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-rw-r--r--src/mbgl/renderer/layers/render_custom_layer.cpp76
1 files changed, 76 insertions, 0 deletions
diff --git a/src/mbgl/renderer/layers/render_custom_layer.cpp b/src/mbgl/renderer/layers/render_custom_layer.cpp
new file mode 100644
index 0000000000..4d6084075d
--- /dev/null
+++ b/src/mbgl/renderer/layers/render_custom_layer.cpp
@@ -0,0 +1,76 @@
+#include <mbgl/renderer/layers/render_custom_layer.hpp>
+#include <mbgl/renderer/painter.hpp>
+#include <mbgl/renderer/paint_parameters.hpp>
+#include <mbgl/style/layers/custom_layer_impl.hpp>
+#include <mbgl/map/transform_state.hpp>
+#include <mbgl/map/backend_scope.hpp>
+
+namespace mbgl {
+
+using namespace style;
+
+RenderCustomLayer::RenderCustomLayer(Immutable<style::CustomLayer::Impl> _impl)
+ : RenderLayer(LayerType::Custom, _impl) {
+}
+
+RenderCustomLayer::~RenderCustomLayer() {
+ assert(BackendScope::exists());
+ if (initialized && impl().deinitializeFn) {
+ impl().deinitializeFn(impl().context);
+ }
+}
+
+const CustomLayer::Impl& RenderCustomLayer::impl() const {
+ return static_cast<const CustomLayer::Impl&>(*baseImpl);
+}
+
+void RenderCustomLayer::evaluate(const PropertyEvaluationParameters&) {
+ passes = RenderPass::Translucent;
+}
+
+bool RenderCustomLayer::hasTransition() const {
+ return false;
+}
+
+std::unique_ptr<Bucket> RenderCustomLayer::createBucket(const BucketParameters&, const std::vector<const RenderLayer*>&) const {
+ assert(false);
+ return nullptr;
+}
+
+void RenderCustomLayer::render(Painter& painter, PaintParameters& paintParameters, RenderSource*) {
+ if (!initialized) {
+ assert(impl().initializeFn);
+ impl().initializeFn(impl().context);
+ initialized = true;
+ }
+
+ gl::Context& context = painter.context;
+ const TransformState& state = painter.state;
+
+ // Reset GL state to a known state so the CustomLayer always has a clean slate.
+ context.vertexArrayObject = 0;
+ context.setDepthMode(painter.depthModeForSublayer(0, gl::DepthMode::ReadOnly));
+ context.setStencilMode(gl::StencilMode::disabled());
+ context.setColorMode(painter.colorModeForRenderPass());
+
+ CustomLayerRenderParameters parameters;
+
+ parameters.width = state.getSize().width;
+ parameters.height = state.getSize().height;
+ parameters.latitude = state.getLatLng().latitude();
+ parameters.longitude = state.getLatLng().longitude();
+ parameters.zoom = state.getZoom();
+ parameters.bearing = -state.getAngle() * util::RAD2DEG;
+ parameters.pitch = state.getPitch();
+ parameters.fieldOfView = state.getFieldOfView();
+
+ assert(impl().renderFn);
+ impl().renderFn(impl().context, parameters);
+
+ // Reset the view back to our original one, just in case the CustomLayer changed
+ // the viewport or Framebuffer.
+ paintParameters.view.bind();
+ context.setDirtyState();
+}
+
+} // namespace mbgl