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#include <mbgl/renderer/raster_bucket.hpp>
#include <mbgl/style/layers/raster_layer.hpp>
#include <mbgl/shader/raster_shader.hpp>
#include <mbgl/renderer/painter.hpp>
#include <mbgl/gl/gl.hpp>
#include <mbgl/gl/context.hpp>
namespace mbgl {
using namespace style;
RasterBucket::RasterBucket(PremultipliedImage&& image_) : image(std::move(image_)) {
}
void RasterBucket::upload(gl::Context& context) {
texture = context.createTexture(image);
image = {};
uploaded = true;
}
void RasterBucket::render(Painter& painter,
PaintParameters& parameters,
const Layer& layer,
const RenderTile& tile) {
painter.renderRaster(parameters, *this, *layer.as<RasterLayer>(), tile);
}
void RasterBucket::drawRaster(RasterShader& shader,
gl::VertexBuffer<RasterVertex>& vertices,
gl::VertexArrayObject& array,
gl::Context& context) {
assert(texture);
context.bindTexture(*texture, 0, gl::TextureFilter::Linear);
context.bindTexture(*texture, 1, gl::TextureFilter::Linear);
array.bind(shader, vertices, BUFFER_OFFSET_0, context);
MBGL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, static_cast<GLsizei>(vertices.vertexCount)));
}
bool RasterBucket::hasData() const {
return true;
}
bool RasterBucket::needsClipping() const {
return false;
}
} // namespace mbgl
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