@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.
Files changed (144) hide show
  1. package/LICENSE +1 -1
  2. package/dist/dist.dev.js +38 -660
  3. package/dist/es5/brushing/brushing-extension.js +48 -54
  4. package/dist/es5/brushing/brushing-extension.js.map +1 -1
  5. package/dist/es5/clip/clip-extension.js +32 -37
  6. package/dist/es5/clip/clip-extension.js.map +1 -1
  7. package/dist/es5/collision-filter/collision-filter-effect.js +217 -225
  8. package/dist/es5/collision-filter/collision-filter-effect.js.map +1 -1
  9. package/dist/es5/collision-filter/collision-filter-extension.js +49 -56
  10. package/dist/es5/collision-filter/collision-filter-extension.js.map +1 -1
  11. package/dist/es5/collision-filter/collision-filter-pass.js +31 -34
  12. package/dist/es5/collision-filter/collision-filter-pass.js.map +1 -1
  13. package/dist/es5/data-filter/data-filter-extension.js +126 -132
  14. package/dist/es5/data-filter/data-filter-extension.js.map +1 -1
  15. package/dist/es5/fill-style/fill-style-extension.js +101 -109
  16. package/dist/es5/fill-style/fill-style-extension.js.map +1 -1
  17. package/dist/es5/fp64/fp64-extension.js +12 -16
  18. package/dist/es5/fp64/fp64-extension.js.map +1 -1
  19. package/dist/es5/mask/mask-effect.js +208 -216
  20. package/dist/es5/mask/mask-effect.js.map +1 -1
  21. package/dist/es5/mask/mask-extension.js +57 -63
  22. package/dist/es5/mask/mask-extension.js.map +1 -1
  23. package/dist/es5/mask/mask-pass.js +36 -42
  24. package/dist/es5/mask/mask-pass.js.map +1 -1
  25. package/dist/es5/path-style/path-style-extension.js +81 -89
  26. package/dist/es5/path-style/path-style-extension.js.map +1 -1
  27. package/dist/es5/terrain/height-map-builder.js +73 -80
  28. package/dist/es5/terrain/height-map-builder.js.map +1 -1
  29. package/dist/es5/terrain/terrain-cover.js +155 -162
  30. package/dist/es5/terrain/terrain-cover.js.map +1 -1
  31. package/dist/es5/terrain/terrain-effect.js +233 -242
  32. package/dist/es5/terrain/terrain-effect.js.map +1 -1
  33. package/dist/es5/terrain/terrain-extension.js +44 -51
  34. package/dist/es5/terrain/terrain-extension.js.map +1 -1
  35. package/dist/es5/terrain/terrain-pass.js +61 -65
  36. package/dist/es5/terrain/terrain-pass.js.map +1 -1
  37. package/dist/es5/terrain/terrain-picking-pass.js +56 -62
  38. package/dist/es5/terrain/terrain-picking-pass.js.map +1 -1
  39. package/dist/esm/brushing/brushing-extension.js +2 -5
  40. package/dist/esm/brushing/brushing-extension.js.map +1 -1
  41. package/dist/esm/brushing/shader-module.js +67 -4
  42. package/dist/esm/brushing/shader-module.js.map +1 -1
  43. package/dist/esm/clip/clip-extension.js +33 -14
  44. package/dist/esm/clip/clip-extension.js.map +1 -1
  45. package/dist/esm/collision-filter/collision-filter-effect.js +10 -19
  46. package/dist/esm/collision-filter/collision-filter-effect.js.map +1 -1
  47. package/dist/esm/collision-filter/collision-filter-extension.js +2 -5
  48. package/dist/esm/collision-filter/collision-filter-extension.js.map +1 -1
  49. package/dist/esm/collision-filter/shader-module.js +76 -4
  50. package/dist/esm/collision-filter/shader-module.js.map +1 -1
  51. package/dist/esm/data-filter/aggregator.js +45 -2
  52. package/dist/esm/data-filter/aggregator.js.map +1 -1
  53. package/dist/esm/data-filter/data-filter-extension.js +2 -5
  54. package/dist/esm/data-filter/data-filter-extension.js.map +1 -1
  55. package/dist/esm/data-filter/shader-module.js +86 -6
  56. package/dist/esm/data-filter/shader-module.js.map +1 -1
  57. package/dist/esm/fill-style/fill-style-extension.js +2 -5
  58. package/dist/esm/fill-style/fill-style-extension.js.map +1 -1
  59. package/dist/esm/fill-style/shaders.glsl.js +60 -5
  60. package/dist/esm/fill-style/shaders.glsl.js.map +1 -1
  61. package/dist/esm/fp64/fp64-extension.js +1 -3
  62. package/dist/esm/fp64/fp64-extension.js.map +1 -1
  63. package/dist/esm/fp64/project64.glsl.js +81 -1
  64. package/dist/esm/fp64/project64.glsl.js.map +1 -1
  65. package/dist/esm/mask/mask-effect.js +10 -20
  66. package/dist/esm/mask/mask-effect.js.map +1 -1
  67. package/dist/esm/mask/mask-extension.js +3 -6
  68. package/dist/esm/mask/mask-extension.js.map +1 -1
  69. package/dist/esm/mask/mask-pass.js +2 -6
  70. package/dist/esm/mask/mask-pass.js.map +1 -1
  71. package/dist/esm/mask/shader-module.js +61 -6
  72. package/dist/esm/mask/shader-module.js.map +1 -1
  73. package/dist/esm/path-style/path-style-extension.js +2 -5
  74. package/dist/esm/path-style/path-style-extension.js.map +1 -1
  75. package/dist/esm/path-style/shaders.glsl.js +79 -8
  76. package/dist/esm/path-style/shaders.glsl.js.map +1 -1
  77. package/dist/esm/terrain/height-map-builder.js +8 -17
  78. package/dist/esm/terrain/height-map-builder.js.map +1 -1
  79. package/dist/esm/terrain/shader-module.js +59 -7
  80. package/dist/esm/terrain/shader-module.js.map +1 -1
  81. package/dist/esm/terrain/terrain-cover.js +11 -22
  82. package/dist/esm/terrain/terrain-cover.js.map +1 -1
  83. package/dist/esm/terrain/terrain-effect.js +11 -21
  84. package/dist/esm/terrain/terrain-effect.js.map +1 -1
  85. package/dist/esm/terrain/terrain-extension.js +2 -5
  86. package/dist/esm/terrain/terrain-extension.js.map +1 -1
  87. package/dist/esm/terrain/terrain-pass.js +1 -1
  88. package/dist/esm/terrain/terrain-pass.js.map +1 -1
  89. package/dist/esm/terrain/terrain-picking-pass.js +2 -4
  90. package/dist/esm/terrain/terrain-picking-pass.js.map +1 -1
  91. package/dist.min.js +36 -35
  92. package/package.json +2 -2
  93. package/typed/brushing/brushing.d.ts +0 -39
  94. package/typed/brushing/brushing.d.ts.map +0 -1
  95. package/typed/brushing/brushing.js +0 -83
  96. package/typed/brushing/shader-module.js +0 -116
  97. package/typed/clip/clip.d.ts +0 -32
  98. package/typed/clip/clip.d.ts.map +0 -1
  99. package/typed/clip/clip.js +0 -114
  100. package/typed/collide/collide-effect.d.ts +0 -28
  101. package/typed/collide/collide-effect.d.ts.map +0 -1
  102. package/typed/collide/collide-pass.d.ts +0 -14
  103. package/typed/collide/collide-pass.d.ts.map +0 -1
  104. package/typed/collide/collide.d.ts +0 -41
  105. package/typed/collide/collide.d.ts.map +0 -1
  106. package/typed/collide/shader-module.d.ts +0 -4
  107. package/typed/collide/shader-module.d.ts.map +0 -1
  108. package/typed/collision-filter/collision-filter.d.ts +0 -41
  109. package/typed/collision-filter/collision-filter.d.ts.map +0 -1
  110. package/typed/common/projection-utils.d.ts +0 -27
  111. package/typed/common/projection-utils.d.ts.map +0 -1
  112. package/typed/data-filter/aggregator.js +0 -98
  113. package/typed/data-filter/data-filter.d.ts +0 -90
  114. package/typed/data-filter/data-filter.d.ts.map +0 -1
  115. package/typed/data-filter/data-filter.js +0 -159
  116. package/typed/data-filter/shader-module.js +0 -152
  117. package/typed/fill-style/fill-style.d.ts +0 -86
  118. package/typed/fill-style/fill-style.d.ts.map +0 -1
  119. package/typed/fill-style/fill-style.js +0 -152
  120. package/typed/fill-style/shaders.glsl.js +0 -95
  121. package/typed/fp64/fp64.d.ts +0 -8
  122. package/typed/fp64/fp64.d.ts.map +0 -1
  123. package/typed/fp64/fp64.js +0 -34
  124. package/typed/fp64/project64.glsl.js +0 -100
  125. package/typed/fp64/project64.js +0 -50
  126. package/typed/index.js +0 -9
  127. package/typed/mask/mask.d.ts +0 -30
  128. package/typed/mask/mask.d.ts.map +0 -1
  129. package/typed/mask/mask.js +0 -48
  130. package/typed/mask/shader-module.js +0 -73
  131. package/typed/mask/utils.d.ts +0 -13
  132. package/typed/mask/utils.d.ts.map +0 -1
  133. package/typed/path-style/path-style.d.ts +0 -66
  134. package/typed/path-style/path-style.d.ts.map +0 -1
  135. package/typed/path-style/path-style.js +0 -107
  136. package/typed/path-style/shaders.glsl.js +0 -93
  137. package/typed/terrain/height-map.d.ts +0 -27
  138. package/typed/terrain/height-map.d.ts.map +0 -1
  139. package/typed/terrain/shader-module-offset.d.ts +0 -4
  140. package/typed/terrain/shader-module-offset.d.ts.map +0 -1
  141. package/typed/terrain/shader-module-source.d.ts +0 -4
  142. package/typed/terrain/shader-module-source.d.ts.map +0 -1
  143. package/typed/terrain/terrain.d.ts +0 -21
