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#pragma once
#include <mbgl/layout/layout.hpp>
#include <mbgl/renderer/render_pass.hpp>
#include <mbgl/style/layer_impl.hpp>
#include <mbgl/style/layer_type.hpp>
#include <mbgl/tile/geometry_tile_data.hpp>
#include <mbgl/util/mat4.hpp>
#include <memory>
#include <string>
namespace mbgl {
class Bucket;
class BucketParameters;
class TransitionParameters;
class PropertyEvaluationParameters;
class PaintParameters;
class RenderSource;
class RenderTile;
class TransformState;
class RenderLayer {
protected:
RenderLayer(style::LayerType, Immutable<style::Layer::Impl>);
const style::LayerType type;
public:
static std::unique_ptr<RenderLayer> create(Immutable<style::Layer::Impl>);
virtual ~RenderLayer() = default;
// Begin transitions for any properties that have changed since the last frame.
virtual void transition(const TransitionParameters&) = 0;
// Fully evaluate possibly-transitioning paint properties based on a zoom level.
virtual void evaluate(const PropertyEvaluationParameters&) = 0;
// Returns true if any paint properties have active transitions.
virtual bool hasTransition() const = 0;
// Returns true if the layer has a pattern property and is actively crossfading.
virtual bool hasCrossfade() const = 0;
// Check whether this layer is of the given subtype.
template <class T>
bool is() const;
// Dynamically cast this layer to the given subtype.
template <class T>
T* as() {
return is<T>() ? reinterpret_cast<T*>(this) : nullptr;
}
template <class T>
const T* as() const {
return is<T>() ? reinterpret_cast<const T*>(this) : nullptr;
}
const std::string& getID() const;
// Checks whether this layer needs to be rendered in the given render pass.
bool hasRenderPass(RenderPass) const;
// Checks whether this layer can be rendered.
bool needsRendering(float zoom) const;
virtual void render(PaintParameters&, RenderSource*) = 0;
// Check wether the given geometry intersects
// with the feature
virtual bool queryIntersectsFeature(
const GeometryCoordinates&,
const GeometryTileFeature&,
const float,
const TransformState&,
const float,
const mat4&) const { return false; };
virtual std::unique_ptr<Bucket> createBucket(const BucketParameters&, const std::vector<const RenderLayer*>&) const = 0;
virtual std::unique_ptr<Layout> createLayout(const BucketParameters&,
const std::vector<const RenderLayer*>&,
std::unique_ptr<GeometryTileLayer>,
GlyphDependencies&,
ImageDependencies&) const {
return nullptr;
}
void setRenderTiles(std::vector<std::reference_wrapper<RenderTile>>);
// Private implementation
Immutable<style::Layer::Impl> baseImpl;
void setImpl(Immutable<style::Layer::Impl>);
friend std::string layoutKey(const RenderLayer&);
protected:
// Checks whether the current hardware can render this layer. If it can't, we'll show a warning
// in the console to inform the developer.
void checkRenderability(const PaintParameters&, uint32_t activeBindingCount);
protected:
// renderTiles are exposed directly to CrossTileSymbolIndex and Placement so they
// can update opacities in the symbol buckets immediately before rendering
friend class CrossTileSymbolIndex;
friend class Placement;
// Stores current set of tiles to be rendered for this layer.
std::vector<std::reference_wrapper<RenderTile>> renderTiles;
// Stores what render passes this layer is currently enabled for. This depends on the
// evaluated StyleProperties object and is updated accordingly.
RenderPass passes = RenderPass::None;
private:
// Some layers may not render correctly on some hardware when the vertex attribute limit of
// that GPU is exceeded. More attributes are used when adding many data driven paint properties
// to a layer.
bool hasRenderFailures = false;
};
} // namespace mbgl
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