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
+1 -1
View File
@@ -9,7 +9,7 @@ import _ol_webgl_ from '../webgl.js';
* @param {number=} opt_usage Usage.
* @struct
*/
var _ol_webgl_Buffer_ = function(opt_arr, opt_usage) {
const _ol_webgl_Buffer_ = function(opt_arr, opt_usage) {
/**
* @private
+37 -37
View File
@@ -18,7 +18,7 @@ import ContextEventType from '../webgl/ContextEventType.js';
* @param {HTMLCanvasElement} canvas Canvas.
* @param {WebGLRenderingContext} gl GL.
*/
var _ol_webgl_Context_ = function(canvas, gl) {
const _ol_webgl_Context_ = function(canvas, gl) {
/**
* @private
@@ -85,9 +85,9 @@ var _ol_webgl_Context_ = function(canvas, gl) {
}
_ol_events_.listen(this.canvas_, ContextEventType.LOST,
this.handleWebGLContextLost, this);
this.handleWebGLContextLost, this);
_ol_events_.listen(this.canvas_, ContextEventType.RESTORED,
this.handleWebGLContextRestored, this);
this.handleWebGLContextRestored, this);
};
@@ -102,16 +102,16 @@ inherits(_ol_webgl_Context_, Disposable);
* @param {ol.webgl.Buffer} buf Buffer.
*/
_ol_webgl_Context_.prototype.bindBuffer = function(target, buf) {
var gl = this.getGL();
var arr = buf.getArray();
var bufferKey = String(getUid(buf));
const gl = this.getGL();
const arr = buf.getArray();
const bufferKey = String(getUid(buf));
if (bufferKey in this.bufferCache_) {
var bufferCacheEntry = this.bufferCache_[bufferKey];
const bufferCacheEntry = this.bufferCache_[bufferKey];
gl.bindBuffer(target, bufferCacheEntry.buffer);
} else {
var buffer = gl.createBuffer();
const buffer = gl.createBuffer();
gl.bindBuffer(target, buffer);
var /** @type {ArrayBufferView} */ arrayBuffer;
let /** @type {ArrayBufferView} */ arrayBuffer;
if (target == _ol_webgl_.ARRAY_BUFFER) {
arrayBuffer = new Float32Array(arr);
} else if (target == _ol_webgl_.ELEMENT_ARRAY_BUFFER) {
@@ -131,9 +131,9 @@ _ol_webgl_Context_.prototype.bindBuffer = function(target, buf) {
* @param {ol.webgl.Buffer} buf Buffer.
*/
_ol_webgl_Context_.prototype.deleteBuffer = function(buf) {
var gl = this.getGL();
var bufferKey = String(getUid(buf));
var bufferCacheEntry = this.bufferCache_[bufferKey];
const gl = this.getGL();
const bufferKey = String(getUid(buf));
const bufferCacheEntry = this.bufferCache_[bufferKey];
if (!gl.isContextLost()) {
gl.deleteBuffer(bufferCacheEntry.buffer);
}
@@ -146,9 +146,9 @@ _ol_webgl_Context_.prototype.deleteBuffer = function(buf) {
*/
_ol_webgl_Context_.prototype.disposeInternal = function() {
_ol_events_.unlistenAll(this.canvas_);
var gl = this.getGL();
const gl = this.getGL();
if (!gl.isContextLost()) {
var key;
let key;
for (key in this.bufferCache_) {
gl.deleteBuffer(this.bufferCache_[key].buffer);
}
@@ -203,12 +203,12 @@ _ol_webgl_Context_.prototype.getHitDetectionFramebuffer = function() {
* @return {WebGLShader} Shader.
*/
_ol_webgl_Context_.prototype.getShader = function(shaderObject) {
var shaderKey = String(getUid(shaderObject));
const shaderKey = String(getUid(shaderObject));
if (shaderKey in this.shaderCache_) {
return this.shaderCache_[shaderKey];
} else {
var gl = this.getGL();
var shader = gl.createShader(shaderObject.getType());
const gl = this.getGL();
const shader = gl.createShader(shaderObject.getType());
gl.shaderSource(shader, shaderObject.getSource());
gl.compileShader(shader);
this.shaderCache_[shaderKey] = shader;
@@ -226,14 +226,14 @@ _ol_webgl_Context_.prototype.getShader = function(shaderObject) {
* @return {WebGLProgram} Program.
