Basic WEBGL rendering of polygons
This commit is contained in:
committed by
GaborFarkas
parent
8bdbe7aae0
commit
2519cf36fc
@@ -1,7 +1,9 @@
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goog.provide('ol.render.webgl.ImageReplay');
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goog.provide('ol.render.webgl.PolygonReplay');
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goog.provide('ol.render.webgl.ReplayGroup');
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goog.require('ol');
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goog.require('ol.ext.earcut');
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goog.require('ol.extent');
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goog.require('ol.obj');
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goog.require('ol.render.ReplayGroup');
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@@ -9,6 +11,7 @@ goog.require('ol.render.VectorContext');
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goog.require('ol.render.replay');
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goog.require('ol.render.webgl.imagereplay.defaultshader');
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goog.require('ol.transform');
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goog.require('ol.render.webgl.polygonreplay.shader.Default');
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goog.require('ol.vec.Mat4');
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goog.require('ol.webgl');
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goog.require('ol.webgl.Buffer');
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@@ -905,6 +908,315 @@ ol.render.webgl.ImageReplay.prototype.setImageStyle = function(imageStyle) {
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};
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/**
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* @constructor
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* @extends {ol.render.VectorContext}
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* @param {number} tolerance Tolerance.
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* @param {ol.Extent} maxExtent Max extent.
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* @protected
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* @struct
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*/
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ol.render.webgl.PolygonReplay = function(tolerance, maxExtent) {
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goog.base(this);
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/**
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* @private
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* @type {ol.color.Matrix}
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*/
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this.colorMatrix_ = new ol.color.Matrix();
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/**
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* The origin of the coordinate system for the point coordinates sent to
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* the GPU.
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* @private
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* @type {ol.Coordinate}
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*/
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this.origin_ = ol.extent.getCenter(maxExtent);
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/**
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* @type {Array.<number>}
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* @private
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*/
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this.indices_ = [];
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/**
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* @type {ol.webgl.Buffer}
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* @private
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*/
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this.indicesBuffer_ = null;
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/**
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* @private
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* @type {ol.render.webgl.polygonreplay.shader.Default.Locations}
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*/
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this.defaultLocations_ = null;
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/**
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* @type {!goog.vec.Mat4.Number}
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* @private
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*/
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this.projectionMatrix_ = goog.vec.Mat4.createNumberIdentity();
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/**
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* @type {Array.<number>}
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* @private
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*/
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this.vertices_ = [];
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/**
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* @type {ol.webgl.Buffer}
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* @private
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*/
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this.verticesBuffer_ = null;
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/**
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* Start index per feature (the index).
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* @type {Array.<number>}
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* @private
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*/
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this.startIndices_ = [];
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/**
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* Start index per feature (the feature).
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* @type {Array.<ol.Feature>}
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* @private
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*/
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this.startIndicesFeature_ = [];
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};
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goog.inherits(ol.render.webgl.PolygonReplay, ol.render.VectorContext);
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/**
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* Draw one polygon.
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* @param {Array.<Array.<ol.Coordinate>>} coordinates
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* @private
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*/
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ol.render.webgl.PolygonReplay.prototype.drawCoordinates_ =
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function(coordinates) {
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var triangulation = ol.ext.earcut(coordinates, true);
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var offset = this.vertices_.length / 2;
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if (offset === 0) {
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this.indices_ = triangulation.indices;
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this.vertices_ = triangulation.vertices;
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} else {
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var i, ii;
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var indices = triangulation.indices;
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for (i = 0, ii = indices.length; i < ii; ++i) {
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this.indices_.push(indices[i] + offset);
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}
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var vertices = triangulation.vertices;
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for (i = 0, ii = vertices.length; i < ii; ++i) {
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this.vertices_.push(vertices[i]);
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}
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}
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};
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/**
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* @inheritDoc
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*/
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ol.render.webgl.PolygonReplay.prototype.drawLineStringGeometry =
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goog.abstractMethod;
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/**
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* @inheritDoc
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*/
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ol.render.webgl.PolygonReplay.prototype.drawMultiLineStringGeometry =
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goog.abstractMethod;
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/**
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* @inheritDoc
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*/
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ol.render.webgl.PolygonReplay.prototype.drawMultiPolygonGeometry =
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function(geometry, feature) {
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var coordinatess = geometry.getCoordinates();
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this.startIndices_.push(this.indices_.length);
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this.startIndicesFeature_.push(feature);
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var i, ii;
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for (i = 0, ii = coordinatess.length; i < ii; i++) {
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this.drawCoordinates_(coordinatess[i]);
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}
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};
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/**
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* @inheritDoc
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*/
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ol.render.webgl.PolygonReplay.prototype.drawPolygonGeometry =
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function(polygonGeometry, feature) {
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var coordinates = polygonGeometry.getCoordinates();
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this.startIndices_.push(this.indices_.length);
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this.startIndicesFeature_.push(feature);
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this.drawCoordinates_(coordinates);
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};
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/**
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* @param {ol.webgl.Context} context Context.
