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#include <mbgl/renderer/buckets/raster_bucket.hpp>
#include <mbgl/renderer/layers/render_raster_layer.hpp>
#include <mbgl/programs/raster_program.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/renderer/render_tile.hpp>
namespace mbgl {
using namespace style;
RasterBucket::RasterBucket(UnassociatedImage&& image_) : image(std::move(image_)) {
}
RasterBucket::RasterBucket(RasterBucket&& other) : image(std::move(other.image)) {
uploaded = false;
}
void RasterBucket::upload(gl::Context& context) {
texture = context.createTexture(image);
if (!vertices.empty()) {
vertexBuffer = context.createVertexBuffer(std::move(vertices));
indexBuffer = context.createIndexBuffer(std::move(indices));
}
uploaded = true;
}
void RasterBucket::render(Painter& painter,
PaintParameters& parameters,
const RenderLayer& layer,
const RenderTile& tile) {
painter.renderRaster(parameters, *this, *layer.as<RenderRasterLayer>(), tile.matrix, false);
}
void RasterBucket::render(Painter& painter,
PaintParameters& parameters,
const RenderLayer& layer,
const mat4& matrix) {
painter.renderRaster(parameters, *this, *layer.as<RenderRasterLayer>(), matrix, true);
}
bool RasterBucket::hasData() const {
return true;
}
} // namespace mbgl
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