3 #include "HeatmapShapes.h"
4 #include "RenderableBase.h"
6 #include "StencilMapLayerMask.h"
18 Rendering::LayerIds::Values layerId,
23 Rendering::TTextureId intensityMinRadiusTextureId,
24 Rendering::TTextureId intensityMaxRadiusTextureId,
25 Rendering::TTextureId gradientTextureId,
26 u32 stencilMapLayerMask,
28 float floatEncodeScale
33 Rendering::TTextureId GetIntensityMinRadiusTextureId()
const {
return m_intensityMinRadiusTextureId; }
34 Rendering::TTextureId GetIntensityMaxRadiusTextureId()
const {
return m_intensityMaxRadiusTextureId; }
35 Rendering::TTextureId GetGradientTextureId()
const {
return m_gradientTextureId; }
37 float GetDensityBlend()
const {
return m_densityBlend; }
38 float GetIntensityBias()
const {
return m_intensityBias; }
39 float GetIntensityScale()
const {
return m_intensityScale; }
40 float GetOpacity()
const {
return m_opacity; }
41 float GetGradientSaturation()
const {
return m_gradientSaturation; }
42 float GetGradientBrightness()
const {
return m_gradientBrightness; }
43 u32 GetStencilMapLayerMask()
const {
return m_stencilMapLayerMask; }
44 bool IsIndoor()
const {
return m_isIndoor; }
45 float GetFloatEncodeScale()
const {
return m_floatEncodeScale; }
47 void SetIntensityMinRadiusTextureId(Rendering::TTextureId textureId) { m_intensityMinRadiusTextureId = textureId; }
48 void SetIntensityMaxRadiusTextureId(Rendering::TTextureId textureId) { m_intensityMaxRadiusTextureId = textureId; }
49 void SetDensityBlend(
float densityBlend) { m_densityBlend = densityBlend; }
50 void SetIntensityBias(
float intensityBias) { m_intensityBias = intensityBias; }
51 void SetIntensityScale(
float intensityScale) { m_intensityScale = intensityScale; }
52 void SetOpacity(
float opacity) { m_opacity = opacity; }
53 void SetGradientSaturation(
float gradientSaturation) { m_gradientSaturation = gradientSaturation; }
54 void SetGradientBrightness(
float gradientBrightness) { m_gradientBrightness = gradientBrightness; }
55 void SetStencilMapLayerMask(u32 stencilMapLayerMask) { m_stencilMapLayerMask = stencilMapLayerMask; }
56 void SetIsIndoor(
bool isIndoor) { m_isIndoor = isIndoor; }
65 u32 m_stencilMapLayerMask;
68 float m_floatEncodeScale;
70 Rendering::TTextureId m_intensityMinRadiusTextureId;
71 Rendering::TTextureId m_intensityMaxRadiusTextureId;
72 Rendering::TTextureId m_gradientTextureId;
74 float m_intensityBias;
75 float m_intensityScale;
77 float m_gradientSaturation;
78 float m_gradientBrightness;