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#pragma once
#include <mbgl/gfx/index_buffer.hpp>
#include <mbgl/gfx/texture.hpp>
#include <mbgl/gfx/vertex_buffer.hpp>
#include <mbgl/programs/hillshade_program.hpp>
#include <mbgl/programs/hillshade_prepare_program.hpp>
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/renderer/tile_mask.hpp>
#include <mbgl/geometry/dem_data.hpp>
#include <mbgl/util/tileset.hpp>
#include <mbgl/util/image.hpp>
#include <mbgl/util/mat4.hpp>
#include <mbgl/util/optional.hpp>
namespace mbgl {
class HillshadeBucket final : public Bucket {
public:
HillshadeBucket(PremultipliedImage&&, Tileset::DEMEncoding encoding);
HillshadeBucket(std::shared_ptr<PremultipliedImage>, Tileset::DEMEncoding encoding);
HillshadeBucket(DEMData&&);
~HillshadeBucket() override;
void upload(gfx::UploadPass&) override;
bool hasData() const override;
void clear();
void setMask(TileMask&&);
optional<gfx::Texture> dem;
optional<gfx::Texture> texture;
TileMask mask{ { 0, 0, 0 } };
const DEMData& getDEMData() const;
DEMData& getDEMData();
bool isPrepared() const {
return prepared;
}
void setPrepared (bool preparedState) {
prepared = preparedState;
}
// Raster-DEM Tile Sources use the default buffers from Painter
gfx::VertexVector<HillshadeLayoutVertex> vertices;
gfx::IndexVector<gfx::Triangles> indices;
SegmentVector<HillshadeAttributes> segments;
optional<gfx::VertexBuffer<HillshadeLayoutVertex>> vertexBuffer;
optional<gfx::IndexBuffer> indexBuffer;
private:
DEMData demdata;
bool prepared = false;
};
} // namespace mbgl
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