@deck.gl/extensions 8.10.0-alpha.2 → 8.10.0-alpha.5
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.
- package/LICENSE +1 -1
- package/dist/dist.dev.js +38 -660
- package/dist/es5/brushing/brushing-extension.js +48 -54
- package/dist/es5/brushing/brushing-extension.js.map +1 -1
- package/dist/es5/clip/clip-extension.js +32 -37
- package/dist/es5/clip/clip-extension.js.map +1 -1
- package/dist/es5/collision-filter/collision-filter-effect.js +217 -225
- package/dist/es5/collision-filter/collision-filter-effect.js.map +1 -1
- package/dist/es5/collision-filter/collision-filter-extension.js +49 -56
- package/dist/es5/collision-filter/collision-filter-extension.js.map +1 -1
- package/dist/es5/collision-filter/collision-filter-pass.js +31 -34
- package/dist/es5/collision-filter/collision-filter-pass.js.map +1 -1
- package/dist/es5/data-filter/data-filter-extension.js +126 -132
- package/dist/es5/data-filter/data-filter-extension.js.map +1 -1
- package/dist/es5/fill-style/fill-style-extension.js +101 -109
- package/dist/es5/fill-style/fill-style-extension.js.map +1 -1
- package/dist/es5/fp64/fp64-extension.js +12 -16
- package/dist/es5/fp64/fp64-extension.js.map +1 -1
- package/dist/es5/mask/mask-effect.js +208 -216
- package/dist/es5/mask/mask-effect.js.map +1 -1
- package/dist/es5/mask/mask-extension.js +57 -63
- package/dist/es5/mask/mask-extension.js.map +1 -1
- package/dist/es5/mask/mask-pass.js +36 -42
- package/dist/es5/mask/mask-pass.js.map +1 -1
- package/dist/es5/path-style/path-style-extension.js +81 -89
- package/dist/es5/path-style/path-style-extension.js.map +1 -1
- package/dist/es5/terrain/height-map-builder.js +73 -80
- package/dist/es5/terrain/height-map-builder.js.map +1 -1
- package/dist/es5/terrain/terrain-cover.js +155 -162
- package/dist/es5/terrain/terrain-cover.js.map +1 -1
- package/dist/es5/terrain/terrain-effect.js +233 -242
- package/dist/es5/terrain/terrain-effect.js.map +1 -1
- package/dist/es5/terrain/terrain-extension.js +44 -51
- package/dist/es5/terrain/terrain-extension.js.map +1 -1
- package/dist/es5/terrain/terrain-pass.js +61 -65
- package/dist/es5/terrain/terrain-pass.js.map +1 -1
- package/dist/es5/terrain/terrain-picking-pass.js +56 -62
- package/dist/es5/terrain/terrain-picking-pass.js.map +1 -1
- package/dist/esm/brushing/brushing-extension.js +2 -5
- package/dist/esm/brushing/brushing-extension.js.map +1 -1
- package/dist/esm/brushing/shader-module.js +67 -4
- package/dist/esm/brushing/shader-module.js.map +1 -1
- package/dist/esm/clip/clip-extension.js +33 -14
- package/dist/esm/clip/clip-extension.js.map +1 -1
- package/dist/esm/collision-filter/collision-filter-effect.js +10 -19
- package/dist/esm/collision-filter/collision-filter-effect.js.map +1 -1
- package/dist/esm/collision-filter/collision-filter-extension.js +2 -5
- package/dist/esm/collision-filter/collision-filter-extension.js.map +1 -1
- package/dist/esm/collision-filter/shader-module.js +76 -4
- package/dist/esm/collision-filter/shader-module.js.map +1 -1
- package/dist/esm/data-filter/aggregator.js +45 -2
- package/dist/esm/data-filter/aggregator.js.map +1 -1
- package/dist/esm/data-filter/data-filter-extension.js +2 -5
- package/dist/esm/data-filter/data-filter-extension.js.map +1 -1
- package/dist/esm/data-filter/shader-module.js +86 -6
- package/dist/esm/data-filter/shader-module.js.map +1 -1
- package/dist/esm/fill-style/fill-style-extension.js +2 -5
- package/dist/esm/fill-style/fill-style-extension.js.map +1 -1
- package/dist/esm/fill-style/shaders.glsl.js +60 -5
- package/dist/esm/fill-style/shaders.glsl.js.map +1 -1
- package/dist/esm/fp64/fp64-extension.js +1 -3
- package/dist/esm/fp64/fp64-extension.js.map +1 -1
- package/dist/esm/fp64/project64.glsl.js +81 -1
- package/dist/esm/fp64/project64.glsl.js.map +1 -1
- package/dist/esm/mask/mask-effect.js +10 -20
- package/dist/esm/mask/mask-effect.js.map +1 -1
- package/dist/esm/mask/mask-extension.js +3 -6
- package/dist/esm/mask/mask-extension.js.map +1 -1
- package/dist/esm/mask/mask-pass.js +2 -6
- package/dist/esm/mask/mask-pass.js.map +1 -1
- package/dist/esm/mask/shader-module.js +61 -6
- package/dist/esm/mask/shader-module.js.map +1 -1
- package/dist/esm/path-style/path-style-extension.js +2 -5
- package/dist/esm/path-style/path-style-extension.js.map +1 -1
- package/dist/esm/path-style/shaders.glsl.js +79 -8
- package/dist/esm/path-style/shaders.glsl.js.map +1 -1
- package/dist/esm/terrain/height-map-builder.js +8 -17
- package/dist/esm/terrain/height-map-builder.js.map +1 -1
- package/dist/esm/terrain/shader-module.js +59 -7
- package/dist/esm/terrain/shader-module.js.map +1 -1
- package/dist/esm/terrain/terrain-cover.js +11 -22
- package/dist/esm/terrain/terrain-cover.js.map +1 -1
- package/dist/esm/terrain/terrain-effect.js +11 -21
- package/dist/esm/terrain/terrain-effect.js.map +1 -1
- package/dist/esm/terrain/terrain-extension.js +2 -5
- package/dist/esm/terrain/terrain-extension.js.map +1 -1
- package/dist/esm/terrain/terrain-pass.js +1 -1
- package/dist/esm/terrain/terrain-pass.js.map +1 -1
- package/dist/esm/terrain/terrain-picking-pass.js +2 -4
- package/dist/esm/terrain/terrain-picking-pass.js.map +1 -1
- package/dist.min.js +36 -35
- package/package.json +2 -2
- package/typed/brushing/brushing.d.ts +0 -39
