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#include <mbgl/renderer/layers/render_custom_layer.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/renderer/backend_scope.hpp>
#include <mbgl/renderer/renderer_backend.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/util/mat4.hpp>
namespace mbgl {
using namespace style;
RenderCustomLayer::RenderCustomLayer(Immutable<style::CustomLayer::Impl> _impl)
: RenderLayer(std::move(_impl)), host(impl().host) {
assert(BackendScope::exists());
MBGL_CHECK_ERROR(host->initialize());
}
RenderCustomLayer::~RenderCustomLayer() {
assert(BackendScope::exists());
if (contextDestroyed) {
host->contextLost();
} else {
MBGL_CHECK_ERROR(host->deinitialize());
}
}
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;
}
bool RenderCustomLayer::hasCrossfade() const {
return false;
}
void RenderCustomLayer::markContextDestroyed() {
contextDestroyed = true;
}
void RenderCustomLayer::render(PaintParameters& paintParameters, RenderSource*) {
if (host != impl().host) {
//If the context changed, deinitialize the previous one before initializing the new one.
if (host && !contextDestroyed) {
MBGL_CHECK_ERROR(host->deinitialize());
}
host = impl().host;
MBGL_CHECK_ERROR(host->initialize());
}
gl::Context& glContext = 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(gl::StencilMode::disabled());
glContext.setColorMode(paintParameters.colorModeForRenderPass());
glContext.setCullFaceMode(gl::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.getAngle() * 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.bind();
glContext.setDirtyState();
}
} // namespace mbgl
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