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// This file is generated. Edit scripts/generate-style-code.js, then run `make style-code`.
#pragma once
#include <mbgl/style/types.hpp>
#include <mbgl/style/layout_property.hpp>
#include <mbgl/style/paint_property.hpp>
#include <mbgl/style/properties.hpp>
#include <mbgl/programs/attributes.hpp>
#include <mbgl/programs/uniforms.hpp>
namespace mbgl {
namespace style {
struct HeatmapRadius : DataDrivenPaintProperty<float, attributes::a_radius, uniforms::u_radius> {
static float defaultValue() { return 30; }
};
struct HeatmapWeight : DataDrivenPaintProperty<float, attributes::a_weight, uniforms::u_weight> {
static float defaultValue() { return 1; }
};
struct HeatmapIntensity : PaintProperty<float> {
static float defaultValue() { return 1; }
};
struct HeatmapColor : ColorRampProperty {
};
struct HeatmapOpacity : PaintProperty<float> {
static float defaultValue() { return 1; }
};
class HeatmapPaintProperties {
public:
class PossiblyEvaluated;
class Binders {
public:
std::unique_ptr<PaintPropertyBinder<float, typename attributes::a_radius::Type>> heatmapRadius;
std::unique_ptr<PaintPropertyBinder<float, typename attributes::a_weight::Type>> heatmapWeight;
void populateVertexVectors(const GeometryTileFeature&, std::size_t length);
void upload(gl::Context&);
using Attributes = gl::Attributes<
ZoomInterpolatedAttribute<attributes::a_radius>,
ZoomInterpolatedAttribute<attributes::a_weight>
>;
using Uniforms = gl::Uniforms<
InterpolationUniform<attributes::a_radius>,
InterpolationUniform<attributes::a_weight>,
uniforms::u_radius,
uniforms::u_weight
>;
using AttributeBindings = typename Attributes::Bindings;
using UniformValues = typename Uniforms::Values;
AttributeBindings attributeBindings(const PossiblyEvaluated&) const;
UniformValues uniformValues(float z, const PossiblyEvaluated&) const;
};
class PossiblyEvaluated {
public:
PossiblyEvaluatedPropertyValue<float> heatmapRadius;
PossiblyEvaluatedPropertyValue<float> heatmapWeight;
float heatmapIntensity;
Color heatmapColor;
float heatmapOpacity;
Binders createBinders(float z) const;
std::bitset<8> constants() const;
std::vector<std::string> defines() const;
};
class Unevaluated {
public:
style::Transitioning<PropertyValue<float>> heatmapRadius;
style::Transitioning<PropertyValue<float>> heatmapWeight;
style::Transitioning<PropertyValue<float>> heatmapIntensity;
style::Transitioning<ColorRampPropertyValue> heatmapColor;
style::Transitioning<PropertyValue<float>> heatmapOpacity;
bool hasTransition() const;
PossiblyEvaluated evaluate(const PropertyEvaluationParameters&) const;
};
class Transitionable {
public:
style::Transitionable<PropertyValue<float>> heatmapRadius;
style::Transitionable<PropertyValue<float>> heatmapWeight;
style::Transitionable<PropertyValue<float>> heatmapIntensity;
style::Transitionable<ColorRampPropertyValue> heatmapColor;
style::Transitionable<PropertyValue<float>> heatmapOpacity;
Unevaluated transitioned(const TransitionParameters&, Unevaluated&& prior) const;
Unevaluated untransitioned() const;
bool hasDataDrivenPropertyDifference(const Transitionable& other) const;
};
};
} // namespace style
} // namespace mbgl
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