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#include <mbgl/layer/raster_layer.hpp>
#include <mbgl/renderer/bucket.hpp>
namespace mbgl {
std::unique_ptr<StyleLayer> RasterLayer::clone() const {
return std::make_unique<RasterLayer>(*this);
}
void RasterLayer::parsePaints(const JSValue& layer) {
paint.rasterOpacity.parse("raster-opacity", layer);
paint.rasterHueRotate.parse("raster-hue-rotate", layer);
paint.rasterBrightnessMin.parse("raster-brightness-min", layer);
paint.rasterBrightnessMax.parse("raster-brightness-max", layer);
paint.rasterSaturation.parse("raster-saturation", layer);
paint.rasterContrast.parse("raster-contrast", layer);
paint.rasterFadeDuration.parse("raster-fade-duration", layer);
}
void RasterLayer::cascade(const StyleCascadeParameters& parameters) {
paint.rasterOpacity.cascade(parameters);
paint.rasterHueRotate.cascade(parameters);
paint.rasterBrightnessMin.cascade(parameters);
paint.rasterBrightnessMax.cascade(parameters);
paint.rasterSaturation.cascade(parameters);
paint.rasterContrast.cascade(parameters);
paint.rasterFadeDuration.cascade(parameters);
}
bool RasterLayer::recalculate(const StyleCalculationParameters& parameters) {
bool hasTransitions = false;
hasTransitions |= paint.rasterOpacity.calculate(parameters);
hasTransitions |= paint.rasterHueRotate.calculate(parameters);
hasTransitions |= paint.rasterBrightnessMin.calculate(parameters);
hasTransitions |= paint.rasterBrightnessMax.calculate(parameters);
hasTransitions |= paint.rasterSaturation.calculate(parameters);
hasTransitions |= paint.rasterContrast.calculate(parameters);
hasTransitions |= paint.rasterFadeDuration.calculate(parameters);
passes = paint.rasterOpacity > 0 ? RenderPass::Translucent : RenderPass::None;
return hasTransitions;
}
std::unique_ptr<Bucket> RasterLayer::createBucket(StyleBucketParameters&) const {
return nullptr;
}
} // namespace mbgl
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