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:
Tim Schaub
2020-04-06 12:25:12 -06:00
parent 53b48baf62
commit 054af09032
790 changed files with 46833 additions and 33765 deletions
+99 -46
View File
@@ -3,7 +3,11 @@
* @module ol/webgl/ShaderBuilder
*/
import {expressionToGlsl, getStringNumberEquivalent, ValueTypes} from '../style/expressions.js';
import {
ValueTypes,
expressionToGlsl,
getStringNumberEquivalent,
} from '../style/expressions.js';
/**
* @typedef {Object} VaryingDescription
@@ -127,7 +131,7 @@ export class ShaderBuilder {
this.varyings.push({
name: name,
type: type,
expression: expression
expression: expression,
});
return this;
}
@@ -271,9 +275,9 @@ export class ShaderBuilder {
* @returns {string} The full shader as a string.
*/
getSymbolVertexShader(forHitDetection) {
const offsetMatrix = this.rotateWithView ?
'u_offsetScaleMatrix * u_offsetRotateMatrix' :
'u_offsetScaleMatrix';
const offsetMatrix = this.rotateWithView
? 'u_offsetScaleMatrix * u_offsetRotateMatrix'
: 'u_offsetScaleMatrix';
let attributes = this.attributes;
let varyings = this.varyings;
@@ -283,7 +287,7 @@ export class ShaderBuilder {
varyings = varyings.concat({
name: 'v_hitColor',
type: 'vec4',
expression: 'a_hitColor'
expression: 'a_hitColor',
});
}
@@ -294,19 +298,25 @@ uniform mat4 u_offsetRotateMatrix;
uniform float u_time;
uniform float u_zoom;
uniform float u_resolution;
${this.uniforms.map(function(uniform) {
${this.uniforms
.map(function (uniform) {
return 'uniform ' + uniform + ';';
}).join('\n')}
})
.join('\n')}
attribute vec2 a_position;
attribute float a_index;
${attributes.map(function(attribute) {
${attributes
.map(function (attribute) {
return 'attribute ' + attribute + ';';
}).join('\n')}
})
.join('\n')}
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
${varyings.map(function(varying) {
${varyings
.map(function (varying) {
return 'varying ' + varying.type + ' ' + varying.name + ';';
}).join('\n')}
})
.join('\n')}
void main(void) {
mat4 offsetMatrix = ${offsetMatrix};
vec2 halfSize = ${this.sizeExpression} * 0.5;
@@ -336,9 +346,11 @@ void main(void) {
u = a_index == 0.0 || a_index == 3.0 ? 0.0 : 1.0;
v = a_index == 2.0 || a_index == 3.0 ? 0.0 : 1.0;
v_quadCoord = vec2(u, v);
${varyings.map(function(varying) {
${varyings
.map(function (varying) {
return ' ' + varying.name + ' = ' + varying.expression + ';';
}).join('\n')}
})
.join('\n')}
}`;
}
@@ -354,8 +366,9 @@ ${varyings.map(function(varying) {
* @returns {string} The full shader as a string.
*/
getSymbolFragmentShader(forHitDetection) {
const hitDetectionBypass = forHitDetection ?
' if (gl_FragColor.a < 0.1) { discard; } gl_FragColor = v_hitColor;' : '';
const hitDetectionBypass = forHitDetection
? ' if (gl_FragColor.a < 0.1) { discard; } gl_FragColor = v_hitColor;'
: '';
let varyings = this.varyings;
@@ -363,7 +376,7 @@ ${varyings.map(function(varying) {
varyings = varyings.concat({
name: 'v_hitColor',
type: 'vec4',
expression: 'a_hitColor'
expression: 'a_hitColor',
});
}
@@ -371,14 +384,18 @@ ${varyings.map(function(varying) {
uniform float u_time;
uniform float u_zoom;
uniform float u_resolution;
${this.uniforms.map(function(uniform) {
${this.uniforms
.map(function (uniform) {
return 'uniform ' + uniform + ';';
}).join('\n')}
})
.join('\n')}
varying vec2 v_texCoord;
varying vec2 v_quadCoord;
${varyings.map(function(varying) {
${varyings
.map(function (varying) {
return 'varying ' + varying.type + ' ' + varying.name + ';';
}).join('\n')}
})
.join('\n')}
void main(void) {
if (${this.discardExpression}) { discard; }
gl_FragColor = ${this.colorExpression};
@@ -422,12 +439,28 @@ export function parseLiteralStyle(style) {
inFragmentShader: false,
variables: [],
attributes: [],
stringLiteralsMap: {}
stringLiteralsMap: {},
};
const parsedSize = expressionToGlsl(vertContext, size, ValueTypes.NUMBER_ARRAY | ValueTypes.NUMBER);
const parsedOffset = expressionToGlsl(vertContext, offset, ValueTypes.NUMBER_ARRAY);
const parsedTexCoord = expressionToGlsl(vertContext, texCoord, ValueTypes.NUMBER_ARRAY);
const parsedRotation = expressionToGlsl(vertContext, rotation, ValueTypes.NUMBER);
const parsedSize = expressionToGlsl(
vertContext,
size,
ValueTypes.NUMBER_ARRAY | ValueTypes.NUMBER
);
const parsedOffset = expressionToGlsl(
vertContext,
offset,
ValueTypes.NUMBER_ARRAY
);
const parsedTexCoord = expressionToGlsl(
vertContext,
texCoord,
ValueTypes.NUMBER_ARRAY
);
const parsedRotation = expressionToGlsl(
vertContext,
rotation,
ValueTypes.NUMBER
);
/**
