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#ifndef MBGL_RENDERER_LINEBUCKET
#define MBGL_RENDERER_LINEBUCKET
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/tile/geometry_tile.hpp>
#include <mbgl/geometry/vao.hpp>
#include <mbgl/geometry/elements_buffer.hpp>
#include <mbgl/geometry/line_buffer.hpp>
#include <mbgl/util/vec.hpp>
#include <mbgl/layer/line_layer.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(uint32_t overscaling);
~LineBucket() 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 addGeometry(const GeometryCoordinates& line);
void drawLines(LineShader&, gl::GLObjectStore&);
void drawLineSDF(LineSDFShader&, gl::GLObjectStore&);
void drawLinePatterns(LinepatternShader&, gl::GLObjectStore&);
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 GeometryCoordinate& currentVertex, float flip, double distance,
const vec2<double>& normal, float endLeft, float endRight, bool round,
GLint startVertex, std::vector<LineBucket::TriangleElement>& triangleStore);
void addPieSliceVertex(const GeometryCoordinate& currentVertex, float flip, double distance,
const vec2<double>& extrude, bool lineTurnsLeft, GLint startVertex,
std::vector<TriangleElement>& triangleStore);
public:
LineLayoutProperties layout;
private:
LineVertexBuffer vertexBuffer;
TriangleElementsBuffer triangleElementsBuffer;
GLint e1;
GLint e2;
GLint e3;
std::vector<std::unique_ptr<TriangleGroup>> triangleGroups;
const uint32_t overscaling;
};
} // namespace mbgl
#endif
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