- package/typed/brushing/brushing.d.ts.map +0 -1
- package/typed/brushing/brushing.js +0 -83
- package/typed/brushing/shader-module.js +0 -116
- package/typed/clip/clip.d.ts +0 -32
- package/typed/clip/clip.d.ts.map +0 -1
- package/typed/clip/clip.js +0 -114
- package/typed/collide/collide-effect.d.ts +0 -28
- package/typed/collide/collide-effect.d.ts.map +0 -1
- package/typed/collide/collide-pass.d.ts +0 -14
- package/typed/collide/collide-pass.d.ts.map +0 -1
- package/typed/collide/collide.d.ts +0 -41
- package/typed/collide/collide.d.ts.map +0 -1
- package/typed/collide/shader-module.d.ts +0 -4
- package/typed/collide/shader-module.d.ts.map +0 -1
- package/typed/collision-filter/collision-filter.d.ts +0 -41
- package/typed/collision-filter/collision-filter.d.ts.map +0 -1
- package/typed/common/projection-utils.d.ts +0 -27
- package/typed/common/projection-utils.d.ts.map +0 -1
- package/typed/data-filter/aggregator.js +0 -98
- package/typed/data-filter/data-filter.d.ts +0 -90
- package/typed/data-filter/data-filter.d.ts.map +0 -1
- package/typed/data-filter/data-filter.js +0 -159
- package/typed/data-filter/shader-module.js +0 -152
- package/typed/fill-style/fill-style.d.ts +0 -86
- package/typed/fill-style/fill-style.d.ts.map +0 -1
- package/typed/fill-style/fill-style.js +0 -152
- package/typed/fill-style/shaders.glsl.js +0 -95
- package/typed/fp64/fp64.d.ts +0 -8
- package/typed/fp64/fp64.d.ts.map +0 -1
- package/typed/fp64/fp64.js +0 -34
- package/typed/fp64/project64.glsl.js +0 -100
- package/typed/fp64/project64.js +0 -50
- package/typed/index.js +0 -9
- package/typed/mask/mask.d.ts +0 -30
- package/typed/mask/mask.d.ts.map +0 -1
- package/typed/mask/mask.js +0 -48
- package/typed/mask/shader-module.js +0 -73
- package/typed/mask/utils.d.ts +0 -13
- package/typed/mask/utils.d.ts.map +0 -1
- package/typed/path-style/path-style.d.ts +0 -66
- package/typed/path-style/path-style.d.ts.map +0 -1
- package/typed/path-style/path-style.js +0 -107
- package/typed/path-style/shaders.glsl.js +0 -93
- package/typed/terrain/height-map.d.ts +0 -27
- package/typed/terrain/height-map.d.ts.map +0 -1
- package/typed/terrain/shader-module-offset.d.ts +0 -4
- package/typed/terrain/shader-module-offset.d.ts.map +0 -1
- package/typed/terrain/shader-module-source.d.ts +0 -4
- package/typed/terrain/shader-module-source.d.ts.map +0 -1
- package/typed/terrain/terrain.d.ts +0 -21
- package/typed/terrain/terrain.d.ts.map +0 -1
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terrain cover texture, in cartesian space */\n bounds: Bounds | null = null;\n\n private fbo?: Framebuffer;\n private pickingFbo?: Framebuffer;\n private layers: string[] = [];\n private tile: TileHeader | null;\n /** Cached version of targetLayer.getBounds() */\n private targetBounds: [number[], number[]] | null = null;\n /** targetBounds in cartesian space */\n private targetBoundsCommon: Bounds | null = null;\n\n constructor(targetLayer: Layer) {\n this.targetLayer = targetLayer;\n this.tile = getTile(targetLayer);\n }\n\n get id() {\n return this.targetLayer.id;\n }\n\n /** returns true if the target layer is still in use (i.e. not finalized) */\n get isActive(): boolean {\n return Boolean(this.targetLayer.getCurrentLayer());\n }\n\n shouldUpdate({\n targetLayer,\n viewport,\n layers,\n layerNeedsRedraw\n }: {\n targetLayer?: Layer;\n viewport?: Viewport;\n layers?: Layer[];\n layerNeedsRedraw?: Record<string, boolean>;\n }): boolean {\n if (targetLayer) {\n this.targetLayer = targetLayer;\n }\n const sizeChanged = viewport ? this._updateViewport(viewport) : false;\n\n let layersChanged = layers ? this._updateLayers(layers) : false;\n\n if (layerNeedsRedraw) {\n for (const id of this.layers) {\n if (layerNeedsRedraw[id]) {\n layersChanged = true;\n // console.log('layer needs redraw', id);\n break;\n }\n }\n }\n\n return layersChanged || sizeChanged;\n }\n\n /** Compare layers with the last version. Only rerender if necessary. */\n private _updateLayers(layers: Layer[]): boolean {\n let needsRedraw = false;\n layers = this.tile ? getIntersectingLayers(this.tile, layers) : layers;\n\n if (layers.length !== this.layers.length) {\n needsRedraw = true;\n // console.log('layers count changed', this.layers.length, '>>', layers.length);\n } else {\n for (let i = 0; i < layers.length; i++) {\n const id = layers[i].id;\n if (id !== this.layers[i]) {\n needsRedraw = true;\n // console.log('layer added/removed', id);\n break;\n }\n }\n }\n if (needsRedraw) {\n this.layers = layers.map(layer => layer.id);\n }\n return needsRedraw;\n }\n\n /** Compare viewport and terrain bounds with the last version. Only rerender if necesary. */\n private _updateViewport(viewport: Viewport): boolean {\n const targetLayer = this.targetLayer;\n let shouldRedraw = false;\n\n if (this.tile && 'boundingBox' in this.tile) {\n if (!this.targetBounds) {\n shouldRedraw = true;\n this.targetBounds = this.tile.boundingBox;\n\n const bottomLeftCommon = viewport.projectPosition(this.targetBounds[0]);\n const topRightCommon = viewport.projectPosition(this.targetBounds[1]);\n this.targetBoundsCommon = [\n bottomLeftCommon[0],\n bottomLeftCommon[1],\n topRightCommon[0],\n topRightCommon[1]\n ];\n }\n } else if (this.targetBounds !