@deck.gl/extensions 8.10.0-alpha.1 → 8.10.0-alpha.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (69) hide show
  1. package/LICENSE +1 -1
  2. package/dist/dist.dev.js +7 -4
  3. package/dist/es5/path-style/shaders.glsl.js +2 -2
  4. package/dist/es5/path-style/shaders.glsl.js.map +1 -1
  5. package/dist/es5/terrain/terrain-pass.js +1 -0
  6. package/dist/es5/terrain/terrain-pass.js.map +1 -1
  7. package/dist/esm/path-style/shaders.glsl.js +2 -2
  8. package/dist/esm/path-style/shaders.glsl.js.map +1 -1
  9. package/dist/esm/terrain/terrain-pass.js +1 -0
  10. package/dist/esm/terrain/terrain-pass.js.map +1 -1
  11. package/dist.min.js +41 -38
  12. package/package.json +3 -2
  13. package/src/path-style/shaders.glsl.ts +6 -4
  14. package/src/terrain/terrain-pass.ts +1 -0
  15. package/typed/path-style/shaders.glsl.d.ts +1 -1
  16. package/typed/path-style/shaders.glsl.d.ts.map +1 -1
  17. package/typed/terrain/terrain-pass.d.ts.map +1 -1
  18. package/typed/brushing/brushing.d.ts +0 -39
  19. package/typed/brushing/brushing.d.ts.map +0 -1
  20. package/typed/brushing/brushing.js +0 -83
  21. package/typed/brushing/shader-module.js +0 -116
  22. package/typed/clip/clip.d.ts +0 -32
  23. package/typed/clip/clip.d.ts.map +0 -1
  24. package/typed/clip/clip.js +0 -114
  25. package/typed/collide/collide-effect.d.ts +0 -28
  26. package/typed/collide/collide-effect.d.ts.map +0 -1
  27. package/typed/collide/collide-pass.d.ts +0 -14
  28. package/typed/collide/collide-pass.d.ts.map +0 -1
  29. package/typed/collide/collide.d.ts +0 -41
  30. package/typed/collide/collide.d.ts.map +0 -1
  31. package/typed/collide/shader-module.d.ts +0 -4
  32. package/typed/collide/shader-module.d.ts.map +0 -1
  33. package/typed/collision-filter/collision-filter.d.ts +0 -41
  34. package/typed/collision-filter/collision-filter.d.ts.map +0 -1
  35. package/typed/common/projection-utils.d.ts +0 -27
  36. package/typed/common/projection-utils.d.ts.map +0 -1
  37. package/typed/data-filter/aggregator.js +0 -98
  38. package/typed/data-filter/data-filter.d.ts +0 -90
  39. package/typed/data-filter/data-filter.d.ts.map +0 -1
  40. package/typed/data-filter/data-filter.js +0 -159
  41. package/typed/data-filter/shader-module.js +0 -152
  42. package/typed/fill-style/fill-style.d.ts +0 -86
  43. package/typed/fill-style/fill-style.d.ts.map +0 -1
  44. package/typed/fill-style/fill-style.js +0 -152
  45. package/typed/fill-style/shaders.glsl.js +0 -95
  46. package/typed/fp64/fp64.d.ts +0 -8
  47. package/typed/fp64/fp64.d.ts.map +0 -1
  48. package/typed/fp64/fp64.js +0 -34
  49. package/typed/fp64/project64.glsl.js +0 -100
  50. package/typed/fp64/project64.js +0 -50
  51. package/typed/index.js +0 -9
  52. package/typed/mask/mask.d.ts +0 -30
  53. package/typed/mask/mask.d.ts.map +0 -1
  54. package/typed/mask/mask.js +0 -48
  55. package/typed/mask/shader-module.js +0 -73
  56. package/typed/mask/utils.d.ts +0 -13
  57. package/typed/mask/utils.d.ts.map +0 -1
  58. package/typed/path-style/path-style.d.ts +0 -66
  59. package/typed/path-style/path-style.d.ts.map +0 -1
  60. package/typed/path-style/path-style.js +0 -107
  61. package/typed/path-style/shaders.glsl.js +0 -93
  62. package/typed/terrain/height-map.d.ts +0 -27
  63. package/typed/terrain/height-map.d.ts.map +0 -1
  64. package/typed/terrain/shader-module-offset.d.ts +0 -4
  65. package/typed/terrain/shader-module-offset.d.ts.map +0 -1
  66. package/typed/terrain/shader-module-source.d.ts +0 -4
  67. package/typed/terrain/shader-module-source.d.ts.map +0 -1
  68. package/typed/terrain/terrain.d.ts +0 -21
  69. package/typed/terrain/terrain.d.ts.map +0 -1
package/LICENSE CHANGED
@@ -1,4 +1,4 @@
1
- Copyright (c) 2020 Urban Computing Foundation
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+ Copyright Vis.gl contributors.
