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#pragma once
#include "drape_frontend/render_state_extension.hpp"
#include "drape/color.hpp"
#include "drape/mesh_object.hpp"
#include "geometry/rect2d.hpp"
#include <vector>
namespace dp
{
class GpuProgram;
class TextureManager;
} // namespace dp
namespace gpu
{
class ProgramManager;
} // namespace gpu
class ScreenBase;
namespace df
{
class Arrow3d: public dp::MeshObject
{
using Base = dp::MeshObject;
public:
Arrow3d();
void SetPosition(m2::PointD const & position);
void SetAzimuth(double azimuth);
void SetTexture(ref_ptr<dp::TextureManager> texMng);
void SetPositionObsolete(bool obsolete);
void Render(ref_ptr<dp::GraphicsContext> context, ref_ptr<gpu::ProgramManager> mng, ScreenBase const & screen,
bool routingMode);
private:
math::Matrix<float, 4, 4> CalculateTransform(ScreenBase const & screen, float dz,
float scaleFactor) const;
void RenderArrow(ref_ptr<dp::GraphicsContext> context, ref_ptr<gpu::ProgramManager> mng, ScreenBase const & screen,
gpu::Program program, dp::Color const & color, float dz, float scaleFactor,
bool hasNormals);
m2::PointD m_position;
double m_azimuth = 0.0;
bool m_obsoletePosition = false;
dp::RenderState m_state;
};
} // namespace df
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