  144. package/typed/terrain/terrain.d.ts.map +0 -1
@@ -1,4 +1,3 @@
1
- import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
1
  import { log } from '@deck.gl/core';
3
2
  import { Texture2D } from '@luma.gl/core';
4
3
  import { equals } from '@math.gl/core';
@@ -6,25 +5,16 @@ import MaskPass from './mask-pass';
6
5
  import { joinLayerBounds, getRenderBounds, makeViewport } from '../utils/projection-utils';
7
6
  export default class MaskEffect {
8
7
  constructor() {
9
- _defineProperty(this, "id", 'mask-effect');
10
-
11
- _defineProperty(this, "props", null);
12
-
13
- _defineProperty(this, "useInPicking", true);
14
-
15
- _defineProperty(this, "order", 0);
16
-
17
- _defineProperty(this, "dummyMaskMap", void 0);
18
-
19
- _defineProperty(this, "channels", []);
20
-
21
- _defineProperty(this, "masks", null);
22
-
23
- _defineProperty(this, "maskPass", void 0);
24
-
25
- _defineProperty(this, "maskMap", void 0);
26
-
27
- _defineProperty(this, "lastViewport", void 0);
8
+ this.id = 'mask-effect';
9
+ this.props = null;
10
+ this.useInPicking = true;
11
+ this.order = 0;
12
+ this.dummyMaskMap = void 0;
13
+ this.channels = [];
14
+ this.masks = null;
15
+ this.maskPass = void 0;
16
+ this.maskMap = void 0;
17
+ this.lastViewport = void 0;
28
18
  }
29
19
 
30
20
  preRender(gl, {
@@ -1 +1 @@
1
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Texture2D;\n private channels: (Channel | null)[] = [];\n private masks: Record<string, Mask> | null = null;\n private maskPass?: MaskPass;\n private maskMap?: Texture2D;\n private lastViewport?: Viewport;\n\n preRender(\n gl: WebGLRenderingContext,\n {layers, layerFilter, viewports, onViewportActive, views, isPicking}: PreRenderOptions\n ): MaskPreRenderStats {\n let didRender = false;\n if (!this.dummyMaskMap) {\n this.dummyMaskMap = new Texture2D(gl, {\n width: 1,\n height: 1\n });\n }\n\n if (isPicking) {\n // Do not update on picking pass\n return {didRender};\n }\n\n const maskLayers = layers.filter(l => l.props.visible && l.props.operation.includes('mask'));\n if (maskLayers.length === 0) {\n this.masks = null;\n this.channels.length = 0;\n return {didRender};\n }\n this.masks = {};\n\n if (!this.maskPass) {\n this.maskPass = new MaskPass(gl, {id: 'default-mask'});\n this.maskMap = this.maskPass.maskMap;\n }\n\n // Map layers to channels\n const channelMap = this._sortMaskChannels(maskLayers);\n // TODO - support multiple views\n const viewport = viewports[0];\n const viewportChanged = !this.lastViewport || !this.lastViewport.equals(viewport);\n\n if (viewport.resolution !== undefined) {\n log.warn('MaskExtension is not supported in GlobeView')();\n return {didRender};\n }\n\n for (const maskId in channelMap) {\n const result = this._renderChannel(channelMap[maskId], {\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n });\n didRender ||= result;\n }\n\n // debugFBO(this.maskMap, {opaque: true});\n return {didRender};\n }\n\n /* eslint-disable-next-line complexity */\n private _renderChannel(\n channelInfo: Channel,\n {\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n }: {\n layerFilter: PreRenderOptions['layerFilter'];\n onViewportActive: PreRenderOptions['onViewportActive'];\n views: PreRenderOptions['views'];\n viewport: Viewport;\n viewportChanged: boolean;\n }\n ): boolean {\n let didRender = false;\n const oldChannelInfo = this.channels[channelInfo.index];\n if (!oldChannelInfo) {\n return didRender;\n }\n\n const maskChanged =\n // If a channel is new\n channelInfo === oldChannelInfo ||\n // If sublayers have changed\n channelInfo.layers.length !== oldChannelInfo.layers.length ||\n channelInfo.layers.some(\n (layer, i) =>\n // Layer instance is updated\n // Layer props might have changed\n // Undetermined props could have an effect on the output geometry of a mask layer,\n // for example getRadius+updateTriggers, radiusScale, modelMatrix\n layer !== oldChannelInfo.layers[i] ||\n // Some prop is in transition\n layer.props.transitions\n ) ||\n // If a sublayer's positions have been updated, the cached bounds will change shallowly\n channelInfo.layerBounds.some((b, i) => b !== oldChannelInfo.layerBounds[i]);\n\n channelInfo.bounds = oldChannelInfo.bounds;\n channelInfo.maskBounds = oldChannelInfo.maskBounds;\n this.channels[channelInfo.index] = channelInfo;\n\n if (maskChanged || viewportChanged) {\n // Recalculate mask bounds\n this.lastViewport = viewport;\n\n const layerBounds = joinLayerBounds(channelInfo.layers, viewport);\n channelInfo.bounds = layerBounds && getRenderBounds(layerBounds, viewport);\n\n if (maskChanged || !equals(channelInfo.bounds, oldChannelInfo.bounds)) {\n // Rerender mask FBO\n const {maskPass, maskMap} = this;\n\n const maskViewport =\n layerBounds &&\n makeViewport({\n bounds: channelInfo.bounds!,\n viewport,\n width: maskMap.width,\n height: maskMap.height,\n border: 1\n });\n\n channelInfo.maskBounds = maskViewport ? maskViewport.getBounds() : [0, 0, 1, 1];\n\n // @ts-ignore (2532) This method is only called from preRender where maskPass is defined\n maskPass.render({\n pass: 'mask',\n channel: channelInfo.index,\n layers: channelInfo.layers,\n layerFilter,\n viewports: maskViewport ? [maskViewport] : [],\n onViewportActive,\n views,\n moduleParameters: {\n devicePixelRatio: 1\n }\n });\n\n didRender = true;\n }\n }\n\n // @ts-ignore (2532) This method is only called from preRender where masks is defined\n this.masks[channelInfo.id] = {\n index: channelInfo.index,\n bounds: channelInfo.maskBounds,\n coordinateOrigin: channelInfo.coordinateOrigin,\n coordinateSystem: channelInfo.coordinateSystem\n };\n\n return didRender;\n }\n\n /**\n * Find a channel to render each mask into\n * If a maskId already exists, diff and update the existing channel\n * Otherwise replace a removed mask\n * Otherwise create a new channel\n * Returns a map from mask layer id to channel info\n */\n private _sortMaskChannels(maskLayers: Layer[]): Record<string, Channel> {\n const channelMap = {};\n let channelCount = 0;\n for (const layer of maskLayers) {\n const {id} = layer.root;\n let channelInfo = channelMap[id];\n if (!channelInfo) {\n if (++channelCount > 4) {\n log.warn('Too many mask layers. The max supported is 4')();\n continue; // eslint-disable-line no-continue\n }\n channelInfo = {\n id,\n index: this.channels.findIndex(c => c?.id === id),\n layers: [],\n layerBounds: [],\n coordinateOrigin: layer.root.props.coordinateOrigin,\n coordinateSystem: layer.root.props.coordinateSystem\n };\n channelMap[id] = channelInfo;\n }\n channelInfo.layers.push(layer);\n channelInfo.layerBounds.push(layer.getBounds());\n }\n\n for (let i = 0; i < 4; i++) {\n const channelInfo = this.channels[i];\n if (!channelInfo || !(channelInfo.id in channelMap)) {\n // The mask id at this channel no longer exists\n this.channels[i] = null;\n }\n }\n\n for (const maskId in channelMap) {\n const channelInfo = channelMap[maskId];\n\n if (channelInfo.index < 0) {\n channelInfo.index = this.channels.findIndex(c => !c);\n this.channels[channelInfo.index] = channelInfo;\n }\n }\n return channelMap;\n }\n\n getModuleParameters(): {\n maskMap: Texture2D;\n maskChannels: Record<string, Mask> | null;\n } {\n return {\n maskMap: this.masks ? this.maskMap : this.dummyMaskMap,\n maskChannels: this.masks\n };\n }\n\n cleanup(): void {\n if (this.dummyMaskMap) {\n this.dummyMaskMap.delete();\n this.dummyMaskMap = undefined;\n }\n\n if (this.maskPass) {\n this.maskPass.delete();\n this.maskPass = undefined;\n this.maskMap = undefined;\n }\n\n this.lastViewport = undefined;\n this.masks = null;\n this.channels.length = 0;\n }\n}\n"],"file":"mask-effect.js"}
1
