@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.
- package/dist/dist.dev.js +10396 -530
- package/dist/es5/brushing/brushing-extension.js +8 -5
- package/dist/es5/brushing/brushing-extension.js.map +1 -1
- package/dist/es5/clip/clip-extension.js.map +1 -1
- package/dist/es5/collision-filter/collision-filter-effect.js +41 -29
- package/dist/es5/collision-filter/collision-filter-effect.js.map +1 -1
- package/dist/es5/collision-filter/collision-filter-pass.js +4 -5
- package/dist/es5/collision-filter/collision-filter-pass.js.map +1 -1
- package/dist/es5/collision-filter/shader-module.js.map +1 -1
- package/dist/es5/data-filter/aggregator.js +18 -11
- package/dist/es5/data-filter/aggregator.js.map +1 -1
- package/dist/es5/data-filter/data-filter-extension.js +27 -27
- package/dist/es5/data-filter/data-filter-extension.js.map +1 -1
- package/dist/es5/fill-style/fill-style-extension.js +4 -6
- package/dist/es5/fill-style/fill-style-extension.js.map +1 -1
- package/dist/es5/fill-style/shaders.glsl.js.map +1 -1
- package/dist/es5/mask/mask-effect.js +5 -7
- package/dist/es5/mask/mask-effect.js.map +1 -1
- package/dist/es5/mask/mask-pass.js +18 -13
- package/dist/es5/mask/mask-pass.js.map +1 -1
- package/dist/es5/mask/shader-module.js.map +1 -1
- package/dist/es5/path-style/path-style-extension.js +14 -11
- package/dist/es5/path-style/path-style-extension.js.map +1 -1
- package/dist/es5/terrain/height-map-builder.js +7 -11
- package/dist/es5/terrain/height-map-builder.js.map +1 -1
- package/dist/es5/terrain/shader-module.js.map +1 -1
- package/dist/es5/terrain/terrain-cover.js +6 -6
- package/dist/es5/terrain/terrain-cover.js.map +1 -1
- package/dist/es5/terrain/terrain-effect.js +11 -13
- package/dist/es5/terrain/terrain-effect.js.map +1 -1
- package/dist/es5/terrain/terrain-pass.js +7 -5
- package/dist/es5/terrain/terrain-pass.js.map +1 -1
- package/dist/es5/terrain/terrain-picking-pass.js +2 -2
- package/dist/es5/terrain/terrain-picking-pass.js.map +1 -1
- package/dist/es5/terrain/utils.js +12 -9
- package/dist/es5/terrain/utils.js.map +1 -1
- package/dist/es5/utils/debug.js +2 -2
- package/dist/es5/utils/debug.js.map +1 -1
- package/dist/esm/brushing/brushing-extension.js +8 -5
- package/dist/esm/brushing/brushing-extension.js.map +1 -1
- package/dist/esm/clip/clip-extension.js.map +1 -1
- package/dist/esm/collision-filter/collision-filter-effect.js +29 -28
- package/dist/esm/collision-filter/collision-filter-effect.js.map +1 -1
- package/dist/esm/collision-filter/collision-filter-pass.js +2 -3
- package/dist/esm/collision-filter/collision-filter-pass.js.map +1 -1
- package/dist/esm/collision-filter/shader-module.js.map +1 -1
- package/dist/esm/data-filter/aggregator.js +19 -15
- package/dist/esm/data-filter/aggregator.js.map +1 -1
- package/dist/esm/data-filter/data-filter-extension.js +23 -30
- package/dist/esm/data-filter/data-filter-extension.js.map +1 -1
- package/dist/esm/fill-style/fill-style-extension.js +3 -6
- package/dist/esm/fill-style/fill-style-extension.js.map +1 -1
- package/dist/esm/fill-style/shaders.glsl.js.map +1 -1
- package/dist/esm/mask/mask-effect.js +3 -4
- package/dist/esm/mask/mask-effect.js.map +1 -1
- package/dist/esm/mask/mask-pass.js +14 -15
- package/dist/esm/mask/mask-pass.js.map +1 -1
- package/dist/esm/mask/shader-module.js.map +1 -1
- package/dist/esm/path-style/path-style-extension.js +13 -10
- package/dist/esm/path-style/path-style-extension.js.map +1 -1
- package/dist/esm/terrain/height-map-builder.js +7 -10
- package/dist/esm/terrain/height-map-builder.js.map +1 -1
- package/dist/esm/terrain/shader-module.js.map +1 -1
- package/dist/esm/terrain/terrain-cover.js +6 -6
- package/dist/esm/terrain/terrain-cover.js.map +1 -1
- package/dist/esm/terrain/terrain-effect.js +10 -11
- package/dist/esm/terrain/terrain-effect.js.map +1 -1
- package/dist/esm/terrain/terrain-pass.js +4 -3
- package/dist/esm/terrain/terrain-pass.js.map +1 -1
- package/dist/esm/terrain/terrain-picking-pass.js +2 -2
- package/dist/esm/terrain/terrain-picking-pass.js.map +1 -1
- package/dist/esm/terrain/utils.js +15 -17
- package/dist/esm/terrain/utils.js.map +1 -1
- package/dist/esm/utils/debug.js +1 -1
- package/dist/esm/utils/debug.js.map +1 -1
- package/dist.min.js +282 -84
- package/package.json +10 -8
- package/src/brushing/brushing-extension.ts +8 -6
- package/src/clip/clip-extension.ts +1 -2
- package/src/collision-filter/collision-filter-effect.ts +40 -29
- package/src/collision-filter/collision-filter-pass.ts +4 -5
- package/src/collision-filter/shader-module.ts +4 -3
- package/src/data-filter/aggregator.ts +18 -18
- package/src/data-filter/data-filter-extension.ts +37 -29
- package/src/fill-style/fill-style-extension.ts +6 -7
- package/src/fill-style/shaders.glsl.ts +2 -2
- package/src/mask/mask-effect.ts +11 -10
- package/src/mask/mask-pass.ts +19 -20
- package/src/mask/shader-module.ts +2 -2
- package/src/path-style/path-style-extension.ts +18 -13
- package/src/terrain/height-map-builder.ts +8 -8
- package/src/terrain/shader-module.ts +8 -6
- package/src/terrain/terrain-cover.ts +8 -6
- package/src/terrain/terrain-effect.ts +14 -13
- package/src/terrain/terrain-pass.ts +6 -7
- package/src/terrain/terrain-picking-pass.ts +3 -3
- package/src/terrain/utils.ts +13 -13
- package/src/utils/debug.ts +2 -1
- package/typed/brushing/brushing-extension.d.ts.map +1 -1
- package/typed/clip/clip-extension.d.ts.map +1 -1
- package/typed/collision-filter/collision-filter-effect.d.ts +4 -4
- package/typed/collision-filter/collision-filter-effect.d.ts.map +1 -1
- package/typed/collision-filter/collision-filter-pass.d.ts.map +1 -1
- package/typed/collision-filter/shader-module.d.ts.map +1 -1
- package/typed/data-filter/aggregator.d.ts +10 -8
- package/typed/data-filter/aggregator.d.ts.map +1 -1
- package/typed/data-filter/data-filter-extension.d.ts +1 -1
- package/typed/data-filter/data-filter-extension.d.ts.map +1 -1
- package/typed/fill-style/fill-style-extension.d.ts +3 -3
- package/typed/fill-style/fill-style-extension.d.ts.map +1 -1
- package/typed/fill-style/shaders.glsl.d.ts +2 -2
- package/typed/fill-style/shaders.glsl.d.ts.map +1 -1
- package/typed/mask/mask-effect.d.ts +3 -3
- package/typed/mask/mask-effect.d.ts.map +1 -1
- package/typed/mask/mask-pass.d.ts +3 -3
- package/typed/mask/mask-pass.d.ts.map +1 -1
- package/typed/mask/shader-module.d.ts +2 -2
- package/typed/mask/shader-module.d.ts.map +1 -1
- package/typed/path-style/path-style-extension.d.ts.map +1 -1
