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#pragma once
#include "drape_frontend/render_state_extension.hpp"
#include "drape_frontend/tile_key.hpp"
#include "drape/batcher.hpp"
#include "drape/pointers.hpp"
#include <vector>
#include <utility>
namespace dp
{
class TextureManager;
class RenderBucket;
} // namespace dp
namespace df
{
class MapShape;
struct OverlayRenderData
{
TileKey m_tileKey;
dp::RenderState m_state;
drape_ptr<dp::RenderBucket> m_bucket;
OverlayRenderData(TileKey const & key, dp::RenderState const & state,
drape_ptr<dp::RenderBucket> && bucket)
: m_tileKey(key), m_state(state), m_bucket(std::move(bucket))
{}
};
using TOverlaysRenderData = std::vector<OverlayRenderData>;
class OverlayBatcher
{
public:
explicit OverlayBatcher(TileKey const & key);
void Batch(ref_ptr<dp::GraphicsContext> context, drape_ptr<MapShape> const & shape,
ref_ptr<dp::TextureManager> texMng);
void Finish(ref_ptr<dp::GraphicsContext> context, TOverlaysRenderData & data);
private:
void FlushGeometry(TileKey const & key, dp::RenderState const & state,
drape_ptr<dp::RenderBucket> && bucket);
dp::Batcher m_batcher;
TOverlaysRenderData m_data;
};
} // namespace df
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