Named exports from ol/transform
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@@ -4,7 +4,13 @@
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import {inherits} from '../../index.js';
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import {getCenter} from '../../extent.js';
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import VectorContext from '../VectorContext.js';
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import _ol_transform_ from '../../transform.js';
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import {
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create as createTransform,
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reset as resetTransform,
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rotate as rotateTransform,
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scale as scaleTransform,
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translate as translateTransform
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} from '../../transform.js';
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import {create, fromTransform} from '../../vec/mat4.js';
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import _ol_webgl_ from '../../webgl.js';
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@@ -46,19 +52,19 @@ const WebGLReplay = function(tolerance, maxExtent) {
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* @private
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* @type {ol.Transform}
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*/
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this.projectionMatrix_ = _ol_transform_.create();
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this.projectionMatrix_ = createTransform();
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/**
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* @private
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* @type {ol.Transform}
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*/
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this.offsetRotateMatrix_ = _ol_transform_.create();
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this.offsetRotateMatrix_ = createTransform();
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/**
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* @private
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* @type {ol.Transform}
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*/
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this.offsetScaleMatrix_ = _ol_transform_.create();
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this.offsetScaleMatrix_ = createTransform();
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/**
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* @private
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@@ -294,17 +300,17 @@ WebGLReplay.prototype.replay = function(context,
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const locations = this.setUpProgram(gl, context, size, pixelRatio);
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// set the "uniform" values
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const projectionMatrix = _ol_transform_.reset(this.projectionMatrix_);
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_ol_transform_.scale(projectionMatrix, 2 / (resolution * size[0]), 2 / (resolution * size[1]));
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_ol_transform_.rotate(projectionMatrix, -rotation);
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_ol_transform_.translate(projectionMatrix, -(center[0] - this.origin[0]), -(center[1] - this.origin[1]));
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const projectionMatrix = resetTransform(this.projectionMatrix_);
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scaleTransform(projectionMatrix, 2 / (resolution * size[0]), 2 / (resolution * size[1]));
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rotateTransform(projectionMatrix, -rotation);
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translateTransform(projectionMatrix, -(center[0] - this.origin[0]), -(center[1] - this.origin[1]));
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const offsetScaleMatrix = _ol_transform_.reset(this.offsetScaleMatrix_);
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_ol_transform_.scale(offsetScaleMatrix, 2 / size[0], 2 / size[1]);
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const offsetScaleMatrix = resetTransform(this.offsetScaleMatrix_);
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scaleTransform(offsetScaleMatrix, 2 / size[0], 2 / size[1]);
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const offsetRotateMatrix = _ol_transform_.reset(this.offsetRotateMatrix_);
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const offsetRotateMatrix = resetTransform(this.offsetRotateMatrix_);
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if (rotation !== 0) {
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_ol_transform_.rotate(offsetRotateMatrix, -rotation);
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rotateTransform(offsetRotateMatrix, -rotation);
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}
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gl.uniformMatrix4fv(locations.u_projectionMatrix, false,
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