#pragma once #include #include #include #include #include #include #include namespace mbgl { class Bucket; class TransitionParameters; class PropertyEvaluationParameters; class PaintParameters; class RenderSource; class RenderLayerSymbolInterface; class RenderTile; class TransformState; class LayerRenderData { public: std::shared_ptr bucket; Immutable layerProperties; }; class RenderLayer { protected: RenderLayer(Immutable); public: virtual ~RenderLayer() = default; // Begin transitions for any properties that have changed since the last frame. virtual void transition(const TransitionParameters&) = 0; // Fully evaluate possibly-transitioning paint properties based on a zoom level. // Updates the contained `evaluatedProperties` member. virtual void evaluate(const PropertyEvaluationParameters&) = 0; // Returns true if any paint properties have active transitions. virtual bool hasTransition() const = 0; // Returns true if the layer has a pattern property and is actively crossfading. virtual bool hasCrossfade() const = 0; // Returns instance of RenderLayerSymbolInterface if RenderLayer supports it. virtual const RenderLayerSymbolInterface* getSymbolInterface() const; const std::string& getID() const; // Checks whether this layer needs to be rendered in the given render pass. bool hasRenderPass(RenderPass) const; // Checks whether this layer can be rendered. bool needsRendering(float zoom) const; virtual void render(PaintParameters&, RenderSource*) = 0; // Check wether the given geometry intersects // with the feature virtual bool queryIntersectsFeature( const GeometryCoordinates&, const GeometryTileFeature&, const float, const TransformState&, const float, const mat4&) const { return false; }; using RenderTiles = std::vector>; virtual void setRenderTiles(RenderTiles, const TransformState&); // Latest evaluated properties. Immutable evaluatedProperties; // Private implementation Immutable baseImpl; void setImpl(Immutable); virtual void markContextDestroyed(); // TODO: Figure out how to remove this or whether layers other than // RenderHeatmapLayer and RenderLineLayer need paint property updates, // similar to color ramp. Temporarily moved to the base. virtual void update(); // TODO: Only for background layers. virtual optional getSolidBackground() const; protected: // Checks whether the current hardware can render this layer. If it can't, we'll show a warning // in the console to inform the developer. void checkRenderability(const PaintParameters&, uint32_t activeBindingCount); // For some layers, we want Buckets to cache their corresponding paint properties, so that outdated buckets (and // the cached paint properties) can be still in use while the tile is loading new buckets (which will // correpond to the current paint properties of the layer). virtual void updateBucketPaintProperties(Bucket*) const; using FilterFunctionPtr = bool (*)(RenderTile&); RenderTiles filterRenderTiles(RenderTiles, FilterFunctionPtr) const; protected: // Stores current set of tiles to be rendered for this layer. std::vector> renderTiles; // Stores what render passes this layer is currently enabled for. This depends on the // evaluated StyleProperties object and is updated accordingly. RenderPass passes = RenderPass::None; private: // Some layers may not render correctly on some hardware when the vertex attribute limit of // that GPU is exceeded. More attributes are used when adding many data driven paint properties // to a layer. bool hasRenderFailures = false; }; } // namespace mbgl