== targetLayer.getBounds()) {\n // console.log('bounds changed', this.bounds, '>>', newBounds);\n shouldRedraw = true;\n this.targetBounds = targetLayer.getBounds();\n this.targetBoundsCommon = joinLayerBounds([targetLayer], viewport);\n }\n\n if (!this.targetBoundsCommon) {\n return false;\n }\n\n const newZoom = Math.ceil(viewport.zoom + 0.5);\n // If the terrain layer is bound to a tile, always render a texture that cover the whole tile.\n // Otherwise, use the smaller of layer bounds and the viewport bounds.\n if (this.tile) {\n this.bounds = this.targetBoundsCommon;\n } else {\n const oldZoom = this.renderViewport?.zoom;\n shouldRedraw = shouldRedraw || newZoom !== oldZoom;\n const newBounds = getRenderBounds(this.targetBoundsCommon, viewport);\n const oldBounds = this.bounds;\n shouldRedraw = shouldRedraw || !oldBounds || newBounds.some((x, i) => x !== oldBounds[i]);\n this.bounds = newBounds;\n }\n\n if (shouldRedraw) {\n this.renderViewport = makeViewport({\n bounds: this.bounds,\n zoom: newZoom,\n viewport\n });\n }\n\n return shouldRedraw;\n }\n\n getRenderFramebuffer(): Framebuffer | null {\n if (!this.renderViewport || this.layers.length === 0) {\n return null;\n }\n if (!this.fbo) {\n this.fbo = createRenderTarget(this.targetLayer.context.gl, {id: this.id});\n }\n return this.fbo;\n }\n\n getPickingFramebuffer(): Framebuffer | null {\n if (!this.renderViewport || (this.layers.length === 0 && !this.targetLayer.props.pickable)) {\n return null;\n }\n if (!this.pickingFbo) {\n this.pickingFbo = createRenderTarget(this.targetLayer.context.gl, {id: `${this.id}-picking`});\n }\n return this.pickingFbo;\n }\n\n filterLayers(layers: Layer[]) {\n return layers.filter(({id}) => this.layers.includes(id));\n }\n\n delete() {\n const {fbo, pickingFbo} = this;\n if (fbo) {\n fbo.texture.delete();\n fbo.delete();\n }\n if (pickingFbo) {\n pickingFbo.texture.delete();\n pickingFbo.delete();\n }\n }\n}\n\n/**\n * Remove layers that do not overlap with the current terrain cover.\n * This implementation only has effect when a TileLayer is overlaid on top of a TileLayer\n */\nfunction getIntersectingLayers(sourceTile: TileHeader, layers: Layer[]): Layer[] {\n return layers.filter(layer => {\n const tile = getTile(layer);\n if (tile) {\n return intersect(sourceTile.boundingBox, tile.boundingBox);\n }\n return true;\n });\n}\n\n/** If layer is the descendent of a TileLayer, return the corresponding tile. */\nfunction getTile(layer: Layer): TileHeader | null {\n while (layer) {\n // @ts-expect-error tile may not exist\n const {tile} = layer.props;\n if (tile) {\n return tile;\n }\n layer = layer.parent as Layer;\n }\n return null;\n}\n\nfunction intersect(b1?: [number[], number[]], b2?: [number[], number[]]): boolean {\n if (b1 && b2) {\n return b1[0][0] < b2[1][0] && b2[0][0] < b1[1][0] && b1[0][1] < b2[1][1] && b2[0][1] < b1[1][1];\n }\n return false;\n}\n"],"file":"terrain-cover.js"}
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1
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+
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{Framebuffer} from '@luma.gl/core';\n\nimport type {Layer, Viewport} from '@deck.gl/core';\n\nimport {createRenderTarget} from './utils';\nimport {joinLayerBounds, makeViewport, getRenderBounds, Bounds} from '../utils/projection-utils';\n\ntype TileHeader = {\n boundingBox: [min: number[], max: number[]];\n};\n\n/**\n * Manages the lifecycle of the terrain cover (draped textures over a terrain mesh).\n * One terrain cover is created for each unique terrain layer (primitive layer with operation:terrain).\n * It is updated when the terrain source layer's mesh changes or when any of the terrainDrawMode:drape\n * layers requires redraw.\n * During the draw call of a terrain layer, the drape texture is overlaid on top of the layer's own color.\n */\nexport class TerrainCover {\n isDirty: boolean = true;\n /** The terrain layer that this instance belongs to */\n targetLayer: Layer;\n /** Viewport used to draw into the texture */\n renderViewport: Viewport | null = null;\n /** Bounds of the terrain cover texture, in cartesian space */\n bounds: Bounds | null = null;\n\n private fbo?: Framebuffer;\n private pickingFbo?: Framebuffer;\n private layers: string[] = [];\n private tile: TileHeader | null;\n /** Cached version of targetLayer.getBounds() */\n private targetBounds: [number[], number[]] | null = null;\n /** targetBounds in cartesian space */\n private targetBoundsCommon: Bounds | null = null;\n\n constructor(targetLayer: Layer) {\n this.targetLayer = targetLayer;\n this.tile = getTile(targetLayer);\n }\n\n get id() {\n return this.targetLayer.id;\n }\n\n /** returns true if the target layer is still in use (i.e. not finalized) */\n get isActive(): boolean {\n return Boolean(this.targetLayer.getCurrentLayer());\n }\n\n shouldUpdate({\n targetLayer,\n viewport,\n layers,\n layerNeedsRedraw\n }: {\n targetLayer?: Layer;\n viewport?: Viewport;\n layers?: Layer[];\n layerNeedsRedraw?: Record<string, boolean>;\n }): boolean {\n if (targetLayer) {\n this.targetLayer = targetLayer;\n }\n const sizeChanged = viewport ? this._updateViewport(viewport) : false;\n\n let layersChanged = layers ? this._updateLayers(layers) : false;\n\n if (layerNeedsRedraw) {\n for (const id of this.layers) {\n if (layerNeedsRedraw[id]) {\n layersChanged = true;\n // console.log('layer needs redraw', id);\n break;\n }\n }\n }\n\n return layersChanged || sizeChanged;\n }\n\n /** Compare layers with the last version. Only rerender if necessary. */\n private _updateLayers(layers: Layer[]): boolean {\n let needsRedraw = false;\n layers = this.tile ? getIntersectingLayers(this.tile, layers) : layers;\n\n if (layers.length !