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#pragma once
#include <mbgl/renderer/render_layer.hpp>
#include <mbgl/style/layers/fill_extrusion_layer_impl.hpp>
#include <mbgl/style/layers/fill_extrusion_layer_properties.hpp>
#include <mbgl/util/optional.hpp>
#include <mbgl/util/offscreen_texture.hpp>
namespace mbgl {
template <class B>
class PatternLayout;
class FillExtrusionBucket;
class RenderFillExtrusionLayer: public RenderLayer {
public:
using StyleLayerImpl = style::FillExtrusionLayer::Impl;
using PatternProperty = style::FillExtrusionPattern;
RenderFillExtrusionLayer(Immutable<style::FillExtrusionLayer::Impl>);
~RenderFillExtrusionLayer() final = default;
void transition(const TransitionParameters&) override;
void evaluate(const PropertyEvaluationParameters&) override;
bool hasTransition() const override;
bool hasCrossfade() const override;
void render(PaintParameters&, RenderSource*) override;
bool queryIntersectsFeature(
const GeometryCoordinates&,
const GeometryTileFeature&,
const float,
const TransformState&,
const float,
const mat4&) const override;
// Paint properties
style::FillExtrusionPaintProperties::Unevaluated unevaluated;
style::FillExtrusionPaintProperties::PossiblyEvaluated evaluated;
const style::FillExtrusionLayer::Impl& impl() const;
optional<OffscreenTexture> renderTexture;
private:
CrossfadeParameters crossfade;
};
inline const RenderFillExtrusionLayer* toRenderFillExtrusionLayer(const RenderLayer* layer) {
return static_cast<const RenderFillExtrusionLayer*>(layer);
}
} // namespace mbgl
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