* @type {import("../style/expressions.js").ParsingContext}
@@ -436,16 +469,26 @@ export function parseLiteralStyle(style) {
inFragmentShader: true,
variables: vertContext.variables,
attributes: [],
stringLiteralsMap: vertContext.stringLiteralsMap
stringLiteralsMap: vertContext.stringLiteralsMap,
};
const parsedColor = expressionToGlsl(fragContext, color, ValueTypes.COLOR);
const parsedOpacity = expressionToGlsl(fragContext, opacity, ValueTypes.NUMBER);
const parsedOpacity = expressionToGlsl(
fragContext,
opacity,
ValueTypes.NUMBER
);
let opacityFilter = '1.0';
const visibleSize = `vec2(${expressionToGlsl(fragContext, size, ValueTypes.NUMBER_ARRAY | ValueTypes.NUMBER)}).x`;
const visibleSize = `vec2(${expressionToGlsl(
fragContext,
size,
ValueTypes.NUMBER_ARRAY | ValueTypes.NUMBER
)}).x`;
switch (symbStyle.symbolType) {
case 'square': break;
case 'image': break;
case 'square':
break;
case 'image':
break;
// taken from https://thebookofshaders.com/07/
case 'circle':
opacityFilter = `(1.0-smoothstep(1.-4./${visibleSize},1.,dot(v_quadCoord-.5,v_quadCoord-.5)*4.))`;
@@ -456,7 +499,8 @@ export function parseLiteralStyle(style) {
opacityFilter = `(1.0-smoothstep(.5-3./${visibleSize},.5,cos(floor(.5+${a}/2.094395102)*2.094395102-${a})*length(${st})))`;
break;
default: throw new Error('Unexpected symbol type: ' + symbStyle.symbolType);
default:
throw new Error('Unexpected symbol type: ' + symbStyle.symbolType);
}
const builder = new ShaderBuilder()
@@ -466,10 +510,15 @@ export function parseLiteralStyle(style) {
.setTextureCoordinateExpression(parsedTexCoord)
.setSymbolRotateWithView(!!symbStyle.rotateWithView)
.setColorExpression(
`vec4(${parsedColor}.rgb, ${parsedColor}.a * ${parsedOpacity} * ${opacityFilter})`);
`vec4(${parsedColor}.rgb, ${parsedColor}.a * ${parsedOpacity} * ${opacityFilter})`
);
if (style.filter) {
const parsedFilter = expressionToGlsl(fragContext, style.filter, ValueTypes.BOOLEAN);
const parsedFilter = expressionToGlsl(
fragContext,
style.filter,
ValueTypes.BOOLEAN
);
builder.setFragmentDiscardExpression(`!${parsedFilter}`);
}
@@ -477,11 +526,13 @@ export function parseLiteralStyle(style) {
const uniforms = {};
// define one uniform per variable
fragContext.variables.forEach(function(varName) {
fragContext.variables.forEach(function (varName) {
builder.addUniform(`float u_${varName}`);
uniforms[`u_${varName}`] = function() {
uniforms[`u_${varName}`] = function () {
if (!style.variables || style.variables[varName] === undefined) {
throw new Error(`The following variable is missing from the style: ${varName}`);
throw new Error(
`The following variable is missing from the style: ${varName}`
);
}
let value = style.variables[varName];
if (typeof value === 'string') {
@@ -494,15 +545,17 @@ export function parseLiteralStyle(style) {
if (symbStyle.symbolType === 'image' && symbStyle.src) {
const texture = new Image();
texture.src = symbStyle.src;
builder.addUniform('sampler2D u_texture')
.setColorExpression(builder.getColorExpression() +
' * texture2D(u_texture, v_texCoord)');
builder
.addUniform('sampler2D u_texture')
.setColorExpression(
builder.getColorExpression() + ' * texture2D(u_texture, v_texCoord)'
);
uniforms['u_texture'] = texture;
}
// for each feature attribute used in the fragment shader, define a varying that will be used to pass data
// from the vertex to the fragment shader, as well as an attribute in the vertex shader (if not already present)
fragContext.attributes.forEach(function(attrName) {
fragContext.attributes.forEach(function (attrName) {
if (vertContext.attributes.indexOf(attrName) === -1) {
vertContext.attributes.push(attrName);
}
@@ -510,24 +563,24 @@ export function parseLiteralStyle(style) {
});
// for each feature attribute used in the vertex shader, define an attribute in the vertex shader.
vertContext.attributes.forEach(function(attrName) {
vertContext.attributes.forEach(function (attrName) {
builder.addAttribute(`float a_${attrName}`);
});
return {
builder: builder,
attributes: vertContext.attributes.map(function(attributeName) {
attributes: vertContext.attributes.map(function (attributeName) {
return {
name: attributeName,
callback: function(feature, props) {
callback: function (feature, props) {
let value = props[attributeName];
if (typeof value === 'string') {
value = getStringNumberEquivalent(vertContext, value);
}
return value !== undefined ? value : -9999999; // to avoid matching with the first string literal
}
},
};
}),
uniforms: uniforms
uniforms: uniforms,
};
}