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path: root/src/renderer/raster_bucket.cpp
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#include <mbgl/renderer/raster_bucket.hpp>
#include <mbgl/renderer/painter.hpp>

using namespace mbgl;

RasterBucket::RasterBucket(const util::ptr<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();
}