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{Layer, Viewport, Effect, PreRenderOptions, CoordinateSystem, log} from '@deck.gl/core';\nimport {Texture2D} from '@luma.gl/core';\nimport {equals} from '@math.gl/core';\nimport MaskPass from './mask-pass';\nimport {joinLayerBounds, getRenderBounds, makeViewport, Bounds} from '../utils/projection-utils';\n// import {debugFBO} from '../utils/debug';\n\ntype Mask = {\n /** The channel index */\n index: number;\n bounds: Bounds;\n coordinateOrigin: [number, number, number];\n coordinateSystem: CoordinateSystem;\n};\n\ntype Channel = {\n id: string;\n index: number;\n layers: Layer[];\n bounds: Bounds | null;\n maskBounds: Bounds;\n layerBounds: Bounds[];\n coordinateOrigin: [number, number, number];\n coordinateSystem: CoordinateSystem;\n};\n\nexport type MaskPreRenderStats = {\n didRender: boolean;\n};\n\n// Class to manage mask effect\nexport default class MaskEffect implements Effect {\n id = 'mask-effect';\n props = null;\n useInPicking = true;\n order = 0;\n\n private dummyMaskMap?: Texture2D;\n private channels: (Channel | null)[] = [];\n private masks: Record<string, Mask> | null = null;\n private maskPass?: MaskPass;\n private maskMap?: Texture2D;\n private lastViewport?: Viewport;\n\n preRender(\n gl: WebGLRenderingContext,\n {layers, layerFilter, viewports, onViewportActive, views, isPicking}: PreRenderOptions\n ): MaskPreRenderStats {\n let didRender = false;\n if (!this.dummyMaskMap) {\n this.dummyMaskMap = new Texture2D(gl, {\n width: 1,\n height: 1\n });\n }\n\n if (isPicking) {\n // Do not update on picking pass\n return {didRender};\n }\n\n const maskLayers = layers.filter(l => l.props.visible && l.props.operation.includes('mask'));\n if (maskLayers.length === 0) {\n this.masks = null;\n this.channels.length = 0;\n return {didRender};\n }\n this.masks = {};\n\n if (!this.maskPass) {\n this.maskPass = new MaskPass(gl, {id: 'default-mask'});\n this.maskMap = this.maskPass.maskMap;\n }\n\n // Map layers to channels\n const channelMap = this._sortMaskChannels(maskLayers);\n // TODO - support multiple views\n const viewport = viewports[0];\n const viewportChanged = !this.lastViewport || !this.lastViewport.equals(viewport);\n\n if (viewport.resolution !== undefined) {\n log.warn('MaskExtension is not supported in GlobeView')();\n return {didRender};\n }\n\n for (const maskId in channelMap) {\n const result = this._renderChannel(channelMap[maskId], {\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n });\n didRender ||= result;\n }\n\n // debugFBO(this.maskMap, {opaque: true});\n return {didRender};\n }\n\n /* eslint-disable-next-line complexity */\n private _renderChannel(\n channelInfo: Channel,\n {\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n }: {\n layerFilter: PreRenderOptions['layerFilter'];\n onViewportActive: PreRenderOptions['onViewportActive'];\n views: PreRenderOptions['views'];\n viewport: Viewport;\n viewportChanged: boolean;\n }\n ): boolean {\n let didRender = false;\n const oldChannelInfo = this.channels[channelInfo.index];\n if (!oldChannelInfo) {\n return didRender;\n }\n\n const maskChanged =\n // If a channel is new\n channelInfo === oldChannelInfo ||\n // If sublayers have changed\n channelInfo.layers.length !== oldChannelInfo.layers.length ||\n channelInfo.layers.some(\n (layer, i) =>\n // Layer instance is updated\n // Layer props might have changed\n // Undetermined props could have an effect on the output geometry of a mask layer,\n // for example getRadius+updateTriggers, radiusScale, modelMatrix\n layer !== oldChannelInfo.layers[i] ||\n // Some prop is in transition\n layer.props.transitions\n ) ||\n // If a sublayer's positions have been updated, the cached bounds will change shallowly\n channelInfo.layerBounds.some((b, i) => b !== oldChannelInfo.layerBounds[i]);\n\n channelInfo.bounds = oldChannelInfo.bounds;\n channelInfo.maskBounds = oldChannelInfo.maskBounds;\n this.channels[channelInfo.index] = channelInfo;\n\n if (maskChanged || viewportChanged) {\n // Recalculate mask bounds\n this.lastViewport = viewport;\n\n const layerBounds = joinLayerBounds(channelInfo.layers, viewport);\n channelInfo.bounds = layerBounds && getRenderBounds(layerBounds, viewport);\n\n if (maskChanged || !equals(channelInfo.bounds, oldChannelInfo.bounds)) {\n // Rerender mask FBO\n const {maskPass, maskMap} = this;\n\n const maskViewport =\n layerBounds &&\n makeViewport({\n bounds: channelInfo.bounds!,\n viewport,\n width: maskMap.width,\n height: maskMap.height,\n border: 1\n });\n\n channelInfo.maskBounds = maskViewport ? maskViewport.getBounds() : [0, 0, 1, 1];\n\n // @ts-ignore (2532) This method is only called from preRender where maskPass is defined\n maskPass.render({\n pass: 'mask',\n channel: channelInfo.index,\n layers: channelInfo.layers,\n layerFilter,\n viewports: maskViewport ? [maskViewport] : [],\n onViewportActive,\n views,\n moduleParameters: {\n devicePixelRatio: 1\n }\n });\n\n didRender = true;\n }\n }\n\n // @ts-ignore (2532) This method is only called from preRender where masks is defined\n this.masks[channelInfo.id] = {\n index: channelInfo.index,\n bounds: channelInfo.maskBounds,\n coordinateOrigin: channelInfo.coordinateOrigin,\n coordinateSystem: channelInfo.coordinateSystem\n };\n\n return didRender;\n }\n\n /**\n * Find a channel to render each mask into\n * If a maskId already exists, diff and update the existing channel\n * Otherwise replace a removed mask\n * Otherwise create a new channel\n * Returns a map from mask layer id to channel info\n */\n private _sortMaskChannels(maskLayers: Layer[]): Record<string, Channel> {\n const channelMap = {};\n let channelCount = 0;\n for (const layer of maskLayers) {\n const {id} = layer.root;\n let channelInfo = channelMap[id];\n if (!channelInfo) {\n if (++channelCount > 4) {\n log.warn('Too many mask layers. The max supported is 4')();\n continue; // eslint-disable-line no-continue\n }\n channelInfo = {\n id,\n index: this.channels.findIndex(c => c?.id === id),\n layers: [],\n layerBounds: [],\n coordinateOrigin: layer.root.props.coordinateOrigin,\n coordinateSystem: layer.root.props.coordinateSystem\n };\n channelMap[id] = channelInfo;\n }\n channelInfo.layers.push(layer);\n channelInfo.layerBounds.push(layer.getBounds());\n }\n\n for (let i = 0; i < 4; i++) {\n const channelInfo = this.channels[i];\n if (!channelInfo || !(channelInfo.id in channelMap)) {\n // The mask id at this channel no longer exists\n this.channels[i] = null;\n }\n }\n\n for (const maskId in channelMap) {\n const channelInfo = channelMap[maskId];\n\n if (channelInfo.index < 0) {\n channelInfo.index = this.channels.findIndex(c => !c);\n this.channels[channelInfo.index] = channelInfo;\n }\n }\n return channelMap;\n }\n\n getModuleParameters(): {\n maskMap: Texture2D;\n maskChannels: Record<string, Mask> | null;\n } {\n return {\n maskMap: this.masks ? this.maskMap : this.dummyMaskMap,\n maskChannels: this.masks\n };\n }\n\n cleanup(): void {\n if (this.dummyMaskMap) {\n this.dummyMaskMap.delete();\n this.dummyMaskMap = undefined;\n }\n\n if (this.maskPass) {\n this.maskPass.delete();\n this.maskPass = undefined;\n this.maskMap = undefined;\n }\n\n this.lastViewport = undefined;\n this.masks = null;\n this.channels.length = 0;\n }\n}\n"],"file":"mask-effect.js"}
@@ -1,4 +1,3 @@
1
- import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
1
  import { COORDINATE_SYSTEM, LayerExtension, log } from '@deck.gl/core';
3
2
  import mask from './shader-module';
4
3
  import MaskEffect from './mask-effect';
@@ -71,7 +70,7 @@ export default class MaskExtension extends LayerExtension {
71
70
  uniforms.mask_bounds = [bl[0], bl[1], tr[0], tr[1]];
72
71
  } else {
73
72
  if (maskId) {
74
- log.warn("Could not find a mask layer with id: ".concat(maskId))();
73
+ log.warn(`Could not find a mask layer with id: ${maskId}`)();
75
74
  }
76
75
 
77
76
  uniforms.mask_enabled = false;
@@ -79,8 +78,6 @@ export default class MaskExtension extends LayerExtension {
79
78
  }
80
79
 
81
80
  }
82
-
83
- _defineProperty(MaskExtension, "defaultProps", defaultProps);
84
-
85
- _defineProperty(MaskExtension, "extensionName", 'MaskExtension');
81
+ MaskExtension.defaultProps = defaultProps;
82
+ MaskExtension.extensionName = 'MaskExtension';
86
83
  //# sourceMappingURL=mask-extension.js.map
@@ -1 +1 @@
1
