@deck.gl/extensions 8.10.0-alpha.6 → 9.0.0-alpha.3

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 (131) hide show
  1. package/dist/dist.dev.js +10396 -530
  2. package/dist/es5/brushing/brushing-extension.js +8 -5
  3. package/dist/es5/brushing/brushing-extension.js.map +1 -1
  4. package/dist/es5/clip/clip-extension.js.map +1 -1
  5. package/dist/es5/collision-filter/collision-filter-effect.js +41 -29
  6. package/dist/es5/collision-filter/collision-filter-effect.js.map +1 -1
  7. package/dist/es5/collision-filter/collision-filter-pass.js +4 -5
  8. package/dist/es5/collision-filter/collision-filter-pass.js.map +1 -1
  9. package/dist/es5/collision-filter/shader-module.js.map +1 -1
  10. package/dist/es5/data-filter/aggregator.js +18 -11
  11. package/dist/es5/data-filter/aggregator.js.map +1 -1
  12. package/dist/es5/data-filter/data-filter-extension.js +27 -27
  13. package/dist/es5/data-filter/data-filter-extension.js.map +1 -1
  14. package/dist/es5/fill-style/fill-style-extension.js +4 -6
  15. package/dist/es5/fill-style/fill-style-extension.js.map +1 -1
  16. package/dist/es5/fill-style/shaders.glsl.js.map +1 -1
  17. package/dist/es5/mask/mask-effect.js +5 -7
  18. package/dist/es5/mask/mask-effect.js.map +1 -1
  19. package/dist/es5/mask/mask-pass.js +18 -13
  20. package/dist/es5/mask/mask-pass.js.map +1 -1
  21. package/dist/es5/mask/shader-module.js.map +1 -1
  22. package/dist/es5/path-style/path-style-extension.js +14 -11
  23. package/dist/es5/path-style/path-style-extension.js.map +1 -1
  24. package/dist/es5/terrain/height-map-builder.js +7 -11
  25. package/dist/es5/terrain/height-map-builder.js.map +1 -1
  26. package/dist/es5/terrain/shader-module.js.map +1 -1
  27. package/dist/es5/terrain/terrain-cover.js +6 -6
  28. package/dist/es5/terrain/terrain-cover.js.map +1 -1
  29. package/dist/es5/terrain/terrain-effect.js +11 -13
  30. package/dist/es5/terrain/terrain-effect.js.map +1 -1
  31. package/dist/es5/terrain/terrain-pass.js +7 -5
  32. package/dist/es5/terrain/terrain-pass.js.map +1 -1
  33. package/dist/es5/terrain/terrain-picking-pass.js +2 -2
  34. package/dist/es5/terrain/terrain-picking-pass.js.map +1 -1
  35. package/dist/es5/terrain/utils.js +12 -9
  36. package/dist/es5/terrain/utils.js.map +1 -1
  37. package/dist/es5/utils/debug.js +2 -2
  38. package/dist/es5/utils/debug.js.map +1 -1
  39. package/dist/esm/brushing/brushing-extension.js +8 -5
  40. package/dist/esm/brushing/brushing-extension.js.map +1 -1
  41. package/dist/esm/clip/clip-extension.js.map +1 -1
  42. package/dist/esm/collision-filter/collision-filter-effect.js +29 -28
  43. package/dist/esm/collision-filter/collision-filter-effect.js.map +1 -1
  44. package/dist/esm/collision-filter/collision-filter-pass.js +2 -3
  45. package/dist/esm/collision-filter/collision-filter-pass.js.map +1 -1
  46. package/dist/esm/collision-filter/shader-module.js.map +1 -1
  47. package/dist/esm/data-filter/aggregator.js +19 -15
  48. package/dist/esm/data-filter/aggregator.js.map +1 -1
  49. package/dist/esm/data-filter/data-filter-extension.js +23 -30
  50. package/dist/esm/data-filter/data-filter-extension.js.map +1 -1
  51. package/dist/esm/fill-style/fill-style-extension.js +3 -6
  52. package/dist/esm/fill-style/fill-style-extension.js.map +1 -1
  53. package/dist/esm/fill-style/shaders.glsl.js.map +1 -1
  54. package/dist/esm/mask/mask-effect.js +3 -4
  55. package/dist/esm/mask/mask-effect.js.map +1 -1
  56. package/dist/esm/mask/mask-pass.js +14 -15
  57. package/dist/esm/mask/mask-pass.js.map +1 -1
  58. package/dist/esm/mask/shader-module.js.map +1 -1
  59. package/dist/esm/path-style/path-style-extension.js +13 -10
  60. package/dist/esm/path-style/path-style-extension.js.map +1 -1
  61. package/dist/esm/terrain/height-map-builder.js +7 -10
  62. package/dist/esm/terrain/height-map-builder.js.map +1 -1
  63. package/dist/esm/terrain/shader-module.js.map +1 -1
  64. package/dist/esm/terrain/terrain-cover.js +6 -6
  65. package/dist/esm/terrain/terrain-cover.js.map +1 -1
  66. package/dist/esm/terrain/terrain-effect.js +10 -11
  67. package/dist/esm/terrain/terrain-effect.js.map +1 -1
  68. package/dist/esm/terrain/terrain-pass.js +4 -3
  69. package/dist/esm/terrain/terrain-pass.js.map +1 -1
  70. package/dist/esm/terrain/terrain-picking-pass.js +2 -2
  71. package/dist/esm/terrain/terrain-picking-pass.js.map +1 -1
  72. package/dist/esm/terrain/utils.js +15 -17
  73. package/dist/esm/terrain/utils.js.map +1 -1
  74. package/dist/esm/utils/debug.js +1 -1
  75. package/dist/esm/utils/debug.js.map +1 -1
  76. package/dist.min.js +282 -84
  77. package/package.json +10 -8
  78. package/src/brushing/brushing-extension.ts +8 -6
  79. package/src/clip/clip-extension.ts +1 -2
  80. package/src/collision-filter/collision-filter-effect.ts +40 -29
  81. package/src/collision-filter/collision-filter-pass.ts +4 -5
  82. package/src/collision-filter/shader-module.ts +4 -3
  83. package/src/data-filter/aggregator.ts +18 -18
  84. package/src/data-filter/data-filter-extension.ts +37 -29
  85. package/src/fill-style/fill-style-extension.ts +6 -7
  86. package/src/fill-style/shaders.glsl.ts +2 -2
  87. package/src/mask/mask-effect.ts +11 -10
  88. package/src/mask/mask-pass.ts +19 -20
  89. package/src/mask/shader-module.ts +2 -2
  90. package/src/path-style/path-style-extension.ts +18 -13
  91. package/src/terrain/height-map-builder.ts +8 -8
  92. package/src/terrain/shader-module.ts +8 -6
  93. package/src/terrain/terrain-cover.ts +8 -6
  94. package/src/terrain/terrain-effect.ts +14 -13
  95. package/src/terrain/terrain-pass.ts +6 -7
  96. package/src/terrain/terrain-picking-pass.ts +3 -3
  97. package/src/terrain/utils.ts +13 -13
  98. package/src/utils/debug.ts +2 -1
  99. package/typed/brushing/brushing-extension.d.ts.map +1 -1
  100. package/typed/clip/clip-extension.d.ts.map +1 -1
  101. package/typed/collision-filter/collision-filter-effect.d.ts +4 -4
  102. package/typed/collision-filter/collision-filter-effect.d.ts.map +1 -1
  103. package/typed/collision-filter/collision-filter-pass.d.ts.map +1 -1
  104. package/typed/collision-filter/shader-module.d.ts.map +1 -1
  105. package/typed/data-filter/aggregator.d.ts +10 -8
  106. package/typed/data-filter/aggregator.d.ts.map +1 -1
  107. package/typed/data-filter/data-filter-extension.d.ts +1 -1
  108. package/typed/data-filter/data-filter-extension.d.ts.map +1 -1
  109. package/typed/fill-style/fill-style-extension.d.ts +3 -3
  110. package/typed/fill-style/fill-style-extension.d.ts.map +1 -1
  111. package/typed/fill-style/shaders.glsl.d.ts +2 -2
  112. package/typed/fill-style/shaders.glsl.d.ts.map +1 -1
  113. package/typed/mask/mask-effect.d.ts +3 -3
  114. package/typed/mask/mask-effect.d.ts.map +1 -1
  115. package/typed/mask/mask-pass.d.ts +3 -3
  116. package/typed/mask/mask-pass.d.ts.map +1 -1
  117. package/typed/mask/shader-module.d.ts +2 -2
  118. package/typed/mask/shader-module.d.ts.map +1 -1
  119. package/typed/path-style/path-style-extension.d.ts.map +1 -1
  120. package/typed/terrain/height-map-builder.d.ts +4 -4
  121. package/typed/terrain/height-map-builder.d.ts.map +1 -1
  122. package/typed/terrain/shader-module.d.ts +3 -3
  123. package/typed/terrain/shader-module.d.ts.map +1 -1
  124. package/typed/terrain/terrain-cover.d.ts.map +1 -1
  125. package/typed/terrain/terrain-effect.d.ts +4 -3
  126. package/typed/terrain/terrain-effect.d.ts.map +1 -1
  127. package/typed/terrain/terrain-pass.d.ts.map +1 -1
  128. package/typed/terrain/utils.d.ts +3 -2
  129. package/typed/terrain/utils.d.ts.map +1 -1
  130. package/typed/utils/debug.d.ts +1 -0
  131. package/typed/utils/debug.d.ts.map +1 -1
@@ -73,25 +73,28 @@ var BrushingExtension = function (_LayerExtension) {
73
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  });
74
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  }
75
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- this.state.onMouseMove = function () {
76
+ var onMouseMove = function onMouseMove() {
77
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  var _this$getCurrentLayer;
78
78
 
