Remove glContext from RenderEvent
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@@ -12,9 +12,8 @@ class RenderEvent extends Event {
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* CSS pixels to rendered pixels.
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* @param {import("../PluggableMap.js").FrameState=} opt_frameState Frame state.
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* @param {?CanvasRenderingContext2D=} opt_context Context.
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* @param {?import("../webgl/Helper.js").default=} opt_glContext WebGL Context.
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*/
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constructor(type, opt_inversePixelTransform, opt_frameState, opt_context, opt_glContext) {
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constructor(type, opt_inversePixelTransform, opt_frameState, opt_context) {
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super(type);
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@@ -41,14 +40,6 @@ class RenderEvent extends Event {
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*/
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this.context = opt_context;
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/**
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* WebGL context. Only available when a WebGL renderer is used, null
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* otherwise.
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* @type {import("../webgl/Helper.js").default|null|undefined}
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* @api
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*/
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this.glContext = opt_glContext;
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}
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}
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@@ -187,7 +187,7 @@ class CanvasLayerRenderer extends LayerRenderer {
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dispatchRenderEvent_(type, context, frameState) {
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const layer = this.getLayer();
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if (layer.hasListener(type)) {
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const event = new RenderEvent(type, this.inversePixelTransform, frameState, context, null);
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const event = new RenderEvent(type, this.inversePixelTransform, frameState, context);
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layer.dispatchEvent(event);
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}
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}
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@@ -443,21 +443,7 @@ import {WEBGL} from '../src/ol/has.js';
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return;
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}
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let canvas;
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if (event.glContext) {
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const webglCanvas = event.glContext.getCanvas();
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expect(webglCanvas).to.be.a(HTMLCanvasElement);
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// draw the WebGL canvas on a new canvas, because we can not create
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// a 2d context for that canvas because there is already a webgl context.
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canvas = document.createElement('canvas');
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canvas.width = webglCanvas.width;
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canvas.height = webglCanvas.height;
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canvas.getContext('2d').drawImage(webglCanvas, 0, 0,
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webglCanvas.width, webglCanvas.height);
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} else {
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canvas = event.context.canvas;
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}
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const canvas = event.context.canvas;
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expect(canvas).to.be.a(HTMLCanvasElement);
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resembleCanvas(canvas, referenceImage, tolerance, done);
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