Webgl renderer / now accepts any kind of layer (not just vector)

This commit is contained in:
Olivier Guyot
2019-09-26 14:56:11 +02:00
parent 28fb7c5590
commit 7e4383f554

View File

@@ -108,15 +108,15 @@ import {assert} from '../../asserts.js';
class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
/**
* @param {import("../../layer/Vector.js").default} vectorLayer Vector layer.
* @param {import("../../layer/Layer.js").default} layer Layer.
* @param {Options=} options Options.
*/
constructor(vectorLayer, options) {
constructor(layer, options) {
const uniforms = options.uniforms || {};
const projectionMatrixTransform = createTransform();
uniforms[DefaultUniform.PROJECTION_MATRIX] = projectionMatrixTransform;
super(vectorLayer, {
super(layer, {
uniforms: uniforms,
postProcesses: options.postProcesses
});
@@ -289,8 +289,8 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
* @inheritDoc
*/
prepareFrame(frameState) {
const vectorLayer = this.getLayer();
const vectorSource = vectorLayer.getSource();
const layer = this.getLayer();
const vectorSource = layer.getSource();
const viewState = frameState.viewState;
// the source has changed: clear the feature cache & reload features
@@ -332,8 +332,8 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
* @private
*/
rebuildBuffers_(frameState) {
const vectorLayer = this.getLayer();
const vectorSource = vectorLayer.getSource();
const layer = this.getLayer();
const vectorSource = layer.getSource();
// saves the projection transform for the current frame state
const projectionTransform = createTransform();