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#pragma once
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/tile/geometry_tile_data.hpp>
#include <mbgl/gl/element_group.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/shader/plain_vertex.hpp>
#include <vector>
#include <memory>
namespace mbgl {
class OutlinePatternShader;
class PlainShader;
class PatternShader;
class OutlineShader;
class FillBucket : public Bucket {
public:
FillBucket();
~FillBucket() override;
void upload(gl::Context&) override;
void render(Painter&, PaintParameters&, const style::Layer&, const RenderTile&) override;
bool hasData() const override;
bool needsClipping() const override;
void addGeometry(const GeometryCollection&);
void drawElements(PlainShader&, gl::Context&, PaintMode);
void drawElements(PatternShader&, gl::Context&, PaintMode);
void drawVertices(OutlineShader&, gl::Context&, PaintMode);
void drawVertices(OutlinePatternShader&, gl::Context&, PaintMode);
private:
std::vector<PlainVertex> vertices;
std::vector<gl::Line> lines;
std::vector<gl::Triangle> triangles;
typedef gl::ElementGroup<4> LineGroup;
typedef gl::ElementGroup<4> TriangleGroup;
std::vector<std::unique_ptr<LineGroup>> lineGroups;
std::vector<std::unique_ptr<TriangleGroup>> triangleGroups;
optional<gl::VertexBuffer<PlainVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Line>> lineIndexBuffer;
optional<gl::IndexBuffer<gl::Triangle>> triangleIndexBuffer;
};
} // namespace mbgl
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