- package/typed/terrain/height-map-builder.d.ts +4 -4
- package/typed/terrain/height-map-builder.d.ts.map +1 -1
- package/typed/terrain/shader-module.d.ts +3 -3
- package/typed/terrain/shader-module.d.ts.map +1 -1
- package/typed/terrain/terrain-cover.d.ts.map +1 -1
- package/typed/terrain/terrain-effect.d.ts +4 -3
- package/typed/terrain/terrain-effect.d.ts.map +1 -1
- package/typed/terrain/terrain-pass.d.ts.map +1 -1
- package/typed/terrain/utils.d.ts +3 -2
- package/typed/terrain/utils.d.ts.map +1 -1
- package/typed/utils/debug.d.ts +1 -0
- package/typed/utils/debug.d.ts.map +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. If `false`, only the solid strokes are pickable.\n * @default false\n */\n dashGapPickable?: boolean;\n};\n\ntype PathStyleExtensionOptions = {\n /**\n * Add capability to render dashed lines.\n * @default false\n */\n dash: boolean;\n /**\n * Add capability to offset lines.\n * @default false\n */\n offset: boolean;\n /**\n * Improve dash rendering quality in certain circumstances. Note that this option introduces additional performance overhead.\n * @default false\n */\n highPrecisionDash: boolean;\n};\n\n/** Adds selected features to the `PathLayer` and composite layers that render the `PathLayer`. */\nexport default class PathStyleExtension extends LayerExtension<PathStyleExtensionOptions> {\n static defaultProps = defaultProps;\n static extensionName = 'PathStyleExtension';\n\n constructor({\n dash = false,\n offset = false,\n highPrecisionDash = false\n }: Partial<PathStyleExtensionOptions> = {}) {\n super({dash: dash || highPrecisionDash, offset, highPrecisionDash});\n }\n\n isEnabled(layer: Layer<PathStyleExtensionProps>): boolean {\n return 'pathTesselator' in layer.state;\n }\n\n getShaders(this: Layer<PathStyleExtensionProps>, extension: this): any {\n if (!extension.isEnabled(this)) {\n return null;\n }\n\n // Merge shader injection\n let result = {};\n if (extension.opts.dash) {\n result = mergeShaders(result, dashShaders);\n }\n if (extension.opts.offset) {\n result = mergeShaders(result, offsetShaders);\n }\n\n return result;\n }\n\n initializeState(this: Layer<PathStyleExtensionProps>, context: LayerContext, extension: this) {\n const attributeManager = this.getAttributeManager();\n if (!attributeManager || !extension.isEnabled(this)) {\n // This extension only works with the PathLayer\n return;\n }\n\n if (extension.opts.dash) {\n attributeManager.addInstanced({\n instanceDashArrays: {size: 2, accessor: 'getDashArray'}\n });\n }\n if (extension.opts.highPrecisionDash) {\n attributeManager.addInstanced({\n instanceDashOffsets: {\n size: 1,\n accessor: 'getPath',\n transform: extension.getDashOffsets.bind(this)\n }\n });\n }\n if (extension.opts.offset) {\n attributeManager.addInstanced({\n instanceOffsets: {size: 1, accessor: 'getOffset'}\n });\n }\n }\n\n updateState(\n this: Layer<PathStyleExtensionProps>,\n params: UpdateParameters<Layer<PathStyleExtensionProps>>,\n extension: this\n ) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n const uniforms: any = {};\n\n if (extension.opts.dash) {\n uniforms.dashAlignMode = this.props.dashJustified ? 1 : 0;\n uniforms.dashGapPickable = Boolean(this.props.dashGapPickable);\n }\n\n this.state.model.setUniforms(uniforms);\n }\n\n getDashOffsets(this: Layer<PathStyleExtensionProps>, path: number[] | number[][]): number[] {\n const result = [0];\n const positionSize = this.props.positionFormat === 'XY' ? 2 : 3;\n const isNested = Array.isArray(path[0]);\n const geometrySize = isNested ? path.length : path.length / positionSize;\n\n let p;\n let prevP;\n for (let i = 0; i < geometrySize - 1; i++) {\n p = isNested ? path[i] : path.slice(i * positionSize, i * positionSize + positionSize);\n p = this.projectPosition(p);\n\n if (i > 0) {\n result[i] = result[i - 1] + dist(prevP, p);\n }\n\n prevP = p;\n }\n return result;\n }\n}\n"],"file":"path-style-extension.js"}
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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, _mergeShaders as mergeShaders} from '@deck.gl/core';\nimport {vec3} from '@math.gl/core';\nimport {dashShaders, offsetShaders} from './shaders.glsl';\n\nimport type {Layer, LayerContext, Accessor, UpdateParameters} from '@deck.gl/core';\nimport type {Model} from '@luma.gl/engine';\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. If `false`, only the solid strokes are pickable.\n * @default false\n */\n dashGapPickable?: boolean;\n};\n\ntype PathStyleExtensionOptions = {\n /**\n * Add capability to render dashed lines.\n * @default false\n */\n dash: boolean;\n /**\n * Add capability to offset lines.\n * @default false\n */\n offset: boolean;\n /**\n * Improve dash rendering quality in certain circumstances. Note that this option introduces additional performance overhead.\n * @default false\n */\n highPrecisionDash: boolean;\n};\n\n/** Adds selected features to the `PathLayer` and composite layers that render the `PathLayer`. */\nexport default class PathStyleExtension extends LayerExtension<PathStyleExtensionOptions> {\n static defaultProps = defaultProps;\n static extensionName = 'PathStyleExtension';\n\n constructor({\n dash = false,\n offset = false,\n highPrecisionDash = false\n }: Partial<PathStyleExtensionOptions> = {}) {\n super({dash: dash || highPrecisionDash, offset, highPrecisionDash});\n }\n\n isEnabled(layer: Layer<PathStyleExtensionProps>): boolean {\n return 'pathTesselator' in layer.state;\n }\n\n getShaders(this: Layer<PathStyleExtensionProps>, extension: this): any {\n if (!extension.isEnabled(this)) {\n return null;\n }\n\n // Merge shader injection\n let result = {};\n if (extension.opts.dash) {\n result = mergeShaders(result, dashShaders);\n }\n if (extension.opts.offset) {\n result = mergeShaders(result, offsetShaders);\n }\n\n return result;\n }\n\n initializeState(this: Layer<PathStyleExtensionProps>, context: LayerContext, extension: this) {\n const attributeManager = this.getAttributeManager();\n if (!attributeManager || !extension.isEnabled(this)) {\n // This extension only works with the PathLayer\n return;\n }\n\n if (extension.opts.dash) {\n attributeManager.addInstanced({\n instanceDashArrays: {size: 2, accessor: 'getDashArray'},\n instanceDashOffsets: extension.opts.highPrecisionDash\n ? {\n size: 1,\n accessor: 'getPath',\n transform: extension.getDashOffsets.bind(this)\n }\n : {\n size: 1,\n update: attribute => {\n attribute.constant = true;\n attribute.value = [0];\n }\n }\n });\n }\n if (extension.opts.offset) {\n attributeManager.addInstanced({\n instanceOffsets: {size: 1, accessor: 'getOffset'}\n });\n }\n }\n\n updateState(\n this: Layer<PathStyleExtensionProps>,\n params: UpdateParameters<Layer<PathStyleExtensionProps>>,\n extension: this\n ) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n const uniforms: any = {};\n\n if (extension.opts.dash) {\n uniforms.dashAlignMode = this.props.dashJustified ? 