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#include <mbgl/renderer/render_raster_layer.hpp>
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/style/layers/raster_layer_impl.hpp>
namespace mbgl {
RenderRasterLayer::RenderRasterLayer(const style::RasterLayer::Impl& _impl)
: RenderLayer(style::LayerType::Raster, _impl),
impl(&_impl) {
}
std::unique_ptr<RenderLayer> RenderRasterLayer::clone() const {
return std::make_unique<RenderRasterLayer>(*this);
}
std::unique_ptr<Bucket> RenderRasterLayer::createBucket(const BucketParameters&, const std::vector<const RenderLayer*>&) const {
assert(false);
return nullptr;
}
void RenderRasterLayer::cascade(const CascadeParameters& parameters) {
unevaluated = impl->cascading.cascade(parameters, std::move(unevaluated));
}
void RenderRasterLayer::evaluate(const PropertyEvaluationParameters& parameters) {
evaluated = unevaluated.evaluate(parameters);
passes = evaluated.get<style::RasterOpacity>() > 0 ? RenderPass::Translucent : RenderPass::None;
}
bool RenderRasterLayer::hasTransition() const {
return unevaluated.hasTransition();
}
} // namespace mbgl
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