added the concept of frame buffer in webgl context
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@@ -72,8 +72,8 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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const vertexShader = new WebGLVertex(options.vertexShader || VERTEX_SHADER);
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const fragmentShader = new WebGLFragment(options.fragmentShader || FRAGMENT_SHADER);
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const program = this.context_.getProgram(fragmentShader, vertexShader);
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this.context_.useProgram(program);
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this.program_ = this.context_.getProgram(fragmentShader, vertexShader);
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this.context_.useProgram(this.program_);
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this.sizeCallback_ = options.sizeCallback || function(feature) {
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return 1;
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@@ -95,10 +95,10 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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* @inheritDoc
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*/
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renderFrame(frameState, layerState) {
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this.context_.prepareDraw(frameState.size, frameState.pixelRatio);
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this.context_.applyFrameState(frameState);
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this.context_.setUniformFloatValue(DefaultUniform.OPACITY, layerState.opacity);
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this.context_.drawElements(0, this.indicesBuffer_.getArray().length);
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this.context_.finalizeDraw();
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return this.context_.getCanvas();
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}
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@@ -109,6 +109,8 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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const vectorLayer = /** @type {import("../../layer/Vector.js").default} */ (this.getLayer());
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const vectorSource = /** @type {import("../../source/Vector.js").default} */ (vectorLayer.getSource());
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this.context_.prepareDraw(frameState.size, frameState.pixelRatio);
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if (this.sourceRevision_ < vectorSource.getRevision()) {
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this.sourceRevision_ = vectorSource.getRevision();
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@@ -140,17 +142,17 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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baseIndex + 1, baseIndex + 2, baseIndex + 3
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);
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});
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// write new data
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this.context_.bindBuffer(ARRAY_BUFFER, this.verticesBuffer_);
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this.context_.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
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let bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
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this.context_.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * 6, 0);
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this.context_.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 2);
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this.context_.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 4);
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}
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// write new data
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this.context_.bindBuffer(ARRAY_BUFFER, this.verticesBuffer_);
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this.context_.bindBuffer(ELEMENT_ARRAY_BUFFER, this.indicesBuffer_);
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let bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
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this.context_.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * 6, 0);
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this.context_.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 2);
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this.context_.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * 6, bytesPerFloat * 4);
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return true;
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}
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}
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