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**/
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ol.render.webgl.PolygonReplay.prototype.finish = function(context) {
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// create, bind, and populate the vertices buffer
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this.verticesBuffer_ = new ol.webgl.Buffer(this.vertices_);
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context.bindBuffer(goog.webgl.ARRAY_BUFFER, this.verticesBuffer_);
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var indices = this.indices_;
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var bits = context.hasOESElementIndexUint ? 32 : 16;
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goog.asserts.assert(indices[indices.length - 1] < Math.pow(2, bits),
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'Too large element index detected [%s] (OES_element_index_uint "%s")',
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indices[indices.length - 1], context.hasOESElementIndexUint);
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// create, bind, and populate the indices buffer
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this.indicesBuffer_ = new ol.webgl.Buffer(indices);
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context.bindBuffer(goog.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
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};
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/**
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* @param {ol.webgl.Context} context WebGL context.
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* @return {function()} Delete resources function.
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*/
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ol.render.webgl.PolygonReplay.prototype.getDeleteResourcesFunction =
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function(context) {
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// We only delete our stuff here. The shaders and the program may
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// be used by other PolygonReplay instances (for other layers). And
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// they will be deleted when disposing of the ol.webgl.Context
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// object.
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goog.asserts.assert(!goog.isNull(this.verticesBuffer_),
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'verticesBuffer must not be null');
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goog.asserts.assert(!goog.isNull(this.indicesBuffer_),
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'indicesBuffer must not be null');
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var verticesBuffer = this.verticesBuffer_;
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var indicesBuffer = this.indicesBuffer_;
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return function() {
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context.deleteBuffer(verticesBuffer);
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context.deleteBuffer(indicesBuffer);
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};
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};
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/**
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* @param {ol.webgl.Context} context Context.
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* @param {ol.Coordinate} center Center.
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* @param {number} resolution Resolution.
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* @param {number} rotation Rotation.
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* @param {ol.Size} size Size.
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* @param {number} pixelRatio Pixel ratio.
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* @param {number} opacity Global opacity.
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* @param {number} brightness Global brightness.
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* @param {number} contrast Global contrast.
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* @param {number} hue Global hue.
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* @param {number} saturation Global saturation.
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* @param {Object} skippedFeaturesHash Ids of features to skip.
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* @param {function(ol.Feature): T|undefined} featureCallback Feature callback.
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* @param {boolean} oneByOne Draw features one-by-one for the hit-detecion.
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* @param {ol.Extent=} opt_hitExtent Hit extent: Only features intersecting
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* this extent are checked.
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* @return {T|undefined} Callback result.
