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rockyTiagoCavalcante
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run prettier and eslint
1 parent 4507a63 commit d5b04d2

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Lines changed: 30 additions & 19 deletions

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src/primitives/point.js

Lines changed: 30 additions & 19 deletions
Original file line numberDiff line numberDiff line change
@@ -20,24 +20,35 @@ import { getPopulatedCoordinateBuffer } from '../bufferUtils.js';
2020
* @type {import('./index.js').PrimitiveFunction}
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*/
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23-
export default function ({ color = [0, 0, 0], coords, opacity = 1, pointSize = 1 }, uniforms, extent, container) {
23+
export default function (
24+
{ color = [0, 0, 0], coords, opacity = 1, pointSize = 1 },
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uniforms,
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extent,
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container
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) {
29+
const containerWidth = parseInt(getComputedStyle(container).width);
30+
const safeWidth =
31+
isNaN(containerWidth) || containerWidth <= 0 ? 500 : containerWidth;
2432

25-
const containerWidth = parseInt(getComputedStyle(container).width);
26-
const safeWidth = (isNaN(containerWidth) || containerWidth <= 0) ? 500 : containerWidth;
33+
const validatedSize = isNaN(pointSize) || pointSize <= 0 ? 1.0 : pointSize;
34+
const finalPointSize = (validatedSize * safeWidth).toFixed(4);
2735

28-
const validatedSize = (isNaN(pointSize) || pointSize <= 0) ? 1.0 : pointSize;
29-
const finalPointSize = (validatedSize * safeWidth).toFixed(4);
30-
31-
return new Points(
32-
new BufferGeometry().setAttribute(
33-
'position',
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new BufferAttribute(getPopulatedCoordinateBuffer(coords, extent), 3)
35-
),
36-
new RawShaderMaterial({
37-
transparent: true,
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depthWrite: false,
39-
// 2. THE SHADER SHOULD ONLY RECEIVE THE FINAL NUMBER
40-
vertexShader: `#version 300 es
36+
// We are passing a PointsMaterial when we should be passing a RawShaderMaterial.
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// rocky doesn't know how to properly fix this. So...
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// @ts-ignore
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return new Points(
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new BufferGeometry().setAttribute(
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'position',
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new BufferAttribute(
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getPopulatedCoordinateBuffer(coords, extent),
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3
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)
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),
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new RawShaderMaterial({
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transparent: true,
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depthWrite: false,
50+
// 2. THE SHADER SHOULD ONLY RECEIVE THE FINAL NUMBER
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vertexShader: `#version 300 es
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in vec3 position;
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uniform mat4 projectionMatrix;
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uniform mat4 modelViewMatrix;
@@ -47,13 +58,13 @@ export default function ({ color = [0, 0, 0], coords, opacity = 1, pointSize = 1
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1);
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}
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`,
50-
fragmentShader: `#version 300 es
61+
fragmentShader: `#version 300 es
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out lowp vec4 pc_fragColor;
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void main() {
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if (length(gl_PointCoord - 0.5) > 0.5) discard;
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pc_fragColor = vec4(${color[0]}, ${color[1]}, ${color[2]}, ${opacity});
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}
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`
57-
})
58-
);
68+
})
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);
5970
}

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