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#pragma once
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/gl/texture.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/programs/raster_program.hpp>
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/util/image.hpp>
#include <mbgl/util/mat4.hpp>
#include <mbgl/util/optional.hpp>
namespace mbgl {
class RasterBucket : public Bucket {
public:
RasterBucket(UnassociatedImage&&);
void upload(gl::Context&) override;
void render(Painter&, PaintParameters&, const RenderLayer&, const RenderTile&) override;
void render(Painter& painter,
PaintParameters& parameters,
const RenderLayer& layer,
const mat4& matrix);
bool hasData() const override;
void clear();
UnassociatedImage image;
optional<gl::Texture> texture;
// Bucket specific vertices are used for Image Sources only
// Raster Tile Sources use the default buffers from Painter
gl::VertexVector<RasterLayoutVertex> vertices;
gl::IndexVector<gl::Triangles> indices;
gl::SegmentVector<RasterAttributes> segments;
optional<gl::VertexBuffer<RasterLayoutVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Triangles>> indexBuffer;
};
} // namespace mbgl
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