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#ifndef MBGL_RENDERER_FILLBUCKET
#define MBGL_RENDERER_FILLBUCKET
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/tile/geometry_tile.hpp>
#include <mbgl/geometry/elements_buffer.hpp>
#include <mbgl/geometry/fill_buffer.hpp>
#include <clipper/clipper.hpp>
#include <libtess2/tesselator.h>
#include <vector>
#include <memory>
namespace mbgl {
class FillVertexBuffer;
class OutlineShader;
class PlainShader;
class PatternShader;
class FillBucket : public Bucket {
static void *alloc(void *data, unsigned int size);
static void *realloc(void *data, void *ptr, unsigned int size);
static void free(void *userData, void *ptr);
typedef ElementGroup<2> TriangleGroup;
typedef ElementGroup<1> LineGroup;
public:
FillBucket();
~FillBucket() override;
void upload(gl::GLObjectStore&) override;
void render(Painter&, const StyleLayer&, const TileID&, const mat4&) override;
bool hasData() const override;
void addGeometry(const GeometryCollection&);
void tessellate();
void drawElements(PlainShader&, gl::GLObjectStore&);
void drawElements(PatternShader&, gl::GLObjectStore&);
void drawVertices(OutlineShader&, gl::GLObjectStore&);
private:
TESSalloc *allocator;
TESStesselator *tesselator;
ClipperLib::Clipper clipper;
FillVertexBuffer vertexBuffer;
TriangleElementsBuffer triangleElementsBuffer;
LineElementsBuffer lineElementsBuffer;
std::vector<std::unique_ptr<TriangleGroup>> triangleGroups;
std::vector<std::unique_ptr<LineGroup>> lineGroups;
std::vector<ClipperLib::IntPoint> line;
bool hasVertices = false;
static const int vertexSize = 2;
static const int stride = sizeof(TESSreal) * vertexSize;
static const int vertices_per_group = 3;
};
} // namespace mbgl
#endif
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