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  (_this$getCurrentLayer = _this.getCurrentLayer()) === null || _this$getCurrentLayer === void 0 ? void 0 : _this$getCurrentLayer.setNeedsRedraw();
80
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  };
81
81
 
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+ this.state.onMouseMove = onMouseMove;
83
+
82
84
  if (context.deck) {
83
85
  context.deck.eventManager.on({
84
- pointermove: this.state.onMouseMove,
85
- pointerleave: this.state.onMouseMove
86
+ pointermove: onMouseMove,
87
+ pointerleave: onMouseMove
86
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  });
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  }
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  };
89
91
 
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  _proto.finalizeState = function finalizeState(context, extension) {
91
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  if (context.deck) {
94
+ var onMouseMove = this.state.onMouseMove;
92
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  context.deck.eventManager.off({
93
- pointermove: this.state.onMouseMove,
94
- pointerleave: this.state.onMouseMove
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+ pointermove: onMouseMove,
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+ pointerleave: onMouseMove
95
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  });
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  }
97
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  };
@@ -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} from '@deck.gl/core';\nimport shaderModule from './shader-module';\n\nimport type {Layer, LayerContext, Accessor} from '@deck.gl/core';\n\nconst defaultProps = {\n getBrushingTarget: {type: 'accessor', value: [0, 0]},\n\n brushingTarget: 'source',\n brushingEnabled: true,\n brushingRadius: 10000\n};\n\nexport type BrushingExtensionProps<DataT = any> = {\n /**\n * Called to retrieve an arbitrary position for each object that it will be filtered by.\n * Only effective if `brushingTarget` is set to `custom`.\n */\n getBrushingTarget?: Accessor<DataT, [number, number]>;\n /**\n * Enable/disable brushing. If brushing is disabled, all objects are rendered.\n * @default true\n */\n brushingEnabled?: boolean;\n /**\n * The position used to filter each object by.\n */\n brushingTarget?: 'source' | 'target' | 'source_target' | 'custom';\n /** The brushing radius centered at the pointer, in meters. If a data object is within this circle, it is rendered; otherwise it is hidden.\n * @default 10000\n */\n brushingRadius?: number;\n};\n\n/** Adds GPU-based data brushing functionalities to layers. It allows the layer to show/hide objects based on the current pointer position. */\nexport default class BrushingExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'BrushingExtension';\n\n getShaders(): any {\n return {\n modules: [shaderModule]\n };\n }\n\n initializeState(this: Layer<BrushingExtensionProps>, context: LayerContext, extension: this) {\n const attributeManager = this.getAttributeManager();\n if (attributeManager) {\n attributeManager.add({\n brushingTargets: {\n size: 2,\n accessor: 'getBrushingTarget',\n shaderAttributes: {\n brushingTargets: {\n divisor: 0\n },\n instanceBrushingTargets: {\n divisor: 1\n }\n }\n }\n });\n }\n\n // Trigger redraw when mouse moves\n // TODO - expose this in a better way\n this.state.onMouseMove = () => {\n this.getCurrentLayer()?.setNeedsRedraw();\n };\n if (context.deck) {\n // @ts-expect-error (2446) accessing protected property\n context.deck.eventManager.on({\n pointermove: this.state.onMouseMove,\n pointerleave: this.state.onMouseMove\n });\n }\n }\n\n finalizeState(this: Layer<BrushingExtensionProps>, context: LayerContext, extension: this) {\n // Remove event listeners\n if (context.deck) {\n // @ts-expect-error (2446) accessing protected property\n context.deck.eventManager.off({\n pointermove: this.state.onMouseMove,\n pointerleave: this.state.onMouseMove\n });\n }\n }\n}\n"],"file":"brushing-extension.js"}
1
+ {"version":3,"sources":["../../../src/brushing/brushing-extension.ts"],"names":["defaultProps","getBrushingTarget","type","value","brushingTarget","brushingEnabled","brushingRadius","BrushingExtension","getShaders","modules","shaderModule","initializeState","context","extension","attributeManager","getAttributeManager","add","brushingTargets","size","accessor","shaderAttributes","divisor","instanceBrushingTargets","onMouseMove","getCurrentLayer","setNeedsRedraw","state","deck","eventManager","on","pointermove","pointerleave","finalizeState","off","LayerExtension","extensionName"],"mappings":";;;;;;;;;;;;;;;;;AAoBA;;AACA;;;;;;AAIA,IAAMA,YAAY,GAAG;AACnBC,EAAAA,iBAAiB,EAAE;AAACC,IAAAA,IAAI,EAAE,UAAP;AAAmBC,IAAAA,KAAK,EAAE,CAAC,CAAD,EAAI,CAAJ;AAA1B,GADA;AAGnBC,EAAAA,cAAc,EAAE,QAHG;AAInBC,EAAAA,eAAe,EAAE,IAJE;AAKnBC,EAAAA,cAAc,EAAE;AALG,CAArB;;IA8BqBC,iB;;;;;;;;;;;;SAInBC,U,GAAA,sBAAkB;AAChB,WAAO;AACLC,MAAAA,OAAO,EAAE,CAACC,qBAAD;AADJ,KAAP;AAGD,G;;SAEDC,e,GAAA,yBAAqDC,OAArD,EAA4EC,SAA5E,EAA6F;AAAA;;AAC3F,QAAMC,gBAAgB,GAAG,KAAKC,mBAAL,EAAzB;;AACA,QAAID,gBAAJ,EAAsB;AACpBA,MAAAA,gBAAgB,CAACE,GAAjB,CAAqB;AACnBC,QAAAA,eAAe,EAAE;AACfC,UAAAA,IAAI,EAAE,CADS;AAEfC,UAAAA,QAAQ,EAAE,mBAFK;AAGfC,UAAAA,gBAAgB,EAAE;AAChBH,YAAAA,eAAe,EAAE;AACfI,cAAAA,OAAO,EAAE;AADM,aADD;AAIhBC,YAAAA,uBAAuB,EAAE;AACvBD,cAAAA,OAAO,EAAE;AADc;AAJT;AAHH;AADE,OAArB;AAcD;;AAGD,QAAME,WAAW,GAAG,SAAdA,WAAc,GAAM;AAAA;;AACxB,+BAAA,KAAI,CAACC,eAAL,kFAAwBC,cAAxB;AACD,KAFD;;AAIA,SAAKC,KAAL,CAAWH,WAAX,GAAyBA,WAAzB;;AACA,QAAIX,OAAO,CAACe,IAAZ,EAAkB;AAEhBf,MAAAA,OAAO,CAACe,IAAR,CAAaC,YAAb,CAA0BC,EAA1B,CAA6B;AAC3BC,QAAAA,WAAW,EAAEP,WADc;AAE3BQ,QAAAA,YAAY,EAAER;AAFa,OAA7B;AAID;AACF,G;;SAEDS,a,GAAA,uBAAmDpB,OAAnD,EAA0EC,SAA1E,EAA2F;AAEzF,QAAID,OAAO,CAACe,IAAZ,EAAkB;AAChB,UAAMJ,WAAW,GAAG,KAAKG,KAAL,CAAWH,WAA/B;AAEAX,MAAAA,OAAO,CAACe,IAAR,CAAaC,YAAb,CAA0BK,GAA1B,CAA8B;AAC5BH,QAAAA,WAAW,EAAEP,WADe;AAE5BQ,QAAAA,YAAY,EAAER;AAFc,OAA9B;AAID;AACF,G;;;EAtD4CW,oB;;;AAA1B3B,iB,CACZP,Y,GAAeA,Y;AADHO,iB,CAEZ4B,a,GAAgB,mB","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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} from '@deck.gl/core';\nimport shaderModule from './shader-module';\n\nimport type {Layer, LayerContext, Accessor} from '@deck.gl/core';\n\nconst defaultProps = {\n getBrushingTarget: {type: 'accessor', value: [0, 0]},\n\n brushingTarget: 'source',\n brushingEnabled: true,\n brushingRadius: 10000\n};\n\nexport type BrushingExtensionProps<DataT = any> = {\n /**\n * Called to retrieve an arbitrary position for each object that it will be filtered by.\n * Only effective if `brushingTarget` is set to `custom`.\n */\n getBrushingTarget?: Accessor<DataT, [number, number]>;\n /**\n * Enable/disable brushing. If brushing is disabled, all objects are rendered.\n * @default true\n */\n brushingEnabled?: boolean;\n /**\n * The position used to filter each object by.\n */\n brushingTarget?: 'source' | 'target' | 'source_target' | 'custom';\n /** The brushing radius centered at the pointer, in meters. If a data object is within this circle, it is rendered; otherwise it is hidden.\n * @default 10000\n */\n brushingRadius?: number;\n};\n\n/** Adds GPU-based data brushing functionalities to layers. It allows the layer to show/hide objects based on the current pointer position. */\nexport default class BrushingExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'BrushingExtension';\n\n getShaders(): any {\n return {\n modules: [shaderModule]\n };\n }\n\n initializeState(this: Layer<BrushingExtensionProps>, context: LayerContext, extension: this) {\n const attributeManager = this.getAttributeManager();\n if (attributeManager) {\n attributeManager.add({\n brushingTargets: {\n size: 2,\n accessor: 'getBrushingTarget',\n shaderAttributes: {\n brushingTargets: {\n divisor: 0\n },\n instanceBrushingTargets: {\n divisor: 1\n }\n }\n }\n });\n }\n\n // Trigger redraw when mouse moves\n const onMouseMove = () => {\n this.getCurrentLayer()?.setNeedsRedraw();\n };\n // TODO - expose this in a better way\n this.state.onMouseMove = onMouseMove;\n if (context.deck) {\n // @ts-expect-error (2446) accessing protected property\n context.deck.eventManager.on({\n pointermove: onMouseMove,\n pointerleave: onMouseMove\n });\n }\n }\n\n finalizeState(this: Layer<BrushingExtensionProps>, context: LayerContext, extension: this) {\n // Remove event listeners\n if (context.deck) {\n const onMouseMove = this.state.onMouseMove as () => void;\n // @ts-expect-error (2446) accessing protected property\n context.deck.eventManager.off({\n pointermove: onMouseMove,\n pointerleave: onMouseMove\n });\n }\n }\n}\n"],"file":"brushing-extension.js"}