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* @template T
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*/
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ol.render.webgl.PolygonReplay.prototype.replay = function(context,
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center, resolution, rotation, size, pixelRatio,
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opacity, brightness, contrast, hue, saturation, skippedFeaturesHash,
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featureCallback, oneByOne, opt_hitExtent) {
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var gl = context.getGL();
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// bind the vertices buffer
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goog.asserts.assert(!goog.isNull(this.verticesBuffer_),
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'verticesBuffer must not be null');
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context.bindBuffer(goog.webgl.ARRAY_BUFFER, this.verticesBuffer_);
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// bind the indices buffer
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goog.asserts.assert(!goog.isNull(this.indicesBuffer_),
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'indicesBuffer must not be null');
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context.bindBuffer(goog.webgl.ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
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// get the program
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var fragmentShader, vertexShader;
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fragmentShader =
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ol.render.webgl.polygonreplay.shader.DefaultFragment.getInstance();
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vertexShader =
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ol.render.webgl.polygonreplay.shader.DefaultVertex.getInstance();
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var program = context.getProgram(fragmentShader, vertexShader);
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// get the locations
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var locations;
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if (goog.isNull(this.defaultLocations_)) {
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locations =
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new ol.render.webgl.polygonreplay.shader.Default.Locations(gl, program);
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this.defaultLocations_ = locations;
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} else {
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locations = this.defaultLocations_;
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}
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context.useProgram(program);
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// enable the vertex attrib arrays
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gl.enableVertexAttribArray(locations.a_position);
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gl.vertexAttribPointer(locations.a_position, 2, goog.webgl.FLOAT,
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false, 8, 0);
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// set the "uniform" values
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// TODO: use RTE to avoid jitter
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var projectionMatrix = this.projectionMatrix_;
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ol.vec.Mat4.makeTransform2D(projectionMatrix,
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0.0, 0.0,
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2 / (resolution * size[0]),
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2 / (resolution * size[1]),
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-rotation,
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-center[0], -center[1]);
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gl.uniformMatrix4fv(locations.u_projectionMatrix, false, projectionMatrix);
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// draw!
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var result;
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if (!goog.isDef(featureCallback)) {
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this.drawReplay_(gl, context, skippedFeaturesHash);
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} else {
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// TODO: draw feature by feature for the hit-detection
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}
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// disable the vertex attrib arrays
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gl.disableVertexAttribArray(locations.a_position);
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return result;
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};
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/**
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* @private
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* @param {WebGLRenderingContext} gl gl.
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* @param {ol.webgl.Context} context Context.
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* @param {Object} skippedFeaturesHash Ids of features to skip.
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*/
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ol.render.webgl.PolygonReplay.prototype.drawReplay_ =
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function(gl, context, skippedFeaturesHash) {
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var elementType = context.hasOESElementIndexUint ?
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goog.webgl.UNSIGNED_INT : goog.webgl.UNSIGNED_SHORT;
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// var elementSize = context.hasOESElementIndexUint ? 4 : 2;
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if (!goog.object.isEmpty(skippedFeaturesHash)) {
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// TODO: draw by blocks to skip features
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} else {
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var numItems = this.indices_.length;
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gl.drawElements(goog.webgl.TRIANGLES, numItems, elementType, 0);
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}
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};
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/**
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* @inheritDoc
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*/
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ol.render.webgl.PolygonReplay.prototype.setFillStrokeStyle =
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function(fillStyle, strokeStyle) {
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// TODO implement
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};
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/**
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* @constructor
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* @extends {ol.render.ReplayGroup}
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@@ -1166,7 +1478,8 @@ ol.render.webgl.ReplayGroup.prototype.hasFeatureAtCoordinate = function(
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* ol.Extent)>}
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*/
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ol.render.webgl.BATCH_CONSTRUCTORS_ = {
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'Image': ol.render.webgl.ImageReplay
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'Image': ol.render.webgl.ImageReplay,
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'Polygon': ol.render.webgl.PolygonReplay
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};
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22
