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#include <mbgl/renderer/raster_bucket.hpp>
#include <mbgl/renderer/painter.hpp>
using namespace mbgl;
RasterBucket::RasterBucket(TexturePool& texturePool, const StyleBucketRaster& properties_)
: properties(properties_),
texture(properties_),
raster(texturePool) {
}
void RasterBucket::render(Painter &painter, util::ptr<StyleLayer> layer_desc, const Tile::ID &id, const mat4 &matrix) {
painter.renderRaster(*this, layer_desc, id, matrix);
}
bool RasterBucket::setImage(const std::string &data) {
return raster.load(data);
}
void RasterBucket::drawRaster(RasterShader& shader, StaticVertexBuffer &vertices, VertexArrayObject &array) {
raster.bind(true);
shader.u_image = 0;
array.bind(shader, vertices, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertices.index());
}
void RasterBucket::drawRaster(RasterShader& shader, StaticVertexBuffer &vertices, VertexArrayObject &array, GLuint texture_) {
raster.bind(texture_);
shader.u_image = 0;
array.bind(shader, vertices, BUFFER_OFFSET(0));
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertices.index());
}
bool RasterBucket::hasData() const {
return raster.isLoaded();
}
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