@@ -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, _ShaderModule as ShaderModule} from '@deck.gl/core';\n\nimport type {Layer} from '@deck.gl/core';\n\nconst defaultProps = {\n clipBounds: [0, 0, 1, 1],\n clipByInstance: undefined\n};\n\nexport type ClipExtensionProps = {\n /** Rectangular bounds to be used for clipping the rendered region, in `[left, bottom, right, top]`.\n * @default [0, 0, 1, 1]\n */\n clipBounds?: [number, number, number, number];\n /**\n * Controls whether an object is clipped by its anchor (e.g. icon, point) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n clipByInstance?: boolean;\n};\n\nconst shaderFunction = `\nuniform vec4 clip_bounds;\n\nbool clip_isInBounds(vec2 position) {\n return position.x >= clip_bounds[0] && position.y >= clip_bounds[1] && position.x < clip_bounds[2] && position.y < clip_bounds[3];\n}\n`;\n\n/*\n * The vertex-shader version clips geometries by their anchor position\n * e.g. ScatterplotLayer - show if the center of a circle is within bounds\n */\nconst shaderModuleVs: ShaderModule = {\n name: 'clip-vs',\n vs: shaderFunction\n};\n\nconst injectionVs = {\n 'vs:#decl': `\nvarying float clip_isVisible;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n clip_isVisible = float(clip_isInBounds(geometry.worldPosition.xy));\n`,\n 'fs:#decl': `\nvarying float clip_isVisible;\n`,\n 'fs:DECKGL_FILTER_COLOR': `\n if (clip_isVisible < 0.5) discard;\n`\n};\n\n/*\n * The fragment-shader version clips pixels at the bounds\n * e.g. PolygonLayer - show the part of the polygon that intersect with the bounds\n */\nconst shaderModuleFs: ShaderModule = {\n name: 'clip-fs',\n fs: shaderFunction\n};\n\nconst injectionFs = {\n 'vs:#decl': `\nvarying vec2 clip_commonPosition;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n clip_commonPosition = geometry.position.xy;\n`,\n 'fs:#decl': `\nvarying vec2 clip_commonPosition;\n`,\n 'fs:DECKGL_FILTER_COLOR': `\n if (!clip_isInBounds(clip_commonPosition)) discard;\n`\n};\n\n/** Adds support for clipping rendered layers by rectangular bounds. */\nexport default class ClipExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'ClipExtension';\n\n getShaders(this: Layer<ClipExtensionProps>) {\n // If `clipByInstance: true`, the entire object is shown/hidden based on its anchor position (done by vertex shader)\n // Otherwise, the object is trimmed by the clip bounds (done by fragment shader)\n\n // Default behavior: consider a layer instanced if it has attribute `instancePositions`\n // @ts-expect-error attributeManager is always defined for primitive layers\n let clipByInstance = 'instancePositions' in this.getAttributeManager().attributes;\n // Users can override by setting the `clipByInstance` prop\n if (this.props.clipByInstance !== undefined) {\n clipByInstance = Boolean(this.props.clipByInstance);\n }\n this.state.clipByInstance = clipByInstance;\n\n return clipByInstance\n ? {\n modules: [shaderModuleVs],\n inject: injectionVs\n }\n : {\n modules: [shaderModuleFs],\n inject: injectionFs\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<Required<ClipExtensionProps>>, {uniforms}: any): void {\n const {clipBounds} = this.props;\n if (this.state.clipByInstance) {\n uniforms.clip_bounds = clipBounds;\n } else {\n const corner0 = this.projectPosition([clipBounds[0], clipBounds[1], 0]);\n const corner1 = this.projectPosition([clipBounds[2], clipBounds[3], 0]);\n\n uniforms.clip_bounds = [\n Math.min(corner0[0], corner1[0]),\n Math.min(corner0[1], corner1[1]),\n Math.max(corner0[0], corner1[0]),\n Math.max(corner0[1], corner1[1])\n ];\n }\n }\n}\n"],"file":"clip-extension.js"}
1
+ {"version":3,"sources":["../../../src/clip/clip-extension.ts"],"names":["defaultProps","clipBounds","clipByInstance","undefined","shaderFunction","shaderModuleVs","name","vs","injectionVs","shaderModuleFs","fs","injectionFs","ClipExtension","getShaders","getAttributeManager","attributes","props","Boolean","state","modules","inject","draw","uniforms","clip_bounds","corner0","projectPosition","corner1","Math","min","max","LayerExtension","extensionName"],"mappings":";;;;;;;;;;;;;;;;;AAoBA;;;;;;AAIA,IAAMA,YAAY,GAAG;AACnBC,EAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADO;AAEnBC,EAAAA,cAAc,EAAEC;AAFG,CAArB;AAiBA,IAAMC,cAAc,oNAApB;AAYA,IAAMC,cAA4B,GAAG;AACnCC,EAAAA,IAAI,EAAE,SAD6B;AAEnCC,EAAAA,EAAE,EAAEH;AAF+B,CAArC;AAKA,IAAMI,WAAW,GAAG;AAClB,iDADkB;AAIlB,6GAJkB;AAOlB,iDAPkB;AAUlB;AAVkB,CAApB;AAmBA,IAAMC,cAA4B,GAAG;AACnCH,EAAAA,IAAI,EAAE,SAD6B;AAEnCI,EAAAA,EAAE,EAAEN;AAF+B,CAArC;AAKA,IAAMO,WAAW,GAAG;AAClB,qDADkB;AAIlB,qFAJkB;AAOlB,qDAPkB;AAUlB;AAVkB,CAApB;;IAgBqBC,a;;;;;;;;;;;;SAInBC,U,GAAA,sBAA4C;AAK1C,QAAIX,cAAc,IAAG,uBAAuB,KAAKY,mBAAL,GAA4BC,UAAtD,CAAlB;;AAEA,QAAI,KAAKC,KAAL,CAAWd,cAAX,KAA8BC,SAAlC,EAA6C;AAC3CD,MAAAA,cAAc,GAAGe,OAAO,CAAC,KAAKD,KAAL,CAAWd,cAAZ,CAAxB;AACD;;AACD,SAAKgB,KAAL,CAAWhB,cAAX,GAA4BA,cAA5B;AAEA,WAAOA,cAAc,GACjB;AACEiB,MAAAA,OAAO,EAAE,CAACd,cAAD,CADX;AAEEe,MAAAA,MAAM,EAAEZ;AAFV,KADiB,GAKjB;AACEW,MAAAA,OAAO,EAAE,CAACV,cAAD,CADX;AAEEW,MAAAA,MAAM,EAAET;AAFV,KALJ;AASD,G;;SAGDU,I,GAAA,oBAAuE;AAAA,QAAtBC,QAAsB,QAAtBA,QAAsB;AACrE,QAAOrB,UAAP,GAAqB,KAAKe,KAA1B,CAAOf,UAAP;;AACA,QAAI,KAAKiB,KAAL,CAAWhB,cAAf,EAA+B;AAC7BoB,MAAAA,QAAQ,CAACC,WAAT,GAAuBtB,UAAvB;AACD,KAFD,MAEO;AACL,UAAMuB,OAAO,GAAG,KAAKC,eAAL,CAAqB,CAACxB,UAAU,CAAC,CAAD,CAAX,EAAgBA,UAAU,CAAC,CAAD,CAA1B,EAA+B,CAA/B,CAArB,CAAhB;AACA,UAAMyB,OAAO,GAAG,KAAKD,eAAL,CAAqB,CAACxB,UAAU,CAAC,CAAD,CAAX,EAAgBA,UAAU,CAAC,CAAD,CAA1B,EAA+B,CAA/B,CAArB,CAAhB;AAEAqB,MAAAA,QAAQ,CAACC,WAAT,GAAuB,CACrBI,IAAI,CAACC,GAAL,CAASJ,OAAO,CAAC,CAAD,CAAhB,EAAqBE,OAAO,CAAC,CAAD,CAA5B,CADqB,EAErBC,IAAI,CAACC,GAAL,CAASJ,OAAO,CAAC,CAAD,CAAhB,EAAqBE,OAAO,CAAC,CAAD,CAA5B,CAFqB,EAGrBC,IAAI,CAACE,GAAL,CAASL,OAAO,CAAC,CAAD,CAAhB,EAAqBE,OAAO,CAAC,CAAD,CAA5B,CAHqB,EAIrBC,IAAI,CAACE,GAAL,CAASL,OAAO,CAAC,CAAD,CAAhB,EAAqBE,OAAO,CAAC,CAAD,CAA5B,CAJqB,CAAvB;AAMD;AACF,G;;;EA3CwCI,oB;;;AAAtBlB,a,CACZZ,Y,GAAeA,Y;AADHY,a,CAEZmB,a,GAAgB,e","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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, _ShaderModule as ShaderModule} from '@deck.gl/core';\n\nimport type {Layer} from '@deck.gl/core';\n\nconst defaultProps = {\n clipBounds: [0, 0, 1, 1],\n clipByInstance: undefined\n};\n\nexport type ClipExtensionProps = {\n /** Rectangular bounds to be used for clipping the rendered region, in `[left, bottom, right, top]`.\n * @default [0, 0, 1, 1]\n */\n clipBounds?: [number, number, number, number];\n /**\n * Controls whether an object is clipped by its anchor (e.g. icon, point) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n clipByInstance?: boolean;\n};\n\nconst shaderFunction = `\nuniform vec4 clip_bounds;\n\nbool clip_isInBounds(vec2 position) {\n return position.x >= clip_bounds[0] && position.y >= clip_bounds[1] && position.x < clip_bounds[2] && position.y < clip_bounds[3];\n}\n`;\n\n/*\n * The vertex-shader version clips geometries by their anchor position\n * e.g. ScatterplotLayer - show if the center of a circle is within bounds\n */\nconst shaderModuleVs: ShaderModule = {\n name: 'clip-vs',\n vs: shaderFunction\n};\n\nconst injectionVs = {\n 'vs:#decl': `\nvarying float clip_isVisible;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n clip_isVisible = float(clip_isInBounds(geometry.worldPosition.xy));\n`,\n 'fs:#decl': `\nvarying float clip_isVisible;\n`,\n 'fs:DECKGL_FILTER_COLOR': `\n if (clip_isVisible < 0.5) discard;\n`\n};\n\n/*\n * The fragment-shader version clips pixels at the bounds\n * e.g. PolygonLayer - show the part of the polygon that intersect with the bounds\n */\nconst shaderModuleFs: ShaderModule = {\n name: 'clip-fs',\n fs: shaderFunction\n};\n\nconst injectionFs = {\n 'vs:#decl': `\nvarying vec2 clip_commonPosition;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n clip_commonPosition = geometry.position.xy;\n`,\n 'fs:#decl': `\nvarying vec2 clip_commonPosition;\n`,\n 'fs:DECKGL_FILTER_COLOR': `\n if (!clip_isInBounds(clip_commonPosition)) discard;\n`\n};\n\n/** Adds support for clipping rendered layers by rectangular bounds. */\nexport default class ClipExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'ClipExtension';\n\n getShaders(this: Layer<ClipExtensionProps>) {\n // If `clipByInstance: true`, the entire object is shown/hidden based on its anchor position (done by vertex shader)\n // Otherwise, the object is trimmed by the clip bounds (done by fragment shader)\n\n // Default behavior: consider a layer instanced if it has attribute `instancePositions`\n let clipByInstance = 'instancePositions' in this.getAttributeManager()!.attributes;\n // Users can override by setting the `clipByInstance` prop\n if (this.props.clipByInstance !== undefined) {\n clipByInstance = Boolean(this.props.clipByInstance);\n }\n this.state.clipByInstance = clipByInstance;\n\n return clipByInstance\n ? {\n modules: [shaderModuleVs],\n inject: injectionVs\n }\n : {\n modules: [shaderModuleFs],\n inject: injectionFs\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<Required<ClipExtensionProps>>, {uniforms}: any): void {\n const {clipBounds} = this.props;\n if (this.state.clipByInstance) {\n uniforms.clip_bounds = clipBounds;\n } else {\n const corner0 = this.projectPosition([clipBounds[0], clipBounds[1], 0]);\n const corner1 = this.projectPosition([clipBounds[2], clipBounds[3], 0]);\n\n uniforms.clip_bounds = [\n Math.min(corner0[0], corner1[0]),\n Math.min(corner0[1], corner1[1]),\n Math.max(corner0[0], corner1[0]),\n Math.max(corner0[1], corner1[1])\n ];\n }\n }\n}\n"],"file":"clip-extension.js"}
@@ -7,15 +7,15 @@ Object.defineProperty(exports, "__esModule", {
7
7
  });
8
8
  exports.default = void 0;
9
9
 
