Make code prettier
This updates ESLint and our shared eslint-config-openlayers to use Prettier. Most formatting changes were automatically applied with this:
npm run lint -- --fix
A few manual changes were required:
* In `examples/offscreen-canvas.js`, the `//eslint-disable-line` comment needed to be moved to the appropriate line to disable the error about the `'worker-loader!./offscreen-canvas.worker.js'` import.
* In `examples/webpack/exapmle-builder.js`, spaces could not be added after a couple `function`s for some reason. While editing this, I reworked `ExampleBuilder` to be a class.
* In `src/ol/format/WMSGetFeatureInfo.js`, the `// @ts-ignore` comment needed to be moved down one line so it applied to the `parsersNS` argument.
This commit is contained in:
@@ -4,12 +4,11 @@
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import LayerRenderer from '../Layer.js';
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import WebGLHelper from '../../webgl/Helper.js';
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/**
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* @enum {string}
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*/
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export const WebGLWorkerMessageType = {
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GENERATE_BUFFERS: 'GENERATE_BUFFERS'
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GENERATE_BUFFERS: 'GENERATE_BUFFERS',
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};
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/**
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@@ -47,7 +46,6 @@ export const WebGLWorkerMessageType = {
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* @template {import("../../layer/Layer.js").default} LayerType
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*/
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class WebGLLayerRenderer extends LayerRenderer {
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/**
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* @param {LayerType} layer Layer.
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* @param {Options=} [opt_options] Options.
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@@ -63,7 +61,7 @@ class WebGLLayerRenderer extends LayerRenderer {
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*/
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this.helper = new WebGLHelper({
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postProcesses: options.postProcesses,
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uniforms: options.uniforms
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uniforms: options.uniforms,
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});
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}
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@@ -83,7 +81,6 @@ class WebGLLayerRenderer extends LayerRenderer {
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getShaderCompileErrors() {
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return this.helper.getShaderCompileErrors();
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}
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}
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const tmpArray_ = [];
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@@ -115,7 +112,14 @@ function writePointVertex(buffer, pos, x, y, index) {
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* @property {number} indexPosition New position in the index buffer where future writes should start.
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* @private
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*/
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export function writePointFeatureToBuffers(instructions, elementIndex, vertexBuffer, indexBuffer, customAttributesCount, bufferPositions) {
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export function writePointFeatureToBuffers(
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instructions,
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elementIndex,
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vertexBuffer,
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indexBuffer,
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customAttributesCount,
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bufferPositions
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) {
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// This is for x, y and index
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const baseVertexAttrsCount = 3;
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const baseInstructionsCount = 2;
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@@ -137,23 +141,31 @@ export function writePointFeatureToBuffers(instructions, elementIndex, vertexBuf
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// push vertices for each of the four quad corners (first standard then custom attributes)
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writePointVertex(vertexBuffer, vPos, x, y, 0);
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customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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customAttrs.length &&
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vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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vPos += stride;
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writePointVertex(vertexBuffer, vPos, x, y, 1);
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customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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customAttrs.length &&
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vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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vPos += stride;
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writePointVertex(vertexBuffer, vPos, x, y, 2);
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customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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customAttrs.length &&
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vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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vPos += stride;
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writePointVertex(vertexBuffer, vPos, x, y, 3);
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customAttrs.length && vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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customAttrs.length &&
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vertexBuffer.set(customAttrs, vPos + baseVertexAttrsCount);
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vPos += stride;
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indexBuffer[iPos++] = baseIndex; indexBuffer[iPos++] = baseIndex + 1; indexBuffer[iPos++] = baseIndex + 3;
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indexBuffer[iPos++] = baseIndex + 1; indexBuffer[iPos++] = baseIndex + 2; indexBuffer[iPos++] = baseIndex + 3;
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indexBuffer[iPos++] = baseIndex;
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indexBuffer[iPos++] = baseIndex + 1;
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indexBuffer[iPos++] = baseIndex + 3;
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indexBuffer[iPos++] = baseIndex + 1;
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indexBuffer[iPos++] = baseIndex + 2;
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indexBuffer[iPos++] = baseIndex + 3;
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bufferPositions_.vertexPosition = vPos;
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bufferPositions_.indexPosition = iPos;
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@@ -194,7 +206,6 @@ export function colorEncodeId(id, opt_array) {
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return array;
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}
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/**
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* Reads an id from a color-encoded array
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* Note: the expected range for each component is 0 to 1 with 256 steps.
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