Renamed WebGLContext to Helper for clarity
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@@ -4,7 +4,7 @@
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import LayerRenderer from '../Layer';
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import WebGLBuffer from '../../webgl/Buffer';
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import {DYNAMIC_DRAW, ARRAY_BUFFER, ELEMENT_ARRAY_BUFFER, FLOAT} from '../../webgl';
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import WebGLContext, {DefaultAttrib, DefaultUniform} from '../../webgl/Context';
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import WebGLHelper, {DefaultAttrib, DefaultUniform} from '../../webgl/Helper';
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import WebGLVertex from "../../webgl/Vertex";
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import WebGLFragment from "../../webgl/Fragment";
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import GeometryType from "../../geom/GeometryType";
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@@ -63,7 +63,7 @@ class WebGLPointsLayerRenderer extends LayerRenderer {
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const options = opt_options || {};
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this.context_ = new WebGLContext({
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this.context_ = new WebGLHelper({
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postProcessingShader: options.postProcessingShader
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});
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@@ -1,5 +1,5 @@
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/**
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* @module ol/webgl/Context
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* @module ol/webgl/Helper
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*/
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import {getUid} from '../util.js';
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import {EXTENSIONS as WEBGL_EXTENSIONS} from '../webgl.js';
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@@ -78,7 +78,7 @@ const FRAMEBUFFER_FRAGMENT_SHADER = `
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* Will handle attributes, uniforms, buffers, textures, frame buffers.
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* The context will always render to a frame buffer in order to allow post-processing.
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*/
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class WebGLContext extends Disposable {
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class WebGLHelper extends Disposable {
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/**
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*/
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@@ -202,8 +202,6 @@ class WebGLContext extends Disposable {
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this.renderTargetAttribLocation_ = gl.getAttribLocation(this.renderTargetProgram_, 'a_position');
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this.renderTargetUniformLocation_ = gl.getUniformLocation(this.renderTargetProgram_, 'u_screenSize');
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this.renderTargetTextureLocation_ = gl.getUniformLocation(this.renderTargetProgram_, 'u_image');
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this.aa = this.createEmptyTexture(256, 256);
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}
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/**
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@@ -628,4 +626,4 @@ export function createEmptyTexture(gl, width, height, opt_wrapS, opt_wrapT) {
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export function createTexture(gl, image, opt_wrapS, opt_wrapT) {
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}
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export default WebGLContext;
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export default WebGLHelper;
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