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#pragma once
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/renderer/element_group.hpp>
#include <mbgl/tile/geometry_tile_data.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/shader/fill_vertex.hpp>
#include <vector>
#include <memory>
namespace mbgl {
class FillShader;
class FillPatternShader;
class FillOutlineShader;
class FillOutlinePatternShader;
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(FillShader&, gl::Context&, PaintMode);
void drawElements(FillPatternShader&, gl::Context&, PaintMode);
void drawVertices(FillOutlineShader&, gl::Context&, PaintMode);
void drawVertices(FillOutlinePatternShader&, gl::Context&, PaintMode);
private:
std::vector<FillVertex> vertices;
std::vector<gl::Line> lines;
std::vector<gl::Triangle> triangles;
std::vector<ElementGroup<FillOutlineShader, FillOutlinePatternShader>> lineGroups;
std::vector<ElementGroup<FillShader, FillPatternShader>> triangleGroups;
optional<gl::VertexBuffer<FillVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Line>> lineIndexBuffer;
optional<gl::IndexBuffer<gl::Triangle>> triangleIndexBuffer;
};
} // namespace mbgl
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