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#pragma once
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/map/mode.hpp>
#include <mbgl/tile/geometry_tile_data.hpp>
#include <mbgl/gl/vertex_buffer.hpp>
#include <mbgl/gl/index_buffer.hpp>
#include <mbgl/programs/segment.hpp>
#include <mbgl/programs/heatmap_program.hpp>
#include <mbgl/style/layers/heatmap_layer_properties.hpp>
namespace mbgl {
class BucketParameters;
class HeatmapBucket final : public Bucket {
public:
HeatmapBucket(const BucketParameters&, const std::vector<const RenderLayer*>&);
~HeatmapBucket() override;
void addFeature(const GeometryTileFeature&,
const GeometryCollection&,
const ImagePositions&,
const PatternLayerMap&) override;
bool hasData() const override;
void upload(gl::Context&) override;
float getQueryRadius(const RenderLayer&) const override;
bool supportsLayer(const style::Layer::Impl&) const override;
gl::VertexVector<HeatmapLayoutVertex> vertices;
gl::IndexVector<gl::Triangles> triangles;
SegmentVector<HeatmapAttributes> segments;
optional<gl::VertexBuffer<HeatmapLayoutVertex>> vertexBuffer;
optional<gl::IndexBuffer<gl::Triangles>> indexBuffer;
std::map<std::string, HeatmapProgram::Binders> paintPropertyBinders;
const MapMode mode;
};
} // namespace mbgl
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