10
- var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
10
+ var _slicedToArray2 = _interopRequireDefault(require("@babel/runtime/helpers/slicedToArray"));
11
11
 
12
12
  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
13
13
 
14
- var _core = require("@luma.gl/core");
14
+ var _webgl = require("@luma.gl/webgl");
15
15
 
16
- var _core2 = require("@math.gl/core");
16
+ var _core = require("@math.gl/core");
17
17
 
18
- var _core3 = require("@deck.gl/core");
18
+ var _core2 = require("@deck.gl/core");
19
19
 
20
20
  var _collisionFilterPass = _interopRequireDefault(require("./collision-filter-pass"));
21
21
 
@@ -45,7 +45,7 @@ var CollisionFilterEffect = function () {
45
45
 
46
46
  var _proto = CollisionFilterEffect.prototype;
47
47
 
48
- _proto.preRender = function preRender(gl, _ref) {
48
+ _proto.preRender = function preRender(device, _ref) {
49
49
  var _preRenderStats$mask;
50
50
 
51
51
  var allEffects = _ref.effects,
@@ -59,7 +59,7 @@ var CollisionFilterEffect = function () {
59
59
  preRenderStats = _ref$preRenderStats === void 0 ? {} : _ref$preRenderStats;
60
60
 
61
61
  if (!this.dummyCollisionMap) {
62
- this.dummyCollisionMap = new _core.Texture2D(gl, {
62
+ this.dummyCollisionMap = device.createTexture({
63
63
  width: 1,
64
64
  height: 1
65
65
  });
@@ -82,7 +82,7 @@ var CollisionFilterEffect = function () {
82
82
  }
83
83
 
84
84
  if (!this.collisionFilterPass) {
85
- this.collisionFilterPass = new _collisionFilterPass.default(gl, {
85
+ this.collisionFilterPass = new _collisionFilterPass.default(device, {
86
86
  id: 'default-collision-filter'
87
87
  });
88
88
  }
@@ -92,7 +92,7 @@ var CollisionFilterEffect = function () {
92
92
  });
93
93
  var maskEffectRendered = (_preRenderStats$mask = preRenderStats['mask-effect']) === null || _preRenderStats$mask === void 0 ? void 0 : _preRenderStats$mask.didRender;
94
94
 
95
- var channels = this._groupByCollisionGroup(gl, collisionLayers);
95
+ var channels = this._groupByCollisionGroup(device, collisionLayers);
96
96
 
97
97
  var viewport = viewports[0];
98
98
  var viewportChanged = !this.lastViewport || !this.lastViewport.equals(viewport) || maskEffectRendered;
@@ -100,9 +100,15 @@ var CollisionFilterEffect = function () {
100
100
  for (var collisionGroup in channels) {
101
101
  var collisionFBO = this.collisionFBOs[collisionGroup];
102
102
  var renderInfo = channels[collisionGroup];
103
+
104
+ var _device$canvasContext = device.canvasContext.getPixelSize(),
105
+ _device$canvasContext2 = (0, _slicedToArray2.default)(_device$canvasContext, 2),
106
+ width = _device$canvasContext2[0],
107
+ height = _device$canvasContext2[1];
108
+
103
109
  collisionFBO.resize({
104
- width: gl.canvas.width / DOWNSCALE,
105
- height: gl.canvas.height / DOWNSCALE
110
+ width: width / DOWNSCALE,
111
+ height: height / DOWNSCALE
106
112
  });
107
113
 
108
114
  this._render(renderInfo, {
@@ -130,8 +136,8 @@ var CollisionFilterEffect = function () {
130
136
  return;
131
137
  }
132
138
 
133
- var needsRender = viewportChanged || renderInfo === oldRenderInfo || !(0, _core3._deepEqual)(oldRenderInfo.layers, renderInfo.layers, 1) || renderInfo.layerBounds.some(function (b, i) {
134
- return !(0, _core2.equals)(b, oldRenderInfo.layerBounds[i]);
139
+ var needsRender = viewportChanged || renderInfo === oldRenderInfo || !(0, _core2._deepEqual)(oldRenderInfo.layers, renderInfo.layers, 1) || renderInfo.layerBounds.some(function (b, i) {
140
+ return !(0, _core.equals)(b, oldRenderInfo.layerBounds[i]);
135
141
  }) || renderInfo.allLayersLoaded !== oldRenderInfo.allLayersLoaded || renderInfo.layers.some(function (layer) {
136
142
  return layer.props.transitions;
137
143
  });
@@ -151,13 +157,13 @@ var CollisionFilterEffect = function () {
151
157
  views: views,
152
158
  moduleParameters: {
153
159
  dummyCollisionMap: this.dummyCollisionMap,
154
- devicePixelRatio: (0, _core.cssToDeviceRatio)(collisionFBO.gl) / DOWNSCALE
160
+ devicePixelRatio: collisionFBO.device.canvasContext.getDevicePixelRatio() / DOWNSCALE
155
161
  }
156
162
  });
157
163
  }
158
164
  };
159
165
 
160
- _proto._groupByCollisionGroup = function _groupByCollisionGroup(gl, collisionLayers) {
166
+ _proto._groupByCollisionGroup = function _groupByCollisionGroup(device, collisionLayers) {
161
167
  var channelMap = {};
162
168
 
163
169
  var _iterator = _createForOfIteratorHelper(collisionLayers),
@@ -196,7 +202,7 @@ var CollisionFilterEffect = function () {
196
202
  var collisionGroup = _Object$keys[_i];
197
203
 
198
204
  if (!this.collisionFBOs[collisionGroup]) {
199
- this.createFBO(gl, collisionGroup);
205
+ this.createFBO(device, collisionGroup);
200
206
  }
201
207
 
202
208
  if (!this.channels[collisionGroup]) {
@@ -242,34 +248,40 @@ var CollisionFilterEffect = function () {
242
248
  this.lastViewport = undefined;
243
249
  };
244
250
 
