Use blocked scoped variables
In addition to using const and let, this also upgrades our linter config and removes lint (mostly whitespace).
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@@ -21,7 +21,7 @@ import _ol_webgl_Context_ from '../../webgl/Context.js';
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* @param {ol.layer.Image} imageLayer Tile layer.
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* @api
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*/
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var WebGLImageLayerRenderer = function(mapRenderer, imageLayer) {
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const WebGLImageLayerRenderer = function(mapRenderer, imageLayer) {
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WebGLLayerRenderer.call(this, mapRenderer, imageLayer);
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@@ -68,8 +68,8 @@ WebGLImageLayerRenderer['handles'] = function(type, layer) {
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*/
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WebGLImageLayerRenderer['create'] = function(mapRenderer, layer) {
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return new WebGLImageLayerRenderer(
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/** @type {ol.renderer.webgl.Map} */ (mapRenderer),
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/** @type {ol.layer.Image} */ (layer)
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/** @type {ol.renderer.webgl.Map} */ (mapRenderer),
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/** @type {ol.layer.Image} */ (layer)
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);
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};
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@@ -85,11 +85,11 @@ WebGLImageLayerRenderer.prototype.createTexture_ = function(image) {
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// http://www.khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences#Non-Power_of_Two_Texture_Support
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// http://learningwebgl.com/blog/?p=2101
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var imageElement = image.getImage();
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var gl = this.mapRenderer.getGL();
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const imageElement = image.getImage();
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const gl = this.mapRenderer.getGL();
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return _ol_webgl_Context_.createTexture(
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gl, imageElement, _ol_webgl_.CLAMP_TO_EDGE, _ol_webgl_.CLAMP_TO_EDGE);
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gl, imageElement, _ol_webgl_.CLAMP_TO_EDGE, _ol_webgl_.CLAMP_TO_EDGE);
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};
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@@ -97,21 +97,21 @@ WebGLImageLayerRenderer.prototype.createTexture_ = function(image) {
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* @inheritDoc
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*/
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WebGLImageLayerRenderer.prototype.forEachFeatureAtCoordinate = function(coordinate, frameState, hitTolerance, callback, thisArg) {
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var layer = this.getLayer();
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var source = layer.getSource();
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var resolution = frameState.viewState.resolution;
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var rotation = frameState.viewState.rotation;
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var skippedFeatureUids = frameState.skippedFeatureUids;
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const layer = this.getLayer();
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const source = layer.getSource();
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const resolution = frameState.viewState.resolution;
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const rotation = frameState.viewState.rotation;
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const skippedFeatureUids = frameState.skippedFeatureUids;
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return source.forEachFeatureAtCoordinate(
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coordinate, resolution, rotation, hitTolerance, skippedFeatureUids,
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coordinate, resolution, rotation, hitTolerance, skippedFeatureUids,
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/**
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/**
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* @param {ol.Feature|ol.render.Feature} feature Feature.
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* @return {?} Callback result.
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*/
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function(feature) {
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return callback.call(thisArg, feature, layer);
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});
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function(feature) {
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return callback.call(thisArg, feature, layer);
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});
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};
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@@ -120,38 +120,38 @@ WebGLImageLayerRenderer.prototype.forEachFeatureAtCoordinate = function(coordina
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*/
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WebGLImageLayerRenderer.prototype.prepareFrame = function(frameState, layerState, context) {
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var gl = this.mapRenderer.getGL();
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const gl = this.mapRenderer.getGL();
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var pixelRatio = frameState.pixelRatio;
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var viewState = frameState.viewState;
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var viewCenter = viewState.center;
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var viewResolution = viewState.resolution;
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var viewRotation = viewState.rotation;
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const pixelRatio = frameState.pixelRatio;
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const viewState = frameState.viewState;
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const viewCenter = viewState.center;
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const viewResolution = viewState.resolution;
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const viewRotation = viewState.rotation;
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var image = this.image_;
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var texture = this.texture;
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var imageLayer = /** @type {ol.layer.Image} */ (this.getLayer());
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var imageSource = imageLayer.getSource();
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let image = this.image_;
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let texture = this.texture;
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const imageLayer = /** @type {ol.layer.Image} */ (this.getLayer());
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const imageSource = imageLayer.getSource();
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var hints = frameState.viewHints;
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const hints = frameState.viewHints;
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var renderedExtent = frameState.extent;
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let renderedExtent = frameState.extent;
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if (layerState.extent !== undefined) {
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renderedExtent = getIntersection(renderedExtent, layerState.extent);
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}
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if (!hints[ViewHint.ANIMATING] && !hints[ViewHint.INTERACTING] &&
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!isEmpty(renderedExtent)) {
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var projection = viewState.projection;
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let projection = viewState.projection;
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if (!ENABLE_RASTER_REPROJECTION) {
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var sourceProjection = imageSource.getProjection();
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const sourceProjection = imageSource.getProjection();
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if (sourceProjection) {
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projection = sourceProjection;
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}
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}
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var image_ = imageSource.getImage(renderedExtent, viewResolution,
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pixelRatio, projection);
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const image_ = imageSource.getImage(renderedExtent, viewResolution,
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pixelRatio, projection);
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if (image_) {
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var loaded = this.loadImage(image_);
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const loaded = this.loadImage(image_);
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if (loaded) {
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image = image_;
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texture = this.createTexture_(image_);
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@@ -160,13 +160,13 @@ WebGLImageLayerRenderer.prototype.prepareFrame = function(frameState, layerState
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* @param {WebGLRenderingContext} gl GL.
