Lazily create the WebGL helper
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@@ -132,7 +132,6 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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uniforms[DefaultUniform.PROJECTION_MATRIX] = projectionMatrixTransform;
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super(layer, {
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className: options.className,
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uniforms: uniforms,
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postProcesses: options.postProcesses,
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});
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@@ -146,10 +145,21 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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DYNAMIC_DRAW
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);
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this.program_ = this.helper.getProgram(
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options.fragmentShader,
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options.vertexShader
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);
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/**
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* @private
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*/
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this.vertexShader_ = options.vertexShader;
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/**
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* @private
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*/
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this.fragmentShader_ = options.fragmentShader;
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/**
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* @type {WebGLProgram}
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* @private
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*/
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this.program_;
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/**
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* @type {boolean}
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@@ -158,12 +168,21 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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this.hitDetectionEnabled_ =
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options.hitFragmentShader && options.hitVertexShader ? true : false;
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this.hitProgram_ =
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this.hitDetectionEnabled_ &&
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this.helper.getProgram(
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options.hitFragmentShader,
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options.hitVertexShader
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);
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/**
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* @private
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*/
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this.hitVertexShader_ = options.hitVertexShader;
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/**
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* @private
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*/
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this.hitFragmentShader_ = options.hitFragmentShader;
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/**
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* @type {WebGLProgram}
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* @private
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*/
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this.hitProgram_;
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const customAttributes = options.attributes
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? options.attributes.map(function (attribute) {
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@@ -263,8 +282,7 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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* @type {WebGLRenderTarget}
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* @private
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*/
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this.hitRenderTarget_ =
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this.hitDetectionEnabled_ && new WebGLRenderTarget(this.helper);
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this.hitRenderTarget_;
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this.worker_ = createWebGLWorker();
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this.worker_.addEventListener(
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@@ -360,6 +378,22 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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);
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}
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afterHelperCreated() {
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this.program_ = this.helper.getProgram(
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this.fragmentShader_,
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this.vertexShader_
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);
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if (this.hitDetectionEnabled_) {
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this.hitProgram_ = this.helper.getProgram(
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this.hitFragmentShader_,
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this.hitVertexShader_
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);
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this.hitRenderTarget_ = new WebGLRenderTarget(this.helper);
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}
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}
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/**
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* @param {import("../../source/Vector.js").VectorSourceEvent} event Event.
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* @private
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@@ -436,11 +470,11 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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}
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/**
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* Determine whether render should be called.
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* Determine whether renderFrame should be called.
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* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
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* @return {boolean} Layer is ready to be rendered.
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*/
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prepareFrame(frameState) {
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prepareFrameInternal(frameState) {
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const layer = this.getLayer();
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const vectorSource = layer.getSource();
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const viewState = frameState.viewState;
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