@deck.gl/extensions 8.8.0-alpha.5 → 8.8.0-beta.2

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 (128) hide show
  1. package/dist/dist.dev.js +480 -1335
  2. package/dist/es5/brushing/brushing.js +19 -15
  3. package/dist/es5/brushing/brushing.js.map +1 -1
  4. package/dist/es5/brushing/shader-module.js +1 -1
  5. package/dist/es5/brushing/shader-module.js.map +1 -1
  6. package/dist/es5/clip/clip.js +4 -2
  7. package/dist/es5/clip/clip.js.map +1 -1
  8. package/dist/es5/data-filter/aggregator.js +1 -1
  9. package/dist/es5/data-filter/aggregator.js.map +1 -1
  10. package/dist/es5/data-filter/data-filter.js +9 -9
  11. package/dist/es5/data-filter/data-filter.js.map +1 -1
  12. package/dist/es5/data-filter/shader-module.js +22 -13
  13. package/dist/es5/data-filter/shader-module.js.map +1 -1
  14. package/dist/es5/fill-style/fill-style.js +13 -11
  15. package/dist/es5/fill-style/fill-style.js.map +1 -1
  16. package/dist/es5/fill-style/shaders.glsl.js +8 -6
  17. package/dist/es5/fill-style/shaders.glsl.js.map +1 -1
  18. package/dist/es5/fp64/fp64.js +4 -2
  19. package/dist/es5/fp64/fp64.js.map +1 -1
  20. package/dist/es5/fp64/project64.glsl.js +1 -1
  21. package/dist/es5/fp64/project64.js +2 -5
  22. package/dist/es5/fp64/project64.js.map +1 -1
  23. package/dist/es5/index.js.map +1 -1
  24. package/dist/es5/mask/mask.js +7 -4
  25. package/dist/es5/mask/mask.js.map +1 -1
  26. package/dist/es5/mask/shader-module.js +6 -7
  27. package/dist/es5/mask/shader-module.js.map +1 -1
  28. package/dist/es5/path-style/path-style.js +5 -5
  29. package/dist/es5/path-style/path-style.js.map +1 -1
  30. package/dist/es5/path-style/shaders.glsl.js +1 -1
  31. package/dist/es5/path-style/shaders.glsl.js.map +1 -1
  32. package/dist/esm/brushing/brushing.js +20 -15
  33. package/dist/esm/brushing/brushing.js.map +1 -1
  34. package/dist/esm/brushing/shader-module.js +1 -1
  35. package/dist/esm/brushing/shader-module.js.map +1 -1
  36. package/dist/esm/clip/clip.js +5 -2
  37. package/dist/esm/clip/clip.js.map +1 -1
  38. package/dist/esm/data-filter/aggregator.js +1 -1
  39. package/dist/esm/data-filter/aggregator.js.map +1 -1
  40. package/dist/esm/data-filter/data-filter.js +6 -3
  41. package/dist/esm/data-filter/data-filter.js.map +1 -1
  42. package/dist/esm/data-filter/shader-module.js +21 -21
  43. package/dist/esm/data-filter/shader-module.js.map +1 -1
  44. package/dist/esm/fill-style/fill-style.js +18 -13
  45. package/dist/esm/fill-style/fill-style.js.map +1 -1
  46. package/dist/esm/fill-style/shaders.glsl.js +6 -2
  47. package/dist/esm/fill-style/shaders.glsl.js.map +1 -1
  48. package/dist/esm/fp64/fp64.js +4 -2
  49. package/dist/esm/fp64/fp64.js.map +1 -1
  50. package/dist/esm/fp64/project64.glsl.js +1 -1
  51. package/dist/esm/fp64/project64.glsl.js.map +1 -1
  52. package/dist/esm/fp64/project64.js +2 -3
  53. package/dist/esm/fp64/project64.js.map +1 -1
  54. package/dist/esm/index.js.map +1 -1
  55. package/dist/esm/mask/mask.js +7 -4
  56. package/dist/esm/mask/mask.js.map +1 -1
  57. package/dist/esm/mask/shader-module.js +6 -6
  58. package/dist/esm/mask/shader-module.js.map +1 -1
  59. package/dist/esm/path-style/path-style.js +6 -5
  60. package/dist/esm/path-style/path-style.js.map +1 -1
  61. package/dist/esm/path-style/shaders.glsl.js +1 -1
  62. package/dist/esm/path-style/shaders.glsl.js.map +1 -1
  63. package/dist.min.js +1 -1
  64. package/package.json +5 -3
  65. package/src/brushing/{brushing.js → brushing.ts} +45 -17
  66. package/src/brushing/{shader-module.js → shader-module.ts} +13 -3
  67. package/src/clip/{clip.js → clip.ts} +26 -9
  68. package/src/data-filter/{aggregator.js → aggregator.ts} +12 -8
  69. package/src/data-filter/{data-filter.js → data-filter.ts} +90 -13
  70. package/src/data-filter/{shader-module.js → shader-module.ts} +36 -27
  71. package/src/fill-style/{fill-style.js → fill-style.ts} +83 -19
  72. package/src/fill-style/{shaders.glsl.js → shaders.glsl.ts} +24 -4
  73. package/src/fp64/{fp64.js → fp64.ts} +6 -3
