Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: Tim Sylvester <tim@wetdogweather.com> Co-authored-by: Bart Louwers <bart@emeel.net> Co-authored-by: Alex Cristici <alex.cristici@gmail.com> Co-authored-by: Stefan Karschti <stefan.karschti@gmail.com> Co-authored-by: Alex Cristici <alex@skoon.energy> Co-authored-by: Bart Louwers <bart.louwers@gmail.com> Co-authored-by: Wei Chen <alanchenboy@gmail.com> Co-authored-by: Siarhei Fedartsou <siarhei.fedartsou@gmail.com> Co-authored-by: tdcosta100 <tdcosta100@gmail.com>
106 lines
3.5 KiB
C++
106 lines
3.5 KiB
C++
#pragma once
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#include <mbgl/util/immutable.hpp>
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#include <array>
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#include <memory>
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#include <string>
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#include <vector>
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namespace mbgl {
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namespace gfx {
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class Drawable;
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class UniformBuffer;
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using UniformBufferPtr = std::shared_ptr<UniformBuffer>;
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} // namespace gfx
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namespace shaders {
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enum class AttributeSource : int32_t;
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struct ExpressionInputsUBO;
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} // namespace shaders
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namespace style {
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class LayerProperties;
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enum class TranslateAnchorType : bool;
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} // namespace style
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class TransformState;
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class LayerGroupBase;
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class PaintParameters;
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class RenderTree;
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class UnwrappedTileID;
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using mat4 = std::array<double, 16>;
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/**
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Base class for layer tweakers, which manipulate layer group per frame
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*/
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class LayerTweaker {
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protected:
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LayerTweaker(std::string id, Immutable<style::LayerProperties> properties);
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public:
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LayerTweaker() = delete;
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virtual ~LayerTweaker() = default;
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const std::string& getID() const { return id; }
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#if MLN_RENDER_BACKEND_METAL
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/// Build the common expression inupts UBO
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static shaders::ExpressionInputsUBO buildExpressionUBO(double zoom, uint64_t frameCount);
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/// @brief Check whether a property name exists within the previously set collection.
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/// @details The string value provided is expected to have the "a_" prefix, as defined in the shader classes.
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bool hasPropertyAsUniform(std::string_view) const;
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shaders::AttributeSource getAttributeSource(const std::string_view& attribName) const;
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#endif // MLN_RENDER_BACKEND_METAL
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/// @brief Set the collection of attribute names which will be provided at uniform values rather than per-vertex
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/// attributes.
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/// @details These values should not have "a_" prefixes, as produced by `readDataDrivenPaintProperties`.
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#if MLN_RENDER_BACKEND_OPENGL
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void setPropertiesAsUniforms(const std::vector<std::string>&) {}
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#else
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void setPropertiesAsUniforms(std::vector<std::string>);
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#endif
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void enableOverdrawInspector(bool);
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virtual void execute(LayerGroupBase&, const RenderTree&, const PaintParameters&) = 0;
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void updateProperties(Immutable<style::LayerProperties>);
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protected:
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/// Determine whether this tweaker should apply to the given drawable
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bool checkTweakDrawable(const gfx::Drawable&) const;
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/// Calculate matrices for this tile.
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/// @param nearClipped If true, the near plane is moved further to enhance depth buffer precision.
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/// @param inViewportPixelUnits If false, the translation is scaled based on the current zoom.
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static mat4 getTileMatrix(const UnwrappedTileID&,
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const RenderTree&,
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const TransformState&,
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const std::array<float, 2>& translation,
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style::TranslateAnchorType,
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bool nearClipped,
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bool inViewportPixelUnits,
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bool aligned = false);
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protected:
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std::string id;
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Immutable<style::LayerProperties> evaluatedProperties;
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#if MLN_RENDER_BACKEND_METAL
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// For Metal, whether a property is provided through attribtues or uniforms is specified in
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// a uniform buffer rather than by a shader compiled with different preprocessor definitions.
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std::vector<std::string> propertiesAsUniforms;
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#endif // MLN_RENDER_BACKEND_METAL
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// Indicates that the evaluated properties have changed
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bool propertiesUpdated = true;
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// Indicates that the properties-as-uniforms has changed
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bool permutationUpdated = true;
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bool overdrawInspector = false;
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};
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} // namespace mbgl
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