2
2
 
3
3
  Permission is hereby granted, free of charge, to any person obtaining a copy
4
4
  of this software and associated documentation files (the "Software"), to deal
package/dist/dist.dev.js CHANGED
@@ -1640,7 +1640,7 @@ float round(float x) {
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  offset = solidLength / 2.0;
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  }
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- float unitOffset = mod(clamp(vPathPosition.y, 0.0, vPathLength) + offset, unitLength);
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+ float unitOffset = mod(vPathPosition.y + offset, unitLength);
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  if (gapLength > 0.0 && unitOffset > solidLength) {
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  if (capType <= 0.5) {
@@ -1673,10 +1673,12 @@ attribute float instanceOffsets;
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  float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;
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  size *= offsetWidth;
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  `,
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- "vCornerOffset = offsetVec;": `
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+ "vs:#main-end": `
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  float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;
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- vec2 offsetCenter = -instanceOffsets * (isCap ? perp : miterVec * miterSize) * 2.0;
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- vCornerOffset = vCornerOffset * offsetWidth - offsetCenter;
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+ float offsetDir = sign(instanceOffsets);
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+ vPathPosition.x = (vPathPosition.x + offsetDir) * offsetWidth - offsetDir;
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+ vPathPosition.y *= offsetWidth;
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+ vPathLength *= offsetWidth;
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  `,
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  "fs:#main-start": `
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  float isInside;
@@ -3419,6 +3421,7 @@ if ((terrain_mode == TERRAIN_MODE_USE_COVER) || (terrain_mode == TERRAIN_MODE_US
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  const layers = terrainCover.filterLayers(opts.layers);
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  target.resize(viewport);
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  (0, import_core31.withParameters)(this.gl, {
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+ clearColor: [0, 0, 0, 0],
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  depthTest: false
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  }, () => this.render({
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  ...opts,
@@ -9,7 +9,7 @@ var dashShaders = {
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  'vs:#decl': "\nattribute vec2 instanceDashArrays;\nattribute float instanceDashOffsets;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n",
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  'vs:#main-end': "\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n",
11
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  'fs:#decl': "\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n\nfloat round(float x) {\n return floor(x + 0.5);\n}\n",
12
- 'fs:#main-start': "\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(clamp(vPathPosition.y, 0.0, vPathLength) + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n"
12
+ 'fs:#main-start': "\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(vPathPosition.y + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n"
13
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  }
14
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  };
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  exports.dashShaders = dashShaders;
@@ -17,7 +17,7 @@ var offsetShaders = {
17
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  inject: {
