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#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.bindVertexArray = 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
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