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#pragma once
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/tile/geometry_tile_data.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/programs/segment.hpp>
#include <mbgl/programs/fill_program.hpp>
#include <mbgl/style/layers/fill_layer_properties.hpp>
#include <vector>
namespace mbgl {
class BucketParameters;
class FillBucket : public Bucket {
public:
FillBucket(const BucketParameters&, const std::vector<const RenderLayer*>&);
void addFeature(const GeometryTileFeature&,
const GeometryCollection&) override;
bool hasData() const override;
void upload(gl::Context&) override;
void render(Painter&, PaintParameters&, const RenderLayer&, const RenderTile&) override;
float getQueryRadius(const RenderLayer&) const override;
gl::VertexVector<FillLayoutVertex> vertices;
gl::IndexVector<gl::Lines> lines;
gl::IndexVector<gl::Triangles> triangles;
SegmentVector<FillAttributes> lineSegments;
SegmentVector<FillAttributes> triangleSegments;
optional<gl::VertexBuffer<FillLayoutVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Lines>> lineIndexBuffer;
optional<gl::IndexBuffer<gl::Triangles>> triangleIndexBuffer;
std::map<std::string, FillProgram::PaintPropertyBinders> paintPropertyBinders;
};
} // namespace mbgl
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