45 lines
1.2 KiB
C++
45 lines
1.2 KiB
C++
#pragma once
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#include <mbgl/gl/vertex_array.hpp>
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#include <cstddef>
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#include <vector>
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#include <map>
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namespace mbgl {
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template <class Attributes>
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class Segment {
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public:
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Segment(std::size_t vertexOffset_,
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std::size_t indexOffset_,
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std::size_t vertexLength_ = 0,
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std::size_t indexLength_ = 0)
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: vertexOffset(vertexOffset_),
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indexOffset(indexOffset_),
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vertexLength(vertexLength_),
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indexLength(indexLength_) {}
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Segment(Segment&&) = default;
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const std::size_t vertexOffset;
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const std::size_t indexOffset;
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std::size_t vertexLength;
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std::size_t indexLength;
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// One VertexArray per layer ID. This minimizes rebinding in cases where
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// several layers share buckets but have different sets of active attributes.
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// This can happen:
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// * when two layers have the same layout properties, but differing
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// data-driven paint properties
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// * when two fill layers have the same layout properties, but one
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// uses fill-color and the other uses fill-pattern
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mutable std::map<std::string, gl::VertexArray> vertexArrays;
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};
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template <class Attributes>
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using SegmentVector = std::vector<Segment<Attributes>>;
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} // namespace mbgl
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