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* @param {WebGLTexture} texture Texture.
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*/
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var postRenderFunction = function(gl, texture) {
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const postRenderFunction = function(gl, texture) {
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if (!gl.isContextLost()) {
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gl.deleteTexture(texture);
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}
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}.bind(null, gl, this.texture);
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frameState.postRenderFunctions.push(
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/** @type {ol.PostRenderFunction} */ (postRenderFunction)
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/** @type {ol.PostRenderFunction} */ (postRenderFunction)
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);
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}
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}
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@@ -174,15 +174,15 @@ WebGLImageLayerRenderer.prototype.prepareFrame = function(frameState, layerState
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}
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if (image) {
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var canvas = this.mapRenderer.getContext().getCanvas();
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const canvas = this.mapRenderer.getContext().getCanvas();
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this.updateProjectionMatrix_(canvas.width, canvas.height,
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pixelRatio, viewCenter, viewResolution, viewRotation,
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image.getExtent());
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pixelRatio, viewCenter, viewResolution, viewRotation,
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image.getExtent());
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this.hitTransformationMatrix_ = null;
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// Translate and scale to flip the Y coord.
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var texCoordMatrix = this.texCoordMatrix;
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const texCoordMatrix = this.texCoordMatrix;
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_ol_transform_.reset(texCoordMatrix);
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_ol_transform_.scale(texCoordMatrix, 1, -1);
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_ol_transform_.translate(texCoordMatrix, 0, -1);
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@@ -206,23 +206,23 @@ WebGLImageLayerRenderer.prototype.prepareFrame = function(frameState, layerState
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* @private
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*/
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WebGLImageLayerRenderer.prototype.updateProjectionMatrix_ = function(canvasWidth, canvasHeight, pixelRatio,
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viewCenter, viewResolution, viewRotation, imageExtent) {
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viewCenter, viewResolution, viewRotation, imageExtent) {
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var canvasExtentWidth = canvasWidth * viewResolution;
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var canvasExtentHeight = canvasHeight * viewResolution;
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const canvasExtentWidth = canvasWidth * viewResolution;
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const canvasExtentHeight = canvasHeight * viewResolution;
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var projectionMatrix = this.projectionMatrix;
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const projectionMatrix = this.projectionMatrix;
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_ol_transform_.reset(projectionMatrix);
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_ol_transform_.scale(projectionMatrix,
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pixelRatio * 2 / canvasExtentWidth,
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pixelRatio * 2 / canvasExtentHeight);
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pixelRatio * 2 / canvasExtentWidth,
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pixelRatio * 2 / canvasExtentHeight);
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_ol_transform_.rotate(projectionMatrix, -viewRotation);
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_ol_transform_.translate(projectionMatrix,
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imageExtent[0] - viewCenter[0],
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imageExtent[1] - viewCenter[1]);
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imageExtent[0] - viewCenter[0],
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imageExtent[1] - viewCenter[1]);
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_ol_transform_.scale(projectionMatrix,
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(imageExtent[2] - imageExtent[0]) / 2,
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(imageExtent[3] - imageExtent[1]) / 2);
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(imageExtent[2] - imageExtent[0]) / 2,
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(imageExtent[3] - imageExtent[1]) / 2);
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_ol_transform_.translate(projectionMatrix, 1, 1);
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};
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@@ -232,7 +232,7 @@ WebGLImageLayerRenderer.prototype.updateProjectionMatrix_ = function(canvasWidth
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* @inheritDoc
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*/
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WebGLImageLayerRenderer.prototype.hasFeatureAtCoordinate = function(coordinate, frameState) {
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var hasFeature = this.forEachFeatureAtCoordinate(coordinate, frameState, 0, TRUE, this);
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const hasFeature = this.forEachFeatureAtCoordinate(coordinate, frameState, 0, TRUE, this);
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return hasFeature !== undefined;
