#include "drape_frontend/overlay_batcher.hpp" #include "drape_frontend/map_shape.hpp" #include "drape/batcher.hpp" #include "drape/render_bucket.hpp" #include "drape/texture_manager.hpp" namespace df { uint32_t const kOverlayIndexBufferSize = 30000; uint32_t const kOverlayVertexBufferSize = 20000; OverlayBatcher::OverlayBatcher(TileKey const & key) : m_batcher(kOverlayIndexBufferSize, kOverlayVertexBufferSize) { int const kAverageRenderDataCount = 5; m_data.reserve(kAverageRenderDataCount); m_batcher.StartSession([this, key](dp::RenderState const & state, drape_ptr && bucket) { FlushGeometry(key, state, std::move(bucket)); }); } void OverlayBatcher::Batch(drape_ptr const & shape, ref_ptr texMng) { m_batcher.SetFeatureMinZoom(shape->GetFeatureMinZoom()); shape->Draw(make_ref(&m_batcher), texMng); } void OverlayBatcher::Finish(TOverlaysRenderData & data) { m_batcher.EndSession(); data.swap(m_data); } void OverlayBatcher::FlushGeometry(TileKey const & key, dp::RenderState const & state, drape_ptr && bucket) { m_data.emplace_back(key, state, std::move(bucket)); } } // namespace df