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The mask layer must use the prop `operation: 'mask'`.\n * Masking is disabled if `maskId` is empty or no valid mask layer with the specified id is found.\n */\n maskId?: string;\n /**\n * controls whether an object is clipped by its anchor (usually defined by an accessor called `getPosition`, e.g. icon, scatterplot) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n maskByInstance?: boolean;\n /**\n * Inverts the masking operation\n */\n maskInverted?: boolean;\n};\n\n/** Allows layers to show/hide objects by a geofence. */\nexport default class MaskExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'MaskExtension';\n\n initializeState(this: Layer<MaskExtensionProps>) {\n this.context.deck?._addDefaultEffect(new MaskEffect());\n }\n\n getShaders(this: Layer<MaskExtensionProps>): any {\n // Infer by geometry if 'maskByInstance' prop isn't explictly set\n let maskByInstance = 'instancePositions' in this.getAttributeManager()!.attributes;\n // Users can override by setting the `maskByInstance` prop\n if (this.props.maskByInstance !== undefined) {\n maskByInstance = Boolean(this.props.maskByInstance);\n }\n this.state.maskByInstance = maskByInstance;\n\n return {\n modules: [mask]\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<Required<MaskExtensionProps>>, {uniforms, context, moduleParameters}: any) {\n uniforms.mask_maskByInstance = this.state.maskByInstance;\n const {maskId, maskInverted} = this.props;\n const {maskChannels} = moduleParameters;\n const {viewport} = context;\n if (maskChannels && maskChannels[maskId]) {\n const {index, bounds, coordinateOrigin: fromCoordinateOrigin} = maskChannels[maskId];\n let {coordinateSystem: fromCoordinateSystem} = maskChannels[maskId];\n uniforms.mask_enabled = true;\n uniforms.mask_channel = index;\n uniforms.mask_inverted = maskInverted;\n\n if (fromCoordinateSystem === COORDINATE_SYSTEM.DEFAULT) {\n fromCoordinateSystem = viewport.isGeospatial\n ? 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1
+ {"version":3,"sources":["../../../src/mask/mask-extension.ts"],"names":["COORDINATE_SYSTEM","LayerExtension","log","mask","MaskEffect","defaultProps","maskId","maskByInstance","undefined","maskInverted","MaskExtension","initializeState","context","deck","_addDefaultEffect","getShaders","getAttributeManager","attributes","props","Boolean","state","modules","draw","uniforms","moduleParameters","mask_maskByInstance","maskChannels","viewport","index","bounds","coordinateOrigin","fromCoordinateOrigin","coordinateSystem","fromCoordinateSystem","mask_enabled","mask_channel","mask_inverted","DEFAULT","isGeospatial","LNGLAT","CARTESIAN","opts","modelMatrix","bl","projectPosition","tr","mask_bounds","warn","extensionName"],"mappings":"AAAA,SAAQA,iBAAR,EAAkCC,cAAlC,EAAkDC,GAAlD,QAA4D,eAA5D;AACA,OAAOC,IAAP,MAAiB,iBAAjB;AACA,OAAOC,UAAP,MAAuB,eAAvB;AAEA,MAAMC,YAAY,GAAG;AACnBC,EAAAA,MAAM,EAAE,EADW;AAEnBC,EAAAA,cAAc,EAAEC,SAFG;AAGnBC,EAAAA,YAAY,EAAE;AAHK,CAArB;AAwBA,eAAe,MAAMC,aAAN,SAA4BT,cAA5B,CAA2C;AAIxDU,EAAAA,eAAe,GAAkC;AAAA;;AAC/C,+BAAKC,OAAL,CAAaC,IAAb,0EAAmBC,iBAAnB,CAAqC,IAAIV,UAAJ,EAArC;AACD;;AAEDW,EAAAA,UAAU,GAAuC;AAE/C,QAAIR,cAAc,IAAG,uBAAuB,KAAKS,mBAAL,GAA4BC,UAAtD,CAAlB;;AAEA,QAAI,KAAKC,KAAL,CAAWX,cAAX,KAA8BC,SAAlC,EAA6C;AAC3CD,MAAAA,cAAc,GAAGY,OAAO,CAAC,KAAKD,KAAL,CAAWX,cAAZ,CAAxB;AACD;;AACD,SAAKa,KAAL,CAAWb,cAAX,GAA4BA,cAA5B;AAEA,WAAO;AACLc,MAAAA,OAAO,EAAE,CAAClB,IAAD;AADJ,KAAP;AAGD;;AAGDmB,EAAAA,IAAI,CAA4C;AAACC,IAAAA,QAAD;AAAWX,IAAAA,OAAX;AAAoBY,IAAAA;AAApB,GAA5C,EAAwF;AAC1FD,IAAAA,QAAQ,CAACE,mBAAT,GAA+B,KAAKL,KAAL,CAAWb,cAA1C;AACA,UAAM;AAACD,MAAAA,MAAD;AAASG,MAAAA;AAAT,QAAyB,KAAKS,KAApC;AACA,UAAM;AAACQ,MAAAA;AAAD,QAAiBF,gBAAvB;AACA,UAAM;AAACG,MAAAA;AAAD,QAAaf,OAAnB;;AACA,QAAIc,YAAY,IAAIA,YAAY,CAACpB,MAAD,CAAhC,EAA0C;AACxC,YAAM;AAACsB,QAAAA,KAAD;AAAQC,QAAAA,MAAR;AAAgBC,QAAAA,gBAAgB,EAAEC;AAAlC,UAA0DL,YAAY,CAACpB,MAAD,CAA5E;AACA,UAAI;AAAC0B,QAAAA,gBAAgB,EAAEC;AAAnB,UAA2CP,YAAY,CAACpB,MAAD,CAA3D;AACAiB,MAAAA,QAAQ,CAACW,YAAT,GAAwB,IAAxB;AACAX,MAAAA,QAAQ,CAACY,YAAT,GAAwBP,KAAxB;AACAL,MAAAA,QAAQ,CAACa,aAAT,GAAyB3B,YAAzB;;AAEA,UAAIwB,oBAAoB,KAAKjC,iBAAiB,CAACqC,OAA/C,EAAwD;AACtDJ,QAAAA,oBAAoB,GAAGN,QAAQ,CAACW,YAAT,GACnBtC,iBAAiB,CAACuC,MADC,GAEnBvC,iBAAiB,CAACwC,SAFtB;AAGD;;AACD,YAAMC,IAAI,GAAG;AAACC,QAAAA,WAAW,EAAE,IAAd;AAAoBX,QAAAA,oBAApB;AAA0CE,QAAAA;AAA1C,OAAb;AACA,YAAMU,EAAE,GAAG,KAAKC,eAAL,CAAqB,CAACf,MAAM,CAAC,CAAD,CAAP,EAAYA,MAAM,CAAC,CAAD,CAAlB,EAAuB,CAAvB,CAArB,EAAgDY,IAAhD,CAAX;AACA,YAAMI,EAAE,GAAG,KAAKD,eAAL,CAAqB,CAACf,MAAM,CAAC,CAAD,CAAP,EAAYA,MAAM,CAAC,CAAD,CAAlB,EAAuB,CAAvB,CAArB,EAAgDY,IAAhD,CAAX;AACAlB,MAAAA,QAAQ,CAACuB,WAAT,GAAuB,CAACH,EAAE,CAAC,CAAD,CAAH,EAAQA,EAAE,CAAC,CAAD,CAAV,EAAeE,EAAE,CAAC,CAAD,CAAjB,EAAsBA,EAAE,CAAC,CAAD,CAAxB,CAAvB;AACD,KAhBD,MAgBO;AACL,UAAIvC,MAAJ,EAAY;AACVJ,QAAAA,GAAG,CAAC6C,IAAJ,CAAU,wCAAuCzC,MAAO,EAAxD;AACD;;AACDiB,MAAAA,QAAQ,CAACW,YAAT,GAAwB,KAAxB;AACD;AACF;;AAlDuD;AAArCxB,a,CACZL,Y,GAAeA,Y;AADHK,a,CAEZsC,a,GAAgB,e","sourcesContent":["import {COORDINATE_SYSTEM, Layer, LayerExtension, log} from '@deck.gl/core';\nimport mask from './shader-module';\nimport MaskEffect from './mask-effect';\n\nconst defaultProps = {\n maskId: '',\n maskByInstance: undefined,\n maskInverted: false\n};\n\nexport type MaskExtensionProps = {\n /**\n * Id of the layer that defines the mask. The mask layer must use the prop `operation: 'mask'`.\n * Masking is disabled if `maskId` is empty or no valid mask layer with the specified id is found.\n */\n maskId?: string;\n /**\n * controls whether an object is clipped by its anchor (usually defined by an accessor called `getPosition`, e.g. icon, scatterplot) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n maskByInstance?: boolean;\n /**\n * Inverts the masking operation\n */\n maskInverted?: boolean;\n};\n\n/** Allows layers to show/hide objects by a geofence. */\nexport default class MaskExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'MaskExtension';\n\n initializeState(this: Layer<MaskExtensionProps>) {\n this.context.deck?._addDefaultEffect(new MaskEffect());\n }\n\n getShaders(this: Layer<MaskExtensionProps>): any {\n // Infer by geometry if 'maskByInstance' prop isn't explictly set\n let maskByInstance = 'instancePositions' in this.getAttributeManager()!.attributes;\n // Users can override by setting the `maskByInstance` prop\n if (this.props.maskByInstance !== undefined) {\n maskByInstance = Boolean(this.props.maskByInstance);\n }\n this.state.maskByInstance = maskByInstance;\n\n return {\n modules: [mask]\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<Required<MaskExtensionProps>>, {uniforms, context, moduleParameters}: any) {\n uniforms.mask_maskByInstance = this.state.maskByInstance;\n const {maskId, maskInverted} = this.props;\n const {maskChannels} = moduleParameters;\n const {viewport} = context;\n if (maskChannels && maskChannels[maskId]) {\n const {index, bounds, coordinateOrigin: fromCoordinateOrigin} = maskChannels[maskId];\n let {coordinateSystem: fromCoordinateSystem} = maskChannels[maskId];\n uniforms.mask_enabled = true;\n uniforms.mask_channel = index;\n uniforms.mask_inverted = maskInverted;\n\n if (fromCoordinateSystem === COORDINATE_SYSTEM.DEFAULT) {\n fromCoordinateSystem = viewport.isGeospatial\n ? COORDINATE_SYSTEM.LNGLAT\n : COORDINATE_SYSTEM.CARTESIAN;\n }\n const opts = {modelMatrix: null, fromCoordinateOrigin, fromCoordinateSystem};\n const bl = this.projectPosition([bounds[0], bounds[1], 0], opts);\n const tr = this.projectPosition([bounds[2], bounds[3], 0], opts);\n uniforms.mask_bounds = [bl[0], bl[1], tr[0], tr[1]];\n } else {\n if (maskId) {\n log.warn(`Could not find a mask layer with id: ${maskId}`)();\n }\n uniforms.mask_enabled = false;\n }\n }\n}\n"],"file":"mask-extension.js"}
@@ -1,14 +1,10 @@
1
- import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
1
  import { Framebuffer, Texture2D, withParameters } from '@luma.gl/core';
3
2
  import { _LayersPass as LayersPass } from '@deck.gl/core';
4
3
  export default class MaskPass extends LayersPass {
5
4
  constructor(gl, props) {
6
5
  super(gl, props);
7
-
8
- _defineProperty(this, "maskMap", void 0);
9
-
10
- _defineProperty(this, "fbo", void 0);
11
-
6
+ this.maskMap = void 0;
7
+ this.fbo = void 0;
12
8
  const {
13
9
  mapSize = 2048
14
10
  } = props;
