WebGL / render multiple worlds to wrap X in vector renderer

From https://github.com/jahow/openlayers/pull/1

Adds logic in WebGLVectorLayerRenderer to handle multiple worlds visible at once.

Co-authored-by: Tomas Burleigh <t.burleigh@gmail.com>
Co-authored-by: Olivier Guyot <olivier.guyot@camptocamp.com>
This commit is contained in:
burleight
2022-04-01 20:22:43 +13:00
committed by Olivier Guyot
parent 7d2b1a9f48
commit 8769ea519e
3 changed files with 58 additions and 21 deletions

View File

@@ -8,6 +8,7 @@ import {
create as createTransform,
makeInverse as makeInverseTransform,
multiply as multiplyTransform,
translate as translateTransform,
} from '../../transform.js';
/**
@@ -89,11 +90,12 @@ class AbstractBatchRenderer {
* @param {import("./MixedGeometryBatch.js").GeometryBatch} batch Geometry batch
* @param {import("../../transform.js").Transform} currentTransform Transform
* @param {import("../../PluggableMap.js").FrameState} frameState Frame state.
* @param {number} offsetX X offset
*/
render(batch, currentTransform, frameState) {
render(batch, currentTransform, frameState, offsetX) {
// multiply the current projection transform with the invert of the one used to fill buffers
// FIXME: this should probably be done directly in the layer renderer
this.helper_.makeProjectionTransform(frameState, currentTransform);
translateTransform(currentTransform, offsetX, 0);
multiplyTransform(currentTransform, batch.invertVerticesBufferTransform);
// enable program, buffers and attributes