New cpp folder structure

Signed-off-by: Alexander Borsuk <me@alex.bio>
This commit is contained in:
Alexander Borsuk
2025-07-17 22:35:52 +03:00
committed by Konstantin Pastbin
parent c9cbb64f12
commit 76ffc99abd
2390 changed files with 345 additions and 339 deletions

View File

@@ -0,0 +1,60 @@
#include "drape_frontend/render_state_extension.hpp"
#include <array>
namespace
{
using namespace df;
std::array<RenderStateExtension, static_cast<size_t>(DepthLayer::LayersCount)> kStateExtensions = {
RenderStateExtension(DepthLayer::GeometryLayer),
RenderStateExtension(DepthLayer::Geometry3dLayer),
RenderStateExtension(DepthLayer::UserLineLayer),
RenderStateExtension(DepthLayer::OverlayLayer),
RenderStateExtension(DepthLayer::TransitSchemeLayer),
RenderStateExtension(DepthLayer::UserMarkLayer),
RenderStateExtension(DepthLayer::RoutingBottomMarkLayer),
RenderStateExtension(DepthLayer::RoutingMarkLayer),
RenderStateExtension(DepthLayer::SearchMarkLayer),
RenderStateExtension(DepthLayer::GuiLayer)};
struct RenderStateExtensionFactory
{
static ref_ptr<RenderStateExtension> Get(DepthLayer depthLayer)
{
ASSERT_LESS(static_cast<size_t>(depthLayer), kStateExtensions.size(), ());
return make_ref(&kStateExtensions[static_cast<size_t>(depthLayer)]);
}
};
} // namespace
namespace df
{
RenderStateExtension::RenderStateExtension(DepthLayer depthLayer)
: m_depthLayer(depthLayer)
{}
bool RenderStateExtension::Less(ref_ptr<dp::BaseRenderStateExtension> other) const
{
ASSERT(dynamic_cast<RenderStateExtension const *>(other.get()) != nullptr, ());
auto const renderState = static_cast<RenderStateExtension const *>(other.get());
return m_depthLayer < renderState->m_depthLayer;
}
bool RenderStateExtension::Equal(ref_ptr<dp::BaseRenderStateExtension> other) const
{
ASSERT(dynamic_cast<RenderStateExtension const *>(other.get()) != nullptr, ());
auto const renderState = static_cast<RenderStateExtension const *>(other.get());
return m_depthLayer == renderState->m_depthLayer;
}
DepthLayer GetDepthLayer(dp::RenderState const & state)
{
return state.GetRenderStateExtension<RenderStateExtension>()->GetDepthLayer();
}
dp::RenderState CreateRenderState(gpu::Program program, DepthLayer depthLayer)
{
return dp::RenderState(program, RenderStateExtensionFactory::Get(depthLayer));
}
} // namespace df