Factor out color matrix generation, move color matrix into layer renderer
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@@ -16,7 +16,6 @@ goog.require('goog.events.Event');
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goog.require('goog.events.EventType');
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goog.require('goog.functions');
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goog.require('goog.style');
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goog.require('goog.vec.Mat4');
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goog.require('goog.webgl');
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goog.require('ol.layer.Layer');
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goog.require('ol.layer.TileLayer');
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@@ -269,64 +268,6 @@ ol.renderer.webgl.Map.prototype.bindImageTexture =
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ol.renderer.webgl.Map.prototype.canRotate = goog.functions.TRUE;
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/**
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* @param {number} value Hue value.
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* @return {!goog.vec.Mat4.Float32} Matrix.
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*/
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ol.renderer.webgl.Map.prototype.createHueRotateMatrix = function(value) {
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var cosHue = Math.cos(value);
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var sinHue = Math.sin(value);
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var v00 = 0.213 + cosHue * 0.787 - sinHue * 0.213;
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var v01 = 0.715 - cosHue * 0.715 - sinHue * 0.715;
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var v02 = 0.072 - cosHue * 0.072 + sinHue * 0.928;
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var v03 = 0;
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var v10 = 0.213 - cosHue * 0.213 + sinHue * 0.143;
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var v11 = 0.715 + cosHue * 0.285 + sinHue * 0.140;
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var v12 = 0.072 - cosHue * 0.072 - sinHue * 0.283;
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var v13 = 0;
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var v20 = 0.213 - cosHue * 0.213 - sinHue * 0.787;
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var v21 = 0.715 - cosHue * 0.715 + sinHue * 0.715;
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var v22 = 0.072 + cosHue * 0.928 + sinHue * 0.072;
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var v23 = 0;
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var v30 = 0;
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var v31 = 0;
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var v32 = 0;
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var v33 = 1;
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var matrix = goog.vec.Mat4.createFloat32();
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goog.vec.Mat4.setFromValues(matrix,
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v00, v10, v20, v30,
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v01, v11, v21, v31,
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v02, v12, v22, v32,
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v03, v13, v23, v33);
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return matrix;
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};
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/**
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* @param {number} value Brightness value.
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* @return {!goog.vec.Mat4.Float32} Matrix.
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*/
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ol.renderer.webgl.Map.prototype.createBrightnessMatrix = function(value) {
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var matrix = goog.vec.Mat4.createFloat32Identity();
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goog.vec.Mat4.setColumnValues(matrix, 3, value, value, value, 1);
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return matrix;
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};
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/**
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* @param {number} value Contrast value.
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* @return {!goog.vec.Mat4.Float32} Matrix.
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*/
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ol.renderer.webgl.Map.prototype.createContrastMatrix = function(value) {
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var matrix = goog.vec.Mat4.createFloat32();
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goog.vec.Mat4.setDiagonalValues(matrix, value, value, value, 1);
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var translateValue = (-0.5 * value + 0.5);
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goog.vec.Mat4.setColumnValues(matrix, 3,
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translateValue, translateValue, translateValue, 1);
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return matrix;
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};
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/**
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* @inheritDoc
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*/
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@@ -341,38 +282,6 @@ ol.renderer.webgl.Map.prototype.createLayerRenderer = function(layer) {
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};
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/**
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* @param {number} value Saturation value.
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* @return {!goog.vec.Mat4.Float32} Matrix.
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*/
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ol.renderer.webgl.Map.prototype.createSaturateMatrix = function(value) {
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var v00 = 0.213 + 0.787 * value;
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var v01 = 0.715 - 0.715 * value;
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var v02 = 0.072 - 0.072 * value;
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var v03 = 0;
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var v10 = 0.213 - 0.213 * value;
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var v11 = 0.715 + 0.285 * value;
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var v12 = 0.072 - 0.072 * value;
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var v13 = 0;
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var v20 = 0.213 - 0.213 * value;
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var v21 = 0.715 - 0.715 * value;
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var v22 = 0.072 + 0.928 * value;
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var v23 = 0;
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var v30 = 0;
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var v31 = 0;
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var v32 = 0;
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var v33 = 1;
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var matrix = goog.vec.Mat4.createFloat32();
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goog.vec.Mat4.setFromValues(matrix,
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v00, v10, v20, v30,
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v01, v11, v21, v31,
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v02, v12, v22, v32,
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v03, v13, v23, v33);
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return matrix;
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};
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/**
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* @inheritDoc
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*/
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@@ -671,16 +580,8 @@ ol.renderer.webgl.Map.prototype.renderFrame = function(time) {
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this.forEachReadyVisibleLayer(function(layer, layerRenderer) {
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gl.uniformMatrix4fv(
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this.locations_.uMatrix, false, layerRenderer.getMatrix());
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var hueRotateMatrix = this.createHueRotateMatrix(layer.getHue());
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var saturateMatrix = this.createSaturateMatrix(layer.getSaturation());
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var brightnessMatrix = this.createBrightnessMatrix(layer.getBrightness());
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var contrastMatrix = this.createContrastMatrix(layer.getContrast());
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var colorMatrix = goog.vec.Mat4.createFloat32Identity();
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goog.vec.Mat4.multMat(colorMatrix, contrastMatrix, colorMatrix);
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goog.vec.Mat4.multMat(colorMatrix, brightnessMatrix, colorMatrix);
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goog.vec.Mat4.multMat(colorMatrix, saturateMatrix, colorMatrix);
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goog.vec.Mat4.multMat(colorMatrix, hueRotateMatrix, colorMatrix);
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gl.uniformMatrix4fv(this.locations_.uColorMatrix, false, colorMatrix);
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gl.uniformMatrix4fv(
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this.locations_.uColorMatrix, false, layerRenderer.getColorMatrix());
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gl.uniform1f(this.locations_.uOpacity, layer.getOpacity());
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gl.bindTexture(goog.webgl.TEXTURE_2D, layerRenderer.getTexture());
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gl.drawArrays(goog.webgl.TRIANGLE_STRIP, 0, 4);
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