Merge pull request #567 from twpayne/no-events-in-renderers
No events in renderers
This commit is contained in:
@@ -51,30 +51,6 @@ ol.renderer.webgl.Layer = function(mapRenderer, layer) {
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*/
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this.projectionMatrix = goog.vec.Mat4.createNumberIdentity();
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/**
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* @private
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* @type {!goog.vec.Mat4.Float32}
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*/
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this.brightnessMatrix_ = goog.vec.Mat4.createFloat32();
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/**
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* @private
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* @type {!goog.vec.Mat4.Float32}
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*/
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this.contrastMatrix_ = goog.vec.Mat4.createFloat32();
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/**
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* @private
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* @type {!goog.vec.Mat4.Float32}
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*/
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this.hueMatrix_ = goog.vec.Mat4.createFloat32();
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/**
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* @private
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* @type {!goog.vec.Mat4.Float32}
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*/
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this.saturationMatrix_ = goog.vec.Mat4.createFloat32();
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/**
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* @private
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* @type {!goog.vec.Mat4.Float32}
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@@ -87,10 +63,33 @@ ol.renderer.webgl.Layer = function(mapRenderer, layer) {
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*/
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this.colorMatrixDirty_ = true;
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this.handleLayerBrightnessChange();
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this.handleLayerContrastChange();
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this.handleLayerHueChange();
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this.handleLayerSaturationChange();
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/**
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* @private
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* @type {!goog.vec.Mat4.Float32}
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*/
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this.brightnessMatrix_ = goog.vec.Mat4.createFloat32();
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this.updateBrightnessMatrix_();
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/**
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* @private
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* @type {!goog.vec.Mat4.Float32}
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*/
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this.contrastMatrix_ = goog.vec.Mat4.createFloat32();
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this.updateContrastMatrix_();
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/**
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* @private
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* @type {!goog.vec.Mat4.Float32}
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*/
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this.hueMatrix_ = goog.vec.Mat4.createFloat32();
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this.updateHueMatrix_();
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/**
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* @private
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* @type {!goog.vec.Mat4.Float32}
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*/
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this.saturationMatrix_ = goog.vec.Mat4.createFloat32();
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this.updateSaturationMatrix_();
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};
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goog.inherits(ol.renderer.webgl.Layer, ol.renderer.Layer);
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@@ -193,10 +192,8 @@ ol.renderer.webgl.Layer.prototype.getProjectionMatrix = function() {
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* @inheritDoc
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*/
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ol.renderer.webgl.Layer.prototype.handleLayerBrightnessChange = function() {
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var value = this.getLayer().getBrightness();
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ol.vec.Mat4.makeBrightness(this.brightnessMatrix_, value);
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this.colorMatrixDirty_ = true;
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this.dispatchChangeEvent();
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this.updateBrightnessMatrix_();
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this.renderIfReadyAndVisible();
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};
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@@ -204,10 +201,8 @@ ol.renderer.webgl.Layer.prototype.handleLayerBrightnessChange = function() {
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* @inheritDoc
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*/
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ol.renderer.webgl.Layer.prototype.handleLayerContrastChange = function() {
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var value = this.getLayer().getContrast();
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ol.vec.Mat4.makeContrast(this.contrastMatrix_, value);
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this.colorMatrixDirty_ = true;
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this.dispatchChangeEvent();
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this.updateContrastMatrix_();
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this.renderIfReadyAndVisible();
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};
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@@ -215,10 +210,8 @@ ol.renderer.webgl.Layer.prototype.handleLayerContrastChange = function() {
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* @inheritDoc
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*/
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ol.renderer.webgl.Layer.prototype.handleLayerHueChange = function() {
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var value = this.getLayer().getHue();
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ol.vec.Mat4.makeHue(this.hueMatrix_, value);
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this.colorMatrixDirty_ = true;
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this.dispatchChangeEvent();
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this.updateHueMatrix_();
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this.renderIfReadyAndVisible();
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};
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@@ -226,10 +219,8 @@ ol.renderer.webgl.Layer.prototype.handleLayerHueChange = function() {
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* @inheritDoc
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*/
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ol.renderer.webgl.Layer.prototype.handleLayerSaturationChange = function() {
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var saturation = this.getLayer().getSaturation();
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ol.vec.Mat4.makeSaturation(this.saturationMatrix_, saturation);
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this.colorMatrixDirty_ = true;
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this.dispatchChangeEvent();
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this.updateSaturationMatrix_();
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this.renderIfReadyAndVisible();
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};
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@@ -243,6 +234,16 @@ ol.renderer.webgl.Layer.prototype.handleWebGLContextLost = function() {
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};
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/**
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* @private
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*/
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ol.renderer.webgl.Layer.prototype.updateBrightnessMatrix_ = function() {
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var brightness = this.getLayer().getBrightness();
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ol.vec.Mat4.makeBrightness(this.brightnessMatrix_, brightness);
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this.colorMatrixDirty_ = true;
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};
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/**
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* @private
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*/
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@@ -255,3 +256,33 @@ ol.renderer.webgl.Layer.prototype.updateColorMatrix_ = function() {
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goog.vec.Mat4.multMat(colorMatrix, this.hueMatrix_, colorMatrix);
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this.colorMatrixDirty_ = false;
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};
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/**
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* @private
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*/
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ol.renderer.webgl.Layer.prototype.updateContrastMatrix_ = function() {
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var contrast = this.getLayer().getContrast();
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ol.vec.Mat4.makeContrast(this.contrastMatrix_, contrast);
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this.colorMatrixDirty_ = true;
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};
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/**
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* @private
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*/
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ol.renderer.webgl.Layer.prototype.updateHueMatrix_ = function() {
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var hue = this.getLayer().getHue();
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ol.vec.Mat4.makeHue(this.hueMatrix_, hue);
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this.colorMatrixDirty_ = true;
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};
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/**
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* @private
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*/
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ol.renderer.webgl.Layer.prototype.updateSaturationMatrix_ = function() {
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var saturation = this.getLayer().getSaturation();
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ol.vec.Mat4.makeSaturation(this.saturationMatrix_, saturation);
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this.colorMatrixDirty_ = true;
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};
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