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/mask/mask-pass.ts"],"names":["Framebuffer","Texture2D","withParameters","_LayersPass","LayersPass","MaskPass","constructor","gl","props","mapSize","maskMap","width","height","parameters","fbo","id","attachments","render","options","colorMask","channel","clearColor","blend","blendFunc","blendEquation","depthTest","target","pass","shouldDrawLayer","layer","operation","includes","delete"],"mappings":";AAAA,SAAQA,WAAR,EAAqBC,SAArB,EAAgCC,cAAhC,QAAqD,eAArD;AACA,SAAQC,WAAW,IAAIC,UAAvB,QAAiE,eAAjE;AAOA,eAAe,MAAMC,QAAN,SAAuBD,UAAvB,CAAkC;AAI/CE,EAAAA,WAAW,CAACC,EAAD,EAAKC,KAAL,EAA4C;AACrD,UAAMD,EAAN,EAAUC,KAAV;;AADqD;;AAAA;;AAGrD,UAAM;AAACC,MAAAA,OAAO,GAAG;AAAX,QAAmBD,KAAzB;AAEA,SAAKE,OAAL,GAAe,IAAIT,SAAJ,CAAcM,EAAd,EAAkB;AAC/BI,MAAAA,KAAK,EAAEF,OADwB;AAE/BG,MAAAA,MAAM,EAAEH,OAFuB;AAG/BI,MAAAA,UAAU,EAAE;AACV,qBADU;AAEV,qBAFU;AAGV,sBAHU;AAIV;AAJU;AAHmB,KAAlB,CAAf;AAWA,SAAKC,GAAL,GAAW,IAAId,WAAJ,CAAgBO,EAAhB,EAAoB;AAC7BQ,MAAAA,EAAE,EAAE,SADyB;AAE7BJ,MAAAA,KAAK,EAAEF,OAFsB;AAG7BG,MAAAA,MAAM,EAAEH,OAHqB;AAI7BO,MAAAA,WAAW,EAAE;AACX,iBAAwB,KAAKN;AADlB;AAJgB,KAApB,CAAX;AAQD;;AAEDO,EAAAA,MAAM,CAACC,OAAD,EAAiC;AACrC,UAAMX,EAAE,GAAG,KAAKA,EAAhB;AAEA,UAAMY,SAAS,GAAG,CAAC,KAAD,EAAQ,KAAR,EAAe,KAAf,EAAsB,KAAtB,CAAlB;AACAA,IAAAA,SAAS,CAACD,OAAO,CAACE,OAAT,CAAT,GAA6B,IAA7B;AAEA,WAAOlB,cAAc,CACnBK,EADmB,EAEnB;AACEc,MAAAA,UAAU,EAAE,CAAC,GAAD,EAAM,GAAN,EAAW,GAAX,EAAgB,GAAhB,CADd;AAEEC,MAAAA,KAAK,EAAE,IAFT;AAGEC,MAAAA,SAAS,EAAE,MAHb;AAIEC,MAAAA,aAAa,OAJf;AAKEL,MAAAA,SALF;AAMEM,MAAAA,SAAS,EAAE;AANb,KAFmB,EAUnB,MAAM,MAAMR,MAAN,CAAa,EAAC,GAAGC,OAAJ;AAAaQ,MAAAA,MAAM,EAAE,KAAKZ,GAA1B;AAA+Ba,MAAAA,IAAI,EAAE;AAArC,KAAb,CAVa,CAArB;AAYD;;AAEDC,EAAAA,eAAe,CAACC,KAAD,EAAQ;AACrB,WAAOA,KAAK,CAACrB,KAAN,CAAYsB,SAAZ,CAAsBC,QAAtB,CAA+B,MAA/B,CAAP;AACD;;AAEDC,EAAAA,MAAM,GAAG;AACP,SAAKlB,GAAL,CAASkB,MAAT;AACA,SAAKtB,OAAL,CAAasB,MAAb;AACD;;AAzD8C","sourcesContent":["import {Framebuffer, Texture2D, withParameters} from '@luma.gl/core';\nimport {_LayersPass as LayersPass, LayersPassRenderOptions} from '@deck.gl/core';\n\ntype MaskPassRenderOptions = LayersPassRenderOptions & {\n /** The channel to render into, 0:red, 1:green, 2:blue, 3:alpha */\n channel: number;\n};\n\nexport default class MaskPass extends LayersPass {\n maskMap: Texture2D;\n fbo: Framebuffer;\n\n constructor(gl, props: {id: string; mapSize?: number}) {\n super(gl, props);\n\n const {mapSize = 2048} = props;\n\n this.maskMap = new Texture2D(gl, {\n width: mapSize,\n height: mapSize,\n parameters: {\n [gl.TEXTURE_MIN_FILTER]: gl.LINEAR,\n [gl.TEXTURE_MAG_FILTER]: gl.LINEAR,\n [gl.TEXTURE_WRAP_S]: gl.CLAMP_TO_EDGE,\n [gl.TEXTURE_WRAP_T]: gl.CLAMP_TO_EDGE\n }\n });\n\n this.fbo = new Framebuffer(gl, {\n id: 'maskmap',\n width: mapSize,\n height: mapSize,\n attachments: {\n [gl.COLOR_ATTACHMENT0]: this.maskMap\n }\n });\n }\n\n render(options: MaskPassRenderOptions) {\n const gl = this.gl;\n\n const colorMask = [false, false, false, false];\n colorMask[options.channel] = true;\n\n return withParameters(\n gl,\n {\n clearColor: [255, 255, 255, 255],\n blend: true,\n blendFunc: [gl.ZERO, gl.ONE],\n blendEquation: gl.FUNC_SUBTRACT,\n colorMask,\n depthTest: false\n },\n () => super.render({...options, target: this.fbo, pass: 'mask'})\n );\n }\n\n shouldDrawLayer(layer) {\n return layer.props.operation.includes('mask');\n }\n\n delete() {\n this.fbo.delete();\n this.maskMap.delete();\n }\n}\n"],"file":"mask-pass.js"}
1
+ {"version":3,"sources":["../../../src/mask/mask-pass.ts"],"names":["Framebuffer","Texture2D","withParameters","_LayersPass","LayersPass","MaskPass","constructor","gl","props","maskMap","fbo","mapSize","width","height","parameters","id","attachments","render","options","colorMask","channel","clearColor","blend","blendFunc","blendEquation","depthTest","target","pass","shouldDrawLayer","layer","operation","includes","delete"],"mappings":"AAAA,SAAQA,WAAR,EAAqBC,SAArB,EAAgCC,cAAhC,QAAqD,eAArD;AACA,SAAQC,WAAW,IAAIC,UAAvB,QAAiE,eAAjE;AAOA,eAAe,MAAMC,QAAN,SAAuBD,UAAvB,CAAkC;AAI/CE,EAAAA,WAAW,CAACC,EAAD,EAAKC,KAAL,EAA4C;AACrD,UAAMD,EAAN,EAAUC,KAAV;AADqD,SAHvDC,OAGuD;AAAA,SAFvDC,GAEuD;AAGrD,UAAM;AAACC,MAAAA,OAAO,GAAG;AAAX,QAAmBH,KAAzB;AAEA,SAAKC,OAAL,GAAe,IAAIR,SAAJ,CAAcM,EAAd,EAAkB;AAC/BK,MAAAA,KAAK,EAAED,OADwB;AAE/BE,MAAAA,MAAM,EAAEF,OAFuB;AAG/BG,MAAAA,UAAU,EAAE;AACV,qBADU;AAEV,qBAFU;AAGV,sBAHU;AAIV;AAJU;AAHmB,KAAlB,CAAf;AAWA,SAAKJ,GAAL,GAAW,IAAIV,WAAJ,CAAgBO,EAAhB,EAAoB;AAC7BQ,MAAAA,EAAE,EAAE,SADyB;AAE7BH,MAAAA,KAAK,EAAED,OAFsB;AAG7BE,MAAAA,MAAM,EAAEF,OAHqB;AAI7BK,MAAAA,WAAW,EAAE;AACX,iBAAwB,KAAKP;AADlB;AAJgB,KAApB,CAAX;AAQD;;AAEDQ,EAAAA,MAAM,CAACC,OAAD,EAAiC;AACrC,UAAMX,EAAE,GAAG,KAAKA,EAAhB;AAEA,UAAMY,SAAS,GAAG,CAAC,KAAD,EAAQ,KAAR,EAAe,KAAf,EAAsB,KAAtB,CAAlB;AACAA,IAAAA,SAAS,CAACD,OAAO,CAACE,OAAT,CAAT,GAA6B,IAA7B;AAEA,WAAOlB,cAAc,CACnBK,EADmB,EAEnB;AACEc,MAAAA,UAAU,EAAE,CAAC,GAAD,EAAM,GAAN,EAAW,GAAX,EAAgB,GAAhB,CADd;AAEEC,MAAAA,KAAK,EAAE,IAFT;AAGEC,MAAAA,SAAS,EAAE,MAHb;AAIEC,MAAAA,aAAa,OAJf;AAKEL,MAAAA,SALF;AAMEM,MAAAA,SAAS,EAAE;AANb,KAFmB,EAUnB,MAAM,MAAMR,MAAN,CAAa,EAAC,GAAGC,OAAJ;AAAaQ,MAAAA,MAAM,EAAE,KAAKhB,GAA1B;AAA+BiB,MAAAA,IAAI,EAAE;AAArC,KAAb,CAVa,CAArB;AAYD;;AAEDC,EAAAA,eAAe,CAACC,KAAD,EAAQ;AACrB,WAAOA,KAAK,CAACrB,KAAN,CAAYsB,SAAZ,CAAsBC,QAAtB,CAA+B,MAA/B,CAAP;AACD;;AAEDC,EAAAA,MAAM,GAAG;AACP,SAAKtB,GAAL,CAASsB,MAAT;AACA,SAAKvB,OAAL,CAAauB,MAAb;AACD;;AAzD8C","sourcesContent":["import {Framebuffer, Texture2D, withParameters} from '@luma.gl/core';\nimport {_LayersPass as LayersPass, LayersPassRenderOptions} from '@deck.gl/core';\n\ntype MaskPassRenderOptions = LayersPassRenderOptions & {\n /** The channel to render into, 0:red, 1:green, 2:blue, 3:alpha */\n channel: number;\n};\n\nexport default class MaskPass extends LayersPass {\n maskMap: Texture2D;\n fbo: Framebuffer;\n\n constructor(gl, props: {id: string; mapSize?: number}) {\n super(gl, props);\n\n const {mapSize = 2048} = props;\n\n this.maskMap = new Texture2D(gl, {\n width: mapSize,\n height: mapSize,\n parameters: {\n [gl.TEXTURE_MIN_FILTER]: gl.LINEAR,\n [gl.TEXTURE_MAG_FILTER]: gl.LINEAR,\n [gl.TEXTURE_WRAP_S]: gl.CLAMP_TO_EDGE,\n [gl.TEXTURE_WRAP_T]: gl.CLAMP_TO_EDGE\n }\n });\n\n this.fbo = new Framebuffer(gl, {\n id: 'maskmap',\n width: mapSize,\n height: mapSize,\n attachments: {\n [gl.COLOR_ATTACHMENT0]: this.maskMap\n }\n });\n }\n\n render(options: MaskPassRenderOptions) {\n const gl = this.gl;\n\n const colorMask = [false, false, false, false];\n colorMask[options.channel] = true;\n\n return withParameters(\n gl,\n {\n clearColor: [255, 255, 255, 255],\n blend: true,\n blendFunc: [gl.ZERO, gl.ONE],\n blendEquation: gl.FUNC_SUBTRACT,\n colorMask,\n depthTest: false\n },\n () => super.render({...options, target: this.fbo, pass: 'mask'})\n );\n }\n\n shouldDrawLayer(layer) {\n return layer.props.operation.includes('mask');\n }\n\n delete() {\n this.fbo.delete();\n this.maskMap.delete();\n }\n}\n"],"file":"mask-pass.js"}
@@ -1,11 +1,66 @@
1
1
  import { project } from '@deck.gl/core';
2
- const vs = "\nuniform vec4 mask_bounds;\nuniform bool mask_maskByInstance;\nvec2 mask_getCoords(vec4 position) {\n return (position.xy - mask_bounds.xy) / (mask_bounds.zw - mask_bounds.xy);\n}\n";
3
- const fs = "\nuniform sampler2D mask_texture;\nuniform int mask_channel;\nuniform bool mask_enabled;\nuniform bool mask_inverted;\nbool mask_isInBounds(vec2 texCoords) {\n if (!mask_enabled) {\n return true;\n }\n vec4 maskColor = texture2D(mask_texture, texCoords);\n float maskValue = 1.0;\n if (mask_channel == 0) {\n maskValue = maskColor.r;\n } else if (mask_channel == 1) {\n maskValue = maskColor.g;\n } else if (mask_channel == 2) {\n maskValue = maskColor.b;\n } else if (mask_channel == 3) {\n maskValue = maskColor.a;\n }\n\n if (mask_inverted) {\n return maskValue >= 0.5;\n } else {\n return maskValue < 0.5;\n }\n}\n";
2
+ const vs = `
3
+ uniform vec4 mask_bounds;
4
+ uniform bool mask_maskByInstance;
5
+ vec2 mask_getCoords(vec4 position) {
6
+ return (position.xy - mask_bounds.xy) / (mask_bounds.zw - mask_bounds.xy);
7
+ }
8
+ `;
9
+ const fs = `
10
+ uniform sampler2D mask_texture;
11
+ uniform int mask_channel;
12
+ uniform bool mask_enabled;
13
+ uniform bool mask_inverted;
14
+ bool mask_isInBounds(vec2 texCoords) {
15
+ if (!mask_enabled) {
16
+ return true;
17
+ }
18
+ vec4 maskColor = texture2D(mask_texture, texCoords);
19
+ float maskValue = 1.0;
20
+ if (mask_channel == 0) {
21
+ maskValue = maskColor.r;
22
+ } else if (mask_channel == 1) {
23
+ maskValue = maskColor.g;
24
+ } else if (mask_channel == 2) {
25
+ maskValue = maskColor.b;
26
+ } else if (mask_channel == 3) {
27
+ maskValue = maskColor.a;
28
+ }
29
+
30
+ if (mask_inverted) {
31
+ return maskValue >= 0.5;
32
+ } else {
33
+ return maskValue < 0.5;
34
+ }
35
+ }
36
+ `;
4
37
  const inject = {
5
- 'vs:#decl': "\nvarying vec2 mask_texCoords;\n",
6
