121 lines
4.1 KiB
C++
121 lines
4.1 KiB
C++
#pragma once
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#include <mbgl/layout/layout.hpp>
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#include <mbgl/renderer/render_pass.hpp>
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#include <mbgl/style/layer_impl.hpp>
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#include <mbgl/style/layer_type.hpp>
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#include <mbgl/tile/geometry_tile_data.hpp>
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#include <mbgl/util/mat4.hpp>
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#include <memory>
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#include <string>
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namespace mbgl {
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class Bucket;
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class BucketParameters;
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class TransitionParameters;
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class PropertyEvaluationParameters;
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class PaintParameters;
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class RenderSource;
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class RenderTile;
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class TransformState;
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class RenderLayer {
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protected:
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RenderLayer(style::LayerType, Immutable<style::Layer::Impl>);
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const style::LayerType type;
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public:
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static std::unique_ptr<RenderLayer> create(Immutable<style::Layer::Impl>);
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virtual ~RenderLayer() = default;
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// Begin transitions for any properties that have changed since the last frame.
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virtual void transition(const TransitionParameters&) = 0;
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// Fully evaluate possibly-transitioning paint properties based on a zoom level.
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virtual void evaluate(const PropertyEvaluationParameters&) = 0;
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// Returns true if any paint properties have active transitions.
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virtual bool hasTransition() const = 0;
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// Returns true if the layer has a pattern property and is actively crossfading.
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virtual bool hasCrossfade() const = 0;
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// Check whether this layer is of the given subtype.
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template <class T>
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bool is() const;
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// Dynamically cast this layer to the given subtype.
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template <class T>
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T* as() {
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return is<T>() ? reinterpret_cast<T*>(this) : nullptr;
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}
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template <class T>
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const T* as() const {
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return is<T>() ? reinterpret_cast<const T*>(this) : nullptr;
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}
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const std::string& getID() const;
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// Checks whether this layer needs to be rendered in the given render pass.
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bool hasRenderPass(RenderPass) const;
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// Checks whether this layer can be rendered.
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bool needsRendering(float zoom) const;
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virtual void render(PaintParameters&, RenderSource*) = 0;
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// Check wether the given geometry intersects
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// with the feature
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virtual bool queryIntersectsFeature(
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const GeometryCoordinates&,
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const GeometryTileFeature&,
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const float,
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const TransformState&,
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const float,
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const mat4&) const { return false; };
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virtual std::unique_ptr<Bucket> createBucket(const BucketParameters&, const std::vector<const RenderLayer*>&) const = 0;
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virtual std::unique_ptr<Layout> createLayout(const BucketParameters&,
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const std::vector<const RenderLayer*>&,
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std::unique_ptr<GeometryTileLayer>,
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GlyphDependencies&,
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ImageDependencies&) const {
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return nullptr;
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}
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void setRenderTiles(std::vector<std::reference_wrapper<RenderTile>>);
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// Private implementation
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Immutable<style::Layer::Impl> baseImpl;
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void setImpl(Immutable<style::Layer::Impl>);
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friend std::string layoutKey(const RenderLayer&);
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protected:
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// Checks whether the current hardware can render this layer. If it can't, we'll show a warning
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// in the console to inform the developer.
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void checkRenderability(const PaintParameters&, uint32_t activeBindingCount);
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protected:
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// renderTiles are exposed directly to CrossTileSymbolIndex and Placement so they
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// can update opacities in the symbol buckets immediately before rendering
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friend class CrossTileSymbolIndex;
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friend class Placement;
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// Stores current set of tiles to be rendered for this layer.
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std::vector<std::reference_wrapper<RenderTile>> renderTiles;
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// Stores what render passes this layer is currently enabled for. This depends on the
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// evaluated StyleProperties object and is updated accordingly.
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RenderPass passes = RenderPass::None;
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private:
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// Some layers may not render correctly on some hardware when the vertex attribute limit of
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// that GPU is exceeded. More attributes are used when adding many data driven paint properties
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// to a layer.
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bool hasRenderFailures = false;
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};
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} // namespace mbgl
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