18
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  'vs:#decl': "\nattribute float instanceOffsets;\n",
19
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  'vs:DECKGL_FILTER_SIZE': "\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n",
20
- 'vCornerOffset = offsetVec;': "\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n vec2 offsetCenter = -instanceOffsets * (isCap ? perp : miterVec * miterSize) * 2.0;\n vCornerOffset = vCornerOffset * offsetWidth - offsetCenter;\n",
20
+ 'vs:#main-end': "\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n float offsetDir = sign(instanceOffsets);\n vPathPosition.x = (vPathPosition.x + offsetDir) * offsetWidth - offsetDir;\n vPathPosition.y *= offsetWidth;\n vPathLength *= offsetWidth;\n",
21
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  'fs:#main-start': "\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n"
22
22
  }
23
23
  };
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/path-style/shaders.glsl.ts"],"names":["dashShaders","inject","offsetShaders"],"mappings":";;;;;;AAAO,IAAMA,WAAW,GAAG;AACzBC,EAAAA,MAAM,EAAE;AACN,oJADM;AAQN,wGARM;AAaN,sNAbM;AAiCN;AAjCM;AADiB,CAApB;;AA0EA,IAAMC,aAAa,GAAG;AAC3BD,EAAAA,MAAM,EAAE;AACN,sDADM;AAIN,kHAJM;AAQN,qPARM;AAaN;AAbM;AADmB,CAAtB","sourcesContent":["export const dashShaders = {\n inject: {\n 'vs:#decl': `\nattribute vec2 instanceDashArrays;\nattribute float instanceDashOffsets;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n`,\n\n 'vs:#main-end': `\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n`,\n\n 'fs:#decl': `\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n\nfloat round(float x) {\n return floor(x + 0.5);\n}\n`,\n\n // if given position is in the gap part of the dashed line\n // dashArray.x: solid stroke length, relative to width\n // dashArray.y: gap length, relative to width\n // alignMode:\n // 0 - no adjustment\n // o---- ---- ---- ---- o---- -o---- ---- o\n // 1 - stretch to fit, draw half dash at each end for nicer joints\n // o-- ---- ---- ---- --o-- --o-- ---- --o\n 'fs:#main-start': `\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(clamp(vPathPosition.y, 0.0, vPathLength) + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n // caps are rounded, test the distance to solid ends\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n`\n }\n};\n\nexport const offsetShaders = {\n inject: {\n 'vs:#decl': `\nattribute float instanceOffsets;\n`,\n 'vs:DECKGL_FILTER_SIZE': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n`,\n 'vCornerOffset = offsetVec;': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n vec2 offsetCenter = -instanceOffsets * (isCap ? perp : miterVec * miterSize) * 2.0;\n vCornerOffset = vCornerOffset * offsetWidth - offsetCenter;\n`,\n 'fs:#main-start': `\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n`\n }\n};\n"],"file":"shaders.glsl.js"}
1
+ {"version":3,"sources":["../../../src/path-style/shaders.glsl.ts"],"names":["dashShaders","inject","offsetShaders"],"mappings":";;;;;;AAAO,IAAMA,WAAW,GAAG;AACzBC,EAAAA,MAAM,EAAE;AACN,oJADM;AAQN,wGARM;AAaN,sNAbM;AAiCN;AAjCM;AADiB,CAApB;;AA0EA,IAAMC,aAAa,GAAG;AAC3BD,EAAAA,MAAM,EAAE;AACN,sDADM;AAIN,kHAJM;AAQN,6QARM;AAeN;AAfM;AADmB,CAAtB","sourcesContent":["export const dashShaders = {\n inject: {\n 'vs:#decl': `\nattribute vec2 instanceDashArrays;\nattribute float instanceDashOffsets;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n`,\n\n 'vs:#main-end': `\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n`,\n\n 'fs:#decl': `\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n\nfloat round(float x) {\n return floor(x + 0.5);\n}\n`,\n\n // if given position is in the gap part of the dashed line\n // dashArray.x: solid stroke length, relative to width\n // dashArray.y: gap length, relative to width\n // alignMode:\n // 0 - no adjustment\n // o---- ---- ---- ---- o---- -o---- ---- o\n // 1 - stretch to fit, draw half dash at each end for nicer joints\n // o-- ---- ---- ---- --o-- --o-- ---- --o\n 'fs:#main-start': `\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(vPathPosition.y + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n // caps are rounded, test the distance to solid ends\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n`\n }\n};\n\nexport const offsetShaders = {\n inject: {\n 'vs:#decl': `\nattribute float instanceOffsets;\n`,\n 'vs:DECKGL_FILTER_SIZE': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n`,\n 'vs:#main-end': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n float offsetDir = sign(instanceOffsets);\n vPathPosition.x = (vPathPosition.x + offsetDir) * offsetWidth - offsetDir;\n vPathPosition.y *= offsetWidth;\n vPathLength *= offsetWidth;\n`,\n 'fs:#main-start': `\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n`\n }\n};\n"],"file":"shaders.glsl.js"}
@@ -103,6 +103,7 @@ var TerrainPass = function (_LayersPass) {
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  var layers = terrainCover.filterLayers(opts.layers);
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  target.resize(viewport);
105
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  (0, _core.withParameters)(this.gl, {
106
+ clearColor: [0, 0, 0, 0],
106
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  depthTest: false
107
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  }, function () {
108
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  return _this2.render(_objectSpread(_objectSpread({}, opts), {}, {
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/terrain/terrain-pass.ts"],"names":["TerrainPass","viewport","opts","layers","result","drawParamsByIndex","_getDrawLayerParams","i","length","layer","isComposite","shouldDrawLayer","push","heightMap","target","getRenderFramebuffer","renderViewport","resize","gl","clearColor","blend","blendFunc","blendEquation","depthTest","render","pass","viewports","effects","terrainCover","filterLayers","id","LayersPass"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;;;;;;;;;IASaA,W;;;;;;;;;;;;WACX,6BAAoBC,QAApB,EAAwCC,IAAxC,EAAiF;AAC/E,UAAOC,MAAP,GAAiBD,IAAjB,CAAOC,MAAP;AACA,UAAMC,MAAe,GAAG,EAAxB;;AACA,UAAMC,iBAAiB,GAAG,KAAKC,mBAAL,CAAyBL,QAAzB,EAAmCC,IAAnC,EAAyC,IAAzC,CAA1B;;AACA,WAAK,IAAIK,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGJ,MAAM,CAACK,MAA3B,EAAmCD,CAAC,EAApC,EAAwC;AACtC,YAAME,KAAK,GAAGN,MAAM,CAACI,CAAD,CAApB;;AACA,YAAI,CAACE,KAAK,CAACC,WAAP,IAAsBL,iBAAiB,CAACE,CAAD,CAAjB,CAAqBI,eAA/C,EAAgE;AAC9DP,UAAAA,MAAM,CAACQ,IAAP,CAAYH,KAAZ;AACD;AACF;;AAED,aAAOL,MAAP;AACD;;;WAED,yBAAgBS,SAAhB,EAA6CX,IAA7C,EAAsF;AAAA;;AAEpF,UAAMY,MAAM,GAAGD,SAAS,CAACE,oBAAV,EAAf;AACA,UAAMd,QAAQ,GAAGY,SAAS,CAACG,cAA3B;;AAEA,UAAI,CAACF,MAAD,IAAW,CAACb,QAAhB,EAA0B;AACxB;AACD;;AAEDa,MAAAA,MAAM,CAACG,MAAP,CAAchB,QAAd;AAEA,gCACE,KAAKiB,EADP,EAEE;AACEC,QAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADd;AAEEC,QAAAA,KAAK,EAAE,IAFT;AAGEC,QAAAA,SAAS,EAAE,MAHb;AAIEC,QAAAA,aAAa,OAJf;AAKEC,QAAAA,SAAS,EAAE;AALb,OAFF,EASE;AAAA,eACE,KAAI,CAACC,MAAL,iCACKtB,IADL;AAEEY,UAAAA,MAAM,EAANA,MAFF;AAGEW,UAAAA,IAAI,EAAE,oBAHR;AAIEtB,UAAAA,MAAM,EAAED,IAAI,CAACC,MAJf;AAKEuB,UAAAA,SAAS,EAAE,CAACzB,QAAD,CALb;AAME0B,UAAAA,OAAO,EAAE;AANX,WADF;AAAA,OATF;AAmBD;;;WAED,4BAAmBC,YAAnB,EAA+C1B,IAA/C,EAAwF;AAAA;;AAEtF,UAAMY,MAAM,GAAGc,YAAY,CAACb,oBAAb,EAAf;AACA,UAAMd,QAAQ,GAAG2B,YAAY,CAACZ,cAA9B;;AAEA,UAAI,CAACF,MAAD,IAAW,CAACb,QAAhB,EAA0B;AACxB;AACD;;AAED,UAAME,MAAM,GAAGyB,YAAY,CAACC,YAAb,CAA0B3B,IAAI,CAACC,MAA/B,CAAf;AACAW,MAAAA,MAAM,CAACG,MAAP,CAAchB,QAAd;AAEA,gCACE,KAAKiB,EADP,EAEE;AACEK,QAAAA,SAAS,EAAE;AADb,OAFF,EAKE;AAAA,eACE,MAAI,CAACC,MAAL,iCACKtB,IADL;AAEEY,UAAAA,MAAM,EAANA,MAFF;AAGEW,UAAAA,IAAI,0BAAmBG,YAAY,CAACE,EAAhC,CAHN;AAIE3B,UAAAA,MAAM,EAANA,MAJF;AAKEwB,UAAAA,OAAO,EAAE,EALX;AAMED,UAAAA,SAAS,EAAE,CAACzB,QAAD;AANb,WADF;AAAA,OALF;AAeD;;;EA1E8B8B,kB","sourcesContent":["import {withParameters} from '@luma.gl/core';\nimport {Layer, Viewport, _LayersPass as LayersPass, LayersPassRenderOptions} from '@deck.gl/core';\nimport type {HeightMapBuilder} from './height-map-builder';\nimport type {TerrainCover} from './terrain-cover';\n\nimport GL from '@luma.gl/constants';\n\nexport type TerrainPassRenderOptions = LayersPassRenderOptions;\n\n/** Renders textures used by the TerrainEffect render pass */\nexport class TerrainPass extends LayersPass {\n getRenderableLayers(viewport: Viewport, opts: TerrainPassRenderOptions): Layer[] {\n const {layers} = opts;\n const result: Layer[] = [];\n const drawParamsByIndex = this._getDrawLayerParams(viewport, opts, true);\n for (let i = 0; i < layers.length; i++) {\n const layer = layers[i];\n if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {\n result.push(layer);\n }\n }\n\n return result;\n }\n\n renderHeightMap(heightMap: HeightMapBuilder, opts: Partial<TerrainPassRenderOptions>) {\n // console.log('Updating height map')\n const target = heightMap.getRenderFramebuffer();\n const viewport = heightMap.