1 : 0;\n uniforms.dashGapPickable = Boolean(this.props.dashGapPickable);\n }\n\n (this.state.model as Model)?.setUniforms(uniforms);\n }\n\n getDashOffsets(this: Layer<PathStyleExtensionProps>, path: number[] | number[][]): number[] {\n const result = [0];\n const positionSize = this.props.positionFormat === 'XY' ? 2 : 3;\n const isNested = Array.isArray(path[0]);\n const geometrySize = isNested ? path.length : path.length / positionSize;\n\n let p;\n let prevP;\n for (let i = 0; i < geometrySize - 1; i++) {\n p = isNested ? path[i] : path.slice(i * positionSize, i * positionSize + positionSize);\n p = this.projectPosition(p);\n\n if (i > 0) {\n result[i] = result[i - 1] + vec3.dist(prevP, p);\n }\n\n prevP = p;\n }\n return result;\n }\n}\n"],"file":"path-style-extension.js"}
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{"version":3,"sources":["../../../src/terrain/height-map-builder.ts"],"names":["MAP_MAX_SIZE","HeightMapBuilder","isSupported","
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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 device: Device;\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(device: Device): boolean {\n return device.isTextureFormatRenderable('rgba32float');\n }\n\n constructor(device: Device) {\n this.device = device;\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.device, {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.colorAttachments[0].delete();\n this.fbo.delete();\n }\n }\n}\n"],"file":"height-map-builder.js"}
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{"version":3,"sources":["../../../src/terrain/shader-module.ts"],"names":["TERRAIN_MODE","NONE","WRITE_HEIGHT_MAP","USE_HEIGHT_MAP","USE_COVER","USE_COVER_ONLY","SKIP","TERRAIN_MODE_CONSTANTS","Object","keys","map","key","join","terrainModule","name","dependencies","project","inject","getUniforms","opts","uniforms","drawToTerrainHeightMap","heightMap","heightMapBounds","dummyHeightMap","terrainCover","useTerrainHeightMap","terrainSkipRender","project_uCommonOrigin","mode","sampler","bounds","isPicking","pickingActive","getPickingFramebuffer","getRenderFramebuffer","terrain_mode","terrain_map","terrain_bounds"],"mappings":";;;;;;;AAEA;;AAoBO,IAAMA,YAAY,GAAG;AAC1BC,EAAAA,IAAI,EAAE,CADoB;AAG1BC,EAAAA,gBAAgB,EAAE,CAHQ;AAK1BC,EAAAA,cAAc,EAAE,CALU;AAO1BC,EAAAA,SAAS,EAAE,CAPe;AAS1BC,EAAAA,cAAc,EAAE,CATU;AAW1BC,EAAAA,IAAI,EAAE;AAXoB,CAArB;;AAcP,IAAMC,sBAAsB,GAAGC,MAAM,CAACC,IAAP,CAAYT,YAAZ,EAC5BU,GAD4B,CACxB,UAAAC,GAAG;AAAA,4CAAgCA,GAAhC,gBAAyCX,YAAY,CAACW,GAAD,CAArD;AAAA,CADqB,EAE5BC,IAF4B,CAEvB,IAFuB,CAA/B;
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terrain_bounds.xy) / terrain_bounds.zw;\n position = vec4(texCoords * 2.0 - 1.0, 0.0, 1.0);\n commonPos.z += project_uCommonOrigin.z;\n}\nif (terrain_mode == TERRAIN_MODE_USE_HEIGHT_MAP) {\n vec3 anchor = geometry.worldPosition;\n anchor.z = 0.0;\n vec3 anchorCommon = project_position(anchor);\n vec2 texCoords = (anchorCommon.xy - terrain_bounds.xy) / terrain_bounds.zw;\n if (texCoords.x >= 0.0 && texCoords.y >= 0.0 && texCoords.x <= 1.0 && texCoords.y <= 1.0) {\n float terrainZ = texture2D(terrain_map, texCoords).r;\n geometry.position.z += terrainZ;\n position = project_common_position_to_clipspace(geometry.position);\n }\n}\n `,\n 'fs:#decl': `\nuniform float terrain_mode;\nuniform sampler2D terrain_map;\nuniform vec4 terrain_bounds;\nvarying vec3 commonPos;\n${TERRAIN_MODE_CONSTANTS}\n `,\n 'fs:#main-start': `\nif (terrain_mode == TERRAIN_MODE_WRITE_HEIGHT_MAP) {\n gl_FragColor = vec4(commonPos.z, 0.0, 0.0, 1.0);\n return;\n}\n `,\n 'fs:DECKGL_FILTER_COLOR': `\nif ((terrain_mode == TERRAIN_MODE_USE_COVER) || (terrain_mode == TERRAIN_MODE_USE_COVER_ONLY)) {\n vec2 texCoords = (commonPos.xy - terrain_bounds.xy) / terrain_bounds.zw;\n vec4 pixel = texture2D(terrain_map, texCoords);\n if (terrain_mode == TERRAIN_MODE_USE_COVER_ONLY) {\n color = pixel;\n } else {\n // pixel is premultiplied\n color = pixel + color * (1.0 - pixel.a);\n }\n return;\n}\n `\n },\n // eslint-disable-next-line complexity\n getUniforms: (opts: Partial<TerrainModuleSettings> = {}, uniforms) => {\n if ('dummyHeightMap' in opts) {\n const {\n drawToTerrainHeightMap,\n heightMap,\n heightMapBounds,\n dummyHeightMap,\n terrainCover,\n useTerrainHeightMap,\n terrainSkipRender\n } = opts;\n const {project_uCommonOrigin} = uniforms;\n\n let mode: number = terrainSkipRender ? TERRAIN_MODE.SKIP : TERRAIN_MODE.NONE;\n // height map if case USE_HEIGHT_MAP, terrain cover if USE_COVER, otherwise empty\n let sampler = dummyHeightMap as Texture;\n // height map bounds if case USE_HEIGHT_MAP, terrain cover bounds if USE_COVER, otherwise null\n let bounds: number[] | null = null;\n if (drawToTerrainHeightMap) {\n mode = TERRAIN_MODE.WRITE_HEIGHT_MAP;\n bounds = heightMapBounds!;\n } else if (useTerrainHeightMap && heightMap) {\n mode = TERRAIN_MODE.USE_HEIGHT_MAP;\n sampler = heightMap;\n bounds = heightMapBounds!;\n } else if (terrainCover) {\n // This is a terrain layer\n const isPicking = opts.pickingActive;\n // @ts-expect-error\n sampler = isPicking\n ? terrainCover.getPickingFramebuffer()\n : terrainCover.getRenderFramebuffer();\n if (isPicking) {\n // Never render the layer itself in picking pass\n mode = TERRAIN_MODE.SKIP;\n }\n if (sampler) {\n mode = mode === TERRAIN_MODE.SKIP ? TERRAIN_MODE.USE_COVER_ONLY : TERRAIN_MODE.USE_COVER;\n bounds = terrainCover.bounds;\n } else {\n sampler = dummyHeightMap!;\n }\n }\n\n /* eslint-disable camelcase */\n return {\n terrain_mode: mode,\n terrain_map: sampler,\n // Convert bounds to the common space, as [minX, minY, width, height]\n terrain_bounds: bounds\n ? [\n bounds[0] - project_uCommonOrigin[0],\n bounds[1] - project_uCommonOrigin[1],\n bounds[2] - bounds[0],\n bounds[3] - bounds[1]\n ]\n : [0, 0, 0, 0]\n };\n }\n return null;\n }\n} as ShaderModule<TerrainModuleSettings>;\n"],"file":"shader-module.js"}
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this.fbo = (0, _utils.createRenderTarget)(this.targetLayer.context.