- 'vs:#main-end': "\n vec4 mask_common_position;\n if (mask_maskByInstance) {\n mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n } else {\n mask_common_position = geometry.position;\n }\n mask_texCoords = mask_getCoords(mask_common_position);\n",
7
- 'fs:#decl': "\nvarying vec2 mask_texCoords;\n",
8
- 'fs:#main-start': "\n if (mask_enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // gl_FragColor = vec4(mask_texCoords, 0.0, 1.0);\n gl_FragColor = texture2D(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n"
38
+ 'vs:#decl': `
39
+ varying vec2 mask_texCoords;
40
+ `,
41
+ 'vs:#main-end': `
42
+ vec4 mask_common_position;
43
+ if (mask_maskByInstance) {
44
+ mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));
45
+ } else {
46
+ mask_common_position = geometry.position;
47
+ }
48
+ mask_texCoords = mask_getCoords(mask_common_position);
49
+ `,
50
+ 'fs:#decl': `
51
+ varying vec2 mask_texCoords;
52
+ `,
53
+ 'fs:#main-start': `
54
+ if (mask_enabled) {
55
+ bool mask = mask_isInBounds(mask_texCoords);
56
+
57
+ // Debug: show extent of render target
58
+ // gl_FragColor = vec4(mask_texCoords, 0.0, 1.0);
59
+ gl_FragColor = texture2D(mask_texture, mask_texCoords);
60
+
61
+ if (!mask) discard;
62
+ }
63
+ `
9
64
  };
10
65
 
11
66
  const getMaskUniforms = opts => {
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/mask/shader-module.ts"],"names":["project","vs","fs","inject","getMaskUniforms","opts","mask_texture","maskMap","name","dependencies","getUniforms"],"mappings":"AAAA,SAAQA,OAAR,QAAsB,eAAtB;AAIA,MAAMC,EAAE,4LAAR;AAQA,MAAMC,EAAE,gpBAAR;AA6BA,MAAMC,MAAM,GAAG;AACb,gDADa;AAIb,oSAJa;AAab,gDAba;AAgBb;AAhBa,CAAf;;AAkCA,MAAMC,eAAe,GAAIC,IAAD,IAAyD;AAC/E,MAAIA,IAAI,IAAI,aAAaA,IAAzB,EAA+B;AAC7B,WAAO;AACLC,MAAAA,YAAY,EAAED,IAAI,CAACE;AADd,KAAP;AAGD;;AACD,SAAO,EAAP;AACD,CAPD;;AASA,eAAe;AACbC,EAAAA,IAAI,EAAE,MADO;AAEbC,EAAAA,YAAY,EAAE,CAACT,OAAD,CAFD;AAGbC,EAAAA,EAHa;AAIbC,EAAAA,EAJa;AAKbC,EAAAA,MALa;AAMbO,EAAAA,WAAW,EAAEN;AANA,CAAf","sourcesContent":["import {project} from '@deck.gl/core';\nimport type {_ShaderModule as ShaderModule} from '@deck.gl/core';\nimport type {Texture2D} from '@luma.gl/webgl';\n\nconst vs = `\nuniform vec4 mask_bounds;\nuniform bool mask_maskByInstance;\nvec2 mask_getCoords(vec4 position) {\n return (position.xy - mask_bounds.xy) / (mask_bounds.zw - mask_bounds.xy);\n}\n`;\n\nconst fs = `\nuniform sampler2D mask_texture;\nuniform int mask_channel;\nuniform bool mask_enabled;\nuniform bool mask_inverted;\nbool mask_isInBounds(vec2 texCoords) {\n if (!mask_enabled) {\n return true;\n }\n vec4 maskColor = texture2D(mask_texture, texCoords);\n float maskValue = 1.0;\n if (mask_channel == 0) {\n maskValue = maskColor.r;\n } else if (mask_channel == 1) {\n maskValue = maskColor.g;\n } else if (mask_channel == 2) {\n maskValue = maskColor.b;\n } else if (mask_channel == 3) {\n maskValue = maskColor.a;\n }\n\n if (mask_inverted) {\n return maskValue >= 0.5;\n } else {\n return maskValue < 0.5;\n }\n}\n`;\n\nconst inject = {\n 'vs:#decl': `\nvarying vec2 mask_texCoords;\n`,\n 'vs:#main-end': `\n vec4 mask_common_position;\n if (mask_maskByInstance) {\n mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n } else {\n mask_common_position = geometry.position;\n }\n mask_texCoords = mask_getCoords(mask_common_position);\n`,\n 'fs:#decl': `\nvarying vec2 mask_texCoords;\n`,\n 'fs:#main-start': `\n if (mask_enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // gl_FragColor = vec4(mask_texCoords, 0.0, 1.0);\n gl_FragColor = texture2D(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n`\n};\n\ntype MaskModuleSettings = {\n maskMap?: Texture2D;\n};\n\n/* eslint-disable camelcase */\nconst getMaskUniforms = (opts?: MaskModuleSettings | {}): Record<string, any> => {\n if (opts && 'maskMap' in opts) {\n return {\n mask_texture: opts.maskMap\n };\n }\n return {};\n};\n\nexport default {\n name: 'mask',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: getMaskUniforms\n} as ShaderModule<MaskModuleSettings>;\n"],"file":"shader-module.js"}
1
+ {"version":3,"sources":["../../../src/mask/shader-module.ts"],"names":["project","vs","fs","inject","getMaskUniforms","opts","mask_texture","maskMap","name","dependencies","getUniforms"],"mappings":"AAAA,SAAQA,OAAR,QAAsB,eAAtB;AAIA,MAAMC,EAAE,GAAI;AACZ;AACA;AACA;AACA;AACA;AACA,CANA;AAQA,MAAMC,EAAE,GAAI;AACZ;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CA3BA;AA6BA,MAAMC,MAAM,GAAG;AACb,cAAa;AACf;AACA,CAHe;AAIb,kBAAiB;AACnB;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAZe;AAab,cAAa;AACf;AACA,CAfe;AAgBb,oBAAmB;AACrB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AA1Be,CAAf;;AAkCA,MAAMC,eAAe,GAAIC,IAAD,IAAyD;AAC/E,MAAIA,IAAI,IAAI,aAAaA,IAAzB,EAA+B;AAC7B,WAAO;AACLC,MAAAA,YAAY,EAAED,IAAI,CAACE;AADd,KAAP;AAGD;;AACD,SAAO,EAAP;AACD,CAPD;;AASA,eAAe;AACbC,EAAAA,IAAI,EAAE,MADO;AAEbC,EAAAA,YAAY,EAAE,CAACT,OAAD,CAFD;AAGbC,EAAAA,EAHa;AAIbC,EAAAA,EAJa;AAKbC,EAAAA,MALa;AAMbO,EAAAA,WAAW,EAAEN;AANA,CAAf","sourcesContent":["import {project} from '@deck.gl/core';\nimport type {_ShaderModule as ShaderModule} from '@deck.gl/core';\nimport type {Texture2D} from '@luma.gl/webgl';\n\nconst vs = `\nuniform vec4 mask_bounds;\nuniform bool mask_maskByInstance;\nvec2 mask_getCoords(vec4 position) {\n return (position.xy - mask_bounds.xy) / (mask_bounds.zw - mask_bounds.xy);\n}\n`;\n\nconst fs = `\nuniform sampler2D mask_texture;\nuniform int mask_channel;\nuniform bool mask_enabled;\nuniform bool mask_inverted;\nbool mask_isInBounds(vec2 texCoords) {\n if (!mask_enabled) {\n return true;\n }\n vec4 maskColor = texture2D(mask_texture, texCoords);\n float maskValue = 1.0;\n if (mask_channel == 0) {\n maskValue = maskColor.r;\n } else if (mask_channel == 1) {\n maskValue = maskColor.g;\n } else if (mask_channel == 2) {\n maskValue = maskColor.b;\n } else if (mask_channel == 3) {\n maskValue = maskColor.a;\n }\n\n if (mask_inverted) {\n return maskValue >= 0.5;\n } else {\n return maskValue < 0.5;\n }\n}\n`;\n\nconst inject = {\n 'vs:#decl': `\nvarying vec2 mask_texCoords;\n`,\n 'vs:#main-end': `\n vec4 mask_common_position;\n if (mask_maskByInstance) {\n mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n } else {\n mask_common_position = geometry.position;\n }\n mask_texCoords = mask_getCoords(mask_common_position);\n`,\n 'fs:#decl': `\nvarying vec2 mask_texCoords;\n`,\n 'fs:#main-start': `\n if (mask_enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // gl_FragColor = vec4(mask_texCoords, 0.0, 1.0);\n gl_FragColor = texture2D(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n`\n};\n\ntype MaskModuleSettings = {\n maskMap?: Texture2D;\n};\n\n/* eslint-disable camelcase */\nconst getMaskUniforms = (opts?: MaskModuleSettings | {}): Record<string, any> => {\n if (opts && 'maskMap' in opts) {\n return {\n mask_texture: opts.maskMap\n };\n }\n return {};\n};\n\nexport default {\n name: 'mask',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: getMaskUniforms\n} as ShaderModule<MaskModuleSettings>;\n"],"file":"shader-module.js"}
@@ -1,4 +1,3 @@
1
- import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
1
  import { LayerExtension, _mergeShaders as mergeShaders } from '@deck.gl/core';
3
2
  import { dashShaders, offsetShaders } from './shaders.glsl';
4
3
  import { dist } from 'gl-matrix/vec3';
@@ -123,8 +122,6 @@ export default class PathStyleExtension extends LayerExtension {
123
122
  }
124
123
 
125
124
  }
126
-
127
- _defineProperty(PathStyleExtension, "defaultProps", defaultProps);
128
-
129
- _defineProperty(PathStyleExtension, "extensionName", 'PathStyleExtension');
125
+ PathStyleExtension.defaultProps = defaultProps;
126
+ PathStyleExtension.extensionName = 'PathStyleExtension';
130
127
  //# sourceMappingURL=path-style-extension.js.map
@@ -1 +1 @@
1
