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#pragma once
#include "shaders/programs.hpp"
#include "drape/pointers.hpp"
#include "drape/render_state.hpp"
#include <cstdint>
namespace df
{
enum class DepthLayer : uint8_t
{
// Do not change the order.
GeometryLayer = 0,
Geometry3dLayer,
UserLineLayer,
OverlayLayer,
LocalAdsMarkLayer,
TransitSchemeLayer,
UserMarkLayer,
NavigationLayer,
RoutingBottomMarkLayer,
RoutingMarkLayer,
SearchMarkLayer,
GuiLayer,
LayersCount
};
class RenderStateExtension : public dp::BaseRenderStateExtension
{
public:
explicit RenderStateExtension(DepthLayer depthLayer);
bool Less(ref_ptr<dp::BaseRenderStateExtension> other) const override;
bool Equal(ref_ptr<dp::BaseRenderStateExtension> other) const override;
DepthLayer GetDepthLayer() const { return m_depthLayer; }
private:
DepthLayer const m_depthLayer;
};
class RenderStateExtensionFactory
{
public:
static ref_ptr<RenderStateExtension> Get(DepthLayer depthLayer);
};
extern DepthLayer GetDepthLayer(dp::RenderState const & state);
extern dp::RenderState CreateRenderState(gpu::Program program, DepthLayer depthLayer);
inline std::string DebugPrint(DepthLayer layer)
{
switch (layer)
{
case DepthLayer::GeometryLayer: return "GeometryLayer";
case DepthLayer::Geometry3dLayer: return "Geometry3dLayer";
case DepthLayer::UserLineLayer: return "UserLineLayer";
case DepthLayer::OverlayLayer: return "OverlayLayer";
case DepthLayer::LocalAdsMarkLayer: return "LocalAdsMarkLayer";
case DepthLayer::TransitSchemeLayer: return "TransitSchemeLayer";
case DepthLayer::UserMarkLayer: return "UserMarkLayer";
case DepthLayer::NavigationLayer: return "NavigationLayer";
case DepthLayer::RoutingBottomMarkLayer: return "RoutingBottomMarkLayer";
case DepthLayer::RoutingMarkLayer: return "RoutingMarkLayer";
case DepthLayer::SearchMarkLayer: return "SearchMarkLayer";
case DepthLayer::GuiLayer: return "GuiLayer";
case DepthLayer::LayersCount: CHECK(false, ("Try to output LayersCount"));
}
CHECK(false, ("Unknown layer"));
return {};
}
} // namespace df
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