Webgl renderer / now accepts any kind of layer (not just vector)
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@@ -108,15 +108,15 @@ import {assert} from '../../asserts.js';
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class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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/**
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* @param {import("../../layer/Vector.js").default} vectorLayer Vector layer.
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* @param {import("../../layer/Layer.js").default} layer Layer.
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* @param {Options=} options Options.
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*/
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constructor(vectorLayer, options) {
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constructor(layer, options) {
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const uniforms = options.uniforms || {};
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const projectionMatrixTransform = createTransform();
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uniforms[DefaultUniform.PROJECTION_MATRIX] = projectionMatrixTransform;
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super(vectorLayer, {
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super(layer, {
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uniforms: uniforms,
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postProcesses: options.postProcesses
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});
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@@ -289,8 +289,8 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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* @inheritDoc
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*/
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prepareFrame(frameState) {
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const vectorLayer = this.getLayer();
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const vectorSource = vectorLayer.getSource();
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const layer = this.getLayer();
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const vectorSource = layer.getSource();
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const viewState = frameState.viewState;
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// the source has changed: clear the feature cache & reload features
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@@ -332,8 +332,8 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
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* @private
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*/
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rebuildBuffers_(frameState) {
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const vectorLayer = this.getLayer();
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const vectorSource = vectorLayer.getSource();
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const layer = this.getLayer();
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const vectorSource = layer.getSource();
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// saves the projection transform for the current frame state
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const projectionTransform = createTransform();
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