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#pragma once
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/util/image.hpp>
#include <mbgl/util/optional.hpp>
#include <mbgl/gl/texture.hpp>
#include <mbgl/geometry/dem_pyramid.hpp>
namespace mbgl {
class TerrainPrepareShader;
class TerrainShader;
class RasterShader;
class RasterVertex;
namespace gl {
class Context;
template <class> class VertexBuffer;
class VertexArrayObject;
} // namespace gl
class TerrainBucket : public Bucket {
public:
TerrainBucket(PremultipliedImage&&);
TerrainBucket(DEMPyramid&&);
void upload(gl::Context&) override;
void render(Painter&, PaintParameters&, const style::Layer&, const RenderTile&) override;
bool hasData() const override;
optional<gl::Texture> dem;
optional<gl::Texture> texture;
bool prepared = false;
private:
DEMPyramid pyramid;
};
} // namespace mbgl
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