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this.fbo = (0, _utils.createRenderTarget)(this.targetLayer.context.device, {
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terrain cover texture, in cartesian space */\n bounds: Bounds | null = null;\n\n private fbo?: Framebuffer;\n private pickingFbo?: Framebuffer;\n private layers: string[] = [];\n private tile: TileHeader | null;\n /** Cached version of targetLayer.getBounds() */\n private targetBounds: [number[], number[]] | null = null;\n /** targetBounds in cartesian space */\n private targetBoundsCommon: Bounds | null = null;\n\n constructor(targetLayer: Layer) {\n this.targetLayer = targetLayer;\n this.tile = getTile(targetLayer);\n }\n\n get id() {\n return this.targetLayer.id;\n }\n\n /** returns true if the target layer is still in use (i.e. not finalized) */\n get isActive(): boolean {\n return Boolean(this.targetLayer.getCurrentLayer());\n }\n\n shouldUpdate({\n targetLayer,\n viewport,\n layers,\n layerNeedsRedraw\n }: {\n targetLayer?: Layer;\n viewport?: Viewport;\n layers?: Layer[];\n layerNeedsRedraw?: Record<string, boolean>;\n }): boolean {\n if (targetLayer) {\n this.targetLayer = targetLayer;\n }\n const sizeChanged = viewport ? this._updateViewport(viewport) : false;\n\n let layersChanged = layers ? this._updateLayers(layers) : false;\n\n if (layerNeedsRedraw) {\n for (const id of this.layers) {\n if (layerNeedsRedraw[id]) {\n layersChanged = true;\n // console.log('layer needs redraw', id);\n break;\n }\n }\n }\n\n return layersChanged || sizeChanged;\n }\n\n /** Compare layers with the last version. Only rerender if necessary. */\n private _updateLayers(layers: Layer[]): boolean {\n let needsRedraw = false;\n layers = this.tile ? getIntersectingLayers(this.tile, layers) : layers;\n\n if (layers.length !== this.layers.length) {\n needsRedraw = true;\n // console.log('layers count changed', this.layers.length, '>>', layers.length);\n } else {\n for (let i = 0; i < layers.length; i++) {\n const id = layers[i].id;\n if (id !== this.layers[i]) {\n needsRedraw = true;\n // console.log('layer added/removed', id);\n break;\n }\n }\n }\n if (needsRedraw) {\n this.layers = layers.map(layer => layer.id);\n }\n return needsRedraw;\n }\n\n /** Compare viewport and terrain bounds with the last version. Only rerender if necesary. */\n private _updateViewport(viewport: Viewport): boolean {\n const targetLayer = this.targetLayer;\n let shouldRedraw = false;\n\n if (this.tile && 'boundingBox' in this.tile) {\n if (!this.targetBounds) {\n shouldRedraw = true;\n this.targetBounds = this.tile.boundingBox;\n\n const bottomLeftCommon = viewport.projectPosition(this.targetBounds[0]);\n const topRightCommon = viewport.projectPosition(this.targetBounds[1]);\n this.targetBoundsCommon = [\n bottomLeftCommon[0],\n bottomLeftCommon[1],\n topRightCommon[0],\n topRightCommon[1]\n ];\n }\n } else if (this.targetBounds !== targetLayer.getBounds()) {\n // console.log('bounds changed', this.bounds, '>>', newBounds);\n shouldRedraw = true;\n this.targetBounds = targetLayer.getBounds();\n this.targetBoundsCommon = joinLayerBounds([targetLayer], viewport);\n }\n\n if (!this.targetBoundsCommon) {\n return false;\n }\n\n const newZoom = Math.ceil(viewport.zoom + 0.5);\n // If the terrain layer is bound to a tile, always render a texture that cover the whole tile.\n // Otherwise, use the smaller of layer bounds and the viewport bounds.\n if (this.tile) {\n this.bounds = this.targetBoundsCommon;\n } else {\n const oldZoom = this.renderViewport?.zoom;\n shouldRedraw = shouldRedraw || newZoom !== oldZoom;\n const newBounds = getRenderBounds(this.targetBoundsCommon, viewport);\n const oldBounds = this.bounds;\n shouldRedraw = shouldRedraw || !oldBounds || newBounds.some((x, i) => x !== oldBounds[i]);\n this.bounds = newBounds;\n }\n\n if (shouldRedraw) {\n this.renderViewport = makeViewport({\n bounds: this.bounds,\n zoom: newZoom,\n viewport\n });\n }\n\n return shouldRedraw;\n }\n\n getRenderFramebuffer(): Framebuffer | null {\n if (!this.renderViewport || this.layers.length === 0) {\n return null;\n }\n if (!this.fbo) {\n this.fbo = createRenderTarget(this.targetLayer.context.gl, {id: this.id});\n }\n return this.fbo;\n }\n\n getPickingFramebuffer(): Framebuffer | null {\n if (!this.renderViewport || (this.layers.length === 0 && !this.targetLayer.props.pickable)) {\n return null;\n }\n if (!this.pickingFbo) {\n this.pickingFbo = createRenderTarget(this.targetLayer.context.gl, {id: `${this.id}-picking`});\n }\n return this.pickingFbo;\n }\n\n filterLayers(layers: Layer[]) {\n return layers.filter(({id}) => this.layers.includes(id));\n }\n\n delete() {\n const {fbo, pickingFbo} = this;\n if (fbo) {\n fbo.texture.delete();\n fbo.delete();\n }\n if (pickingFbo) {\n pickingFbo.texture.delete();\n pickingFbo.delete();\n }\n }\n}\n\n/**\n * Remove layers that do not overlap with the current terrain cover.\n * This implementation only has effect when a TileLayer is overlaid on top of a TileLayer\n */\nfunction getIntersectingLayers(sourceTile: TileHeader, layers: Layer[]): Layer[] {\n return layers.filter(layer => {\n const tile = getTile(layer);\n if (tile) {\n return intersect(sourceTile.boundingBox, tile.boundingBox);\n }\n return true;\n });\n}\n\n/** If layer is the descendent of a TileLayer, return the corresponding tile. */\nfunction getTile(layer: Layer): TileHeader | null {\n while (layer) {\n // @ts-expect-error tile may not exist\n const {tile} = layer.props;\n if (tile) {\n return tile;\n }\n layer = layer.parent as Layer;\n }\n return null;\n}\n\nfunction intersect(b1?: [number[], number[]], b2?: [number[], number[]]): boolean {\n if (b1 && b2) {\n return b1[0][0] < b2[1][0] && b2[0][0] < b1[1][0] && b1[0][1] < b2[1][1] && b2[0][1] < b1[1][1];\n }\n return false;\n}\n"],"file":"terrain-cover.js"}
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{Framebuffer} from '@luma.gl/core';\n\nimport type {Layer, Viewport} from '@deck.gl/core';\n\nimport {createRenderTarget} from './utils';\nimport {joinLayerBounds, makeViewport, getRenderBounds, Bounds} from '../utils/projection-utils';\n\ntype TileHeader = {\n boundingBox: [min: number[], max: number[]];\n};\n\n/**\n * Manages the lifecycle of the terrain cover (draped textures over a terrain mesh).\n * One terrain cover is created for each unique terrain layer (primitive layer with operation:terrain).\n * It is updated when the terrain source layer's mesh changes or when any of the terrainDrawMode:drape\n * layers requires redraw.\n * During the draw call of a terrain layer, the drape texture is overlaid on top of the layer's own color.