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:
@@ -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);
|
||||
}
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user