#pragma once #include namespace mbgl { namespace style { /** * Initialize any GL state needed by the custom layer. This method is called once, from the * main thread, at a point when the GL context is active but before rendering for the first * time. * * Resources that are acquired in this method must be released in the UninitializeFunction. */ using CustomLayerInitializeFunction = void (*)(void* context); /** * Parameters that define the current camera position for a CustomLayerRenderFunction. */ struct CustomLayerRenderParameters { double width; double height; double latitude; double longitude; double zoom; double bearing; double pitch; double fieldOfView; }; /** * Render the layer. This method is called once per frame. The implementation should not make * any assumptions about the GL state (other than that the correct context is active). It may * make changes to the state, and is not required to reset values such as the depth mask, stencil * mask, and corresponding test flags to their original values. * Make sure that you are drawing your fragments with a z value of 1 to take advantage of the * opaque fragment culling in case there are opaque layers above your custom layer. */ using CustomLayerRenderFunction = void (*)(void* context, const CustomLayerRenderParameters&); /** * Destroy any GL state needed by the custom layer, and deallocate context, if necessary. This * method is called once, from the main thread, at a point when the GL context is active. * * Note that it may be called even when the InitializeFunction has not been called. */ using CustomLayerDeinitializeFunction = void (*)(void* context); class CustomLayer : public Layer { public: CustomLayer(const std::string& id, CustomLayerInitializeFunction, CustomLayerRenderFunction, CustomLayerDeinitializeFunction, void* context); ~CustomLayer() final; // Private implementation class Impl; Impl* impl; CustomLayer(const Impl&); CustomLayer(const CustomLayer&) = delete; }; template <> inline bool Layer::is() const { return type == Type::Custom; } } // namespace style } // namespace mbgl