\n */\nexport class TerrainCover {\n isDirty: boolean = true;\n /** The terrain layer that this instance belongs to */\n targetLayer: Layer;\n /** Viewport used to draw into the texture */\n renderViewport: Viewport | null = null;\n /** Bounds of the terrain cover texture, in cartesian space */\n bounds: Bounds | null = null;\n\n private fbo?: Framebuffer;\n private pickingFbo?: Framebuffer;\n private layers: string[] = [];\n private tile: TileHeader | null;\n /** Cached version of targetLayer.getBounds() */\n private targetBounds: [number[], number[]] | null = null;\n /** targetBounds in cartesian space */\n private targetBoundsCommon: Bounds | null = null;\n\n constructor(targetLayer: Layer) {\n this.targetLayer = targetLayer;\n this.tile = getTile(targetLayer);\n }\n\n get id() {\n return this.targetLayer.id;\n }\n\n /** returns true if the target layer is still in use (i.e. not finalized) */\n get isActive(): boolean {\n return Boolean(this.targetLayer.getCurrentLayer());\n }\n\n shouldUpdate({\n targetLayer,\n viewport,\n layers,\n layerNeedsRedraw\n }: {\n targetLayer?: Layer;\n viewport?: Viewport;\n layers?: Layer[];\n layerNeedsRedraw?: Record<string, boolean>;\n }): boolean {\n if (targetLayer) {\n this.targetLayer = targetLayer;\n }\n const sizeChanged = viewport ? this._updateViewport(viewport) : false;\n\n let layersChanged = layers ? this._updateLayers(layers) : false;\n\n if (layerNeedsRedraw) {\n for (const id of this.layers) {\n if (layerNeedsRedraw[id]) {\n layersChanged = true;\n // console.log('layer needs redraw', id);\n break;\n }\n }\n }\n\n return layersChanged || sizeChanged;\n }\n\n /** Compare layers with the last version. Only rerender if necessary. */\n private _updateLayers(layers: Layer[]): boolean {\n let needsRedraw = false;\n layers = this.tile ? getIntersectingLayers(this.tile, layers) : layers;\n\n if (layers.length !== this.layers.length) {\n needsRedraw = true;\n // console.log('layers count changed', this.layers.length, '>>', layers.length);\n } else {\n for (let i = 0; i < layers.length; i++) {\n const id = layers[i].id;\n if (id !== this.layers[i]) {\n needsRedraw = true;\n // console.log('layer added/removed', id);\n break;\n }\n }\n }\n if (needsRedraw) {\n this.layers = layers.map(layer => layer.id);\n }\n return needsRedraw;\n }\n\n /** Compare viewport and terrain bounds with the last version. Only rerender if necesary. */\n private _updateViewport(viewport: Viewport): boolean {\n const targetLayer = this.targetLayer;\n let shouldRedraw = false;\n\n if (this.tile && 'boundingBox' in this.tile) {\n if (!this.targetBounds) {\n shouldRedraw = true;\n this.targetBounds = this.tile.boundingBox;\n\n const bottomLeftCommon = viewport.projectPosition(this.targetBounds[0]);\n const topRightCommon = viewport.projectPosition(this.targetBounds[1]);\n this.targetBoundsCommon = [\n bottomLeftCommon[0],\n bottomLeftCommon[1],\n topRightCommon[0],\n topRightCommon[1]\n ];\n }\n } else if (this.targetBounds !== targetLayer.getBounds()) {\n // console.log('bounds changed', this.bounds, '>>', newBounds);\n shouldRedraw = true;\n this.targetBounds = targetLayer.getBounds();\n this.targetBoundsCommon = joinLayerBounds([targetLayer], viewport);\n }\n\n if (!this.targetBoundsCommon) {\n return false;\n }\n\n const newZoom = Math.ceil(viewport.zoom + 0.5);\n // If the terrain layer is bound to a tile, always render a texture that cover the whole tile.\n // Otherwise, use the smaller of layer bounds and the viewport bounds.\n if (this.tile) {\n this.bounds = this.targetBoundsCommon;\n } else {\n const oldZoom = this.renderViewport?.zoom;\n shouldRedraw = shouldRedraw || newZoom !== oldZoom;\n const newBounds = getRenderBounds(this.targetBoundsCommon, viewport);\n const oldBounds = this.bounds;\n shouldRedraw = shouldRedraw || !oldBounds || newBounds.some((x, i) => x !== oldBounds[i]);\n this.bounds = newBounds;\n }\n\n if (shouldRedraw) {\n this.renderViewport = makeViewport({\n bounds: this.bounds,\n zoom: newZoom,\n viewport\n });\n }\n\n return shouldRedraw;\n }\n\n getRenderFramebuffer(): Framebuffer | null {\n if (!this.renderViewport || this.layers.length === 0) {\n return null;\n }\n if (!this.fbo) {\n this.fbo = createRenderTarget(this.targetLayer.context.device, {id: this.id});\n }\n return this.fbo;\n }\n\n getPickingFramebuffer(): Framebuffer | null {\n if (!this.renderViewport || (this.layers.length === 0 && !this.targetLayer.props.pickable)) {\n return null;\n }\n if (!this.pickingFbo) {\n this.pickingFbo = createRenderTarget(this.targetLayer.context.device, {\n id: `${this.id}-picking`\n });\n }\n return this.pickingFbo;\n }\n\n filterLayers(layers: Layer[]) {\n return layers.filter(({id}) => this.layers.includes(id));\n }\n\n delete() {\n const {fbo, pickingFbo} = this;\n if (fbo) {\n fbo.colorAttachments[0].destroy();\n fbo.destroy();\n }\n if (pickingFbo) {\n pickingFbo.colorAttachments[0].destroy();\n pickingFbo.destroy();\n }\n }\n}\n\n/**\n * Remove layers that do not overlap with the current terrain cover.\n * This implementation only has effect when a TileLayer is overlaid on top of a TileLayer\n */\nfunction getIntersectingLayers(sourceTile: TileHeader, layers: Layer[]): Layer[] {\n return layers.filter(layer => {\n const tile = getTile(layer);\n if (tile) {\n return intersect(sourceTile.boundingBox, tile.boundingBox);\n }\n return true;\n });\n}\n\n/** If layer is the descendent of a TileLayer, return the corresponding tile. */\nfunction getTile(layer: Layer): TileHeader | null {\n while (layer) {\n // @ts-expect-error tile may not exist\n const {tile} = layer.props;\n if (tile) {\n return tile;\n }\n layer = layer.parent as Layer;\n }\n return null;\n}\n\nfunction intersect(b1?: [number[], number[]], b2?: [number[], number[]]): boolean {\n if (b1 && b2) {\n return b1[0][0] < b2[1][0] && b2[0][0] < b1[1][0] && b1[0][1] < b2[1][1] && b2[0][1] < b1[1][1];\n }\n return false;\n}\n"],"file":"terrain-cover.js"}
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{Texture2D, ProgramManager} from '@luma.gl/core';\nimport {log} from '@deck.gl/core';\n\nimport {terrainModule, TerrainModuleSettings} from './shader-module';\nimport {TerrainCover} from './terrain-cover';\nimport {TerrainPass} from './terrain-pass';\nimport {TerrainPickingPass, TerrainPickingPassRenderOptions} from './terrain-picking-pass';\nimport {HeightMapBuilder} from './height-map-builder';\n\nimport type {Effect, PreRenderOptions, Layer, Viewport} from '@deck.gl/core';\n\n/** Class to manage terrain effect */\nexport class TerrainEffect implements Effect {\n id = 'terrain-effect';\n props = null;\n useInPicking = true;\n\n /** true if picking in the current pass */\n private isPicking: boolean = false;\n /** true if should use in the current pass */\n private isDrapingEnabled: boolean = false;\n /** An empty texture as placeholder */\n private dummyHeightMap: Texture2D;\n /** A texture encoding the ground elevation, updated once per redraw. 