#include #include #include namespace mbgl { RenderBackgroundLayer::RenderBackgroundLayer(const style::BackgroundLayer::Impl& _impl) : RenderLayer(style::LayerType::Background, _impl), impl(&_impl) { } std::unique_ptr RenderBackgroundLayer::clone() const { return std::make_unique(*this); } std::unique_ptr RenderBackgroundLayer::createBucket(const BucketParameters &, const std::vector &) const { assert(false); return nullptr; } void RenderBackgroundLayer::cascade(const CascadeParameters ¶meters) { unevaluated = impl->cascading.cascade(parameters, std::move(unevaluated)); } void RenderBackgroundLayer::evaluate(const PropertyEvaluationParameters ¶meters) { evaluated = unevaluated.evaluate(parameters); passes = evaluated.get() > 0 ? RenderPass::Translucent : RenderPass::None; } bool RenderBackgroundLayer::hasTransition() const { return unevaluated.hasTransition(); } }