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};
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@@ -248,9 +248,9 @@ WebGLImageLayerRenderer.prototype.forEachLayerAtPixel = function(pixel, frameSta
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if (this.getLayer().getSource().forEachFeatureAtCoordinate !== nullFunction) {
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// for ImageCanvas sources use the original hit-detection logic,
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// so that for example also transparent polygons are detected
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var coordinate = _ol_transform_.apply(
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frameState.pixelToCoordinateTransform, pixel.slice());
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var hasFeature = this.forEachFeatureAtCoordinate(coordinate, frameState, 0, TRUE, this);
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const coordinate = _ol_transform_.apply(
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frameState.pixelToCoordinateTransform, pixel.slice());
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const hasFeature = this.forEachFeatureAtCoordinate(coordinate, frameState, 0, TRUE, this);
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if (hasFeature) {
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return callback.call(thisArg, this.getLayer(), null);
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@@ -258,16 +258,16 @@ WebGLImageLayerRenderer.prototype.forEachLayerAtPixel = function(pixel, frameSta
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return undefined;
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}
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} else {
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var imageSize =
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const imageSize =
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[this.image_.getImage().width, this.image_.getImage().height];
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if (!this.hitTransformationMatrix_) {
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this.hitTransformationMatrix_ = this.getHitTransformationMatrix_(
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frameState.size, imageSize);
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frameState.size, imageSize);
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}
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var pixelOnFrameBuffer = _ol_transform_.apply(
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this.hitTransformationMatrix_, pixel.slice());
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const pixelOnFrameBuffer = _ol_transform_.apply(
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this.hitTransformationMatrix_, pixel.slice());
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if (pixelOnFrameBuffer[0] < 0 || pixelOnFrameBuffer[0] > imageSize[0] ||
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pixelOnFrameBuffer[1] < 0 || pixelOnFrameBuffer[1] > imageSize[1]) {
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@@ -281,9 +281,9 @@ WebGLImageLayerRenderer.prototype.forEachLayerAtPixel = function(pixel, frameSta
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this.hitCanvasContext_.clearRect(0, 0, 1, 1);
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this.hitCanvasContext_.drawImage(this.image_.getImage(),
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pixelOnFrameBuffer[0], pixelOnFrameBuffer[1], 1, 1, 0, 0, 1, 1);
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pixelOnFrameBuffer[0], pixelOnFrameBuffer[1], 1, 1, 0, 0, 1, 1);
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var imageData = this.hitCanvasContext_.getImageData(0, 0, 1, 1).data;
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const imageData = this.hitCanvasContext_.getImageData(0, 0, 1, 1).data;
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if (imageData[3] > 0) {
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return callback.call(thisArg, this.getLayer(), imageData);
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} else {
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@@ -304,7 +304,7 @@ WebGLImageLayerRenderer.prototype.forEachLayerAtPixel = function(pixel, frameSta
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WebGLImageLayerRenderer.prototype.getHitTransformationMatrix_ = function(mapSize, imageSize) {
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// the first matrix takes a map pixel, flips the y-axis and scales to
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// a range between -1 ... 1
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var mapCoordTransform = _ol_transform_.create();
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const mapCoordTransform = _ol_transform_.create();
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_ol_transform_.translate(mapCoordTransform, -1, -1);
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_ol_transform_.scale(mapCoordTransform, 2 / mapSize[0], 2 / mapSize[1]);
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_ol_transform_.translate(mapCoordTransform, 0, mapSize[1]);
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@@ -312,10 +312,10 @@ WebGLImageLayerRenderer.prototype.getHitTransformationMatrix_ = function(mapSize
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// the second matrix is the inverse of the projection matrix used in the
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// shader for drawing
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var projectionMatrixInv = _ol_transform_.invert(this.projectionMatrix.slice());
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const projectionMatrixInv = _ol_transform_.invert(this.projectionMatrix.slice());
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// the third matrix scales to the image dimensions and flips the y-axis again
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var transform = _ol_transform_.create();
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const transform = _ol_transform_.create();
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_ol_transform_.translate(transform, 0, imageSize[1]);
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_ol_transform_.scale(transform, 1, -1);
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_ol_transform_.scale(transform, imageSize[0] / 2, imageSize[1] / 2);
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