Use blocked scoped variables

In addition to using const and let, this also upgrades our linter config and removes lint (mostly whitespace).
This commit is contained in:
Tim Schaub
2018-01-11 23:32:36 -07:00
parent 0bf2b04dee
commit ad62739a6e
684 changed files with 18120 additions and 18184 deletions

View File

@@ -21,7 +21,7 @@ import _ol_webgl_Context_ from '../../webgl/Context.js';
* @param {ol.renderer.webgl.Map} mapRenderer Map renderer.
* @param {ol.layer.Layer} layer Layer.
*/
var WebGLLayerRenderer = function(mapRenderer, layer) {
const WebGLLayerRenderer = function(mapRenderer, layer) {
LayerRenderer.call(this, layer);
@@ -96,7 +96,7 @@ inherits(WebGLLayerRenderer, LayerRenderer);
*/
WebGLLayerRenderer.prototype.bindFramebuffer = function(frameState, framebufferDimension) {
var gl = this.mapRenderer.getGL();
const gl = this.mapRenderer.getGL();
if (this.framebufferDimension === undefined ||
this.framebufferDimension != framebufferDimension) {
@@ -105,7 +105,7 @@ WebGLLayerRenderer.prototype.bindFramebuffer = function(frameState, framebufferD
* @param {WebGLFramebuffer} framebuffer Framebuffer.
* @param {WebGLTexture} texture Texture.
*/
var postRenderFunction = function(gl, framebuffer, texture) {
const postRenderFunction = function(gl, framebuffer, texture) {
if (!gl.isContextLost()) {
gl.deleteFramebuffer(framebuffer);
gl.deleteTexture(texture);
@@ -113,16 +113,16 @@ WebGLLayerRenderer.prototype.bindFramebuffer = function(frameState, framebufferD
}.bind(null, gl, this.framebuffer, this.texture);
frameState.postRenderFunctions.push(
/** @type {ol.PostRenderFunction} */ (postRenderFunction)
/** @type {ol.PostRenderFunction} */ (postRenderFunction)
);
var texture = _ol_webgl_Context_.createEmptyTexture(
gl, framebufferDimension, framebufferDimension);
const texture = _ol_webgl_Context_.createEmptyTexture(
gl, framebufferDimension, framebufferDimension);
var framebuffer = gl.createFramebuffer();
const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(_ol_webgl_.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(_ol_webgl_.FRAMEBUFFER,
_ol_webgl_.COLOR_ATTACHMENT0, _ol_webgl_.TEXTURE_2D, texture, 0);
_ol_webgl_.COLOR_ATTACHMENT0, _ol_webgl_.TEXTURE_2D, texture, 0);
this.texture = texture;
this.framebuffer = framebuffer;
@@ -146,14 +146,14 @@ WebGLLayerRenderer.prototype.composeFrame = function(frameState, layerState, con
context.bindBuffer(_ol_webgl_.ARRAY_BUFFER, this.arrayBuffer_);
var gl = context.getGL();
const gl = context.getGL();
var fragmentShader = _ol_renderer_webgl_defaultmapshader_.fragment;
var vertexShader = _ol_renderer_webgl_defaultmapshader_.vertex;
const fragmentShader = _ol_renderer_webgl_defaultmapshader_.fragment;
const vertexShader = _ol_renderer_webgl_defaultmapshader_.vertex;
var program = context.getProgram(fragmentShader, vertexShader);
const program = context.getProgram(fragmentShader, vertexShader);
var locations;
let locations;
if (!this.defaultLocations_) {
locations = new _ol_renderer_webgl_defaultmapshader_Locations_(gl, program);
this.defaultLocations_ = locations;
@@ -164,17 +164,17 @@ WebGLLayerRenderer.prototype.composeFrame = function(frameState, layerState, con
if (context.useProgram(program)) {
gl.enableVertexAttribArray(locations.a_position);
gl.vertexAttribPointer(
locations.a_position, 2, _ol_webgl_.FLOAT, false, 16, 0);
locations.a_position, 2, _ol_webgl_.FLOAT, false, 16, 0);
gl.enableVertexAttribArray(locations.a_texCoord);
gl.vertexAttribPointer(
locations.a_texCoord, 2, _ol_webgl_.FLOAT, false, 16, 8);
locations.a_texCoord, 2, _ol_webgl_.FLOAT, false, 16, 8);
gl.uniform1i(locations.u_texture, 0);
}
gl.uniformMatrix4fv(locations.u_texCoordMatrix, false,
fromTransform(this.tmpMat4_, this.getTexCoordMatrix()));
fromTransform(this.tmpMat4_, this.getTexCoordMatrix()));
gl.uniformMatrix4fv(locations.u_projectionMatrix, false,
fromTransform(this.tmpMat4_, this.getProjectionMatrix()));
fromTransform(this.tmpMat4_, this.getProjectionMatrix()));
gl.uniform1f(locations.u_opacity, layerState.opacity);
gl.bindTexture(_ol_webgl_.TEXTURE_2D, this.getTexture());
gl.drawArrays(_ol_webgl_.TRIANGLE_STRIP, 0, 4);
@@ -190,20 +190,20 @@ WebGLLayerRenderer.prototype.composeFrame = function(frameState, layerState, con
* @private
*/
WebGLLayerRenderer.prototype.dispatchComposeEvent_ = function(type, context, frameState) {
var layer = this.getLayer();
const layer = this.getLayer();
if (layer.hasListener(type)) {
var viewState = frameState.viewState;
var resolution = viewState.resolution;
var pixelRatio = frameState.pixelRatio;
var extent = frameState.extent;
var center = viewState.center;
var rotation = viewState.rotation;
var size = frameState.size;
const viewState = frameState.viewState;
const resolution = viewState.resolution;
const pixelRatio = frameState.pixelRatio;
const extent = frameState.extent;
const center = viewState.center;
const rotation = viewState.rotation;
const size = frameState.size;
var render = new _ol_render_webgl_Immediate_(
context, center, resolution, rotation, size, extent, pixelRatio);
var composeEvent = new RenderEvent(
type, render, frameState, null, context);
const render = new _ol_render_webgl_Immediate_(
context, center, resolution, rotation, size, extent, pixelRatio);
const composeEvent = new RenderEvent(
type, render, frameState, null, context);
layer.dispatchEvent(composeEvent);
}
};