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this.terrainPickingPass : this.terrainPass).getRenderableLayers(\n viewport,\n opts as TerrainPickingPassRenderOptions\n );\n\n const terrainLayers = layers.filter(l => l.props.operation.includes('terrain'));\n if (terrainLayers.length === 0) {\n return;\n }\n\n if (!isPicking) {\n const offsetLayers = layers.filter(l => l.state.terrainDrawMode === 'offset');\n if (offsetLayers.length > 0) {\n this._updateHeightMap(terrainLayers, viewport, opts);\n }\n }\n\n const drapeLayers = layers.filter(l => l.state.terrainDrawMode === 'drape');\n this._updateTerrainCovers(terrainLayers, drapeLayers, viewport, opts);\n }\n\n getModuleParameters(layer: Layer): TerrainModuleSettings {\n const {terrainDrawMode} = layer.state;\n\n return {\n heightMap: this.heightMap?.getRenderFramebuffer(),\n heightMapBounds: this.heightMap?.bounds,\n dummyHeightMap: this.dummyHeightMap,\n terrainCover: this.isDrapingEnabled ? this.terrainCovers.get(layer.id) : null,\n useTerrainHeightMap: terrainDrawMode === 'offset',\n terrainSkipRender: terrainDrawMode === 'drape' || !layer.props.operation.includes('draw')\n };\n }\n\n cleanup(): void {\n if (this.dummyHeightMap) {\n this.dummyHeightMap.delete();\n this.dummyHeightMap = undefined;\n }\n\n if (this.heightMap) {\n this.heightMap.delete();\n this.heightMap = undefined;\n }\n\n for (const terrainCover of this.terrainCovers.values()) {\n terrainCover.delete();\n }\n this.terrainCovers.clear();\n }\n\n private _updateHeightMap(terrainLayers: Layer[], viewport: Viewport, opts: PreRenderOptions) {\n if (!this.heightMap) {\n // Not supported\n return;\n }\n\n const shouldUpdate = this.heightMap.shouldUpdate({layers: terrainLayers, viewport});\n if (!shouldUpdate) {\n return;\n }\n\n this.terrainPass.renderHeightMap(this.heightMap, {\n ...opts,\n layers: terrainLayers,\n moduleParameters: {\n heightMapBounds: this.heightMap.bounds,\n dummyHeightMap: this.dummyHeightMap,\n devicePixelRatio: 1,\n drawToTerrainHeightMap: true\n }\n });\n }\n\n private _updateTerrainCovers(\n terrainLayers: Layer[],\n drapeLayers: Layer[],\n viewport: Viewport,\n opts: PreRenderOptions\n ) {\n // Mark a terrain cover as dirty if one of the drape layers needs redraw\n const layerNeedsRedraw: Record<string, boolean> = {};\n for (const layer of drapeLayers) {\n if (layer.state.terrainCoverNeedsRedraw) {\n layerNeedsRedraw[layer.id] = true;\n layer.state.terrainCoverNeedsRedraw = false;\n }\n }\n for (const terrainCover of this.terrainCovers.values()) {\n terrainCover.isDirty = terrainCover.isDirty || terrainCover.shouldUpdate({layerNeedsRedraw});\n }\n\n for (const layer of terrainLayers) {\n this._updateTerrainCover(layer, drapeLayers, viewport, opts);\n }\n\n if (!this.isPicking) {\n this._pruneTerrainCovers();\n }\n }\n\n private _updateTerrainCover(\n terrainLayer: Layer,\n drapeLayers: Layer[],\n viewport: Viewport,\n opts: PreRenderOptions\n ) {\n const renderPass = this.isPicking ? this.terrainPickingPass : this.terrainPass;\n let terrainCover = this.terrainCovers.get(terrainLayer.id);\n if (!terrainCover) {\n terrainCover = new TerrainCover(terrainLayer);\n this.terrainCovers.set(terrainLayer.id, terrainCover);\n }\n try {\n const isDirty = terrainCover.shouldUpdate({\n targetLayer: terrainLayer,\n viewport,\n layers: drapeLayers\n });\n if (this.isPicking || terrainCover.isDirty || isDirty) {\n renderPass.renderTerrainCover(terrainCover, {\n ...opts,\n layers: drapeLayers,\n moduleParameters: {\n dummyHeightMap: this.dummyHeightMap,\n terrainSkipRender: false,\n devicePixelRatio: 1\n }\n });\n terrainCover.isDirty = false;\n }\n } catch (err) {\n terrainLayer.raiseError(err as Error, `Error rendering terrain cover ${terrainCover.id}`);\n }\n }\n\n private _pruneTerrainCovers() {\n /** Prune the cache, remove textures for layers that have been removed */\n const idsToRemove: string[] = [];\n for (const [id, terrainCover] of this.terrainCovers) {\n if (!terrainCover.isActive) {\n idsToRemove.push(id);\n }\n }\n for (const id of idsToRemove) {\n this.terrainCovers.delete(id);\n }\n }\n}\n"],"file":"terrain-effect.js"}
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{Device, Texture} from '@luma.gl/core';\nimport {log, getShaderAssembler} from '@deck.gl/core';\n\nimport {terrainModule, TerrainModuleSettings} from './shader-module';\nimport {TerrainCover} from './terrain-cover';\nimport {TerrainPass} from './terrain-pass';\nimport {TerrainPickingPass, TerrainPickingPassRenderOptions} from './terrain-picking-pass';\nimport {HeightMapBuilder} from './height-map-builder';\n\nimport type {Effect, PreRenderOptions, Layer, Viewport} from '@deck.gl/core';\n\n/** Class to manage terrain effect */\nexport class TerrainEffect implements Effect {\n id = 'terrain-effect';\n props = null;\n useInPicking = true;\n\n /** true if picking in the current pass */\n private isPicking: boolean = false;\n /** true if should use in the current pass */\n private isDrapingEnabled: boolean = false;\n /** An empty texture as placeholder */\n private dummyHeightMap?: Texture;\n /** A texture encoding the ground elevation, updated once per redraw. Used by layers with offset mode */\n private heightMap?: HeightMapBuilder;\n private terrainPass!: TerrainPass;\n private terrainPickingPass!: TerrainPickingPass;\n /** One texture for each primitive terrain layer, into which the draped layers render */\n private terrainCovers: Map<string, TerrainCover> = new Map();\n\n initialize(device: Device) {\n this.dummyHeightMap = device.createTexture({\n width: 1,\n height: 1,\n data: new Uint8Array([0, 0, 0, 0])\n });\n this.terrainPass = new TerrainPass(device, {id: 'terrain'});\n this.terrainPickingPass = new TerrainPickingPass(device, {id: 'terrain-picking'});\n\n if (HeightMapBuilder.isSupported(device)) {\n this.heightMap = new HeightMapBuilder(device);\n } else {\n log.warn('Terrain offset mode is not supported by this browser')();\n }\n\n getShaderAssembler().addDefaultModule(terrainModule);\n }\n\n preRender(device: Device, opts: PreRenderOptions): void {\n if (!this.dummyHeightMap) {\n // First time this effect is in use, initialize resources and register the shader module\n this.initialize(device);\n for (const layer of opts.layers) {\n // Force the terrain layer (and its descendents) to rebuild their models with the new shader\n if (layer.props.operation.includes('terrain')) {\n layer.setChangeFlags({extensionsChanged: true});\n }\n }\n }\n\n // @ts-expect-error pickZ only defined in picking pass\n if (opts.pickZ) {\n // Do not update if picking attributes\n this.isDrapingEnabled = false;\n return;\n }\n\n const {viewports, isPicking = false} = opts;\n this.isPicking = isPicking;\n this.isDrapingEnabled = true;\n\n // TODO - support multiple views?