  74. package/src/fp64/{project64.glsl.js → project64.glsl.ts} +0 -0
  75. package/src/fp64/{project64.js → project64.ts} +16 -5
  76. package/src/index.ts +8 -0
  77. package/src/mask/{mask.js → mask.ts} +25 -8
  78. package/src/mask/shader-module.ts +86 -0
  79. package/src/path-style/{path-style.js → path-style.ts} +65 -14
  80. package/src/path-style/{shaders.glsl.js → shaders.glsl.ts} +0 -0
  81. package/typed/brushing/brushing.d.ts +37 -16
  82. package/typed/brushing/brushing.d.ts.map +1 -1
  83. package/typed/brushing/brushing.js +83 -0
  84. package/typed/brushing/shader-module.d.ts +9 -24
  85. package/typed/brushing/shader-module.d.ts.map +1 -1
  86. package/typed/brushing/shader-module.js +116 -0
  87. package/typed/clip/clip.d.ts +27 -10
  88. package/typed/clip/clip.d.ts.map +1 -1
  89. package/typed/clip/clip.js +114 -0
  90. package/typed/data-filter/aggregator.d.ts +10 -9
  91. package/typed/data-filter/aggregator.d.ts.map +1 -1
  92. package/typed/data-filter/aggregator.js +98 -0
  93. package/typed/data-filter/data-filter.d.ts +87 -29
  94. package/typed/data-filter/data-filter.d.ts.map +1 -1
  95. package/typed/data-filter/data-filter.js +159 -0
  96. package/typed/data-filter/shader-module.d.ts +7 -24
  97. package/typed/data-filter/shader-module.d.ts.map +1 -1
  98. package/typed/data-filter/shader-module.js +152 -0
  99. package/typed/fill-style/fill-style.d.ts +74 -41
  100. package/typed/fill-style/fill-style.d.ts.map +1 -1
  101. package/typed/fill-style/fill-style.js +152 -0
  102. package/typed/fill-style/shaders.glsl.d.ts +8 -33
  103. package/typed/fill-style/shaders.glsl.d.ts.map +1 -1
  104. package/typed/fill-style/shaders.glsl.js +95 -0
  105. package/typed/fp64/fp64.d.ts +6 -6
  106. package/typed/fp64/fp64.d.ts.map +1 -1
  107. package/typed/fp64/fp64.js +34 -0
  108. package/typed/fp64/project64.d.ts +5 -9
  109. package/typed/fp64/project64.d.ts.map +1 -1
  110. package/typed/fp64/project64.glsl.d.ts +1 -1
  111. package/typed/fp64/project64.glsl.d.ts.map +1 -1
  112. package/typed/fp64/project64.glsl.js +100 -0
  113. package/typed/fp64/project64.js +50 -0
  114. package/typed/index.d.ts +6 -0
  115. package/typed/index.d.ts.map +1 -1
  116. package/typed/index.js +9 -0
  117. package/typed/mask/mask.d.ts +21 -9
  118. package/typed/mask/mask.d.ts.map +1 -1
  119. package/typed/mask/mask.js +48 -0
  120. package/typed/mask/shader-module.d.ts +6 -20
  121. package/typed/mask/shader-module.d.ts.map +1 -1
  122. package/{src → typed}/mask/shader-module.js +16 -21
  123. package/typed/path-style/path-style.d.ts +63 -27
  124. package/typed/path-style/path-style.d.ts.map +1 -1
  125. package/typed/path-style/path-style.js +107 -0
  126. package/typed/path-style/shaders.glsl.d.ts +6 -7
  127. package/typed/path-style/shaders.glsl.d.ts.map +1 -1
  128. package/typed/path-style/shaders.glsl.js +93 -0
@@ -1 +1 @@
1
- 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{LayerExtension} from '@deck.gl/core';\nimport {Texture2D} from '@luma.gl/core';\nimport GL from '@luma.gl/constants';\n\nimport {patternShaders} from './shaders.glsl';\n\nconst defaultProps = {\n fillPatternEnabled: true,\n fillPatternAtlas: null,\n fillPatternMapping: null,\n fillPatternMask: true,\n getFillPattern: {type: 'accessor', value: d => d.pattern},\n getFillPatternScale: {type: 'accessor', value: 1},\n getFillPatternOffset: {type: 'accessor', value: [0, 0]}\n};\n\nconst DEFAULT_TEXTURE_PARAMETERS = {\n [GL.TEXTURE_MIN_FILTER]: GL.LINEAR,\n // GL.LINEAR is the default value but explicitly set it here\n [GL.TEXTURE_MAG_FILTER]: GL.LINEAR,\n // for texture boundary artifact\n [GL.TEXTURE_WRAP_S]: GL.CLAMP_TO_EDGE,\n [GL.TEXTURE_WRAP_T]: GL.CLAMP_TO_EDGE\n};\n\nexport default class FillStyleExtension extends LayerExtension {\n constructor({pattern = false} = {}) {\n super({pattern});\n }\n\n isEnabled(layer) {\n return layer.getAttributeManager() && !layer.state.pathTesselator;\n }\n\n getShaders(extension) {\n if (!extension.isEnabled(this)) {\n