Make shaders closer to WebGL image replay

This commit is contained in:
Éric Lemoine
2014-11-03 12:43:22 +01:00
parent 95d2085cc4
commit 4534bb8861
5 changed files with 166 additions and 188 deletions
@@ -9,7 +9,6 @@ goog.require('ol.layer.Vector');
goog.require('ol.render.webgl.ReplayGroup');
goog.require('ol.renderer.vector');
goog.require('ol.renderer.webgl.Layer');
goog.require('ol.renderer.webgl.vectorlayer.shader');
goog.require('ol.vec.Mat4');
@@ -24,26 +23,6 @@ ol.renderer.webgl.VectorLayer = function(mapRenderer, vectorLayer) {
goog.base(this, mapRenderer, vectorLayer);
/**
* @private
* @type {ol.webgl.shader.Fragment}
*/
this.fragmentShader_ =
ol.renderer.webgl.vectorlayer.shader.Fragment.getInstance();
/**
* @private
* @type {ol.webgl.shader.Vertex}
*/
this.vertexShader_ =
ol.renderer.webgl.vectorlayer.shader.Vertex.getInstance();
/**
* @private
* @type {ol.renderer.webgl.vectorlayer.shader.Locations}
*/
this.locations_ = null;
/**
* @private
* @type {boolean}
@@ -90,18 +69,6 @@ goog.inherits(ol.renderer.webgl.VectorLayer, ol.renderer.webgl.Layer);
ol.renderer.webgl.VectorLayer.prototype.composeFrame =
function(frameState, layerState, context) {
var gl = context.getGL();
var program = context.getProgram(
this.fragmentShader_, this.vertexShader_);
context.useProgram(program);
if (goog.isNull(this.locations_)) {
this.locations_ =
new ol.renderer.webgl.vectorlayer.shader.Locations(
gl, program);
}
var viewState = frameState.viewState;
ol.vec.Mat4.makeTransform2D(this.projectionMatrix,
0.0, 0.0,
@@ -113,11 +80,6 @@ ol.renderer.webgl.VectorLayer.prototype.composeFrame =
var replayGroup = this.replayGroup_;
if (!goog.isNull(replayGroup) && !replayGroup.isEmpty()) {
replayGroup.replay(context,
this.locations_.a_position,
this.locations_.a_offsets,
this.locations_.a_texCoord,
this.locations_.u_projectionMatrix,
this.locations_.u_sizeMatrix,
frameState.extent, frameState.pixelRatio, frameState.size,
this.projectionMatrix,
frameState.skippedFeatureUids);