== this.layers.length) {\n needsRedraw = true;\n // console.log('layers count changed', this.layers.length, '>>', layers.length);\n } else {\n for (let i = 0; i < layers.length; i++) {\n const id = layers[i].id;\n if (id !== this.layers[i]) {\n needsRedraw = true;\n // console.log('layer added/removed', id);\n break;\n }\n }\n }\n if (needsRedraw) {\n this.layers = layers.map(layer => layer.id);\n }\n return needsRedraw;\n }\n\n /** Compare viewport and terrain bounds with the last version. Only rerender if necesary. */\n private _updateViewport(viewport: Viewport): boolean {\n const targetLayer = this.targetLayer;\n let shouldRedraw = false;\n\n if (this.tile && 'boundingBox' in this.tile) {\n if (!this.targetBounds) {\n shouldRedraw = true;\n this.targetBounds = this.tile.boundingBox;\n\n const bottomLeftCommon = viewport.projectPosition(this.targetBounds[0]);\n const topRightCommon = viewport.projectPosition(this.targetBounds[1]);\n this.targetBoundsCommon = [\n bottomLeftCommon[0],\n bottomLeftCommon[1],\n topRightCommon[0],\n topRightCommon[1]\n ];\n }\n } else if (this.targetBounds !== targetLayer.getBounds()) {\n // console.log('bounds changed', this.bounds, '>>', newBounds);\n shouldRedraw = true;\n this.targetBounds = targetLayer.getBounds();\n this.targetBoundsCommon = joinLayerBounds([targetLayer], viewport);\n }\n\n if (!this.targetBoundsCommon) {\n return false;\n }\n\n const newZoom = Math.ceil(viewport.zoom + 0.5);\n // If the terrain layer is bound to a tile, always render a texture that cover the whole tile.\n // Otherwise, use the smaller of layer bounds and the viewport bounds.\n if (this.tile) {\n this.bounds = this.targetBoundsCommon;\n } else {\n const oldZoom = this.renderViewport?.zoom;\n shouldRedraw = shouldRedraw || newZoom !== oldZoom;\n const newBounds = getRenderBounds(this.targetBoundsCommon, viewport);\n const oldBounds = this.bounds;\n shouldRedraw = shouldRedraw || !oldBounds || newBounds.some((x, i) => x !== oldBounds[i]);\n this.bounds = newBounds;\n }\n\n if (shouldRedraw) {\n this.renderViewport = makeViewport({\n bounds: this.bounds,\n zoom: newZoom,\n viewport\n });\n }\n\n return shouldRedraw;\n }\n\n getRenderFramebuffer(): Framebuffer | null {\n if (!this.renderViewport || this.layers.length === 0) {\n return null;\n }\n if (!this.fbo) {\n this.fbo = createRenderTarget(this.targetLayer.context.gl, {id: this.id});\n }\n return this.fbo;\n }\n\n getPickingFramebuffer(): Framebuffer | null {\n if (!this.renderViewport || (this.layers.length === 0 && !this.targetLayer.props.pickable)) {\n return null;\n }\n if (!this.pickingFbo) {\n this.pickingFbo = createRenderTarget(this.targetLayer.context.gl, {id: `${this.id}-picking`});\n }\n return this.pickingFbo;\n }\n\n filterLayers(layers: Layer[]) {\n return layers.filter(({id}) => this.layers.includes(id));\n }\n\n delete() {\n const {fbo, pickingFbo} = this;\n if (fbo) {\n fbo.texture.delete();\n fbo.delete();\n }\n if (pickingFbo) {\n pickingFbo.texture.delete();\n pickingFbo.delete();\n }\n }\n}\n\n/**\n * Remove layers that do not overlap with the current terrain cover.\n * This implementation only has effect when a TileLayer is overlaid on top of a TileLayer\n */\nfunction getIntersectingLayers(sourceTile: TileHeader, layers: Layer[]): Layer[] {\n return layers.filter(layer => {\n const tile = getTile(layer);\n if (tile) {\n return intersect(sourceTile.boundingBox, tile.boundingBox);\n }\n return true;\n });\n}\n\n/** If layer is the descendent of a TileLayer, return the corresponding tile. */\nfunction getTile(layer: Layer): TileHeader | null {\n while (layer) {\n // @ts-expect-error tile may not exist\n const {tile} = layer.props;\n if (tile) {\n return tile;\n }\n layer = layer.parent as Layer;\n }\n return null;\n}\n\nfunction intersect(b1?: [number[], number[]], b2?: [number[], number[]]): boolean {\n if (b1 && b2) {\n return b1[0][0] < b2[1][0] && b2[0][0] < b1[1][0] && b1[0][1] < b2[1][1] && b2[0][1] < b1[1][1];\n }\n return false;\n}\n"],"file":"terrain-cover.js"}
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@@ -9,12 +9,10 @@ exports.TerrainEffect = void 0;
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var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
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var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
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var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
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var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
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var _core = require("@luma.gl/core");
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@@ -42,294 +40,287 @@ function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len
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var TerrainEffect = function () {