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n target.resize(viewport);\n\n withParameters(\n this.gl,\n {\n clearColor: [0, 0, 0, 0],\n blend: true,\n blendFunc: [GL.ONE, GL.ONE],\n blendEquation: GL.MAX,\n depthTest: false\n },\n () =>\n this.render({\n ...opts,\n target,\n pass: 'terrain-height-map',\n layers: opts.layers!,\n viewports: [viewport],\n effects: []\n })\n );\n }\n\n renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPassRenderOptions>) {\n // console.log('Updating terrain cover ' + terrainCover.id)\n const target = terrainCover.getRenderFramebuffer();\n const viewport = terrainCover.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n const layers = terrainCover.filterLayers(opts.layers!);\n target.resize(viewport);\n\n withParameters(\n this.gl,\n {\n depthTest: false\n },\n () =>\n this.render({\n ...opts,\n target,\n pass: `terrain-cover-${terrainCover.id}`,\n layers,\n effects: [],\n viewports: [viewport]\n })\n );\n }\n}\n"],"file":"terrain-pass.js"}
1
+ {"version":3,"sources":["../../../src/terrain/terrain-pass.ts"],"names":["TerrainPass","viewport","opts","layers","result","drawParamsByIndex","_getDrawLayerParams","i","length","layer","isComposite","shouldDrawLayer","push","heightMap","target","getRenderFramebuffer","renderViewport","resize","gl","clearColor","blend","blendFunc","blendEquation","depthTest","render","pass","viewports","effects","terrainCover","filterLayers","id","LayersPass"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;;;;;;;;;IASaA,W;;;;;;;;;;;;WACX,6BAAoBC,QAApB,EAAwCC,IAAxC,EAAiF;AAC/E,UAAOC,MAAP,GAAiBD,IAAjB,CAAOC,MAAP;AACA,UAAMC,MAAe,GAAG,EAAxB;;AACA,UAAMC,iBAAiB,GAAG,KAAKC,mBAAL,CAAyBL,QAAzB,EAAmCC,IAAnC,EAAyC,IAAzC,CAA1B;;AACA,WAAK,IAAIK,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGJ,MAAM,CAACK,MAA3B,EAAmCD,CAAC,EAApC,EAAwC;AACtC,YAAME,KAAK,GAAGN,MAAM,CAACI,CAAD,CAApB;;AACA,YAAI,CAACE,KAAK,CAACC,WAAP,IAAsBL,iBAAiB,CAACE,CAAD,CAAjB,CAAqBI,eAA/C,EAAgE;AAC9DP,UAAAA,MAAM,CAACQ,IAAP,CAAYH,KAAZ;AACD;AACF;;AAED,aAAOL,MAAP;AACD;;;WAED,yBAAgBS,SAAhB,EAA6CX,IAA7C,EAAsF;AAAA;;AAEpF,UAAMY,MAAM,GAAGD,SAAS,CAACE,oBAAV,EAAf;AACA,UAAMd,QAAQ,GAAGY,SAAS,CAACG,cAA3B;;AAEA,UAAI,CAACF,MAAD,IAAW,CAACb,QAAhB,EAA0B;AACxB;AACD;;AAEDa,MAAAA,MAAM,CAACG,MAAP,CAAchB,QAAd;AAEA,gCACE,KAAKiB,EADP,EAEE;AACEC,QAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADd;AAEEC,QAAAA,KAAK,EAAE,IAFT;AAGEC,QAAAA,SAAS,EAAE,MAHb;AAIEC,QAAAA,aAAa,OAJf;AAKEC,QAAAA,SAAS,EAAE;AALb,OAFF,EASE;AAAA,eACE,KAAI,CAACC,MAAL,iCACKtB,IADL;AAEEY,UAAAA,MAAM,EAANA,MAFF;AAGEW,UAAAA,IAAI,EAAE,oBAHR;AAIEtB,UAAAA,MAAM,EAAED,IAAI,CAACC,MAJf;AAKEuB,UAAAA,SAAS,EAAE,CAACzB,QAAD,CALb;AAME0B,UAAAA,OAAO,EAAE;AANX,WADF;AAAA,OATF;AAmBD;;;WAED,4BAAmBC,YAAnB,EAA+C1B,IAA/C,EAAwF;AAAA;;AAEtF,UAAMY,MAAM,GAAGc,YAAY,CAACb,oBAAb,EAAf;AACA,UAAMd,QAAQ,GAAG2B,YAAY,CAACZ,cAA9B;;AAEA,UAAI,CAACF,MAAD,IAAW,CAACb,QAAhB,EAA0B;AACxB;AACD;;AAED,UAAME,MAAM,GAAGyB,YAAY,CAACC,YAAb,CAA0B3B,IAAI,CAACC,MAA/B,CAAf;AACAW,MAAAA,MAAM,CAACG,MAAP,CAAchB,QAAd;AAEA,gCACE,KAAKiB,EADP,EAEE;AACEC,QAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADd;AAEEI,QAAAA,SAAS,EAAE;AAFb,OAFF,EAME;AAAA,eACE,MAAI,CAACC,MAAL,iCACKtB,IADL;AAEEY,UAAAA,MAAM,EAANA,MAFF;AAGEW,UAAAA,IAAI,0BAAmBG,YAAY,CAACE,EAAhC,CAHN;AAIE3B,UAAAA,MAAM,EAANA,MAJF;AAKEwB,UAAAA,OAAO,EAAE,EALX;AAMED,UAAAA,SAAS,EAAE,CAACzB,QAAD;AANb,WADF;AAAA,OANF;AAgBD;;;EA3E8B8B,kB","sourcesContent":["import {withParameters} from '@luma.gl/core';\nimport {Layer, Viewport, _LayersPass as LayersPass, LayersPassRenderOptions} from '@deck.gl/core';\nimport type {HeightMapBuilder} from './height-map-builder';\nimport type {TerrainCover} from './terrain-cover';\n\nimport GL from '@luma.gl/constants';\n\nexport type TerrainPassRenderOptions = LayersPassRenderOptions;\n\n/** Renders textures used by the TerrainEffect render pass */\nexport class TerrainPass extends LayersPass {\n getRenderableLayers(viewport: Viewport, opts: TerrainPassRenderOptions): Layer[] {\n const {layers} = opts;\n const result: Layer[] = [];\n const drawParamsByIndex = this._getDrawLayerParams(viewport, opts, true);\n for (let i = 0; i < layers.length; i++) {\n const layer = layers[i];\n if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {\n result.push(layer);\n }\n }\n\n return result;\n }\n\n renderHeightMap(heightMap: HeightMapBuilder, opts: Partial<TerrainPassRenderOptions>) {\n // console.log('Updating height map')\n const target = heightMap.getRenderFramebuffer();\n const viewport = heightMap.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n target.resize(viewport);\n\n withParameters(\n this.gl,\n {\n clearColor: [0, 0, 0, 0],\n blend: true,\n blendFunc: [GL.ONE, GL.ONE],\n blendEquation: GL.MAX,\n depthTest: false\n },\n () =>\n this.render({\n ...opts,\n target,\n pass: 'terrain-height-map',\n layers: opts.layers!,\n viewports: [viewport],\n effects: []\n })\n );\n }\n\n renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPassRenderOptions>) {\n // console.log('Updating terrain cover ' + terrainCover.id)\n const target = terrainCover.getRenderFramebuffer();\n const viewport = terrainCover.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n const layers = terrainCover.filterLayers(opts.layers!);\n target.resize(viewport);\n\n withParameters(\n this.gl,\n {\n clearColor: [0, 0, 0, 0],\n depthTest: false\n },\n () =>\n this.render({\n ...opts,\n target,\n pass: `terrain-cover-${terrainCover.id}`,\n layers,\n effects: [],\n viewports: [viewport]\n })\n );\n }\n}\n"],"file":"terrain-pass.js"}
@@ -3,14 +3,14 @@ export const dashShaders = {
3
3
  'vs:#decl': "\nattribute vec2 instanceDashArrays;\nattribute float instanceDashOffsets;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n",
4
4
  'vs:#main-end': "\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n",
5
5
  'fs:#decl': "\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n\nfloat round(float x) {\n return floor(x + 0.5);\n}\n",
6
- 'fs:#main-start': "\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(clamp(vPathPosition.y, 0.0, vPathLength) + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n"
6
+ 'fs:#main-start': "\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(vPathPosition.y + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n"
7
7
  }
8
8
  };
9
9
  export const offsetShaders = {
10
10
  inject: {
11
11
  'vs:#decl': "\nattribute float instanceOffsets;\n",
12
12
  'vs:DECKGL_FILTER_SIZE': "\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n",
13
- 'vCornerOffset = offsetVec;': "\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n vec2 offsetCenter = -instanceOffsets * (isCap ? perp : miterVec * miterSize) * 2.0;\n vCornerOffset = vCornerOffset * offsetWidth - offsetCenter;\n",
13
+ 'vs:#main-end': "\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n float offsetDir = sign(instanceOffsets);\n vPathPosition.x = (vPathPosition.x + offsetDir) * offsetWidth - offsetDir;\n vPathPosition.y *= offsetWidth;\n vPathLength *= offsetWidth;\n",
14
14
  'fs:#main-start': "\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n"
15
15
  }
16
16
  };