\n const viewport = viewports[0];\n const layers = (isPicking ? this.terrainPickingPass : this.terrainPass).getRenderableLayers(\n viewport,\n opts as TerrainPickingPassRenderOptions\n );\n\n const terrainLayers = layers.filter(l => l.props.operation.includes('terrain'));\n if (terrainLayers.length === 0) {\n return;\n }\n\n if (!isPicking) {\n const offsetLayers = layers.filter(l => l.state.terrainDrawMode === 'offset');\n if (offsetLayers.length > 0) {\n this._updateHeightMap(terrainLayers, viewport, opts);\n }\n }\n\n const drapeLayers = layers.filter(l => l.state.terrainDrawMode === 'drape');\n this._updateTerrainCovers(terrainLayers, drapeLayers, viewport, opts);\n }\n\n getModuleParameters(layer: Layer): TerrainModuleSettings {\n const {terrainDrawMode} = layer.state;\n\n return {\n // @ts-expect-error\n heightMap: this.heightMap?.getRenderFramebuffer(),\n heightMapBounds: this.heightMap?.bounds,\n dummyHeightMap: this.dummyHeightMap!,\n terrainCover: this.isDrapingEnabled ? this.terrainCovers.get(layer.id) : null,\n useTerrainHeightMap: terrainDrawMode === 'offset',\n terrainSkipRender: terrainDrawMode === 'drape' || !layer.props.operation.includes('draw')\n };\n }\n\n cleanup(): void {\n if (this.dummyHeightMap) {\n this.dummyHeightMap.delete();\n this.dummyHeightMap = undefined;\n }\n\n if (this.heightMap) {\n this.heightMap.delete();\n this.heightMap = undefined;\n }\n\n for (const terrainCover of this.terrainCovers.values()) {\n terrainCover.delete();\n }\n this.terrainCovers.clear();\n }\n\n private _updateHeightMap(terrainLayers: Layer[], viewport: Viewport, opts: PreRenderOptions) {\n if (!this.heightMap) {\n // Not supported\n return;\n }\n\n const shouldUpdate = this.heightMap.shouldUpdate({layers: terrainLayers, viewport});\n if (!shouldUpdate) {\n return;\n }\n\n this.terrainPass.renderHeightMap(this.heightMap, {\n ...opts,\n layers: terrainLayers,\n moduleParameters: {\n heightMapBounds: this.heightMap.bounds,\n dummyHeightMap: this.dummyHeightMap,\n devicePixelRatio: 1,\n drawToTerrainHeightMap: true\n }\n });\n }\n\n private _updateTerrainCovers(\n terrainLayers: Layer[],\n drapeLayers: Layer[],\n viewport: Viewport,\n opts: PreRenderOptions\n ) {\n // Mark a terrain cover as dirty if one of the drape layers needs redraw\n const layerNeedsRedraw: Record<string, boolean> = {};\n for (const layer of drapeLayers) {\n if (layer.state.terrainCoverNeedsRedraw) {\n layerNeedsRedraw[layer.id] = true;\n layer.state.terrainCoverNeedsRedraw = false;\n }\n }\n for (const terrainCover of this.terrainCovers.values()) {\n terrainCover.isDirty = terrainCover.isDirty || terrainCover.shouldUpdate({layerNeedsRedraw});\n }\n\n for (const layer of terrainLayers) {\n this._updateTerrainCover(layer, drapeLayers, viewport, opts);\n }\n\n if (!this.isPicking) {\n this._pruneTerrainCovers();\n }\n }\n\n private _updateTerrainCover(\n terrainLayer: Layer,\n drapeLayers: Layer[],\n viewport: Viewport,\n opts: PreRenderOptions\n ) {\n const renderPass = this.isPicking ? this.terrainPickingPass : this.terrainPass;\n let terrainCover = this.terrainCovers.get(terrainLayer.id);\n if (!terrainCover) {\n terrainCover = new TerrainCover(terrainLayer);\n this.terrainCovers.set(terrainLayer.id, terrainCover);\n }\n try {\n const isDirty = terrainCover.shouldUpdate({\n targetLayer: terrainLayer,\n viewport,\n layers: drapeLayers\n });\n if (this.isPicking || terrainCover.isDirty || isDirty) {\n renderPass.renderTerrainCover(terrainCover, {\n ...opts,\n layers: drapeLayers,\n moduleParameters: {\n dummyHeightMap: this.dummyHeightMap,\n terrainSkipRender: false,\n devicePixelRatio: 1\n }\n });\n terrainCover.isDirty = false;\n }\n } catch (err) {\n terrainLayer.raiseError(err as Error, `Error rendering terrain cover ${terrainCover.id}`);\n }\n }\n\n private _pruneTerrainCovers() {\n /** Prune the cache, remove textures for layers that have been removed */\n const idsToRemove: string[] = [];\n for (const [id, terrainCover] of this.terrainCovers) {\n if (!terrainCover.isActive) {\n idsToRemove.push(id);\n }\n }\n for (const id of idsToRemove) {\n this.terrainCovers.delete(id);\n }\n }\n}\n"],"file":"terrain-effect.js"}
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{"version":3,"sources":["../../../src/terrain/terrain-pass.ts"],"names":["TerrainPass","getRenderableLayers","viewport","opts","layers","result","drawParamsByIndex","_getDrawLayerParams","i","length","layer","isComposite","shouldDrawLayer","push","renderHeightMap","heightMap","target","getRenderFramebuffer","renderViewport","resize","
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{"version":3,"sources":["../../../src/terrain/terrain-pass.ts"],"names":["TerrainPass","getRenderableLayers","viewport","opts","layers","result","drawParamsByIndex","_getDrawLayerParams","i","length","layer","isComposite","shouldDrawLayer","push","renderHeightMap","heightMap","target","getRenderFramebuffer","renderViewport","resize","device","clearColor","blend","blendFunc","blendEquation","depthTest","render","pass","viewports","effects","renderTerrainCover","terrainCover","filterLayers","id","LayersPass"],"mappings":";;;;;;;;;;;;;;;;;;;AAAA;;AACA;;AACA;;;;;;;;;;IAOaA,W;;;;;;;;;;;;SACXC,mB,GAAA,6BAAoBC,QAApB,EAAwCC,IAAxC,EAAiF;AAC/E,QAAOC,MAAP,GAAiBD,IAAjB,CAAOC,MAAP;AACA,QAAMC,MAAe,GAAG,EAAxB;;AACA,QAAMC,iBAAiB,GAAG,KAAKC,mBAAL,CAAyBL,QAAzB,EAAmCC,IAAnC,EAAyC,IAAzC,CAA1B;;AACA,SAAK,IAAIK,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGJ,MAAM,CAACK,MAA3B,EAAmCD,CAAC,EAApC,EAAwC;AACtC,UAAME,KAAK,GAAGN,MAAM,CAACI,CAAD,CAApB;;AACA,UAAI,CAACE,KAAK,CAACC,WAAP,IAAsBL,iBAAiB,CAACE,CAAD,CAAjB,CAAqBI,eAA/C,EAAgE;AAC9DP,QAAAA,MAAM,CAACQ,IAAP,CAAYH,KAAZ;AACD;AACF;;AAED,WAAOL,MAAP;AACD,G;;SAEDS,e,GAAA,yBAAgBC,SAAhB,EAA6CZ,IAA7C,EAAsF;AAAA;;AAEpF,QAAMa,MAAM,GAAGD,SAAS,CAACE,oBAAV,EAAf;AACA,QAAMf,QAAQ,GAAGa,SAAS,CAACG,cAA3B;;AAEA,QAAI,CAACF,MAAD,IAAW,CAACd,QAAhB,EAA0B;AACxB;AACD;;AAEDc,IAAAA,MAAM,CAACG,MAAP,CAAcjB,QAAd;AAEA,iCACE,KAAKkB,MADP,EAEE;AACEC,MAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADd;AAEEC,MAAAA,KAAK,EAAE,IAFT;AAGEC,MAAAA,SAAS,EAAE,MAHb;AAIEC,MAAAA,aAAa,OAJf;AAKEC,MAAAA,SAAS,EAAE;AALb,KAFF,EASE;AAAA,aACE,KAAI,CAACC,MAAL,iCACKvB,IADL;AAEEa,QAAAA,MAAM,EAANA,MAFF;AAGEW,QAAAA,IAAI,EAAE,oBAHR;AAIEvB,QAAAA,MAAM,EAAED,IAAI,CAACC,MAJf;AAKEwB,QAAAA,SAAS,EAAE,CAAC1B,QAAD,CALb;AAME2B,QAAAA,OAAO,EAAE;AANX,SADF;AAAA,KATF;AAmBD,G;;SAEDC,kB,GAAA,4BAAmBC,YAAnB,EAA+C5B,IAA/C,EAAwF;AAAA;;AAEtF,QAAMa,MAAM,GAAGe,YAAY,CAACd,oBAAb,EAAf;AACA,QAAMf,QAAQ,GAAG6B,YAAY,CAACb,cAA9B;;AAEA,QAAI,CAACF,MAAD,IAAW,CAACd,QAAhB,EAA0B;AACxB;AACD;;AAED,QAAME,MAAM,GAAG2B,YAAY,CAACC,YAAb,CAA0B7B,IAAI,CAACC,MAA/B,CAAf;AACAY,IAAAA,MAAM,CAACG,MAAP,CAAcjB,QAAd;AAEA,iCACE,KAAKkB,MADP,EAEE;AACEC,MAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADd;AAEEI,MAAAA,SAAS,EAAE;AAFb,KAFF,EAME;AAAA,aACE,MAAI,CAACC,MAAL,iCACKvB,IADL;AAEEa,QAAAA,MAAM,EAANA,MAFF;AAGEW,QAAAA,IAAI,0BAAmBI,YAAY,CAACE,EAAhC,CAHN;AAIE7B,QAAAA,MAAM,EAANA,MAJF;AAKEyB,QAAAA,OAAO,EAAE,EALX;AAMED,QAAAA,SAAS,EAAE,CAAC1B,QAAD;AANb,SADF;AAAA,KANF;AAgBD,G;;;EA3E8BgC,iB","sourcesContent":["import {withGLParameters} from '@luma.gl/webgl';\nimport {GL} from '@luma.gl/constants';\nimport {Layer, Viewport, _LayersPass as LayersPass, LayersPassRenderOptions} from '@deck.gl/core';\nimport type {HeightMapBuilder} from './height-map-builder';\nimport type {TerrainCover} from './terrain-cover';\n\nexport type TerrainPassRenderOptions = LayersPassRenderOptions;\n\n/** Renders textures used by the TerrainEffect render pass */\nexport class TerrainPass extends LayersPass {\n getRenderableLayers(viewport: Viewport, opts: TerrainPassRenderOptions): Layer[] {\n const {layers} = opts;\n const result: Layer[] = [];\n const drawParamsByIndex = this._getDrawLayerParams(viewport, opts, true);\n for (let i = 0; i < layers.length; i++) {\n const layer = layers[i];\n if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {\n result.push(layer);\n }\n }\n\n return result;\n }\n\n renderHeightMap(heightMap: HeightMapBuilder, opts: Partial<TerrainPassRenderOptions>) {\n // console.log('Updating height map')\n const target = heightMap.getRenderFramebuffer();\n const viewport = heightMap.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n target.resize(viewport);\n\n withGLParameters(\n this.device,\n {\n clearColor: [0, 0, 0, 0],\n blend: true,\n blendFunc: [GL.ONE, GL.ONE],\n blendEquation: GL.MAX,\n depthTest: false\n },\n () =>\n this.render({\n ...opts,\n target,\n pass: 'terrain-height-map',\n layers: opts.layers!,\n viewports: [viewport],\n effects: []\n })\n );\n }\n\n renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPassRenderOptions>) {\n // console.log('Updating terrain cover ' + terrainCover.id)\n const target = terrainCover.getRenderFramebuffer();\n const viewport = terrainCover.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n const layers = terrainCover.filterLayers(opts.layers!);\n target.resize(viewport);\n\n withGLParameters(\n this.device,\n {\n clearColor: [0, 0, 0, 0],\n depthTest: false\n },\n () =>\n this.render({\n ...opts,\n target,\n pass: `terrain-cover-${terrainCover.id}`,\n layers,\n effects: [],\n viewports: [viewport]\n })\n );\n }\n}\n"],"file":"terrain-pass.js"}