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function TerrainEffect() {
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(0, _classCallCheck2.default)(this, TerrainEffect);
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this.id = 'terrain-effect';
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this.props = null;
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this.useInPicking = true;
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this.isPicking = false;
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this.isDrapingEnabled = false;
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this.dummyHeightMap = void 0;
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this.heightMap = void 0;
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this.terrainPass = void 0;
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this.terrainPickingPass = void 0;
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this.terrainCovers = new Map();
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}
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_core.ProgramManager.getDefaultProgramManager(gl).addDefaultModule(_shaderModule.terrainModule);
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var _proto = TerrainEffect.prototype;
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_proto.initialize = function initialize(gl) {
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this.dummyHeightMap = new _core.Texture2D(gl, {
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width: 1,
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data: new Uint8Array([0, 0, 0, 0])
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});
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this.terrainPass = new _terrainPass.TerrainPass(gl, {
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id: 'terrain'
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});
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this.terrainPickingPass = new _terrainPickingPass.TerrainPickingPass(gl, {
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id: 'terrain-picking'
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});
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if (_heightMapBuilder.HeightMapBuilder.isSupported(gl)) {
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this.heightMap = new _heightMapBuilder.HeightMapBuilder(gl);
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} else {
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_core2.log.warn('Terrain offset mode is not supported by this browser')();
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var _iterator = _createForOfIteratorHelper(opts.layers),
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_step;
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try {
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for (_iterator.s(); !(_step = _iterator.n()).done;) {
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if (layer.props.operation.includes('terrain')) {
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extensionsChanged: true
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_core.ProgramManager.getDefaultProgramManager(gl).addDefaultModule(_shaderModule.terrainModule);
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this.isPicking = isPicking;
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this.isDrapingEnabled = true;
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var viewport = viewports[0];
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var layers = (isPicking ? this.terrainPickingPass : this.terrainPass).getRenderableLayers(viewport, opts);
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var terrainLayers = layers.filter(function (l) {
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return l.props.operation.includes('terrain');
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_proto.preRender = function preRender(gl, opts) {
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var _iterator = _createForOfIteratorHelper(opts.layers),
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_step;
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try {
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if (layer.props.operation.includes('terrain')) {
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layer.setChangeFlags({
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extensionsChanged: true
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});
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}
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} catch (err) {
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} finally {
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}
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if (opts.pickZ) {
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this.isDrapingEnabled = false;
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return;
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}
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var viewports = opts.viewports,
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_opts$isPicking = opts.isPicking,
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isPicking = _opts$isPicking === void 0 ? false : _opts$isPicking;
