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drape_frontend/overlay_batcher.cpp
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r.kuznetsov
[drape] Added batcher hash
01 мар 2019, 10:45
01 мар 2019, 10:45
11865c5
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#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.SetBatcherHash(key.GetHashValue(BatcherBucket::Overlay)); m_batcher.StartSession([this, key](dp::RenderState const & state, drape_ptr<dp::RenderBucket> && bucket) { FlushGeometry(key, state, std::move(bucket)); }); } void OverlayBatcher::Batch(ref_ptr<dp::GraphicsContext> context, drape_ptr<MapShape> const & shape, ref_ptr<dp::TextureManager> texMng) { m_batcher.SetFeatureMinZoom(shape->GetFeatureMinZoom()); shape->Draw(context, make_ref(&m_batcher), texMng); } void OverlayBatcher::Finish(ref_ptr<dp::GraphicsContext> context, TOverlaysRenderData & data) { m_batcher.EndSession(context); data.swap(m_data); } void OverlayBatcher::FlushGeometry(TileKey const & key, dp::RenderState const & state, drape_ptr<dp::RenderBucket> && bucket) { m_data.emplace_back(key, state, std::move(bucket)); } } // namespace df