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#pragma once
#include <mbgl/renderer/render_layer.hpp>
#include <mbgl/style/layers/heatmap_layer_impl.hpp>
#include <mbgl/style/layers/heatmap_layer_properties.hpp>
#include <mbgl/util/optional.hpp>
#include <mbgl/util/offscreen_texture.hpp>
#include <mbgl/layout/circle_layout.hpp>
namespace mbgl {
class RenderHeatmapLayer: public RenderLayer {
public:
RenderHeatmapLayer(Immutable<style::HeatmapLayer::Impl>);
~RenderHeatmapLayer() final = default;
using StyleLayerImpl = style::HeatmapLayer::Impl;
void transition(const TransitionParameters&) override;
void evaluate(const PropertyEvaluationParameters&) override;
bool hasTransition() const override;
bool hasCrossfade() const override;
void render(PaintParameters&, RenderSource*) override;
void update() final;
style::HeatmapPaintProperties::PossiblyEvaluated paintProperties() const;
bool queryIntersectsFeature(
const GeometryCoordinates&,
const GeometryTileFeature&,
const float,
const TransformState&,
const float,
const mat4&) const override;
std::unique_ptr<Layout> createLayout(const BucketParameters&, const std::vector<const RenderLayer*>&,
std::unique_ptr<GeometryTileLayer>, GlyphDependencies&,
ImageDependencies&) const override;
// Paint properties
style::HeatmapPaintProperties::Unevaluated unevaluated;
style::HeatmapPaintProperties::PossiblyEvaluated evaluated;
const style::HeatmapLayer::Impl& impl() const;
PremultipliedImage colorRamp;
optional<OffscreenTexture> renderTexture;
optional<gl::Texture> colorRampTexture;
private:
void updateColorRamp();
};
inline const RenderHeatmapLayer* toRenderHeatmapLayer(const RenderLayer* layer) {
return static_cast<const RenderHeatmapLayer*>(layer);
}
} // namespace mbgl
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