Rename WebGL variables to match CSS shaders specification
See https://dvcs.w3.org/hg/FXTF/raw-file/tip/filters/index.htm
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@@ -45,7 +45,7 @@ ol.renderer.webgl.ImageLayer = function(mapRenderer, imageLayer) {
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* @private
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* @type {!goog.vec.Mat4.Number}
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*/
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this.vertexCoordMatrix_ = goog.vec.Mat4.createNumber();
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this.projectionMatrix_ = goog.vec.Mat4.createNumber();
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};
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goog.inherits(ol.renderer.webgl.ImageLayer, ol.renderer.webgl.Layer);
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@@ -118,8 +118,8 @@ ol.renderer.webgl.ImageLayer.prototype.getTexture = function() {
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/**
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* @inheritDoc
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*/
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ol.renderer.webgl.ImageLayer.prototype.getVertexCoordMatrix = function() {
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return this.vertexCoordMatrix_;
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ol.renderer.webgl.ImageLayer.prototype.getProjectionMatrix = function() {
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return this.projectionMatrix_;
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};
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@@ -187,7 +187,7 @@ ol.renderer.webgl.ImageLayer.prototype.renderFrame =
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var canvas = this.getMapRenderer().getCanvas();
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this.updateVertexCoordMatrix_(canvas.width, canvas.height,
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this.updateProjectionMatrix_(canvas.width, canvas.height,
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viewCenter, viewResolution, viewRotation, image.getExtent());
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// Translate and scale to flip the Y coord.
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@@ -213,24 +213,24 @@ ol.renderer.webgl.ImageLayer.prototype.renderFrame =
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* @param {number} viewRotation View rotation.
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* @param {ol.Extent} imageExtent Image extent.
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*/
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ol.renderer.webgl.ImageLayer.prototype.updateVertexCoordMatrix_ =
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ol.renderer.webgl.ImageLayer.prototype.updateProjectionMatrix_ =
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function(canvasWidth, canvasHeight, viewCenter,
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viewResolution, viewRotation, imageExtent) {
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var canvasExtentWidth = canvasWidth * viewResolution;
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var canvasExtentHeight = canvasHeight * viewResolution;
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var vertexCoordMatrix = this.vertexCoordMatrix_;
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goog.vec.Mat4.makeIdentity(vertexCoordMatrix);
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goog.vec.Mat4.scale(vertexCoordMatrix,
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var projectionMatrix = this.projectionMatrix_;
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goog.vec.Mat4.makeIdentity(projectionMatrix);
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goog.vec.Mat4.scale(projectionMatrix,
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2 / canvasExtentWidth, 2 / canvasExtentHeight, 1);
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goog.vec.Mat4.rotateZ(vertexCoordMatrix, -viewRotation);
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goog.vec.Mat4.translate(vertexCoordMatrix,
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goog.vec.Mat4.rotateZ(projectionMatrix, -viewRotation);
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goog.vec.Mat4.translate(projectionMatrix,
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imageExtent.minX - viewCenter.x,
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imageExtent.minY - viewCenter.y,
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0);
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goog.vec.Mat4.scale(vertexCoordMatrix,
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goog.vec.Mat4.scale(projectionMatrix,
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imageExtent.getWidth() / 2, imageExtent.getHeight() / 2, 1);
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goog.vec.Mat4.translate(vertexCoordMatrix, 1, 1, 0);
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goog.vec.Mat4.translate(projectionMatrix, 1, 1, 0);
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};
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