Implement frame state and animation architecture
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@@ -287,30 +287,21 @@ ol.renderer.webgl.TileLayer.prototype.handleWebGLContextLost = function() {
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/**
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* @inheritDoc
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*/
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ol.renderer.webgl.TileLayer.prototype.renderFrame = function(time) {
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var requestRenderFrame = false;
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ol.renderer.webgl.TileLayer.prototype.renderFrame =
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function(frameState, layerState) {
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var mapRenderer = this.getMapRenderer();
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var map = this.getMap();
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var gl = mapRenderer.getGL();
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var view = map.getView().getView2D();
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goog.asserts.assert(map.isDef());
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var mapSize = map.getSize();
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var mapCenter = view.getCenter();
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var mapExtent = view.getExtent(mapSize);
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var mapResolution = /** @type {number} */ (view.getResolution());
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var mapRotatedExtent = view.getRotatedExtent(mapSize);
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var mapRotation = view.getRotation();
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var view2DState = frameState.view2DState;
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var tileLayer = this.getLayer();
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var tileSource = tileLayer.getTileSource();
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var tileGrid = tileSource.getTileGrid();
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var z = tileGrid.getZForResolution(mapResolution);
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var z = tileGrid.getZForResolution(view2DState.resolution);
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var tileResolution = tileGrid.getResolution(z);
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var tileRange = tileGrid.getTileRangeForExtentAndResolution(
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mapRotatedExtent, tileResolution);
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frameState.extent, tileResolution);
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var framebufferExtent;
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@@ -465,7 +456,7 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame = function(time) {
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if (!goog.array.isEmpty(tilesToLoad)) {
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goog.events.listenOnce(
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map,
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this.getMap(),
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ol.MapEventType.POSTRENDER,
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goog.partial(function(mapRenderer, tilesToLoad) {
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if (goog.DEBUG) {
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@@ -488,25 +479,23 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame = function(time) {
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} else {
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this.renderedTileRange_ = null;
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this.renderedFramebufferExtent_ = null;
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requestRenderFrame = true;
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frameState.animate = true;
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}
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}
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goog.vec.Mat4.makeIdentity(this.matrix_);
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goog.vec.Mat4.translate(this.matrix_,
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(mapCenter.x - framebufferExtent.minX) /
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(view2DState.center.x - framebufferExtent.minX) /
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(framebufferExtent.maxX - framebufferExtent.minX),
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(mapCenter.y - framebufferExtent.minY) /
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(view2DState.center.y - framebufferExtent.minY) /
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(framebufferExtent.maxY - framebufferExtent.minY),
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0);
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if (goog.isDef(mapRotation)) {
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goog.vec.Mat4.rotateZ(this.matrix_, mapRotation);
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}
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goog.vec.Mat4.rotateZ(this.matrix_, view2DState.rotation);
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goog.vec.Mat4.scale(this.matrix_,
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(mapExtent.maxX - mapExtent.minX) /
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frameState.size.width * view2DState.resolution /
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(framebufferExtent.maxX - framebufferExtent.minX),
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(mapExtent.maxY - mapExtent.minY) /
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frameState.size.height * view2DState.resolution /
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(framebufferExtent.maxY - framebufferExtent.minY),
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1);
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goog.vec.Mat4.translate(this.matrix_,
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@@ -514,6 +503,4 @@ ol.renderer.webgl.TileLayer.prototype.renderFrame = function(time) {
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-0.5,
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0);
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return requestRenderFrame;
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};
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