*/
_ol_webgl_Context_.prototype.getProgram = function(
fragmentShaderObject, vertexShaderObject) {
var programKey =
fragmentShaderObject, vertexShaderObject) {
const programKey =
getUid(fragmentShaderObject) + '/' + getUid(vertexShaderObject);
if (programKey in this.programCache_) {
return this.programCache_[programKey];
} else {
var gl = this.getGL();
var program = gl.createProgram();
const gl = this.getGL();
const program = gl.createProgram();
gl.attachShader(program, this.getShader(fragmentShaderObject));
gl.attachShader(program, this.getShader(vertexShaderObject));
gl.linkProgram(program);
@@ -269,18 +269,18 @@ _ol_webgl_Context_.prototype.handleWebGLContextRestored = function() {
* @private
*/
_ol_webgl_Context_.prototype.initHitDetectionFramebuffer_ = function() {
var gl = this.gl_;
var framebuffer = gl.createFramebuffer();
const gl = this.gl_;
const framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
var texture = _ol_webgl_Context_.createEmptyTexture(gl, 1, 1);
var renderbuffer = gl.createRenderbuffer();
const texture = _ol_webgl_Context_.createEmptyTexture(gl, 1, 1);
const renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, 1, 1);
gl.framebufferTexture2D(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT,
gl.RENDERBUFFER, renderbuffer);
gl.RENDERBUFFER, renderbuffer);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
@@ -302,7 +302,7 @@ _ol_webgl_Context_.prototype.useProgram = function(program) {
if (program == this.currentProgram_) {
return false;
} else {
var gl = this.getGL();
const gl = this.getGL();
gl.useProgram(program);
this.currentProgram_ = program;
return true;
@@ -318,18 +318,18 @@ _ol_webgl_Context_.prototype.useProgram = function(program) {
* @private
*/
_ol_webgl_Context_.createTexture_ = function(gl, opt_wrapS, opt_wrapT) {
var texture = gl.createTexture();
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
if (opt_wrapS !== undefined) {
gl.texParameteri(
_ol_webgl_.TEXTURE_2D, _ol_webgl_.TEXTURE_WRAP_S, opt_wrapS);
_ol_webgl_.TEXTURE_2D, _ol_webgl_.TEXTURE_WRAP_S, opt_wrapS);
}
if (opt_wrapT !== undefined) {
gl.texParameteri(
_ol_webgl_.TEXTURE_2D, _ol_webgl_.TEXTURE_WRAP_T, opt_wrapT);
_ol_webgl_.TEXTURE_2D, _ol_webgl_.TEXTURE_WRAP_T, opt_wrapT);
}
return texture;
@@ -345,11 +345,11 @@ _ol_webgl_Context_.createTexture_ = function(gl, opt_wrapS, opt_wrapT) {
* @return {WebGLTexture} The texture.
*/
_ol_webgl_Context_.createEmptyTexture = function(
gl, width, height, opt_wrapS, opt_wrapT) {
var texture = _ol_webgl_Context_.createTexture_(gl, opt_wrapS, opt_wrapT);
gl, width, height, opt_wrapS, opt_wrapT) {
const texture = _ol_webgl_Context_.createTexture_(gl, opt_wrapS, opt_wrapT);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE,
null);
gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE,
null);
return texture;
};
@@ -363,9 +363,9 @@ _ol_webgl_Context_.createEmptyTexture = function(
* @return {WebGLTexture} The texture.
*/
_ol_webgl_Context_.createTexture = function(gl, image, opt_wrapS, opt_wrapT) {
var texture = _ol_webgl_Context_.createTexture_(gl, opt_wrapS, opt_wrapT);
const texture = _ol_webgl_Context_.createTexture_(gl, opt_wrapS, opt_wrapT);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
return texture;
};
+1 -1
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@@ -11,7 +11,7 @@ import _ol_webgl_Shader_ from '../webgl/Shader.js';
* @param {string} source Source.
* @struct
*/
var _ol_webgl_Fragment_ = function(source) {
const _ol_webgl_Fragment_ = function(source) {
_ol_webgl_Shader_.call(this, source);
};
+1 -1
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@@ -9,7 +9,7 @@ import {FALSE} from '../functions.js';
* @param {string} source Source.
* @struct
*/
var _ol_webgl_Shader_ = function(source) {
const _ol_webgl_Shader_ = function(source) {
/**
* @private
+1 -1
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@@ -11,7 +11,7 @@ import _ol_webgl_Shader_ from '../webgl/Shader.js';
* @param {string} source Source.
* @struct
*/
var _ol_webgl_Vertex_ = function(source) {
const _ol_webgl_Vertex_ = function(source) {
_ol_webgl_Shader_.call(this, source);
};