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/path-style/shaders.glsl.ts"],"names":["dashShaders","inject","offsetShaders"],"mappings":"AAAA,OAAO,MAAMA,WAAW,GAAG;AACzBC,EAAAA,MAAM,EAAE;AACN,oJADM;AAQN,wGARM;AAaN,sNAbM;AAiCN;AAjCM;AADiB,CAApB;AA0EP,OAAO,MAAMC,aAAa,GAAG;AAC3BD,EAAAA,MAAM,EAAE;AACN,sDADM;AAIN,kHAJM;AAQN,qPARM;AAaN;AAbM;AADmB,CAAtB","sourcesContent":["export const dashShaders = {\n inject: {\n 'vs:#decl': `\nattribute vec2 instanceDashArrays;\nattribute float instanceDashOffsets;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n`,\n\n 'vs:#main-end': `\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n`,\n\n 'fs:#decl': `\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n\nfloat round(float x) {\n return floor(x + 0.5);\n}\n`,\n\n // if given position is in the gap part of the dashed line\n // dashArray.x: solid stroke length, relative to width\n // dashArray.y: gap length, relative to width\n // alignMode:\n // 0 - no adjustment\n // o---- ---- ---- ---- o---- -o---- ---- o\n // 1 - stretch to fit, draw half dash at each end for nicer joints\n // o-- ---- ---- ---- --o-- --o-- ---- --o\n 'fs:#main-start': `\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(clamp(vPathPosition.y, 0.0, vPathLength) + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n // caps are rounded, test the distance to solid ends\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n`\n }\n};\n\nexport const offsetShaders = {\n inject: {\n 'vs:#decl': `\nattribute float instanceOffsets;\n`,\n 'vs:DECKGL_FILTER_SIZE': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n`,\n 'vCornerOffset = offsetVec;': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n vec2 offsetCenter = -instanceOffsets * (isCap ? perp : miterVec * miterSize) * 2.0;\n vCornerOffset = vCornerOffset * offsetWidth - offsetCenter;\n`,\n 'fs:#main-start': `\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n`\n }\n};\n"],"file":"shaders.glsl.js"}
1
+ {"version":3,"sources":["../../../src/path-style/shaders.glsl.ts"],"names":["dashShaders","inject","offsetShaders"],"mappings":"AAAA,OAAO,MAAMA,WAAW,GAAG;AACzBC,EAAAA,MAAM,EAAE;AACN,oJADM;AAQN,wGARM;AAaN,sNAbM;AAiCN;AAjCM;AADiB,CAApB;AA0EP,OAAO,MAAMC,aAAa,GAAG;AAC3BD,EAAAA,MAAM,EAAE;AACN,sDADM;AAIN,kHAJM;AAQN,6QARM;AAeN;AAfM;AADmB,CAAtB","sourcesContent":["export const dashShaders = {\n inject: {\n 'vs:#decl': `\nattribute vec2 instanceDashArrays;\nattribute float instanceDashOffsets;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n`,\n\n 'vs:#main-end': `\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n`,\n\n 'fs:#decl': `\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n\nfloat round(float x) {\n return floor(x + 0.5);\n}\n`,\n\n // if given position is in the gap part of the dashed line\n // dashArray.x: solid stroke length, relative to width\n // dashArray.y: gap length, relative to width\n // alignMode:\n // 0 - no adjustment\n // o---- ---- ---- ---- o---- -o---- ---- o\n // 1 - stretch to fit, draw half dash at each end for nicer joints\n // o-- ---- ---- ---- --o-- --o-- ---- --o\n 'fs:#main-start': `\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(vPathPosition.y + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n // caps are rounded, test the distance to solid ends\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n`\n }\n};\n\nexport const offsetShaders = {\n inject: {\n 'vs:#decl': `\nattribute float instanceOffsets;\n`,\n 'vs:DECKGL_FILTER_SIZE': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n`,\n 'vs:#main-end': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n float offsetDir = sign(instanceOffsets);\n vPathPosition.x = (vPathPosition.x + offsetDir) * offsetWidth - offsetDir;\n vPathPosition.y *= offsetWidth;\n vPathLength *= offsetWidth;\n`,\n 'fs:#main-start': `\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n`\n }\n};\n"],"file":"shaders.glsl.js"}
@@ -55,6 +55,7 @@ export class TerrainPass extends LayersPass {
55
55
  const layers = terrainCover.filterLayers(opts.layers);
56
56
  target.resize(viewport);
57
57
  withParameters(this.gl, {
58
+ clearColor: [0, 0, 0, 0],
58
59
  depthTest: false
59
60
  }, () => this.render({ ...opts,
60
61
  target,
@@ -1 +1 @@
1
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1
