @param texture Texture2D instance
/// @param location A sampler location in the shader being used with this drawable.
void setTexture(std::shared_ptr<gfx::Texture2D>& texture, int32_t location);
/// 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<OverscaledTileID> 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;
/// Get the tweakers attached to this drawable
const std::vector<DrawableTweakerPtr>& 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<float>(components[0] / 255.0),
static_cast<float>(components[1] / 255.0),
static_cast<float>(components[2] / 255.0),
static_cast<float>(components[3])};
}
protected:
std::string name;
util::SimpleIdentity uniqueID;
gfx::ShaderProgramBasePtr shader;
mbgl::RenderPass renderPass;
mat4 matrix; //= matrix::identity4();
std::optional<OverscaledTileID> 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> impl;
Textures textures;
std::vector<DrawableTweakerPtr> tweakers;
};
using DrawablePtr = std::shared_ptr<Drawable>;
using UniqueDrawable = std::unique_ptr<Drawable>;
/// 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