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this.isPicking = isPicking;
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this.isDrapingEnabled = true;
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var viewport = viewports[0];
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var layers = (isPicking ? this.terrainPickingPass : this.terrainPass).getRenderableLayers(viewport, opts);
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var terrainLayers = layers.filter(function (l) {
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return l.props.operation.includes('terrain');
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});
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if (terrainLayers.length === 0) {
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}
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if (!isPicking) {
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var offsetLayers = layers.filter(function (l) {
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if (offsetLayers.length > 0) {
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this._updateHeightMap(terrainLayers, viewport, opts);
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}
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var drapeLayers = layers.filter(function (l) {
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return l.state.terrainDrawMode === 'drape';
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});
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this._updateTerrainCovers(terrainLayers, drapeLayers, viewport, opts);
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};
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_proto.getModuleParameters = function getModuleParameters(layer) {
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var _this$heightMap, _this$heightMap2;
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var terrainDrawMode = layer.state.terrainDrawMode;
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return {
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heightMap: (_this$heightMap = this.heightMap) === null || _this$heightMap === void 0 ? void 0 : _this$heightMap.getRenderFramebuffer(),
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heightMapBounds: (_this$heightMap2 = this.heightMap) === null || _this$heightMap2 === void 0 ? void 0 : _this$heightMap2.bounds,
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dummyHeightMap: this.dummyHeightMap,
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terrainCover: this.isDrapingEnabled ? this.terrainCovers.get(layer.id) : null,
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useTerrainHeightMap: terrainDrawMode === 'offset',
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terrainSkipRender: terrainDrawMode === 'drape' || !layer.props.operation.includes('draw')
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};
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};
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_proto.cleanup = function cleanup() {
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if (this.dummyHeightMap) {
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this.dummyHeightMap.delete();
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this.dummyHeightMap = undefined;
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}
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}, {
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key: "cleanup",
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|
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value: function cleanup() {
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if (this.dummyHeightMap) {
|
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this.dummyHeightMap.delete();
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|
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this.dummyHeightMap = undefined;
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}
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if (this.heightMap) {
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this.heightMap.delete();
|
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this.heightMap = undefined;
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}
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var _iterator2 = _createForOfIteratorHelper(this.terrainCovers.values()),
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_step2;
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}
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} catch (err) {
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|
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_iterator2.e(err);
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|
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} finally {
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_iterator2.f();
|
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try {
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for (_iterator2.s(); !(_step2 = _iterator2.n()).done;) {
|
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var terrainCover = _step2.value;
|
|
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|
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terrainCover.delete();
