78 lines
2.5 KiB
C++
78 lines
2.5 KiB
C++
#include <mbgl/renderer/layers/render_custom_layer.hpp>
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#include <mbgl/renderer/paint_parameters.hpp>
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#include <mbgl/renderer/backend_scope.hpp>
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#include <mbgl/renderer/renderer_backend.hpp>
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#include <mbgl/renderer/bucket.hpp>
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#include <mbgl/style/layers/custom_layer_impl.hpp>
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#include <mbgl/map/transform_state.hpp>
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namespace mbgl {
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using namespace style;
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RenderCustomLayer::RenderCustomLayer(Immutable<style::CustomLayer::Impl> _impl)
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: RenderLayer(LayerType::Custom, _impl) {
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}
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RenderCustomLayer::~RenderCustomLayer() {
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assert(BackendScope::exists());
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if (initialized && !contextDestroyed && impl().deinitializeFn) {
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impl().deinitializeFn(impl().context);
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}
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}
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const CustomLayer::Impl& RenderCustomLayer::impl() const {
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return static_cast<const CustomLayer::Impl&>(*baseImpl);
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}
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void RenderCustomLayer::evaluate(const PropertyEvaluationParameters&) {
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passes = RenderPass::Translucent;
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}
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bool RenderCustomLayer::hasTransition() const {
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return false;
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}
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std::unique_ptr<Bucket> RenderCustomLayer::createBucket(const BucketParameters&, const std::vector<const RenderLayer*>&) const {
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assert(false);
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return nullptr;
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}
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void RenderCustomLayer::render(PaintParameters& paintParameters, RenderSource*) {
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if (!initialized) {
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assert(impl().initializeFn);
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impl().initializeFn(impl().context);
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initialized = true;
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}
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gl::Context& context = paintParameters.context;
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const TransformState& state = paintParameters.state;
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// Reset GL state to a known state so the CustomLayer always has a clean slate.
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context.bindVertexArray = 0;
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context.setDepthMode(paintParameters.depthModeForSublayer(0, gl::DepthMode::ReadOnly));
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context.setStencilMode(gl::StencilMode::disabled());
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context.setColorMode(paintParameters.colorModeForRenderPass());
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CustomLayerRenderParameters parameters;
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parameters.width = state.getSize().width;
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parameters.height = state.getSize().height;
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parameters.latitude = state.getLatLng().latitude();
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parameters.longitude = state.getLatLng().longitude();
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parameters.zoom = state.getZoom();
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parameters.bearing = -state.getAngle() * util::RAD2DEG;
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parameters.pitch = state.getPitch();
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parameters.fieldOfView = state.getFieldOfView();
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assert(impl().renderFn);
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impl().renderFn(impl().context, parameters);
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// Reset the view back to our original one, just in case the CustomLayer changed
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// the viewport or Framebuffer.
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paintParameters.backend.bind();
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context.setDirtyState();
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}
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} // namespace mbgl
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