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{"version":3,"sources":["../../../src/terrain/terrain-picking-pass.ts"],"names":["TerrainPickingPass","drawParameters","getRenderableLayers","viewport","opts","layers","result","_resetColorEncoder","pickZ","drawParamsByIndex","_getDrawLayerParams","i","length","layer","isComposite","shouldDrawLayer","push","id","layerParameters","renderTerrainCover","terrainCover","target","getPickingFramebuffer","renderViewport","filterLayers","terrainLayer","targetLayer","props","pickable","unshift","resize","
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{"version":3,"sources":["../../../src/terrain/terrain-picking-pass.ts"],"names":["TerrainPickingPass","drawParameters","getRenderableLayers","viewport","opts","layers","result","_resetColorEncoder","pickZ","drawParamsByIndex","_getDrawLayerParams","i","length","layer","isComposite","shouldDrawLayer","push","id","layerParameters","renderTerrainCover","terrainCover","target","getPickingFramebuffer","renderViewport","filterLayers","terrainLayer","targetLayer","props","pickable","unshift","resize","device","depthTest","render","pickingFBO","pass","effects","viewports","cullRect","undefined","deviceRect","getLayerParameters","layerIndex","parameters","blend","PickLayersPass"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAAA;;AAMA;;;;;;;;;;IAQaA,kB;;;;;;;;;;;;;;;UAOXC,c,GAAsC,E;;;;;;SAEtCC,mB,GAAA,6BAAoBC,QAApB,EAAwCC,IAAxC,EAAwF;AACtF,QAAOC,MAAP,GAAiBD,IAAjB,CAAOC,MAAP;AACA,QAAMC,MAAe,GAAG,EAAxB;AACA,SAAKL,cAAL,GAAsB,EAAtB;;AACA,SAAKM,kBAAL,CAAwBH,IAAI,CAACI,KAA7B;;AACA,QAAMC,iBAAiB,GAAG,KAAKC,mBAAL,CAAyBP,QAAzB,EAAmCC,IAAnC,CAA1B;;AACA,SAAK,IAAIO,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGN,MAAM,CAACO,MAA3B,EAAmCD,CAAC,EAApC,EAAwC;AACtC,UAAME,KAAK,GAAGR,MAAM,CAACM,CAAD,CAApB;;AACA,UAAI,CAACE,KAAK,CAACC,WAAP,IAAsBL,iBAAiB,CAACE,CAAD,CAAjB,CAAqBI,eAA/C,EAAgE;AAC9DT,QAAAA,MAAM,CAACU,IAAP,CAAYH,KAAZ;AACA,aAAKZ,cAAL,CAAoBY,KAAK,CAACI,EAA1B,IAAgCR,iBAAiB,CAACE,CAAD,CAAjB,CAAqBO,eAArD;AACD;AACF;;AAED,WAAOZ,MAAP;AACD,G;;SAEDa,kB,GAAA,4BAAmBC,YAAnB,EAA+ChB,IAA/C,EAA+F;AAAA;;AAE7F,QAAMiB,MAAM,GAAGD,YAAY,CAACE,qBAAb,EAAf;AACA,QAAMnB,QAAQ,GAAGiB,YAAY,CAACG,cAA9B;;AAEA,QAAI,CAACF,MAAD,IAAW,CAAClB,QAAhB,EAA0B;AACxB;AACD;;AAED,QAAME,MAAM,GAAGe,YAAY,CAACI,YAAb,CAA0BpB,IAAI,CAACC,MAA/B,CAAf;AACA,QAAMoB,YAAY,GAAGL,YAAY,CAACM,WAAlC;;AACA,QAAID,YAAY,CAACE,KAAb,CAAmBC,QAAvB,EAAiC;AAC/BvB,MAAAA,MAAM,CAACwB,OAAP,CAAeJ,YAAf;AACD;;AACDJ,IAAAA,MAAM,CAACS,MAAP,CAAc3B,QAAd;AAEA,iCACE,KAAK4B,MADP,EAEE;AACEC,MAAAA,SAAS,EAAE;AADb,KAFF,EAKE;AAAA,aACE,MAAI,CAACC,MAAL,iCACK7B,IADL;AAEE8B,QAAAA,UAAU,EAAEb,MAFd;AAGEc,QAAAA,IAAI,kCAA2Bf,YAAY,CAACH,EAAxC,CAHN;AAIEZ,QAAAA,MAAM,EAANA,MAJF;AAKE+B,QAAAA,OAAO,EAAE,EALX;AAMEC,QAAAA,SAAS,EAAE,CAAClC,QAAD,CANb;AASEmC,QAAAA,QAAQ,EAAEC,SATZ;AAUEC,QAAAA,UAAU,EAAErC,QAVd;AAWEK,QAAAA,KAAK,EAAE;AAXT,SADF;AAAA,KALF;AAoBD,G;;SAESiC,kB,GAAV,4BAA6B5B,KAA7B,EAA2C6B,UAA3C,EAA+DvC,QAA/D,EAAwF;AACtF,QAAI,KAAKF,cAAL,CAAoBY,KAAK,CAACI,EAA1B,CAAJ,EAAmC;AACjC,aAAO,KAAKhB,cAAL,CAAoBY,KAAK,CAACI,EAA1B,CAAP;AACD;;AACD,QAAM0B,UAAU,0HAA4B9B,KAA5B,EAAmC6B,UAAnC,EAA+CvC,QAA/C,CAAhB;AACAwC,IAAAA,UAAU,CAACC,KAAX,GAAmB,IAAnB;AACA,WAAOD,UAAP;AACD,G;;;EAvEqCE,qB","sourcesContent":["import {\n Layer,\n Viewport,\n LayersPassRenderOptions,\n _PickLayersPass as PickLayersPass\n} from '@deck.gl/core';\nimport {withGLParameters} from '@luma.gl/webgl';\nimport type {TerrainCover} from './terrain-cover';\n\nexport type TerrainPickingPassRenderOptions = LayersPassRenderOptions & {\n pickZ: boolean;\n};\n\n/** Renders textures used by the TerrainEffect picking pass */\nexport class TerrainPickingPass extends PickLayersPass {\n /** Save layer index for use when drawing to terrain cover.\n * When a terrain cover's picking buffer is rendered,\n * we need to make sure each layer receives a consistent index (encoded in the alpha channel)\n * so that a picked color can be decoded back to the correct layer.\n * Updated in getRenderableLayers which is called in TerrainEffect.preRender\n */\n drawParameters: Record<string, any> = {};\n\n getRenderableLayers(viewport: Viewport, opts: TerrainPickingPassRenderOptions): Layer[] {\n const {layers} = opts;\n const result: Layer[] = [];\n this.drawParameters = {};\n this._resetColorEncoder(opts.pickZ);\n const drawParamsByIndex = this._getDrawLayerParams(viewport, opts);\n for (let i = 0; i < layers.length; i++) {\n const layer = layers[i];\n if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {\n result.push(layer);\n this.drawParameters[layer.id] = drawParamsByIndex[i].layerParameters;\n }\n }\n\n return result;\n }\n\n renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPickingPassRenderOptions>) {\n // console.log('Updating terrain cover for picking ' + terrainCover.id)\n const target = terrainCover.getPickingFramebuffer();\n const viewport = terrainCover.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n const layers = terrainCover.filterLayers(opts.layers!);\n const terrainLayer = terrainCover.targetLayer;\n if (terrainLayer.props.pickable) {\n layers.unshift(terrainLayer);\n }\n target.resize(viewport);\n\n withGLParameters(\n this.device,\n {\n depthTest: false\n },\n () =>\n this.render({\n ...opts,\n pickingFBO: target,\n pass: `terrain-cover-picking-${terrainCover.id}`,\n layers,\n effects: [],\n viewports: [viewport],\n // Disable the default culling because TileLayer would cull sublayers based on the screen viewport,\n // not the viewport of the terrain cover. Culling is already done by `terrainCover.filterLayers`\n cullRect: undefined,\n deviceRect: viewport,\n pickZ: false\n })\n );\n }\n\n protected getLayerParameters(layer: Layer, layerIndex: number, viewport: Viewport): any {\n if (this.drawParameters[layer.id]) {\n return this.drawParameters[layer.id];\n }\n const parameters = super.getLayerParameters(layer, layerIndex, viewport);\n parameters.blend = true;\n return parameters;\n }\n}\n"],"file":"terrain-picking-pass.js"}
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//# sourceMappingURL=utils.js.map
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