#pragma once #include #include #include #include #include #include #include #include #include namespace mbgl { class Bucket; class TransitionParameters; class PropertyEvaluationParameters; class UploadParameters; class PaintParameters; class RenderSource; class RenderTile; class TransformState; class PatternAtlas; class LineAtlas; class LayerRenderData { public: std::shared_ptr bucket; Immutable layerProperties; }; class LayerPlacementData { public: std::reference_wrapper bucket; std::reference_wrapper tile; std::shared_ptr featureIndex; }; class LayerPrepareParameters { public: RenderSource* source; ImageManager& imageManager; PatternAtlas& patternAtlas; LineAtlas& lineAtlas; const TransformState& state; }; class LayerRenderItem; using RenderTiles = std::vector>; using LayerUploader = std::function; using LayerRenderer = std::function; class LayerRenderItem final : public RenderItem { public: LayerRenderItem(RenderTiles, LayerRenderer, LayerUploader, Immutable, RenderPass); ~LayerRenderItem(); RenderTiles renderTiles; LayerRenderer renderer; LayerUploader uploader; Immutable evaluatedProperties; void checkRenderability(const PaintParameters&, uint32_t activeBindingCount) const; private: bool hasRenderPass(RenderPass pass) const override { return bool(renderPass & pass); } void upload(gfx::UploadPass& pass) const override { if (uploader) uploader(pass);} void render(PaintParameters& parameters) const override { assert(renderer); renderer(parameters, *this); } const std::string& getName() const override { return evaluatedProperties->baseImpl->id; } RenderPass renderPass; // 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. mutable bool hasRenderFailures = false; }; class RenderLayer { protected: RenderLayer(Immutable); public: virtual ~RenderLayer() = default; LayerRenderItem createRenderItem(); // Begin transitions for any properties that have changed since the last frame. virtual void transition(const TransitionParameters&) = 0; // Overloaded version for transitions to a new layer impl. void transition(const TransitionParameters&, Immutable newImpl); // 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 true is the layer is subject to placement. bool needsPlacement() 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() const; // Checks whether the given zoom is inside this layer zoom range. bool supportsZoom(float zoom) const; virtual void render(PaintParameters&) = 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; }; virtual void prepare(const LayerPrepareParameters&); const std::vector& getPlacementData() const { return placementData; } // Latest evaluated properties. Immutable evaluatedProperties; // Private implementation Immutable baseImpl; virtual void markContextDestroyed(); // TODO: Only for background layers. virtual optional getSolidBackground() const; protected: virtual LayerRenderer createRenderer(); virtual LayerUploader createUploader(); // 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); protected: // Stores current set of tiles to be rendered for this layer. RenderTiles 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; std::vector placementData; private: RenderTiles filterRenderTiles(RenderTiles) const; // 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