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#ifndef MBGL_RENDERER_LINEBUCKET
#define MBGL_RENDERER_LINEBUCKET
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/map/geometry_tile.hpp>
#include <mbgl/geometry/vao.hpp>
#include <mbgl/geometry/elements_buffer.hpp>
#include <mbgl/geometry/line_buffer.hpp>
#include <mbgl/style/style_bucket.hpp>
#include <mbgl/style/style_layout.hpp>
#include <mbgl/util/vec.hpp>
#include <vector>
namespace mbgl {
class Style;
class LineVertexBuffer;
class TriangleElementsBuffer;
class LineShader;
class LineSDFShader;
class LinepatternShader;
class LineBucket : public Bucket {
using TriangleGroup = ElementGroup<3>;
public:
LineBucket(LineVertexBuffer &vertexBuffer, TriangleElementsBuffer &triangleElementsBuffer);
~LineBucket() override;
void prepare() override;
void render(Painter&, const StyleLayer&, const TileID&, const mat4&) override;
bool hasData() const;
void addGeometry(const GeometryCollection&);
void addGeometry(const std::vector<Coordinate>& line);
void drawLines(LineShader& shader);
void drawLineSDF(LineSDFShader& shader);
void drawLinePatterns(LinepatternShader& shader);
private:
struct TriangleElement {
TriangleElement(uint16_t a_, uint16_t b_, uint16_t c_) : a(a_), b(b_), c(c_) {}
uint16_t a, b, c;
};
void addCurrentVertex(const Coordinate& currentVertex, float flip, double distance,
const vec2<double>& normal, float endLeft, float endRight, bool round,
int32_t startVertex, std::vector<LineBucket::TriangleElement>& triangleStore);
public:
StyleLayoutLine layout;
private:
LineVertexBuffer& vertexBuffer;
TriangleElementsBuffer& triangleElementsBuffer;
const size_t vertex_start;
const size_t triangle_elements_start;
int32_t e1;
int32_t e2;
int32_t e3;
std::vector<std::unique_ptr<TriangleGroup>> triangleGroups;
};
}
#endif
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