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#pragma once
#include <mbgl/renderer/render_layer.hpp>
#include <mbgl/style/layers/hillshade_layer_impl.hpp>
#include <mbgl/style/layers/hillshade_layer_properties.hpp>
#include <mbgl/tile/tile_id.hpp>
namespace mbgl {
class RenderHillshadeLayer: public RenderLayer {
public:
RenderHillshadeLayer(Immutable<style::HillshadeLayer::Impl>);
~RenderHillshadeLayer() final = default;
void transition(const TransitionParameters&) override;
void evaluate(const PropertyEvaluationParameters&) override;
bool hasTransition() const override;
bool hasCrossfade() const override;
void render(PaintParameters&, RenderSource* src) override;
std::unique_ptr<Bucket> createBucket(const BucketParameters&, const std::vector<const RenderLayer*>&) const override;
// Paint properties
style::HillshadePaintProperties::Unevaluated unevaluated;
style::HillshadePaintProperties::PossiblyEvaluated evaluated;
const style::HillshadeLayer::Impl& impl() const;
private:
const std::array<float, 2> getLatRange(const UnwrappedTileID& id);
const std::array<float, 2> getLight(const PaintParameters& parameters);
};
template <>
inline bool RenderLayer::is<RenderHillshadeLayer>() const {
return type == style::LayerType::Hillshade;
}
} // namespace mbgl
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