245
- _proto.createFBO = function createFBO(gl, collisionGroup) {
246
- var _parameters, _attachments;
247
-
248
- var _gl$canvas = gl.canvas,
249
- width = _gl$canvas.width,
250
- height = _gl$canvas.height;
251
- var collisionMap = new _core.Texture2D(gl, {
251
+ _proto.createFBO = function createFBO(device, collisionGroup) {
252
+ var _device$gl$canvas = device.gl.canvas,
253
+ width = _device$gl$canvas.width,
254
+ height = _device$gl$canvas.height;
255
+ var collisionMap = device.createTexture({
256
+ format: 'rgba8unorm',
252
257
  width: width,
253
258
  height: height,
254
- parameters: (_parameters = {}, (0, _defineProperty2.default)(_parameters, 10241, 9728), (0, _defineProperty2.default)(_parameters, 10240, 9728), (0, _defineProperty2.default)(_parameters, 10242, 33071), (0, _defineProperty2.default)(_parameters, 10243, 33071), _parameters)
259
+ sampler: {
260
+ minFilter: 'nearest',
261
+ magFilter: 'nearest',
262
+ addressModeU: 'clamp-to-edge',
263
+ addressModeV: 'clamp-to-edge'
264
+ }
255
265
  });
256
- var depthBuffer = new _core.Renderbuffer(gl, {
257
- format: 33189,
266
+ var depthBuffer = new _webgl.WEBGLRenderbuffer(device, {
267
+ format: 'depth16',
258
268
  width: width,
259
269
  height: height
260
270
  });
261
- this.collisionFBOs[collisionGroup] = new _core.Framebuffer(gl, {
262
- id: "Collision-".concat(collisionGroup),
271
+ this.collisionFBOs[collisionGroup] = device.createFramebuffer({
272
+ id: "collision-".concat(collisionGroup),
263
273
  width: width,
264
274
  height: height,
265
- attachments: (_attachments = {}, (0, _defineProperty2.default)(_attachments, 36064, collisionMap), (0, _defineProperty2.default)(_attachments, 36096, depthBuffer), _attachments)
275
+ colorAttachments: [collisionMap],
276
+ depthStencilAttachment: depthBuffer
266
277
  });
267
278
  };
268
279
 
269
280
  _proto.destroyFBO = function destroyFBO(collisionGroup) {
270
281
  var fbo = this.collisionFBOs[collisionGroup];
282
+ var attachments = fbo.attachments;
271
283
 
