Renamed WebGLBuffer to WebGLArrayBuffer to avoid conflicts
In the future this should be reworked to have a clearer API in general.
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@@ -2,7 +2,7 @@
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* @module ol/renderer/webgl-new/PointsLayer
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* @module ol/renderer/webgl-new/PointsLayer
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*/
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*/
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import LayerRenderer from '../Layer';
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import LayerRenderer from '../Layer';
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import WebGLBuffer from '../../webgl/Buffer';
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import WebGLArrayBuffer from '../../webgl/Buffer';
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import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, FLOAT} from '../../webgl';
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import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, FLOAT} from '../../webgl';
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import WebGLHelper, {DefaultAttrib, DefaultUniform} from '../../webgl/Helper';
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import WebGLHelper, {DefaultAttrib, DefaultUniform} from '../../webgl/Helper';
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import WebGLVertex from '../../webgl/Vertex';
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import WebGLVertex from '../../webgl/Vertex';
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@@ -143,8 +143,8 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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this.sourceRevision_ = -1;
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this.sourceRevision_ = -1;
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this.verticesBuffer_ = new WebGLBuffer([], DYNAMIC_DRAW);
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this.verticesBuffer_ = new WebGLArrayBuffer([], DYNAMIC_DRAW);
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this.indicesBuffer_ = new WebGLBuffer([], DYNAMIC_DRAW);
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this.indicesBuffer_ = new WebGLArrayBuffer([], DYNAMIC_DRAW);
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const vertexShader = new WebGLVertex(options.vertexShader || VERTEX_SHADER);
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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 fragmentShader = new WebGLFragment(options.fragmentShader || FRAGMENT_SHADER);
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@@ -13,7 +13,7 @@ const BufferUsage = {
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};
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};
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class WebGLBuffer {
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class WebGLArrayBuffer {
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/**
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/**
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* @param {Array<number>=} opt_arr Array.
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* @param {Array<number>=} opt_arr Array.
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@@ -50,4 +50,4 @@ class WebGLBuffer {
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}
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}
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}
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}
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export default WebGLBuffer;
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export default WebGLArrayBuffer;
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@@ -17,7 +17,6 @@ import {
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translate as translateTransform
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translate as translateTransform
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} from '../transform';
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} from '../transform';
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import {create, fromTransform} from '../vec/mat4';
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import {create, fromTransform} from '../vec/mat4';
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import WebGLBuffer from './Buffer';
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import WebGLPostProcessingPass from './PostProcessingPass';
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import WebGLPostProcessingPass from './PostProcessingPass';
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@@ -142,15 +141,15 @@ export const DefaultAttrib = {
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*
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*
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* ### Binding WebGL buffers and flushing data into them:
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* ### Binding WebGL buffers and flushing data into them:
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*
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*
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* Data that must be passed to the GPU has to be transferred using `WebGLBuffer` objects.
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* Data that must be passed to the GPU has to be transferred using `WebGLArrayBuffer` objects.
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* A buffer has to be created only once, but must be bound everytime the data it holds is changed. Using `WebGLHelper.bindBuffer`
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* A buffer has to be created only once, but must be bound everytime the data it holds is changed. Using `WebGLHelper.bindBuffer`
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* will bind the buffer and flush the new data to the GPU.
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* will bind the buffer and flush the new data to the GPU.
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*
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*
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* For now, the `WebGLHelper` class expects {@link module:ol/webgl/Buffer~WebGLArrayBuffer} objects.
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* For now, the `WebGLHelper` class expects {@link module:ol/webgl/Buffer~WebGLArrayBuffer} objects.
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* ```js
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* ```js
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* // at initialization phase
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* // at initialization phase
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* this.verticesBuffer = new WebGLBuffer([], DYNAMIC_DRAW);
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* this.verticesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
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* this.indicesBuffer = new WebGLBuffer([], DYNAMIC_DRAW);
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* this.indicesBuffer = new WebGLArrayBuffer([], DYNAMIC_DRAW);
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*
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*
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* // at rendering phase
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* // at rendering phase
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* this.context.bindBuffer(ARRAY_BUFFER, this.verticesBuffer);
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* this.context.bindBuffer(ARRAY_BUFFER, this.verticesBuffer);
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