+ {"version":3,"sources":["../../../src/terrain/terrain-pass.ts"],"names":["withParameters","_LayersPass","LayersPass","TerrainPass","getRenderableLayers","viewport","opts","layers","result","drawParamsByIndex","_getDrawLayerParams","i","length","layer","isComposite","shouldDrawLayer","push","renderHeightMap","heightMap","target","getRenderFramebuffer","renderViewport","resize","gl","clearColor","blend","blendFunc","blendEquation","depthTest","render","pass","viewports","effects","renderTerrainCover","terrainCover","filterLayers","id"],"mappings":"AAAA,SAAQA,cAAR,QAA6B,eAA7B;AACA,SAAyBC,WAAW,IAAIC,UAAxC,QAAkF,eAAlF;AASA,OAAO,MAAMC,WAAN,SAA0BD,UAA1B,CAAqC;AAC1CE,EAAAA,mBAAmB,CAACC,QAAD,EAAqBC,IAArB,EAA8D;AAC/E,UAAM;AAACC,MAAAA;AAAD,QAAWD,IAAjB;AACA,UAAME,MAAe,GAAG,EAAxB;;AACA,UAAMC,iBAAiB,GAAG,KAAKC,mBAAL,CAAyBL,QAAzB,EAAmCC,IAAnC,EAAyC,IAAzC,CAA1B;;AACA,SAAK,IAAIK,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGJ,MAAM,CAACK,MAA3B,EAAmCD,CAAC,EAApC,EAAwC;AACtC,YAAME,KAAK,GAAGN,MAAM,CAACI,CAAD,CAApB;;AACA,UAAI,CAACE,KAAK,CAACC,WAAP,IAAsBL,iBAAiB,CAACE,CAAD,CAAjB,CAAqBI,eAA/C,EAAgE;AAC9DP,QAAAA,MAAM,CAACQ,IAAP,CAAYH,KAAZ;AACD;AACF;;AAED,WAAOL,MAAP;AACD;;AAEDS,EAAAA,eAAe,CAACC,SAAD,EAA8BZ,IAA9B,EAAuE;AAEpF,UAAMa,MAAM,GAAGD,SAAS,CAACE,oBAAV,EAAf;AACA,UAAMf,QAAQ,GAAGa,SAAS,CAACG,cAA3B;;AAEA,QAAI,CAACF,MAAD,IAAW,CAACd,QAAhB,EAA0B;AACxB;AACD;;AAEDc,IAAAA,MAAM,CAACG,MAAP,CAAcjB,QAAd;AAEAL,IAAAA,cAAc,CACZ,KAAKuB,EADO,EAEZ;AACEC,MAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADd;AAEEC,MAAAA,KAAK,EAAE,IAFT;AAGEC,MAAAA,SAAS,EAAE,MAHb;AAIEC,MAAAA,aAAa,OAJf;AAKEC,MAAAA,SAAS,EAAE;AALb,KAFY,EASZ,MACE,KAAKC,MAAL,CAAY,EACV,GAAGvB,IADO;AAEVa,MAAAA,MAFU;AAGVW,MAAAA,IAAI,EAAE,oBAHI;AAIVvB,MAAAA,MAAM,EAAED,IAAI,CAACC,MAJH;AAKVwB,MAAAA,SAAS,EAAE,CAAC1B,QAAD,CALD;AAMV2B,MAAAA,OAAO,EAAE;AANC,KAAZ,CAVU,CAAd;AAmBD;;AAEDC,EAAAA,kBAAkB,CAACC,YAAD,EAA6B5B,IAA7B,EAAsE;AAEtF,UAAMa,MAAM,GAAGe,YAAY,CAACd,oBAAb,EAAf;AACA,UAAMf,QAAQ,GAAG6B,YAAY,CAACb,cAA9B;;AAEA,QAAI,CAACF,MAAD,IAAW,CAACd,QAAhB,EAA0B;AACxB;AACD;;AAED,UAAME,MAAM,GAAG2B,YAAY,CAACC,YAAb,CAA0B7B,IAAI,CAACC,MAA/B,CAAf;AACAY,IAAAA,MAAM,CAACG,MAAP,CAAcjB,QAAd;AAEAL,IAAAA,cAAc,CACZ,KAAKuB,EADO,EAEZ;AACEC,MAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADd;AAEEI,MAAAA,SAAS,EAAE;AAFb,KAFY,EAMZ,MACE,KAAKC,MAAL,CAAY,EACV,GAAGvB,IADO;AAEVa,MAAAA,MAFU;AAGVW,MAAAA,IAAI,0BAAmBI,YAAY,CAACE,EAAhC,CAHM;AAIV7B,MAAAA,MAJU;AAKVyB,MAAAA,OAAO,EAAE,EALC;AAMVD,MAAAA,SAAS,EAAE,CAAC1B,QAAD;AAND,KAAZ,CAPU,CAAd;AAgBD;;AA3EyC","sourcesContent":["import {withParameters} from '@luma.gl/core';\nimport {Layer, Viewport, _LayersPass as LayersPass, LayersPassRenderOptions} from '@deck.gl/core';\nimport type {HeightMapBuilder} from './height-map-builder';\nimport type {TerrainCover} from './terrain-cover';\n\nimport GL from '@luma.gl/constants';\n\nexport type TerrainPassRenderOptions = LayersPassRenderOptions;\n\n/** Renders textures used by the TerrainEffect render pass */\nexport class TerrainPass extends LayersPass {\n getRenderableLayers(viewport: Viewport, opts: TerrainPassRenderOptions): Layer[] {\n const {layers} = opts;\n const result: Layer[] = [];\n const drawParamsByIndex = this._getDrawLayerParams(viewport, opts, true);\n for (let i = 0; i < layers.length; i++) {\n const layer = layers[i];\n if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {\n result.push(layer);\n }\n }\n\n return result;\n }\n\n renderHeightMap(heightMap: HeightMapBuilder, opts: Partial<TerrainPassRenderOptions>) {\n // console.log('Updating height map')\n const target = heightMap.getRenderFramebuffer();\n const viewport = heightMap.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n target.resize(viewport);\n\n withParameters(\n this.gl,\n {\n clearColor: [0, 0, 0, 0],\n blend: true,\n blendFunc: [GL.ONE, GL.ONE],\n blendEquation: GL.MAX,\n depthTest: false\n },\n () =>\n this.render({\n ...opts,\n target,\n pass: 'terrain-height-map',\n layers: opts.layers!,\n viewports: [viewport],\n effects: []\n })\n );\n }\n\n renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPassRenderOptions>) {\n // console.log('Updating terrain cover ' + terrainCover.id)\n const target = terrainCover.getRenderFramebuffer();\n const viewport = terrainCover.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n const layers = terrainCover.filterLayers(opts.layers!);\n target.resize(viewport);\n\n withParameters(\n this.gl,\n {\n clearColor: [0, 0, 0, 0],\n depthTest: false\n },\n () =>\n this.render({\n ...opts,\n target,\n pass: `terrain-cover-${terrainCover.id}`,\n layers,\n effects: [],\n viewports: [viewport]\n })\n );\n }\n}\n"],"file":"terrain-pass.js"}