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#include <mbgl/renderer/raster_bucket.hpp>
#include <mbgl/layer/raster_layer.hpp>
#include <mbgl/shader/raster_shader.hpp>
#include <mbgl/renderer/painter.hpp>
using namespace mbgl;
RasterBucket::RasterBucket(TexturePool& texturePool, const RasterLayoutProperties& layout_)
: layout(layout_),
raster(texturePool) {
}
void RasterBucket::upload() {
if (hasData()) {
raster.upload();
uploaded = true;
}
}
void RasterBucket::render(Painter& painter,
const StyleLayer& layer,
const TileID& id,
const mat4& matrix) {
painter.renderRaster(*this, dynamic_cast<const RasterLayer&>(layer), id, matrix);
}
bool RasterBucket::setImage(std::unique_ptr<util::Image> image) {
return raster.load(std::move(image));
}
void RasterBucket::drawRaster(RasterShader& shader, StaticVertexBuffer &vertices, VertexArrayObject &array) {
raster.bind(true);
shader.u_image = 0;
array.bind(shader, vertices, BUFFER_OFFSET_0);
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertices.index()));
}
bool RasterBucket::hasData() const {
return raster.isLoaded();
}
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