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#include <mbgl/renderer/render_layer.hpp>
#include <mbgl/renderer/layers/render_background_layer.hpp>
#include <mbgl/renderer/layers/render_circle_layer.hpp>
#include <mbgl/renderer/layers/render_custom_layer.hpp>
#include <mbgl/renderer/layers/render_fill_extrusion_layer.hpp>
#include <mbgl/renderer/layers/render_fill_layer.hpp>
#include <mbgl/renderer/layers/render_line_layer.hpp>
#include <mbgl/renderer/layers/render_raster_layer.hpp>
#include <mbgl/renderer/layers/render_symbol_layer.hpp>
#include <mbgl/style/types.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/tile/tile.hpp>
namespace mbgl {
using namespace style;
std::unique_ptr<RenderLayer> RenderLayer::create(Immutable<Layer::Impl> impl) {
switch (impl->type) {
case LayerType::Fill:
return std::make_unique<RenderFillLayer>(staticImmutableCast<FillLayer::Impl>(impl));
case LayerType::Line:
return std::make_unique<RenderLineLayer>(staticImmutableCast<LineLayer::Impl>(impl));
case LayerType::Circle:
return std::make_unique<RenderCircleLayer>(staticImmutableCast<CircleLayer::Impl>(impl));
case LayerType::Symbol:
return std::make_unique<RenderSymbolLayer>(staticImmutableCast<SymbolLayer::Impl>(impl));
case LayerType::Raster:
return std::make_unique<RenderRasterLayer>(staticImmutableCast<RasterLayer::Impl>(impl));
case LayerType::Background:
return std::make_unique<RenderBackgroundLayer>(staticImmutableCast<BackgroundLayer::Impl>(impl));
case LayerType::Custom:
return std::make_unique<RenderCustomLayer>(staticImmutableCast<CustomLayer::Impl>(impl));
case LayerType::FillExtrusion:
return std::make_unique<RenderFillExtrusionLayer>(staticImmutableCast<FillExtrusionLayer::Impl>(impl));
}
// Not reachable, but placate GCC.
assert(false);
return nullptr;
}
RenderLayer::RenderLayer(style::LayerType type_, Immutable<style::Layer::Impl> baseImpl_)
: type(type_),
baseImpl(baseImpl_) {
}
void RenderLayer::setImpl(Immutable<style::Layer::Impl> impl) {
baseImpl = impl;
}
const std::string& RenderLayer::getID() const {
return baseImpl->id;
}
bool RenderLayer::hasRenderPass(RenderPass pass) const {
return bool(passes & pass);
}
bool RenderLayer::needsRendering(float zoom) const {
return passes != RenderPass::None
&& baseImpl->visibility != style::VisibilityType::None
&& baseImpl->minZoom <= zoom
&& baseImpl->maxZoom >= zoom;
}
void RenderLayer::setRenderTiles(std::vector<std::reference_wrapper<RenderTile>> tiles) {
renderTiles = std::move(tiles);
}
void RenderLayer::uploadBuckets(gl::Context& context, RenderSource*) {
for (const auto& tileRef : renderTiles) {
const auto& bucket = tileRef.get().tile.getBucket(*baseImpl);
if (bucket && bucket->needsUpload()) {
bucket->upload(context);
}
}
}
void RenderLayer::render(Painter& painter, PaintParameters& parameters, RenderSource*) {
for (auto& tileRef : renderTiles) {
auto& tile = tileRef.get();
auto bucket = tile.tile.getBucket(*baseImpl);
bucket->render(painter, parameters, *this, tile);
}
}
} //namespace mbgl
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