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#pragma once
#include <mbgl/style/layer.hpp>
namespace mbgl {
namespace style {
/**
* Initialize any GL state needed by the custom layer. This method is called once, from the
* rendering 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 altitude;
};
/**
* 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 rendering 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<CustomLayer>() const {
return type == Type::Custom;
}
} // namespace style
} // namespace mbgl
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