#include #include namespace mbgl { std::unique_ptr RasterLayer::clone() const { return std::make_unique(*this); } void RasterLayer::parsePaints(const JSValue& layer) { paint.opacity.parse("raster-opacity", layer); paint.hueRotate.parse("raster-hue-rotate", layer); paint.brightnessMin.parse("raster-brightness-min", layer); paint.brightnessMax.parse("raster-brightness-max", layer); paint.saturation.parse("raster-saturation", layer); paint.contrast.parse("raster-contrast", layer); paint.fadeDuration.parse("raster-fade-duration", layer); } void RasterLayer::cascade(const StyleCascadeParameters& parameters) { paint.opacity.cascade(parameters); paint.hueRotate.cascade(parameters); paint.brightnessMin.cascade(parameters); paint.brightnessMax.cascade(parameters); paint.saturation.cascade(parameters); paint.contrast.cascade(parameters); paint.fadeDuration.cascade(parameters); } bool RasterLayer::recalculate(const StyleCalculationParameters& parameters) { bool hasTransitions = false; hasTransitions |= paint.opacity.calculate(parameters); hasTransitions |= paint.hueRotate.calculate(parameters); hasTransitions |= paint.brightnessMin.calculate(parameters); hasTransitions |= paint.brightnessMax.calculate(parameters); hasTransitions |= paint.saturation.calculate(parameters); hasTransitions |= paint.contrast.calculate(parameters); hasTransitions |= paint.fadeDuration.calculate(parameters); passes = paint.opacity > 0 ? RenderPass::Translucent : RenderPass::None; return hasTransitions; } std::unique_ptr RasterLayer::createBucket(StyleBucketParameters&) const { return nullptr; } } // namespace mbgl