272
- for (var _i4 = 0, _Object$values = Object.values(fbo.attachments); _i4 < _Object$values.length; _i4++) {
284
+ for (var _i4 = 0, _Object$values = Object.values(attachments); _i4 < _Object$values.length; _i4++) {
273
285
  var attachment = _Object$values[_i4];
274
286
  attachment.delete();
275
287
  }
@@ -1 +1 @@
1
- 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TODO: better dependency system for Effects\n const effects = allEffects?.filter(e => e.constructor === MaskEffect);\n const maskEffectRendered = (preRenderStats['mask-effect'] as MaskPreRenderStats)?.didRender;\n\n // Collect layers to render\n const channels = this._groupByCollisionGroup(gl, collisionLayers);\n\n const viewport = viewports[0];\n const viewportChanged =\n !this.lastViewport || !this.lastViewport.equals(viewport) || maskEffectRendered;\n\n // Resize framebuffers to match canvas\n for (const collisionGroup in channels) {\n const collisionFBO = this.collisionFBOs[collisionGroup];\n const renderInfo = channels[collisionGroup];\n collisionFBO.resize({\n width: gl.canvas.width / DOWNSCALE,\n height: gl.canvas.height / DOWNSCALE\n });\n this._render(renderInfo, {\n effects,\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n });\n }\n\n // debugFBO(this.collisionFBOs[Object.keys(channels)[0]], {minimap: true});\n }\n\n private _render(\n renderInfo: RenderInfo,\n {\n effects,\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n }: {\n effects: PreRenderOptions['effects'];\n layerFilter: PreRenderOptions['layerFilter'];\n onViewportActive: PreRenderOptions['onViewportActive'];\n views: PreRenderOptions['views'];\n viewport: Viewport;\n viewportChanged: boolean;\n }\n ) {\n const {collisionGroup} = renderInfo;\n const oldRenderInfo = this.channels[collisionGroup];\n if (!oldRenderInfo) {\n return;\n }\n\n const needsRender =\n viewportChanged ||\n // If render info is new\n renderInfo === oldRenderInfo ||\n // If sublayers have changed\n !deepEqual(oldRenderInfo.layers, renderInfo.layers, 1) ||\n // If a sublayer's bounds have been updated\n renderInfo.layerBounds.some((b, i) => !equals(b, oldRenderInfo.layerBounds[i])) ||\n // If a sublayer's isLoaded state has been updated\n renderInfo.allLayersLoaded !== oldRenderInfo.allLayersLoaded ||\n // Some prop is in transition\n renderInfo.layers.some(layer => layer.props.transitions);\n\n this.channels[collisionGroup] = renderInfo;\n\n if (needsRender) {\n this.lastViewport = viewport;\n const collisionFBO = this.collisionFBOs[collisionGroup];\n\n // Rerender collision FBO\n this.collisionFilterPass!.renderCollisionMap(collisionFBO, {\n pass: 'collision-filter',\n isPicking: true,\n layers: renderInfo.layers,\n effects,\n layerFilter,\n viewports: viewport ? [viewport] : [],\n onViewportActive,\n views,\n moduleParameters: {\n // To avoid feedback loop forming between Framebuffer and active Texture.\n dummyCollisionMap: this.dummyCollisionMap,\n devicePixelRatio: cssToDeviceRatio(collisionFBO.gl) / DOWNSCALE\n }\n });\n }\n }\n\n /**\n * Group layers by collisionGroup\n * Returns a map from collisionGroup to render info\n */\n private _groupByCollisionGroup(\n gl: WebGLRenderingContext,\n collisionLayers: Layer<CollisionFilterExtensionProps>[]\n ): Record<string, RenderInfo> {\n const channelMap = {};\n for (const layer of collisionLayers) {\n const {collisionGroup} = layer.props;\n let channelInfo = channelMap[collisionGroup];\n if (!channelInfo) {\n channelInfo = {collisionGroup, layers: [], layerBounds: [], allLayersLoaded: true};\n channelMap[collisionGroup] = channelInfo;\n }\n channelInfo.layers.push(layer);\n channelInfo.layerBounds.push(layer.getBounds());\n if (!layer.isLoaded) {\n channelInfo.allLayersLoaded = false;\n }\n }\n\n // Create any new passes and remove any old ones\n for (const collisionGroup of Object.keys(channelMap)) {\n if (!this.collisionFBOs[collisionGroup]) {\n this.createFBO(gl, collisionGroup);\n }\n if (!this.channels[collisionGroup]) {\n this.channels[collisionGroup] = channelMap[collisionGroup];\n }\n }\n for (const collisionGroup of Object.keys(this.collisionFBOs)) {\n if (!channelMap[collisionGroup]) {\n this.destroyFBO(collisionGroup);\n }\n }\n\n return channelMap;\n }\n\n getModuleParameters(layer: Layer): {\n collisionFBO: Framebuffer;\n dummyCollisionMap: Texture2D;\n } {\n const {collisionGroup} = (layer as Layer<CollisionFilterExtensionProps>).props;\n const {collisionFBOs, dummyCollisionMap} = this;\n return {collisionFBO: collisionFBOs[collisionGroup], dummyCollisionMap};\n }\n\n cleanup(): void {\n if (this.dummyCollisionMap) {\n this.dummyCollisionMap.delete();\n this.dummyCollisionMap = undefined;\n }\n this.channels = {};\n for (const collisionGroup of Object.keys(this.collisionFBOs)) {\n this.destroyFBO(collisionGroup);\n }\n this.collisionFBOs = {};\n this.lastViewport = undefined;\n }\n\n createFBO(gl: WebGLRenderingContext, collisionGroup: string) {\n const {width, height} = gl.canvas;\n const collisionMap = new Texture2D(gl, {\n width,\n height,\n parameters: {\n [gl.TEXTURE_MIN_FILTER]: gl.NEAREST,\n [gl.TEXTURE_MAG_FILTER]: gl.NEAREST,\n [gl.TEXTURE_WRAP_S]: gl.CLAMP_TO_EDGE,\n [gl.TEXTURE_WRAP_T]: gl.CLAMP_TO_EDGE\n }\n });\n\n const depthBuffer = new Renderbuffer(gl, {format: gl.DEPTH_COMPONENT16, width, height});\n this.collisionFBOs[collisionGroup] = new Framebuffer(gl, {\n id: `Collision-${collisionGroup}`,\n width,\n height,\n attachments: {\n [gl.COLOR_ATTACHMENT0]: collisionMap,\n [gl.DEPTH_ATTACHMENT]: depthBuffer\n }\n });\n }\n\n destroyFBO(collisionGroup: string) {\n const fbo = this.collisionFBOs[collisionGroup];\n for (const attachment of Object.values(fbo.attachments as Texture2D[])) {\n attachment.delete();\n }\n fbo.delete();\n delete this.collisionFBOs[collisionGroup];\n }\n}\n"],"file":"collision-filter-effect.js"}
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{Device, Framebuffer, Texture} from '@luma.gl/core';\nimport {WEBGLRenderbuffer} from '@luma.gl/webgl';\nimport {equals} from '@math.gl/core';\nimport {_deepEqual as deepEqual} from '@deck.gl/core';\nimport type {Effect, Layer, PreRenderOptions, Viewport} from '@deck.gl/core';\nimport CollisionFilterPass from './collision-filter-pass';\nimport MaskEffect, {MaskPreRenderStats} from '../mask/mask-effect';\n// import {debugFBO} from '../utils/debug';\n\ntype CollisionFilterExtensionProps = {\n collisionTestProps?: {};\n collisionGroup: string;\n};\n\n// Factor by which to downscale Collision FBO relative to canvas\nconst DOWNSCALE = 2;\n\ntype RenderInfo = {\n collisionGroup: string;\n layers: Layer<CollisionFilterExtensionProps>[];\n layerBounds: ([number[], number[]] | null)[];\n allLayersLoaded: boolean;\n};\n\nexport default class CollisionFilterEffect implements Effect {\n id = 'collision-filter-effect';\n props = null;\n useInPicking = true;\n order = 1;\n\n private channels: Record<string, RenderInfo> = {};\n private collisionFilterPass?: CollisionFilterPass;\n private collisionFBOs: Record<string, Framebuffer> = {};\n private dummyCollisionMap?: Texture;\n private lastViewport?: Viewport;\n\n preRender(\n device: Device,\n {\n effects: allEffects,\n layers,\n layerFilter,\n viewports,\n onViewportActive,\n views,\n isPicking,\n preRenderStats = {}\n }: PreRenderOptions\n ): void {\n if (!this.dummyCollisionMap) {\n this.dummyCollisionMap = device.createTexture({width: 1, height: 1});\n }\n\n if (isPicking) {\n // Do not update on picking pass\n return;\n }\n\n const collisionLayers = layers.filter(\n // @ts-ignore\n ({props: {visible, collisionEnabled}}) => visible && collisionEnabled\n ) as Layer<CollisionFilterExtensionProps>[];\n if (collisionLayers.length === 0) {\n this.channels = {};\n return;\n }\n\n if (!this.collisionFilterPass) {\n this.collisionFilterPass = new CollisionFilterPass(device, {id: 'default-collision-filter'});\n }\n\n // Detect if mask has rendered. TODO: better dependency system for Effects\n const effects = allEffects?.filter(e => e.constructor === MaskEffect);\n const maskEffectRendered = (preRenderStats['mask-effect'] as MaskPreRenderStats)?.didRender;\n\n // Collect layers to render\n const channels = this._groupByCollisionGroup(device, collisionLayers);\n\n const viewport = viewports[0];\n const viewportChanged =\n !this.lastViewport || !this.lastViewport.equals(viewport) || maskEffectRendered;\n\n // Resize framebuffers to match canvas\n for (const collisionGroup in channels) {\n const collisionFBO = this.collisionFBOs[collisionGroup];\n const renderInfo = channels[collisionGroup];\n // @ts-expect-error TODO - assuming WebGL context\n const [width, height] = device.canvasContext.getPixelSize();\n collisionFBO.resize({\n width: width / DOWNSCALE,\n height: height / DOWNSCALE\n });\n this._render(renderInfo, {\n effects,\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n });\n }\n\n // debugFBO(this.collisionFBOs[Object.keys(channels)[0]], {minimap: true});\n }\n\n private _render(\n renderInfo: RenderInfo,\n {\n effects,\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n }: {\n effects: PreRenderOptions['effects'];\n layerFilter: PreRenderOptions['layerFilter'];\n onViewportActive: PreRenderOptions['onViewportActive'];\n views: PreRenderOptions['views'];\n viewport: Viewport;\n viewportChanged: boolean;\n }\n ) {\n const {collisionGroup} = renderInfo;\n const oldRenderInfo = this.channels[collisionGroup];\n if (!oldRenderInfo) {\n return;\n }\n\n const needsRender =\n viewportChanged ||\n // If render info is new\n renderInfo === oldRenderInfo ||\n // If sublayers have changed\n !deepEqual(oldRenderInfo.layers, renderInfo.layers, 1) ||\n // If a sublayer's bounds have been updated\n renderInfo.layerBounds.some((b, i) => !equals(b, oldRenderInfo.layerBounds[i])) ||\n // If a sublayer's isLoaded state has been updated\n renderInfo.allLayersLoaded !== oldRenderInfo.allLayersLoaded ||\n // Some prop is in transition\n renderInfo.layers.some(layer => layer.props.transitions);\n\n this.channels[collisionGroup] = renderInfo;\n\n if (needsRender) {\n this.lastViewport = viewport;\n const collisionFBO = this.collisionFBOs[collisionGroup];\n\n // Rerender collision FBO\n this.collisionFilterPass!.renderCollisionMap(collisionFBO, {\n pass: 'collision-filter',\n isPicking: true,\n layers: renderInfo.layers,\n effects,\n layerFilter,\n viewports: viewport ? [viewport] : [],\n onViewportActive,\n views,\n moduleParameters: {\n // To avoid feedback loop forming between Framebuffer and active Texture.\n dummyCollisionMap: this.dummyCollisionMap,\n // @ts-expect-error TODO - assuming WebGL context\n devicePixelRatio: collisionFBO.device.canvasContext.getDevicePixelRatio() / DOWNSCALE\n }\n });\n }\n }\n\n /**\n * Group layers by collisionGroup\n * Returns a map from collisionGroup to render info\n */\n private _groupByCollisionGroup(\n device: Device,\n collisionLayers: Layer<CollisionFilterExtensionProps>[]\n ): Record<string, RenderInfo> {\n const channelMap = {};\n for (const layer of collisionLayers) {\n const {collisionGroup} = layer.props;\n let channelInfo = channelMap[collisionGroup];\n if (!channelInfo) {\n channelInfo = {collisionGroup, layers: [], layerBounds: [], allLayersLoaded: true};\n channelMap[collisionGroup] = channelInfo;\n }\n channelInfo.layers.push(layer);\n channelInfo.layerBounds.push(layer.getBounds());\n if (!layer.isLoaded) {\n channelInfo.allLayersLoaded = false;\n }\n }\n\n // Create any new passes and remove any old ones\n for (const collisionGroup of Object.keys(channelMap)) {\n if (!this.collisionFBOs[collisionGroup]) {\n this.createFBO(device, collisionGroup);\n }\n if (!this.channels[collisionGroup]) {\n this.channels[collisionGroup] = channelMap[collisionGroup];\n }\n }\n for (const collisionGroup of Object.keys(this.collisionFBOs)) {\n if (!channelMap[collisionGroup]) {\n this.destroyFBO(collisionGroup);\n }\n }\n\n return channelMap;\n }\n\n getModuleParameters(layer: Layer): {\n collisionFBO: Framebuffer;\n dummyCollisionMap: Texture;\n } {\n const {collisionGroup} = (layer as Layer<CollisionFilterExtensionProps>).props;\n const {collisionFBOs, dummyCollisionMap} = this;\n return {collisionFBO: collisionFBOs[collisionGroup], dummyCollisionMap: dummyCollisionMap!};\n }\n\n cleanup(): void {\n if (this.dummyCollisionMap) {\n this.dummyCollisionMap.delete();\n this.dummyCollisionMap = undefined;\n }\n this.channels = {};\n for (const collisionGroup of Object.keys(this.collisionFBOs)) {\n this.destroyFBO(collisionGroup);\n }\n this.collisionFBOs = {};\n this.lastViewport = undefined;\n }\n\n createFBO(device: Device, collisionGroup: string) {\n // @ts-expect-error\n const {width, height} = device.gl.canvas;\n const collisionMap = device.createTexture({\n format: 'rgba8unorm',\n width,\n height,\n sampler: {\n minFilter: 'nearest',\n magFilter: 'nearest',\n addressModeU: 'clamp-to-edge',\n addressModeV: 'clamp-to-edge'\n }\n });\n\n const depthBuffer = new WEBGLRenderbuffer(\n // @ts-expect-error TODO v9 needs to be WebGLDevice\n device,\n {format: 'depth16', width, height}\n );\n this.collisionFBOs[collisionGroup] = device.createFramebuffer({\n id: `collision-${collisionGroup}`,\n width,\n height,\n colorAttachments: [collisionMap],\n // @ts-expect-error TODO v9 doesn't handle renderbuffers well\n depthStencilAttachment: depthBuffer\n });\n }\n\n destroyFBO(collisionGroup: string) {\n const fbo = this.collisionFBOs[collisionGroup];\n // @ts-expect-error\n const attachments = fbo.attachments as Texture[];\n for (const attachment of Object.values(attachments)) {\n attachment.delete();\n }\n fbo.delete();\n delete this.collisionFBOs[collisionGroup];\n }\n}\n"],"file":"collision-filter-effect.js"}