|
|
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|
}
|
|
173
|
+
} catch (err) {
|
|
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|
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_iterator2.e(err);
|
|
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|
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} finally {
|
|
176
|
+
_iterator2.f();
|
|
177
|
+
}
|
|
178
|
+
|
|
179
|
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this.terrainCovers.clear();
|
|
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|
+
};
|
|
183
181
|
|
|
184
|
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|
|
182
|
+
_proto._updateHeightMap = function _updateHeightMap(terrainLayers, viewport, opts) {
|
|
183
|
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if (!this.heightMap) {
|
|
184
|
+
return;
|
|
185
185
|
}
|
|
186
|
-
}, {
|
|
187
|
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key: "_updateHeightMap",
|
|
188
|
-
value: function _updateHeightMap(terrainLayers, viewport, opts) {
|
|
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|
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if (!this.heightMap) {
|
|
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|
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return;
|
|
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|
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}
|
|
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186
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196
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187
|
+
var shouldUpdate = this.heightMap.shouldUpdate({
|
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|
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layers: terrainLayers,
|
|
189
|
+
viewport: viewport
|
|
190
|
+
});
|
|
197
191
|
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192
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if (!shouldUpdate) {
|
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|
+
return;
|
|
194
|
+
}
|
|
195
|
+
|
|
196
|
+
this.terrainPass.renderHeightMap(this.heightMap, _objectSpread(_objectSpread({}, opts), {}, {
|
|
197
|
+
layers: terrainLayers,
|
|
198
|
+
moduleParameters: {
|
|
199
|
+
heightMapBounds: this.heightMap.bounds,
|
|
200
|
+
dummyHeightMap: this.dummyHeightMap,
|
|
201
|
+
devicePixelRatio: 1,
|
|
202
|
+
drawToTerrainHeightMap: true
|
|
200
203
|
}
|
|
204
|
+
}));
|
|
205
|
+
};
|
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206
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|
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|
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moduleParameters: {
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|
205
|
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heightMapBounds: this.heightMap.bounds,
|
|
206
|
-
dummyHeightMap: this.dummyHeightMap,
|
|
207
|
-
devicePixelRatio: 1,
|
|
208
|
-
drawToTerrainHeightMap: true
|
|
209
|
-
}
|
|
210
|
-
}));
|
|
211
|
-
}
|
|
212
|
-
}, {
|
|
213
|
-
key: "_updateTerrainCovers",
|
|
214
|
-
value: function _updateTerrainCovers(terrainLayers, drapeLayers, viewport, opts) {
|
|
215
|
-
var layerNeedsRedraw = {};
|
|
207
|
+
_proto._updateTerrainCovers = function _updateTerrainCovers(terrainLayers, drapeLayers, viewport, opts) {
|
|
208
|
+
var layerNeedsRedraw = {};
|
|
216
209
|
|
|
217
|
-
|
|
218
|
-
|
|
210
|
+
var _iterator3 = _createForOfIteratorHelper(drapeLayers),
|
|
211
|
+
_step3;
|
|
219
212
|
|
|
220
|
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|
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221
|
-
|
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222
|
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|
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213
|
+
try {
|
|
214
|
+
for (_iterator3.s(); !(_step3 = _iterator3.n()).done;) {
|
|
215
|
+
var layer = _step3.value;
|
|
223
216
|
|
|
224
|
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|
|
225
|
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|
|
226
|
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|
|
227
|
-
}
|
|
217
|
+
if (layer.state.terrainCoverNeedsRedraw) {
|
|
218
|
+
layerNeedsRedraw[layer.id] = true;
|
|
219
|
+
layer.state.terrainCoverNeedsRedraw = false;
|
|
228
220
|
}
|
|
229
|
-
} catch (err) {
|
|
230
|
-
_iterator3.e(err);
|
|
231
|
-
} finally {
|
|
232
|
-
_iterator3.f();
|
|
233
221
|
}
|
|
222
|
+
} catch (err) {
|
|
223
|
+
_iterator3.e(err);
|
|
224
|
+
} finally {
|
|
225
|
+
_iterator3.f();
|
|
226
|
+
}
|
|
234
227
|
|
|
235
|
-
|
|
236
|
-
|
|
228
|
+
var _iterator4 = _createForOfIteratorHelper(this.terrainCovers.values()),
|
|
229
|
+
_step4;
|
|
237
230
|
|
|
238
|
-
|
|
239
|
-
|
|
240
|
-
|
|
241
|
-
|
|
242
|
-
|
|
243
|
-
|
|
244
|
-
}
|
|
245
|
-
} catch (err) {
|
|
246
|
-
_iterator4.e(err);
|
|
247
|
-
} finally {
|
|
248
|
-
_iterator4.f();
|
|
231
|
+
try {
|
|
232
|
+
for (_iterator4.s(); !(_step4 = _iterator4.n()).done;) {
|
|
233
|
+
var terrainCover = _step4.value;
|
|
234
|
+
terrainCover.isDirty = terrainCover.isDirty || terrainCover.shouldUpdate({
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235
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+
