Mark 'helper' variable protected

This commit is contained in:
Frederic Junod
2019-05-21 10:22:44 +02:00
committed by Olivier Guyot
parent 98b0c65450
commit 7fb113c3dc
2 changed files with 24 additions and 20 deletions
+6 -2
View File
@@ -57,7 +57,11 @@ class WebGLLayerRenderer extends LayerRenderer {
const options = opt_options || {}; const options = opt_options || {};
this.helper_ = new WebGLHelper({ /**
* @type {WebGLHelper}
* @protected
*/
this.helper = new WebGLHelper({
postProcesses: options.postProcesses, postProcesses: options.postProcesses,
uniforms: options.uniforms uniforms: options.uniforms
}); });
@@ -76,7 +80,7 @@ class WebGLLayerRenderer extends LayerRenderer {
* @api * @api
*/ */
getShaderCompileErrors() { getShaderCompileErrors() {
return this.helper_.getShaderCompileErrors(); return this.helper.getShaderCompileErrors();
} }
} }
+18 -18
View File
@@ -215,12 +215,12 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
this.verticesBuffer_ = new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW); this.verticesBuffer_ = new WebGLArrayBuffer(ARRAY_BUFFER, DYNAMIC_DRAW);
this.indicesBuffer_ = new WebGLArrayBuffer(ELEMENT_ARRAY_BUFFER, DYNAMIC_DRAW); this.indicesBuffer_ = new WebGLArrayBuffer(ELEMENT_ARRAY_BUFFER, DYNAMIC_DRAW);
this.program_ = this.helper_.getProgram( this.program_ = this.helper.getProgram(
options.fragmentShader || FRAGMENT_SHADER, options.fragmentShader || FRAGMENT_SHADER,
options.vertexShader || VERTEX_SHADER options.vertexShader || VERTEX_SHADER
); );
this.helper_.useProgram(this.program_); this.helper.useProgram(this.program_);
this.sizeCallback_ = options.sizeCallback || function() { this.sizeCallback_ = options.sizeCallback || function() {
return 1; return 1;
@@ -282,8 +282,8 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
const projectionTransform = received.projectionTransform; const projectionTransform = received.projectionTransform;
this.verticesBuffer_.fromArrayBuffer(received.vertexBuffer); this.verticesBuffer_.fromArrayBuffer(received.vertexBuffer);
this.indicesBuffer_.fromArrayBuffer(received.indexBuffer); this.indicesBuffer_.fromArrayBuffer(received.indexBuffer);
this.helper_.flushBufferData(this.verticesBuffer_); this.helper.flushBufferData(this.verticesBuffer_);
this.helper_.flushBufferData(this.indicesBuffer_); this.helper.flushBufferData(this.indicesBuffer_);
// saves the projection transform for the current frame state // saves the projection transform for the current frame state
this.renderTransform_ = projectionTransform; this.renderTransform_ = projectionTransform;
@@ -306,9 +306,9 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
*/ */
renderFrame(frameState) { renderFrame(frameState) {
const renderCount = this.indicesBuffer_.getArray() ? this.indicesBuffer_.getArray().length : 0; const renderCount = this.indicesBuffer_.getArray() ? this.indicesBuffer_.getArray().length : 0;
this.helper_.drawElements(0, renderCount); this.helper.drawElements(0, renderCount);
this.helper_.finalizeDraw(frameState); this.helper.finalizeDraw(frameState);
const canvas = this.helper_.getCanvas(); const canvas = this.helper.getCanvas();
const layerState = frameState.layerStatesArray[frameState.layerIndex]; const layerState = frameState.layerStatesArray[frameState.layerIndex];
const opacity = layerState.opacity; const opacity = layerState.opacity;
@@ -348,22 +348,22 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
} }
// apply the current projection transform with the invert of the one used to fill buffers // apply the current projection transform with the invert of the one used to fill buffers
this.helper_.makeProjectionTransform(frameState, this.currentTransform_); this.helper.makeProjectionTransform(frameState, this.currentTransform_);
multiplyTransform(this.currentTransform_, this.invertRenderTransform_); multiplyTransform(this.currentTransform_, this.invertRenderTransform_);
this.helper_.prepareDraw(frameState); this.helper.prepareDraw(frameState);
// write new data // write new data
this.helper_.bindBuffer(this.verticesBuffer_); this.helper.bindBuffer(this.verticesBuffer_);
this.helper_.bindBuffer(this.indicesBuffer_); this.helper.bindBuffer(this.indicesBuffer_);
const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT; const bytesPerFloat = Float32Array.BYTES_PER_ELEMENT;
this.helper_.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * stride, 0); this.helper.enableAttributeArray(DefaultAttrib.POSITION, 2, FLOAT, bytesPerFloat * stride, 0);
this.helper_.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 2); this.helper.enableAttributeArray(DefaultAttrib.OFFSETS, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 2);
this.helper_.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 4); this.helper.enableAttributeArray(DefaultAttrib.TEX_COORD, 2, FLOAT, bytesPerFloat * stride, bytesPerFloat * 4);
this.helper_.enableAttributeArray(DefaultAttrib.OPACITY, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 6); this.helper.enableAttributeArray(DefaultAttrib.OPACITY, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 6);
this.helper_.enableAttributeArray(DefaultAttrib.ROTATE_WITH_VIEW, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 7); this.helper.enableAttributeArray(DefaultAttrib.ROTATE_WITH_VIEW, 1, FLOAT, bytesPerFloat * stride, bytesPerFloat * 7);
this.helper_.enableAttributeArray(DefaultAttrib.COLOR, 4, FLOAT, bytesPerFloat * stride, bytesPerFloat * 8); this.helper.enableAttributeArray(DefaultAttrib.COLOR, 4, FLOAT, bytesPerFloat * stride, bytesPerFloat * 8);
return true; return true;
} }
@@ -379,7 +379,7 @@ class WebGLPointsLayerRenderer extends WebGLLayerRenderer {
// saves the projection transform for the current frame state // saves the projection transform for the current frame state
const projectionTransform = createTransform(); const projectionTransform = createTransform();
this.helper_.makeProjectionTransform(frameState, projectionTransform); this.helper.makeProjectionTransform(frameState, projectionTransform);
const features = vectorSource.getFeatures(); const features = vectorSource.getFeatures();
const totalInstructionsCount = POINT_INSTRUCTIONS_COUNT * features.length; const totalInstructionsCount = POINT_INSTRUCTIONS_COUNT * features.length;