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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_hillshade_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/renderer/layers/render_heatmap_layer.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/style/types.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/util/logging.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::Hillshade:
return std::make_unique<RenderHillshadeLayer>(staticImmutableCast<HillshadeLayer::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));
case LayerType::Heatmap:
return std::make_unique<RenderHeatmapLayer>(staticImmutableCast<HeatmapLayer::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::checkRenderability(const PaintParameters& parameters,
const uint32_t activeBindingCount) {
// Only warn once for every layer.
if (hasRenderFailures) {
return;
}
if (activeBindingCount > parameters.context.maximumVertexBindingCount) {
Log::Error(Event::OpenGL,
"The layer '%s' uses more data-driven properties than the current device "
"supports, and will have rendering errors. To ensure compatibility with this "
"device, use %d fewer data driven properties in this layer.",
getID().c_str(),
activeBindingCount - parameters.context.minimumRequiredVertexBindingCount);
hasRenderFailures = true;
} else if (activeBindingCount > parameters.context.minimumRequiredVertexBindingCount) {
Log::Error(Event::OpenGL,
"The layer '%s' uses more data-driven properties than some devices may support. "
"Though it will render correctly on this device, it may have rendering errors "
"on other devices. To ensure compatibility with all devices, use %d fewer "
"data-driven properties in this layer.",
getID().c_str(),
activeBindingCount - parameters.context.minimumRequiredVertexBindingCount);
hasRenderFailures = true;
}
}
} //namespace mbgl
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