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path: root/src/mbgl/renderer/layers/render_heatmap_layer.hpp
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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/gfx/texture.hpp>
#include <mbgl/gfx/offscreen_texture.hpp>
#include <mbgl/util/optional.hpp>

namespace mbgl {

class RenderHeatmapLayer: public RenderLayer {
public:
    RenderHeatmapLayer(Immutable<style::HeatmapLayer::Impl>);
    ~RenderHeatmapLayer() 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;
    void update() final;

    bool queryIntersectsFeature(
            const GeometryCoordinates&,
            const GeometryTileFeature&,
            const float,
            const TransformState&,
            const float,
            const mat4&) const override;

    // Paint properties
    style::HeatmapPaintProperties::Unevaluated unevaluated;
    style::HeatmapPaintProperties::PossiblyEvaluated evaluated;

    const style::HeatmapLayer::Impl& impl() const;

    PremultipliedImage colorRamp;
    std::unique_ptr<gfx::OffscreenTexture> renderTexture;
    optional<gfx::Texture> colorRampTexture;

private:
    void updateColorRamp();
};

inline const RenderHeatmapLayer* toRenderHeatmapLayer(const RenderLayer* layer) {
    return static_cast<const RenderHeatmapLayer*>(layer);
}

} // namespace mbgl