@@ -17,9 +17,9 @@ var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime
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  var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
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- var _core = require("@luma.gl/core");
20
+ var _webgl = require("@luma.gl/webgl");
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- var _core2 = require("@deck.gl/core");
22
+ var _core = require("@deck.gl/core");
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  function ownKeys(object, enumerableOnly) { var keys = Object.keys(object); if (Object.getOwnPropertySymbols) { var symbols = Object.getOwnPropertySymbols(object); if (enumerableOnly) { symbols = symbols.filter(function (sym) { return Object.getOwnPropertyDescriptor(object, sym).enumerable; }); } keys.push.apply(keys, symbols); } return keys; }
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@@ -44,9 +44,8 @@ var CollisionFilterPass = function (_LayersPass) {
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  _proto.renderCollisionMap = function renderCollisionMap(target, options) {
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  var _this = this;
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- var gl = this.gl;
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  var padding = 1;
49
- return (0, _core.withParameters)(gl, {
48
+ return (0, _webgl.withGLParameters)(this.device, {
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  scissorTest: true,
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  scissor: [padding, padding, target.width - 2 * padding, target.height - 2 * padding],
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  clearColor: [0, 0, 0, 0],
@@ -71,7 +70,7 @@ var CollisionFilterPass = function (_LayersPass) {
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  };
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  return CollisionFilterPass;
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- }(_core2._LayersPass);
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+ }(_core._LayersPass);
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  exports.default = CollisionFilterPass;
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  //# sourceMappingURL=collision-filter-pass.js.map
@@ -1 +1 @@
1
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1
+ {"version":3,"sources":["../../../src/collision-filter/collision-filter-pass.ts"],"names":["CollisionFilterPass","renderCollisionMap","target","options","padding","device","scissorTest","scissor","width","height","clearColor","blend","depthTest","depthRange","render","pass","getModuleParameters","drawToCollisionMap","pickingActive","pickingAttribute","lightSources","LayersPass"],"mappings":";;;;;;;;;;;;;;;;;;;AACA;;AACA;;;;;;;;;;IAIqBA,mB;;;;;;;;;;;;SACnBC,kB,GAAA,4BAAmBC,MAAnB,EAAwCC,OAAxC,EAAmF;AAAA;;AACjF,QAAMC,OAAO,GAAG,CAAhB;AAEA,WAAO,6BACL,KAAKC,MADA,EAEL;AACEC,MAAAA,WAAW,EAAE,IADf;AAEEC,MAAAA,OAAO,EAAE,CAACH,OAAD,EAAUA,OAAV,EAAmBF,MAAM,CAACM,KAAP,GAAe,IAAIJ,OAAtC,EAA+CF,MAAM,CAACO,MAAP,GAAgB,IAAIL,OAAnE,CAFX;AAGEM,MAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAHd;AAIEC,MAAAA,KAAK,EAAE,KAJT;AAKEC,MAAAA,SAAS,EAAE,IALb;AAMEC,MAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ;AANd,KAFK,EAUL;AAAA,aAAM,KAAI,CAACC,MAAL,iCAAgBX,OAAhB;AAAyBD,QAAAA,MAAM,EAANA,MAAzB;AAAiCa,QAAAA,IAAI,EAAE;AAAvC,SAAN;AAAA,KAVK,CAAP;AAYD,G;;SAEDC,mB,GAAA,+BAAsB;AAEpB,WAAO;AACLC,MAAAA,kBAAkB,EAAE,IADf;AAELC,MAAAA,aAAa,EAAE,CAFV;AAGLC,MAAAA,gBAAgB,EAAE,KAHb;AAILC,MAAAA,YAAY,EAAE;AAJT,KAAP;AAMD,G;;;EA1B8CC,iB","sourcesContent":["import {Framebuffer} from '@luma.gl/core';\nimport {withGLParameters} from '@luma.gl/webgl';\nimport {_LayersPass as LayersPass, LayersPassRenderOptions} from '@deck.gl/core';\n\ntype CollisionFilterPassRenderOptions = LayersPassRenderOptions & {};\n\nexport default class CollisionFilterPass extends LayersPass {\n renderCollisionMap(target: Framebuffer, options: CollisionFilterPassRenderOptions) {\n const padding = 1;\n\n return withGLParameters(\n this.device,\n {\n scissorTest: true,\n scissor: [padding, padding, target.width - 2 * padding, target.height - 2 * padding],\n clearColor: [0, 0, 0, 0],\n blend: false,\n depthTest: true,\n depthRange: [0, 1]\n },\n () => this.render({...options, target, pass: 'collision'})\n );\n }\n\n getModuleParameters() {\n // Draw picking colors into collision FBO\n return {\n drawToCollisionMap: true,\n pickingActive: 1,\n pickingAttribute: false,\n lightSources: {}\n };\n }\n}\n"],"file":"collision-filter-pass.js"}
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/collision-filter/shader-module.ts"],"names":["vs","inject","getCollisionUniforms","opts","uniforms","collisionFBO","drawToCollisionMap","dummyCollisionMap","collision_sort","Boolean","collision_texture","name","dependencies","project","getUniforms"],"mappings":";;;;;;;AACA;;AAGA,IAAMA,EAAE,i9CAAR;AAmDA,IAAMC,MAAM,GAAG;AACb,iDADa;AAIb,mwBAJa;AAwBb;AAxBa,CAAf;;AAsCA,IAAMC,oBAAoB,GAAG,SAAvBA,oBAAuB,CAC3BC,IAD2B,EAE3BC,QAF2B,EAGL;AACtB,MAAI,CAACD,IAAD,IAAS,EAAE,uBAAuBA,IAAzB,CAAb,EAA6C;AAC3C,WAAO,EAAP;AACD;;AACD,MAAOE,YAAP,GAA8DF,IAA9D,CAAOE,YAAP;AAAA,MAAqBC,kBAArB,GAA8DH,IAA9D,CAAqBG,kBAArB;AAAA,MAAyCC,iBAAzC,GAA8DJ,IAA9D,CAAyCI,iBAAzC;AACA,SAAO;AACLC,IAAAA,cAAc,EAAEC,OAAO,CAACH,kBAAD,CADlB;AAELI,IAAAA,iBAAiB,EAAE,CAACJ,kBAAD,IAAuBD,YAAvB,GAAsCA,YAAtC,GAAqDE;AAFnE,GAAP;AAID,CAZD;;eAce;AACbI,EAAAA,IAAI,EAAE,WADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,CAFD;AAGbb,EAAAA,EAAE,EAAFA,EAHa;AAIbC,EAAAA,MAAM,EAANA,MAJa;AAKba,EAAAA,WAAW,EAAEZ;AALA,C","sourcesContent":["import {Framebuffer, Texture2D} from '@luma.gl/core';\nimport {project} from '@deck.gl/core';\nimport type {_ShaderModule as ShaderModule} from '@deck.gl/core';\n\nconst vs = `\n#ifdef NON_INSTANCED_MODEL\nattribute float collisionPriorities;\n#else\nattribute float instanceCollisionPriorities;\n#endif\n\nuniform sampler2D collision_texture;\nuniform bool collision_sort;\nuniform bool collision_enabled;\n\nvec2 collision_getCoords(vec4 position) {\n vec4 collision_clipspace = project_common_position_to_clipspace(position);\n return (1.0 + collision_clipspace.xy / collision_clipspace.w) / 2.0;\n}\n\nfloat collision_match(vec2 tex, vec3 pickingColor) {\n vec4 collision_pickingColor = texture2D(collision_texture, tex);\n float delta = dot(abs(collision_pickingColor.rgb - pickingColor), vec3(1.0));\n float e = 0.001;\n return step(delta, e);\n}\n\nfloat collision_isVisible(vec2 texCoords, vec3 pickingColor) {\n if (!collision_enabled) {\n return 1.0;\n }\n\n // Visibility test, sample area of 5x5 pixels in order to fade in/out.\n // Due to the locality, the lookups will be cached\n // This reduces the flicker present when objects are shown/hidden\n const int N = 2;\n float accumulator = 0.0;\n vec2 step = vec2(1.0 / project_uViewportSize);\n\n const float floatN = float(N);\n vec2 delta = -floatN * step;\n for(int i = -N; i <= N; i++) {\n delta.x = -step.x * floatN;\n for(int j = -N; j <= N; j++) {\n accumulator += collision_match(texCoords + delta, pickingColor);\n delta.x += step.x;\n }\n delta.y += step.y;\n }\n\n float W = 2.0 * floatN + 1.0;\n return pow(accumulator / (W * W), 2.2);\n}\n`;\n\nconst inject = {\n 'vs:#decl': `\n float collision_fade = 1.0;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n if (collision_sort) {\n #ifdef NON_INSTANCED_MODEL\n float collisionPriority = collisionPriorities;\n #else\n float collisionPriority = instanceCollisionPriorities;\n #endif\n position.z = -0.001 * collisionPriority * position.w; // Support range -1000 -> 1000\n }\n\n if (collision_enabled) {\n vec4 collision_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n vec2 collision_texCoords = collision_getCoords(collision_common_position);\n collision_fade = collision_isVisible(collision_texCoords, geometry.pickingColor / 255.0);\n if (collision_fade < 0.0001) {\n // Position outside clip space bounds to discard\n position = vec4(0.0, 0.0, 2.0, 1.0);\n }\n }\n `,\n 'vs:DECKGL_FILTER_COLOR': `\n color.a *= collision_fade;\n `\n};\n\ntype CollisionModuleSettings = {\n collisionFBO?: Framebuffer;\n drawToCollisionMap?: boolean;\n dummyCollisionMap?: Texture2D;\n};\n\n/* eslint-disable camelcase */\ntype CollisionUniforms = {collision_sort?: boolean; collision_texture?: Framebuffer | Texture2D};\n\nconst getCollisionUniforms = (\n opts: CollisionModuleSettings | {},\n uniforms: Record<string, any>\n): CollisionUniforms => {\n if (!opts || !('dummyCollisionMap' in opts)) {\n return {};\n }\n const {collisionFBO, drawToCollisionMap, dummyCollisionMap} = opts;\n return {\n collision_sort: Boolean(drawToCollisionMap),\n collision_texture: !drawToCollisionMap && collisionFBO ? collisionFBO : dummyCollisionMap\n };\n};\n\nexport default {\n name: 'collision',\n dependencies: [project],\n vs,\n inject,\n getUniforms: getCollisionUniforms\n} as ShaderModule;\n"],"file":"shader-module.js"}
1
+ {"version":3,"sources":["../../../src/collision-filter/shader-module.ts"],"names":["vs","inject","getCollisionUniforms","opts","uniforms","collisionFBO","drawToCollisionMap","dummyCollisionMap","collision_sort","Boolean","collision_texture","name","dependencies","project","getUniforms"],"mappings":";;;;;;;AACA;;AAGA,IAAMA,EAAE,i9CAAR;AAmDA,IAAMC,MAAM,GAAG;AACb,iDADa;AAIb,mwBAJa;AAwBb;AAxBa,CAAf;;AAsCA,IAAMC,oBAAoB,GAAG,SAAvBA,oBAAuB,CAC3BC,IAD2B,EAE3BC,QAF2B,EAGL;AACtB,MAAI,CAACD,IAAD,IAAS,EAAE,uBAAuBA,IAAzB,CAAb,EAA6C;AAC3C,WAAO,EAAP;AACD;;AACD,MAAOE,YAAP,GAA8DF,IAA9D,CAAOE,YAAP;AAAA,MAAqBC,kBAArB,GAA8DH,IAA9D,CAAqBG,kBAArB;AAAA,MAAyCC,iBAAzC,GAA8DJ,IAA9D,CAAyCI,iBAAzC;AACA,SAAO;AACLC,IAAAA,cAAc,EAAEC,OAAO,CAACH,kBAAD,CADlB;AAELI,IAAAA,iBAAiB,EAAE,CAACJ,kBAAD,IAAuBD,YAAvB,GAAsCA,YAAtC,GAAqDE;AAFnE,GAAP;AAID,CAZD;;eAee;AACbI,EAAAA,IAAI,EAAE,WADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,CAFD;AAGbb,EAAAA,EAAE,EAAFA,EAHa;AAIbC,EAAAA,MAAM,EAANA,MAJa;AAKba,EAAAA,WAAW,EAAEZ;AALA,C","sourcesContent":["import {Framebuffer, Texture} from '@luma.gl/core';\nimport {project} from '@deck.gl/core';\nimport type {_ShaderModule as ShaderModule} from '@deck.gl/core';\n\nconst vs = `\n#ifdef NON_INSTANCED_MODEL\nattribute float collisionPriorities;\n#else\nattribute float instanceCollisionPriorities;\n#endif\n\nuniform sampler2D collision_texture;\nuniform bool collision_sort;\nuniform bool collision_enabled;\n\nvec2 collision_getCoords(vec4 position) {\n vec4 collision_clipspace = project_common_position_to_clipspace(position);\n return (1.0 + collision_clipspace.xy / collision_clipspace.w) / 2.0;\n}\n\nfloat collision_match(vec2 tex, vec3 pickingColor) {\n vec4 collision_pickingColor = texture2D(collision_texture, tex);\n float delta = dot(abs(collision_pickingColor.rgb - pickingColor), vec3(1.0));\n float e = 0.001;\n return step(delta, e);\n}\n\nfloat collision_isVisible(vec2 texCoords, vec3 pickingColor) {\n if (!collision_enabled) {\n return 1.0;\n }\n\n // Visibility test, sample area of 5x5 pixels in order to fade in/out.\n // Due to the locality, the lookups will be cached\n // This reduces the flicker present when objects are shown/hidden\n const int N = 2;\n float accumulator = 0.0;\n vec2 step = vec2(1.0 / project_uViewportSize);\n\n const float floatN = float(N);\n vec2 delta = -floatN * step;\n for(int i = -N; i <= N; i++) {\n delta.x = -step.x * floatN;\n for(int j = -N; j <= N; j++) {\n accumulator += collision_match(texCoords + delta, pickingColor);\n delta.x += step.x;\n }\n delta.y += step.y;\n }\n\n float W = 2.0 * floatN + 1.0;\n return pow(accumulator / (W * W), 2.2);\n}\n`;\n\nconst inject = {\n 'vs:#decl': `\n float collision_fade = 1.0;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n if (collision_sort) {\n #ifdef NON_INSTANCED_MODEL\n float collisionPriority = collisionPriorities;\n #else\n float collisionPriority = instanceCollisionPriorities;\n #endif\n position.z = -0.001 * collisionPriority * position.w; // Support range -1000 -> 1000\n }\n\n if (collision_enabled) {\n vec4 collision_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n vec2 collision_texCoords = collision_getCoords(collision_common_position);\n collision_fade = collision_isVisible(collision_texCoords, geometry.pickingColor / 255.0);\n if (collision_fade < 0.0001) {\n // Position outside clip space bounds to discard\n position = vec4(0.0, 0.0, 2.0, 1.0);\n }\n }\n `,\n 'vs:DECKGL_FILTER_COLOR': `\n color.a *= collision_fade;\n `\n};\n\ntype CollisionModuleSettings = {\n collisionFBO?: Framebuffer;\n drawToCollisionMap?: boolean;\n dummyCollisionMap?: Texture;\n};\n\n/* eslint-disable camelcase */\ntype CollisionUniforms = {collision_sort?: boolean; collision_texture?: Framebuffer | Texture};\n\nconst getCollisionUniforms = (\n opts: CollisionModuleSettings | {},\n uniforms: Record<string, any>\n): CollisionUniforms => {\n if (!opts || !('dummyCollisionMap' in opts)) {\n return {};\n }\n const {collisionFBO, drawToCollisionMap, dummyCollisionMap} = opts;\n return {\n collision_sort: Boolean(drawToCollisionMap),\n collision_texture: !drawToCollisionMap && collisionFBO ? collisionFBO : dummyCollisionMap\n };\n};\n\n// @ts-expect-error\nexport default {\n name: 'collision',\n dependencies: [project],\n vs,\n inject,\n getUniforms: getCollisionUniforms\n} as ShaderModule;\n"],"file":"shader-module.js"}
@@ -12,7 +12,9 @@ exports.parameters = void 0;
12
12
 