src/ol/render/webgl/webglpolygondefault.glsl
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22
src/ol/render/webgl/webglpolygondefault.glsl
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@@ -0,0 +1,22 @@
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//! NAMESPACE=ol.render.webgl.polygonreplay.shader.Default
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//! CLASS=ol.render.webgl.polygonreplay.shader.Default
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//! COMMON
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//! VERTEX
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attribute vec2 a_position;
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uniform mat4 u_projectionMatrix;
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void main(void) {
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gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);
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}
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//! FRAGMENT
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void main(void) {
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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99
src/ol/render/webgl/webglpolygondefaultshader.js
Normal file
99
src/ol/render/webgl/webglpolygondefaultshader.js
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@@ -0,0 +1,99 @@
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// This file is automatically generated, do not edit
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goog.provide('ol.render.webgl.polygonreplay.shader.Default');
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goog.require('ol.webgl.shader');
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/**
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* @constructor
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* @extends {ol.webgl.shader.Fragment}
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* @struct
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*/
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ol.render.webgl.polygonreplay.shader.DefaultFragment = function() {
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goog.base(this, ol.render.webgl.polygonreplay.shader.DefaultFragment.SOURCE);
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};
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goog.inherits(ol.render.webgl.polygonreplay.shader.DefaultFragment, ol.webgl.shader.Fragment);
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goog.addSingletonGetter(ol.render.webgl.polygonreplay.shader.DefaultFragment);
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/**
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* @const
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* @type {string}
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*/
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ol.render.webgl.polygonreplay.shader.DefaultFragment.DEBUG_SOURCE = 'precision mediump float;\n\n\n\nvoid main(void) {\n gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n}\n';
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/**
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* @const
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* @type {string}
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*/
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ol.render.webgl.polygonreplay.shader.DefaultFragment.OPTIMIZED_SOURCE = 'precision mediump float;void main(void){gl_FragColor=vec4(1.0,1.0,1.0,1.0);}';
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/**
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* @const
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* @type {string}
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*/
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ol.render.webgl.polygonreplay.shader.DefaultFragment.SOURCE = goog.DEBUG ?
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ol.render.webgl.polygonreplay.shader.DefaultFragment.DEBUG_SOURCE :
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ol.render.webgl.polygonreplay.shader.DefaultFragment.OPTIMIZED_SOURCE;
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/**
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* @constructor
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* @extends {ol.webgl.shader.Vertex}
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* @struct
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*/
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ol.render.webgl.polygonreplay.shader.DefaultVertex = function() {
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goog.base(this, ol.render.webgl.polygonreplay.shader.DefaultVertex.SOURCE);
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};
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goog.inherits(ol.render.webgl.polygonreplay.shader.DefaultVertex, ol.webgl.shader.Vertex);
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goog.addSingletonGetter(ol.render.webgl.polygonreplay.shader.DefaultVertex);
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/**
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* @const
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* @type {string}
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*/
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ol.render.webgl.polygonreplay.shader.DefaultVertex.DEBUG_SOURCE = '\n\nattribute vec2 a_position;\n\nuniform mat4 u_projectionMatrix;\n\nvoid main(void) {\n gl_Position = u_projectionMatrix * vec4(a_position, 0., 1.);\n}\n\n\n';
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/**
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* @const
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* @type {string}
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*/
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ol.render.webgl.polygonreplay.shader.DefaultVertex.OPTIMIZED_SOURCE = 'attribute vec2 a;uniform mat4 b;void main(void){gl_Position=b*vec4(a,0.,1.);}';
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/**
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* @const
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* @type {string}
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*/
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ol.render.webgl.polygonreplay.shader.DefaultVertex.SOURCE = goog.DEBUG ?
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ol.render.webgl.polygonreplay.shader.DefaultVertex.DEBUG_SOURCE :
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ol.render.webgl.polygonreplay.shader.DefaultVertex.OPTIMIZED_SOURCE;
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/**
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* @constructor
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* @param {WebGLRenderingContext} gl GL.
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* @param {WebGLProgram} program Program.
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* @struct
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*/
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ol.render.webgl.polygonreplay.shader.Default.Locations = function(gl, program) {
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/**
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* @type {WebGLUniformLocation}
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*/
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this.u_projectionMatrix = gl.getUniformLocation(
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program, goog.DEBUG ? 'u_projectionMatrix' : 'b');
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/**
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* @type {number}
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*/
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this.a_position = gl.getAttribLocation(
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program, goog.DEBUG ? 'a_position' : 'a');
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};
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