1 #pragma once
2 
3 #include <mbgl/gl/index_buffer.hpp>
4 #include <mbgl/gl/texture.hpp>
5 #include <mbgl/gl/vertex_buffer.hpp>
6 #include <mbgl/programs/hillshade_program.hpp>
7 #include <mbgl/programs/hillshade_prepare_program.hpp>
8 #include <mbgl/renderer/bucket.hpp>
9 #include <mbgl/renderer/tile_mask.hpp>
10 #include <mbgl/geometry/dem_data.hpp>
11 #include <mbgl/util/tileset.hpp>
12 #include <mbgl/util/image.hpp>
13 #include <mbgl/util/mat4.hpp>
14 #include <mbgl/util/optional.hpp>
15 
16 namespace mbgl {
17 
18 class HillshadeBucket : public Bucket {
19 public:
20     HillshadeBucket(PremultipliedImage&&, Tileset::DEMEncoding encoding);
21     HillshadeBucket(std::shared_ptr<PremultipliedImage>, Tileset::DEMEncoding encoding);
22     HillshadeBucket(DEMData&&);
23 
24 
25     void upload(gl::Context&) override;
26     bool hasData() const override;
27 
28     void clear();
29     void setMask(TileMask&&);
30 
31     optional<gl::Texture> dem;
32     optional<gl::Texture> texture;
33 
34     TileMask mask{ { 0, 0, 0 } };
35 
36     const DEMData& getDEMData() const;
37     DEMData& getDEMData();
38 
isPrepared() const39     bool isPrepared() const {
40         return prepared;
41     }
42 
setPrepared(bool preparedState)43     void setPrepared (bool preparedState) {
44         prepared = preparedState;
45     }
46 
47     // Raster-DEM Tile Sources use the default buffers from Painter
48     gl::VertexVector<HillshadeLayoutVertex> vertices;
49     gl::IndexVector<gl::Triangles> indices;
50     SegmentVector<HillshadeAttributes> segments;
51 
52     optional<gl::VertexBuffer<HillshadeLayoutVertex>> vertexBuffer;
53     optional<gl::IndexBuffer<gl::Triangles>> indexBuffer;
54 private:
55     DEMData demdata;
56     bool prepared = false;
57 };
58 
59 template <>
is() const60 inline bool Bucket::is<HillshadeBucket>() const {
61     return layerType == style::LayerType::Hillshade;
62 }
63 
64 } // namespace mbgl
65