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IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {LayerExtension, _mergeShaders as mergeShaders} from '@deck.gl/core';\nimport {dashShaders, offsetShaders} from './shaders.glsl';\nimport {dist} from 'gl-matrix/vec3';\n\nimport type {Layer, LayerContext, Accessor, UpdateParameters} from '@deck.gl/core';\n\nconst defaultProps = {\n getDashArray: {type: 'accessor', value: [0, 0]},\n getOffset: {type: 'accessor', value: 0},\n dashJustified: false,\n dashGapPickable: false\n};\n\nexport type PathStyleExtensionProps<DataT = any> = {\n /**\n * Accessor for the dash array to draw each path with: `[dashSize, gapSize]` relative to the width of the path.\n * Requires the `dash` option to be on.\n */\n getDashArray?: Accessor<DataT, [number, number]>;\n /**\n * Accessor for the offset to draw each path with, relative to the width of the path.\n * Negative offset is to the left hand side, and positive offset is to the right hand side.\n * @default 0\n */\n getOffset?: Accessor<DataT, number>;\n /**\n * If `true`, adjust gaps for the dashes to align at both ends.\n * @default false\n */\n dashJustified?: boolean;\n /**\n * If `true`, gaps between solid strokes are pickable. 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@@ -1,17 +1,88 @@
1
1
  export const dashShaders = {
2
2
  inject: {
3
- 'vs:#decl': "\nattribute vec2 instanceDashArrays;\nattribute float instanceDashOffsets;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n",
4
- 'vs:#main-end': "\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n",
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(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"
3
+ 'vs:#decl': `
4
+ attribute vec2 instanceDashArrays;
5
+ attribute float instanceDashOffsets;
6
+ varying vec2 vDashArray;
7
+ varying float vDashOffset;
8
+ `,
9
+ 'vs:#main-end': `
10
+ vDashArray = instanceDashArrays;
11
+ vDashOffset = instanceDashOffsets / width.x;
12
+ `,
13
+ 'fs:#decl': `
14
+ uniform float dashAlignMode;
15
+ uniform float capType;
16
+ uniform bool dashGapPickable;
17
+ varying vec2 vDashArray;
18
+ varying float vDashOffset;
19
+
20
+ float round(float x) {
21
+ return floor(x + 0.5);
22
+ }
23
+ `,
24
+ 'fs:#main-start': `
25
+ float solidLength = vDashArray.x;
26
+ float gapLength = vDashArray.y;
27
+ float unitLength = solidLength + gapLength;
28
+
29
+ float offset;
30
+
31
+ if (unitLength > 0.0) {
32
+ if (dashAlignMode == 0.0) {
33
+ offset = vDashOffset;
34
+ } else {
35
+ unitLength = vPathLength / round(vPathLength / unitLength);
36
+ offset = solidLength / 2.0;
37
+ }
38
+
39
+ float unitOffset = mod(vPathPosition.y + offset, unitLength);
40
+
41
+ if (gapLength > 0.0 && unitOffset > solidLength) {
42
+ if (capType <= 0.5) {
43
+ if (!(dashGapPickable && picking_uActive)) {
44
+ discard;
45
+ }
46
+ } else {
47
+ // caps are rounded, test the distance to solid ends
48
+ float distToEnd = length(vec2(
49
+ min(unitOffset - solidLength, unitLength - unitOffset),
50
+ vPathPosition.x
51
+ ));
52
+ if (distToEnd > 1.0) {
53
+ if (!(dashGapPickable && picking_uActive)) {
54
+ discard;
55
+ }
56
+ }
57
+ }
58
+ }
59
+ }
60
+ `
7
61
  }
8
62
  };
9
63
  export const offsetShaders = {
10
64
  inject: {
11
- 'vs:#decl': "\nattribute float instanceOffsets;\n",
12
- 'vs:DECKGL_FILTER_SIZE': "\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\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
- '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"
65
+ 'vs:#decl': `
66
+ attribute float instanceOffsets;
67
+ `,
68
+ 'vs:DECKGL_FILTER_SIZE': `
69
+ float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;
70
+ size *= offsetWidth;
71
+ `,
72
+ 'vs:#main-end': `
73
+ float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;
74
+ float offsetDir = sign(instanceOffsets);
75
+ vPathPosition.x = (vPathPosition.x + offsetDir) * offsetWidth - offsetDir;
76
+ vPathPosition.y *= offsetWidth;
77
+ vPathLength *= offsetWidth;
78
+ `,
79
+ 'fs:#main-start': `
80
+ float isInside;
81
+ isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);
82
+ if (isInside == 0.0) {
83
+ discard;
84
+ }
85
+ `
15
86
  }
16
87
  };
17
88
  //# sourceMappingURL=shaders.glsl.js.map
@@ -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,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"}
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,gBAAa;AACjB;AACA;AACA;AACA;AACA,CANU;AAQN,oBAAiB;AACrB;AACA;AACA,CAXU;AAaN,gBAAa;AACjB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAvBU;AAiCN,sBAAmB;AACvB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AArEU;AADiB,CAApB;AA0EP,OAAO,MAAMC,aAAa,GAAG;AAC3BD,EAAAA,MAAM,EAAE;AACN,gBAAa;AACjB;AACA,CAHU;AAIN,6BAA0B;AAC9B;AACA;AACA,CAPU;AAQN,oBAAiB;AACrB;AACA;AACA;AACA;AACA;AACA,CAdU;AAeN,sBAAmB;AACvB;AACA;AACA;AACA;AACA;AACA;AArBU;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"}
@@ -1,4 +1,3 @@
1
- import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
1
  import { Framebuffer } from '@luma.gl/core';
3
2
  import { joinLayerBounds, getRenderBounds, makeViewport } from '../utils/projection-utils';
4
3
  import { createRenderTarget } from './utils';
@@ -11,22 +10,14 @@ export class HeightMapBuilder {
11
10
  }
12
11
 
13
12
  constructor(gl) {
14
- _defineProperty(this, "renderViewport", null);
15
-
16
- _defineProperty(this, "bounds", null);
17
-
18
- _defineProperty(this, "fbo", void 0);
19
-
20
- _defineProperty(this, "gl", void 0);
21
-
22
- _defineProperty(this, "layers", []);
23
-
24
- _defineProperty(this, "layersBounds", []);
25
-
26
- _defineProperty(this, "layersBoundsCommon", null);
27
-
28
- _defineProperty(this, "lastViewport", null);
29
-
13
+ this.renderViewport = null;
14
+ this.bounds = null;
15
+ this.fbo = void 0;
16
+ this.gl = void 0;
17
+ this.layers = [];
18
+ this.layersBounds = [];
19
+ this.layersBoundsCommon = null;
20
+ this.lastViewport = null;
30
21
  this.gl = gl;
31
22
  }
32
23
 
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/terrain/height-map-builder.ts"],"names":["Framebuffer","joinLayerBounds","getRenderBounds","makeViewport","createRenderTarget","MAP_MAX_SIZE","HeightMapBuilder","isSupported","gl","colorBufferFloat","constructor","getRenderFramebuffer","renderViewport","fbo","id","float","shouldUpdate","layers","viewport","layersChanged","length","some","layer","i","props","transitions","getBounds","layersBounds","map","layersBoundsCommon","viewportChanged","lastViewport","equals","bounds","scale","pixelWidth","pixelHeight","center","zoom","width","Math","min","height","delete","color"],"mappings":";AAAA,SAAQA,WAAR,QAA0B,eAA1B;AACA,SAAQC,eAAR,EAAyBC,eAAzB,EAA0CC,YAA1C,QAAqE,2BAArE;AACA,SAAQC,kBAAR,QAAiC,SAAjC;AAIA,MAAMC,YAAY,GAAG,IAArB;AASA,OAAO,MAAMC,gBAAN,CAAuB;AAgBV,SAAXC,WAAW,CAACC,EAAD,EAAqC;AACrD,WAAOR,WAAW,CAACO,WAAZ,CAAwBC,EAAxB,EAA4B;AAACC,MAAAA,gBAAgB,EAAE;AAAnB,KAA5B,CAAP;AACD;;AAEDC,EAAAA,WAAW,CAACF,EAAD,EAA4B;AAAA,4CAlBL,IAkBK;;AAAA,oCAhBf,IAgBe;;AAAA;;AAAA;;AAAA,oCAXb,EAWa;;AAAA,0CATiB,EASjB;;AAAA,gDAPK,IAOL;;AAAA,0CANC,IAMD;;AACrC,SAAKA,EAAL,GAAUA,EAAV;AACD;;AAKDG,EAAAA,oBAAoB,GAAuB;AACzC,QAAI,CAAC,KAAKC,cAAV,EAA0B;AACxB,aAAO,IAAP;AACD;;AACD,QAAI,CAAC,KAAKC,GAAV,EAAe;AACb,WAAKA,GAAL,GAAWT,kBAAkB,CAAC,KAAKI,EAAN,EAAU;AAACM,QAAAA,EAAE,EAAE,YAAL;AAAmBC,QAAAA,KAAK,EAAE;AAA1B,OAAV,CAA7B;AACD;;AACD,WAAO,KAAKF,GAAZ;AACD;;AAGDG,EAAAA,YAAY,CAAC;AAACC,IAAAA,MAAD;AAASC,IAAAA;AAAT,GAAD,EAAqE;AAC/E,UAAMC,aAAa,GACjBF,MAAM,CAACG,MAAP,KAAkB,KAAKH,MAAL,CAAYG,MAA9B,IACAH,MAAM,CAACI,IAAP,CACE,CAACC,KAAD,EAAQC,CAAR,KAKED,KAAK,KAAK,KAAKL,MAAL,CAAYM,CAAZ,CAAV,IAEAD,KAAK,CAACE,KAAN,CAAYC,WAFZ,IAIAH,KAAK,CAACI,SAAN,OAAsB,KAAKC,YAAL,CAAkBJ,CAAlB,CAV1B,CAFF;;AAeA,QAAIJ,aAAJ,EAAmB;AAEjB,WAAKF,MAAL,GAAcA,MAAd;AACA,WAAKU,YAAL,GAAoBV,MAAM,CAACW,GAAP,CAAWN,KAAK,IAAIA,KAAK,CAACI,SAAN,EAApB,CAApB;AACA,WAAKG,kBAAL,GAA0B5B,eAAe,CAACgB,MAAD,EAASC,QAAT,CAAzC;AACD;;AAED,UAAMY,eAAe,GAAG,CAAC,KAAKC,YAAN,IAAsB,CAACb,QAAQ,CAACc,MAAT,CAAgB,KAAKD,YAArB,CAA/C;;AAEA,QAAI,CAAC,KAAKF,kBAAV,EAA8B;AAC5B,WAAKjB,cAAL,GAAsB,IAAtB;AACD,KAFD,MAEO,IAAIO,aAAa,IAAIW,eAArB,EAAsC;AAC3C,YAAMG,MAAM,GAAG/B,eAAe,CAAC,KAAK2B,kBAAN,EAA0BX,QAA1B,CAA9B;;AACA,UAAIe,MAAM,CAAC,CAAD,CAAN,IAAaA,MAAM,CAAC,CAAD,CAAnB,IAA0BA,MAAM,CAAC,CAAD,CAAN,IAAaA,MAAM,CAAC,CAAD,CAAjD,EAAsD;AACpD,aAAKrB,cAAL,GAAsB,IAAtB;AACA,eAAO,KAAP;AACD;;AAED,WAAKqB,MAAL,GAAcA,MAAd;AACA,WAAKF,YAAL,GAAoBb,QAApB;AAEA,YAAMgB,KAAK,GAAGhB,QAAQ,CAACgB,KAAvB;AACA,YAAMC,UAAU,GAAG,CAACF,MAAM,CAAC,CAAD,CAAN,GAAYA,MAAM,CAAC,CAAD,CAAnB,IAA0BC,KAA7C;AACA,YAAME,WAAW,GAAG,CAACH,MAAM,CAAC,CAAD,CAAN,GAAYA,MAAM,CAAC,CAAD,CAAnB,IAA0BC,KAA9C;AAEA,WAAKtB,cAAL,GACEuB,UAAU,GAAG,CAAb,IAAkBC,WAAW,GAAG,CAAhC,GACIjC,YAAY,CAAC;AAKX8B,QAAAA,MAAM,EAAE,CACNf,QAAQ,CAACmB,MAAT,CAAgB,CAAhB,IAAqB,CADf,EAENnB,QAAQ,CAACmB,MAAT,CAAgB,CAAhB,IAAqB,CAFf,EAGNnB,QAAQ,CAACmB,MAAT,CAAgB,CAAhB,IAAqB,CAHf,EAINnB,QAAQ,CAACmB,MAAT,CAAgB,CAAhB,IAAqB,CAJf,CALG;AAWXC,QAAAA,IAAI,EAAEpB,QAAQ,CAACoB,IAXJ;AAYXC,QAAAA,KAAK,EAAEC,IAAI,CAACC,GAAL,CAASN,UAAT,EAAqB9B,YAArB,CAZI;AAaXqC,QAAAA,MAAM,EAAEF,IAAI,CAACC,GAAL,CAASL,WAAT,EAAsB/B,YAAtB,CAbG;AAcXa,QAAAA;AAdW,OAAD,CADhB,GAiBI,IAlBN;AAmBA,aAAO,IAAP;AACD;;AACD,WAAO,KAAP;AACD;;AAEDyB,EAAAA,MAAM,GAAG;AACP,QAAI,KAAK9B,GAAT,EAAc;AACZ,WAAKA,GAAL,CAAS+B,KAAT,CAAeD,MAAf;AACA,WAAK9B,GAAL,CAAS8B,MAAT;AACD;AACF;;AA5G2B","sourcesContent":["import {Framebuffer} from '@luma.gl/core';\nimport {joinLayerBounds, getRenderBounds, makeViewport, Bounds} from '../utils/projection-utils';\nimport {createRenderTarget} from './utils';\n\nimport type {Viewport, Layer} from '@deck.gl/core';\n\nconst MAP_MAX_SIZE = 2048;\n\n/**\n * Manages the lifecycle of the height map (a framebuffer that encodes elevation).