layerNeedsRedraw: layerNeedsRedraw
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236
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+
});
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249
237
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}
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238
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+
} catch (err) {
|
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239
|
+
_iterator4.e(err);
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240
|
+
} finally {
|
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241
|
+
_iterator4.f();
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242
|
+
}
|
|
250
243
|
|
|
251
|
-
|
|
252
|
-
|
|
244
|
+
var _iterator5 = _createForOfIteratorHelper(terrainLayers),
|
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245
|
+
_step5;
|
|
253
246
|
|
|
254
|
-
|
|
255
|
-
|
|
256
|
-
|
|
247
|
+
try {
|
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248
|
+
for (_iterator5.s(); !(_step5 = _iterator5.n()).done;) {
|
|
249
|
+
var _layer = _step5.value;
|
|
257
250
|
|
|
258
|
-
|
|
259
|
-
}
|
|
260
|
-
} catch (err) {
|
|
261
|
-
_iterator5.e(err);
|
|
262
|
-
} finally {
|
|
263
|
-
_iterator5.f();
|
|
251
|
+
this._updateTerrainCover(_layer, drapeLayers, viewport, opts);
|
|
264
252
|
}
|
|
253
|
+
} catch (err) {
|
|
254
|
+
_iterator5.e(err);
|
|
255
|
+
} finally {
|
|
256
|
+
_iterator5.f();
|
|
257
|
+
}
|
|
265
258
|
|
|
266
|
-
|
|
267
|
-
|
|
268
|
-
}
|
|
259
|
+
if (!this.isPicking) {
|
|
260
|
+
this._pruneTerrainCovers();
|
|
269
261
|
}
|
|
270
|
-
}
|
|
271
|
-
key: "_updateTerrainCover",
|
|
272
|
-
value: function _updateTerrainCover(terrainLayer, drapeLayers, viewport, opts) {
|
|
273
|
-
var renderPass = this.isPicking ? this.terrainPickingPass : this.terrainPass;
|
|
274
|
-
var terrainCover = this.terrainCovers.get(terrainLayer.id);
|
|
275
|
-
|
|
276
|
-
if (!terrainCover) {
|
|
277
|
-
terrainCover = new _terrainCover.TerrainCover(terrainLayer);
|
|
278
|
-
this.terrainCovers.set(terrainLayer.id, terrainCover);
|
|
279
|
-
}
|
|
262
|
+
};
|
|
280
263
|
|
|
281
|
-
|
|
282
|
-
|
|
283
|
-
|
|
284
|
-
viewport: viewport,
|
|
285
|
-
layers: drapeLayers
|
|
286
|
-
});
|
|
264
|
+
_proto._updateTerrainCover = function _updateTerrainCover(terrainLayer, drapeLayers, viewport, opts) {
|
|
265
|
+
var renderPass = this.isPicking ? this.terrainPickingPass : this.terrainPass;
|
|
266
|
+
var terrainCover = this.terrainCovers.get(terrainLayer.id);
|
|
287
267
|
|
|
288
|
-
|
|
289
|
-
|
|
290
|
-
|
|
291
|
-
|
|
292
|
-
|
|
293
|
-
|
|
294
|
-
|
|
295
|
-
|
|
296
|
-
|
|
297
|
-
|
|
298
|
-
|
|
299
|
-
|
|
300
|
-
|
|
268
|
+
if (!terrainCover) {
|
|
269
|
+
terrainCover = new _terrainCover.TerrainCover(terrainLayer);
|
|
270
|
+
this.terrainCovers.set(terrainLayer.id, terrainCover);
|
|
271
|
+
}
|
|
272
|
+
|
|
273
|
+
try {
|
|
274
|
+
var isDirty = terrainCover.shouldUpdate({
|
|
275
|
+
targetLayer: terrainLayer,
|
|
276
|
+
viewport: viewport,
|
|
277
|
+
layers: drapeLayers
|
|
278
|
+
});
|
|
279
|
+
|
|
280
|
+
if (this.isPicking || terrainCover.isDirty || isDirty) {
|
|
281
|
+
renderPass.renderTerrainCover(terrainCover, _objectSpread(_objectSpread({}, opts), {}, {
|
|
282
|
+
layers: drapeLayers,
|
|
283
|
+
moduleParameters: {
|
|
284
|
+
dummyHeightMap: this.dummyHeightMap,
|
|
285
|
+
terrainSkipRender: false,
|
|
286
|
+
devicePixelRatio: 1
|
|
287
|
+
}
|
|
288
|
+
}));
|
|
289
|
+
terrainCover.isDirty = false;
|
|
301
290
|
}
|
|
291
|
+
} catch (err) {
|
|
292
|
+
terrainLayer.raiseError(err, "Error rendering terrain cover ".concat(terrainCover.id));
|
|
302
293
|
}
|
|
303
|
-
}
|
|
304
|
-
key: "_pruneTerrainCovers",
|
|
305
|
-
value: function _pruneTerrainCovers() {
|
|
306
|
-
var idsToRemove = [];
|
|
294
|
+
};
|
|
307
295
|
|
|
308
|
-
|
|
309
|
-
|
|
296
|
+
_proto._pruneTerrainCovers = function _pruneTerrainCovers() {
|
|
297
|
+
var idsToRemove = [];
|
|
310
298
|
|
|
311
|
-
|
|
312
|
-
|
|
313
|
-
var _step6$value = (0, _slicedToArray2.default)(_step6.value, 2),
|
|
314
|
-
_id = _step6$value[0],
|
|
315
|
-
terrainCover = _step6$value[1];
|
|
299
|
+
var _iterator6 = _createForOfIteratorHelper(this.terrainCovers),
|
|
300
|
+
_step6;
|
|
316
301
|
|
|
317
|
-
|
|
318
|
-
|
|
319
|
-
|
|
302
|
+
try {
|
|
303
|
+
for (_iterator6.s(); !(_step6 = _iterator6.n()).done;) {
|
|
304
|
+
var _step6$value = (0, _slicedToArray2.default)(_step6.value, 2),
|
|
305
|
+
_id = _step6$value[0],
|
|
306
|
+
terrainCover = _step6$value[1];
|
|
307
|
+
|
|
308
|
+
if (!terrainCover.isActive) {
|
|
309
|
+
idsToRemove.push(_id);
|
|
320
310
|
}
|
|
321
|
-
} catch (err) {
|
|
322
|
-
_iterator6.e(err);
|
|
323
|
-
} finally {
|
|
324
|
-
_iterator6.f();
|
|
325
311
|
}
|
|
312
|
+
} catch (err) {
|
|
313
|
+
_iterator6.e(err);
|
|
314
|
+
} finally {
|
|
315
|
+
_iterator6.f();
|
|
316
|
+
}
|
|
326
317
|
|
|
327
|
-
|
|
328
|
-
|
|
329
|
-
|
|
330
|
-
}
|
|
318
|
+
for (var _i = 0, _idsToRemove = idsToRemove; _i < _idsToRemove.length; _i++) {
|
|
319
|
+
var id = _idsToRemove[_i];
|
|
320
|
+
this.terrainCovers.delete(id);
|
|
331
321
|
}
|
|
332
|
-
}
|
|
322
|
+
};
|
|
323
|
+
|
|
333
324
|
return TerrainEffect;
|
|
334
325
|
}();
|
|
335
326
|
|