13
13
  var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
14
14
 
15
- var _core = require("@luma.gl/core");
15
+ var _engine = require("@luma.gl/engine");
16
+
17
+ var _constants = require("@luma.gl/constants");
16
18
 
17
19
  function ownKeys(object, enumerableOnly) { var keys = Object.keys(object); if (Object.getOwnPropertySymbols) { var symbols = Object.getOwnPropertySymbols(object); if (enumerableOnly) { symbols = symbols.filter(function (sym) { return Object.getOwnPropertyDescriptor(object, sym).enumerable; }); } keys.push.apply(keys, symbols); } return keys; }
18
20
 
@@ -21,38 +23,43 @@ function _objectSpread(target) { for (var i = 1; i < arguments.length; i++) { va
21
23
  var AGGREGATE_VS = "#define SHADER_NAME data-filter-vertex-shader\n\n#ifdef FLOAT_TARGET\n attribute float filterIndices;\n attribute float filterPrevIndices;\n#else\n attribute vec2 filterIndices;\n attribute vec2 filterPrevIndices;\n#endif\n\nvarying vec4 vColor;\nconst float component = 1.0 / 255.0;\n\nvoid main() {\n #ifdef FLOAT_TARGET\n dataFilter_value *= float(filterIndices != filterPrevIndices);\n gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n vColor = vec4(0.0, 0.0, 0.0, 1.0);\n #else\n // Float texture is not supported: pack result into 4 channels x 256 px x 64px\n dataFilter_value *= float(filterIndices.x != filterPrevIndices.x);\n float col = filterIndices.x;\n float row = filterIndices.y * 4.0;\n float channel = floor(row);\n row = fract(row);\n vColor = component * vec4(bvec4(channel == 0.0, channel == 1.0, channel == 2.0, channel == 3.0));\n gl_Position = vec4(col * 2.0 - 1.0, row * 2.0 - 1.0, 0.0, 1.0);\n #endif\n gl_PointSize = 1.0;\n}\n";
22
24
  var AGGREGATE_FS = "#define SHADER_NAME data-filter-fragment-shader\nprecision highp float;\n\nvarying vec4 vColor;\n\nvoid main() {\n if (dataFilter_value < 0.5) {\n discard;\n }\n gl_FragColor = vColor;\n}\n";
23
25
 
24
- function supportsFloatTarget(gl) {
26
+ function supportsFloatTarget(device) {
27
+ var gl = device.gl;
25
28
  return Boolean(gl.getExtension('EXT_float_blend') && (gl.getExtension('EXT_color_buffer_float') || gl.getExtension('WEBGL_color_buffer_float')));
26
29
  }
27
30
 
28
- function getFramebuffer(gl, useFloatTarget) {
31
+ function getFramebuffer(device, useFloatTarget) {
29
32
  if (useFloatTarget) {
30
- return new _core.Framebuffer(gl, {
33
+ return device.createFramebuffer({
31
34
  width: 1,
32
35
  height: 1,
33
- attachments: (0, _defineProperty2.default)({}, 36064, new _core.Texture2D(gl, {
34
- format: (0, _core.isWebGL2)(gl) ? 34836 : 6408,
36
+ colorAttachments: [device.createTexture({
37
+ format: device.info.type === 'webgl2' ? 'rgba32float' : 'rgba8unorm',
35
38
  type: 5126,
36
39
  mipmaps: false
37
- }))
40
+ })]
38
41
  });
39
42
  }
40
43
 
41
- return new _core.Framebuffer(gl, {
44
+ return device.createFramebuffer({
42
45
  width: 256,
43
46
  height: 64,
44
- depth: false
47
+ colorAttachments: [device.createTexture({
48
+ format: 'rgba8unorm',
49
+ type: 5126,
50
+ mipmaps: false
51
+ })]
45
52
  });
46
53
  }
47
54
 
48
- function getModel(gl, shaderOptions, useFloatTarget) {
55
+ function getModel(device, shaderOptions, useFloatTarget) {
49
56
  shaderOptions.defines.NON_INSTANCED_MODEL = 1;
50
57
 
51
58
  if (useFloatTarget) {
52
59
  shaderOptions.defines.FLOAT_TARGET = 1;
53
60
  }
54
61
 
55
- return new _core.Model(gl, _objectSpread({
62
+ return new _engine.Model(device, _objectSpread({
56
63
  id: 'data-filter-aggregation-model',
57
64
  vertexCount: 1,
58
65
  isInstanced: false,
@@ -1 +1 @@
1
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