\n * One instance of height map is is shared across all layers. It is updated when the viewport changes\n * or when some terrain source layer's data changes.\n * During the draw call of any terrainDrawMode:offset layers,\n * the vertex shader reads from this framebuffer to retrieve its z offset.\n */\nexport class HeightMapBuilder {\n /** Viewport used to draw into the texture */\n renderViewport: Viewport | null = null;\n /** Bounds of the height map texture, in cartesian space */\n bounds: Bounds | null = null;\n\n protected fbo?: Framebuffer;\n protected gl: WebGLRenderingContext;\n /** Last rendered layers */\n private layers: Layer[] = [];\n /** Last layer.getBounds() */\n private layersBounds: ([number[], number[]] | null)[] = [];\n /** The union of layersBounds in cartesian space */\n private layersBoundsCommon: Bounds | null = null;\n private lastViewport: Viewport | null = null;\n\n static isSupported(gl: WebGLRenderingContext): boolean {\n return Framebuffer.isSupported(gl, {colorBufferFloat: true});\n }\n\n constructor(gl: WebGLRenderingContext) {\n this.gl = gl;\n }\n\n /** Returns the height map framebuffer for read/write access.\n * Returns null when the texture is invalid.\n */\n getRenderFramebuffer(): Framebuffer | null {\n if (!this.renderViewport) {\n return null;\n }\n if (!this.fbo) {\n this.fbo = createRenderTarget(this.gl, {id: 'height-map', float: true});\n }\n return this.fbo;\n }\n\n /** Called every render cycle to check if the framebuffer needs update */\n shouldUpdate({layers, viewport}: {layers: Layer[]; viewport: Viewport}): boolean {\n const layersChanged =\n layers.length !== this.layers.length ||\n layers.some(\n (layer, i) =>\n // Layer instance is updated\n // Layer props might have changed\n // Undetermined props could have an effect on the output geometry of a terrain source,\n // for example getElevation+updateTriggers, elevationScale, modelMatrix\n layer !== this.layers[i] ||\n // Some prop is in transition\n layer.props.transitions ||\n // Layer's geometry bounds have changed\n layer.getBounds() !== this.layersBounds[i]\n );\n\n if (layersChanged) {\n // Recalculate cached bounds\n this.layers = layers;\n this.layersBounds = layers.map(layer => layer.getBounds());\n this.layersBoundsCommon = joinLayerBounds(layers, viewport);\n }\n\n const viewportChanged = !this.lastViewport || !viewport.equals(this.lastViewport);\n\n if (!this.layersBoundsCommon) {\n this.renderViewport = null;\n } else if (layersChanged || viewportChanged) {\n const bounds = getRenderBounds(this.layersBoundsCommon, viewport);\n if (bounds[2] <= bounds[0] || bounds[3] <= bounds[1]) {\n this.renderViewport = null;\n return false;\n }\n\n this.bounds = bounds;\n this.lastViewport = viewport;\n\n const scale = viewport.scale;\n const pixelWidth = (bounds[2] - bounds[0]) * scale;\n const pixelHeight = (bounds[3] - bounds[1]) * scale;\n\n this.renderViewport =\n pixelWidth > 0 || pixelHeight > 0\n ? makeViewport({\n // It's not important whether the geometry is visible in this viewport, because\n // vertices will not use the standard project_to_clipspace in the DRAW_TO_HEIGHT_MAP shader\n // However the viewport must have the same center and zoom as the screen viewport\n // So that projection uniforms used for calculating z are the same\n bounds: [\n viewport.center[0] - 1,\n viewport.center[1] - 1,\n viewport.center[0] + 1,\n viewport.center[1] + 1\n ],\n zoom: viewport.zoom,\n width: Math.min(pixelWidth, MAP_MAX_SIZE),\n height: Math.min(pixelHeight, MAP_MAX_SIZE),\n viewport\n })\n : null;\n return true;\n }\n return false;\n }\n\n delete() {\n if (this.fbo) {\n this.fbo.color.delete();\n this.fbo.delete();\n }\n }\n}\n"],"file":"height-map-builder.js"}
1
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It is updated when the viewport changes\n * or when some terrain source layer's data changes.\n * During the draw call of any terrainDrawMode:offset layers,\n * the vertex shader reads from this framebuffer to retrieve its z offset.\n */\nexport class HeightMapBuilder {\n /** Viewport used to draw into the texture */\n renderViewport: Viewport | null = null;\n /** Bounds of the height map texture, in cartesian space */\n bounds: Bounds | null = null;\n\n protected fbo?: Framebuffer;\n protected gl: WebGLRenderingContext;\n /** Last rendered layers */\n private layers: Layer[] = [];\n /** Last layer.getBounds() */\n private layersBounds: ([number[], number[]] | null)[] = [];\n /** The union of layersBounds in cartesian space */\n private layersBoundsCommon: Bounds | null = null;\n private lastViewport: Viewport | null = null;\n\n static isSupported(gl: WebGLRenderingContext): boolean {\n return Framebuffer.isSupported(gl, {colorBufferFloat: true});\n }\n\n constructor(gl: WebGLRenderingContext) {\n this.gl = gl;\n }\n\n /** Returns the height map framebuffer for read/write access.\n * Returns null when the texture is invalid.\n */\n getRenderFramebuffer(): Framebuffer | null {\n if (!this.renderViewport) {\n return null;\n }\n if (!this.fbo) {\n this.fbo = createRenderTarget(this.gl, {id: 'height-map', float: true});\n }\n return this.fbo;\n }\n\n /** Called every render cycle to check if the framebuffer needs update */\n shouldUpdate({layers, viewport}: {layers: Layer[]; viewport: Viewport}): boolean {\n const layersChanged =\n layers.length !== this.layers.length ||\n layers.some(\n (layer, i) =>\n // Layer instance is updated\n // Layer props might have changed\n // Undetermined props could have an effect on the output geometry of a terrain source,\n // for example getElevation+updateTriggers, elevationScale, modelMatrix\n layer !== this.layers[i] ||\n // Some prop is in transition\n layer.props.transitions ||\n // Layer's geometry bounds have changed\n layer.getBounds() !== this.layersBounds[i]\n );\n\n if (layersChanged) {\n // Recalculate cached bounds\n this.layers = layers;\n this.layersBounds = layers.map(layer => layer.getBounds());\n this.layersBoundsCommon = joinLayerBounds(layers, viewport);\n }\n\n const viewportChanged = !this.lastViewport || !viewport.equals(this.lastViewport);\n\n if (!this.layersBoundsCommon) {\n this.renderViewport = null;\n } else if (layersChanged || viewportChanged) {\n const bounds = getRenderBounds(this.layersBoundsCommon, viewport);\n if (bounds[2] <= bounds[0] || bounds[3] <= bounds[1]) {\n this.renderViewport = null;\n return false;\n }\n\n this.bounds = bounds;\n this.lastViewport = viewport;\n\n const scale = viewport.scale;\n const pixelWidth = (bounds[2] - bounds[0]) * scale;\n const pixelHeight = (bounds[3] - bounds[1]) * scale;\n\n this.renderViewport =\n pixelWidth > 0 || pixelHeight > 0\n ? makeViewport({\n // It's not important whether the geometry is visible in this viewport, because\n // vertices will not use the standard project_to_clipspace in the DRAW_TO_HEIGHT_MAP shader\n // However the viewport must have the same center and zoom as the screen viewport\n // So that projection uniforms used for calculating z are the same\n bounds: [\n viewport.center[0] - 1,\n viewport.center[1] - 1,\n viewport.center[0] + 1,\n viewport.center[1] + 1\n ],\n zoom: viewport.zoom,\n width: Math.min(pixelWidth, MAP_MAX_SIZE),\n height: Math.min(pixelHeight, MAP_MAX_SIZE),\n viewport\n })\n : null;\n return true;\n }\n return false;\n }\n\n delete() {\n if (this.fbo) {\n this.fbo.color.delete();\n this.fbo.delete();\n }\n }\n}\n"],"file":"height-map-builder.js"}