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#include <mbgl/renderer/layers/render_custom_layer.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/gfx/renderer_backend.hpp>
#include <mbgl/gfx/backend_scope.hpp>
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/platform/gl_functions.hpp>
#include <mbgl/style/layers/custom_layer_impl.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/renderable_resource.hpp>
#include <mbgl/util/mat4.hpp>
namespace mbgl {
using namespace style;
inline const CustomLayer::Impl& impl(const Immutable<style::Layer::Impl>& impl) {
return static_cast<const CustomLayer::Impl&>(*impl);
}
RenderCustomLayer::RenderCustomLayer(Immutable<style::CustomLayer::Impl> _impl)
: RenderLayer(makeMutable<CustomLayerProperties>(std::move(_impl))),
host(impl(baseImpl).host) {
assert(gfx::BackendScope::exists());
MBGL_CHECK_ERROR(host->initialize());
}
RenderCustomLayer::~RenderCustomLayer() {
assert(gfx::BackendScope::exists());
if (contextDestroyed) {
host->contextLost();
} else {
MBGL_CHECK_ERROR(host->deinitialize());
}
}
void RenderCustomLayer::evaluate(const PropertyEvaluationParameters&) {
passes = RenderPass::Translucent;
// It is fine to not update `evaluatedProperties`, as `baseImpl` should never be updated for this layer.
}
bool RenderCustomLayer::hasTransition() const {
return false;
}
bool RenderCustomLayer::hasCrossfade() const {
return false;
}
void RenderCustomLayer::markContextDestroyed() {
contextDestroyed = true;
}
void RenderCustomLayer::prepare(const LayerPrepareParameters&) {
}
void RenderCustomLayer::render(PaintParameters& paintParameters) {
if (host != impl(baseImpl).host) {
//If the context changed, deinitialize the previous one before initializing the new one.
if (host && !contextDestroyed) {
MBGL_CHECK_ERROR(host->deinitialize());
}
host = impl(baseImpl).host;
MBGL_CHECK_ERROR(host->initialize());
}
// TODO: remove cast
auto& glContext = static_cast<gl::Context&>(paintParameters.context);
const TransformState& state = paintParameters.state;
// Reset GL state to a known state so the CustomLayer always has a clean slate.
glContext.bindVertexArray = 0;
glContext.setDepthMode(paintParameters.depthModeForSublayer(0, gfx::DepthMaskType::ReadOnly));
glContext.setStencilMode(gfx::StencilMode::disabled());
glContext.setColorMode(paintParameters.colorModeForRenderPass());
glContext.setCullFaceMode(gfx::CullFaceMode::disabled());
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.getBearing() * util::RAD2DEG;
parameters.pitch = state.getPitch();
parameters.fieldOfView = state.getFieldOfView();
mat4 projMatrix;
state.getProjMatrix(projMatrix);
parameters.projectionMatrix = projMatrix;
MBGL_CHECK_ERROR(host->render(parameters));
// Reset the view back to our original one, just in case the CustomLayer changed
// the viewport or Framebuffer.
paintParameters.backend.getDefaultRenderable().getResource<gl::RenderableResource>().bind();
glContext.setDirtyState();
}
} // namespace mbgl
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