return null;\n }\n\n return {\n modules: [extension.opts.pattern && patternShaders].filter(Boolean)\n };\n }\n\n initializeState(context, extension) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n const attributeManager = this.getAttributeManager();\n\n if (extension.opts.pattern) {\n attributeManager.add({\n fillPatternFrames: {\n size: 4,\n accessor: 'getFillPattern',\n transform: extension.getPatternFrame.bind(this),\n shaderAttributes: {\n fillPatternFrames: {\n divisor: 0\n },\n instanceFillPatternFrames: {\n divisor: 1\n }\n }\n },\n fillPatternScales: {\n size: 1,\n accessor: 'getFillPatternScale',\n defaultValue: 1,\n shaderAttributes: {\n fillPatternScales: {\n divisor: 0\n },\n instanceFillPatternScales: {\n divisor: 1\n }\n }\n },\n fillPatternOffsets: {\n size: 2,\n accessor: 'getFillPatternOffset',\n shaderAttributes: {\n fillPatternOffsets: {\n divisor: 0\n },\n instanceFillPatternOffsets: {\n divisor: 1\n }\n }\n }\n });\n }\n this.setState({\n emptyTexture: new Texture2D(this.context.gl, {\n data: new Uint8Array(4),\n width: 1,\n height: 1\n })\n });\n }\n\n updateState({props, oldProps}, extension) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n if (props.fillPatternAtlas && props.fillPatternAtlas !== oldProps.fillPatternAtlas) {\n extension.loadPatternAtlas.call(this, props);\n }\n if (props.fillPatternMapping && props.fillPatternMapping !== oldProps.fillPatternMapping) {\n extension.loadPatternMapping.call(this, props);\n }\n }\n\n draw(params, extension) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n const {patternTexture} = this.state;\n this.setModuleParameters({\n fillPatternTexture: patternTexture || this.state.emptyTexture\n });\n }\n\n finalizeState() {\n const {patternTexture, emptyTexture} = this.state;\n patternTexture?.delete();\n emptyTexture?.delete();\n }\n\n async loadPatternAtlas({fillPatternAtlas, fetch}) {\n this.state.patternTexture?.delete();\n this.setState({patternTexture: null});\n let image = fillPatternAtlas;\n if (typeof image === 'string') {\n image = await fetch(image, {propName: 'fillPatternAtlas', layer: this});\n }\n const patternTexture =\n image instanceof Texture2D\n ? image\n : new Texture2D(this.context.gl, {\n data: image,\n parameters: DEFAULT_TEXTURE_PARAMETERS\n });\n this.setState({patternTexture});\n }\n\n async loadPatternMapping({fillPatternMapping, fetch}) {\n this.setState({patternMapping: null});\n let patternMapping = fillPatternMapping;\n if (typeof patternMapping === 'string') {\n patternMapping = await fetch(patternMapping, {\n propName: 'fillPatternMapping',\n layer: this\n });\n }\n this.setState({patternMapping});\n this.getAttributeManager().invalidate('getFillPattern');\n this.setNeedsUpdate();\n }\n\n getPatternFrame(name) {\n const {patternMapping} = this.state;\n const def = patternMapping && patternMapping[name];\n return def ? [def.x, def.y, def.width, def.height] : [0, 0, 0, 0];\n }\n}\n\nFillStyleExtension.extensionName = 'FillStyleExtension';\nFillStyleExtension.defaultProps = defaultProps;\n"],"file":"fill-style.js"}
1
+ 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{LayerExtension} from '@deck.gl/core';\nimport {Texture2D} from '@luma.gl/core';\nimport GL from '@luma.gl/constants';\n\nimport {patternShaders} from './shaders.glsl';\n\nimport type {\n Layer,\n LayerContext,\n Accessor,\n AccessorFunction,\n Texture,\n UpdateParameters\n} from '@deck.gl/core';\n\nconst defaultProps = {\n fillPatternEnabled: true,\n fillPatternAtlas: null,\n fillPatternMapping: null,\n fillPatternMask: true,\n getFillPattern: {type: 'accessor', value: d => d.pattern},\n getFillPatternScale: {type: 'accessor', value: 1},\n getFillPatternOffset: {type: 'accessor', value: [0, 0]}\n};\n\nexport type FillStyleExtensionProps<DataT = any> = {\n /** Cheap toggle to enable/disable pattern fill. Requires the `pattern` option to be on.\n * @default true\n */\n fillPatternEnabled?: boolean;\n /** Sprite image url or texture that packs all your patterns into one layout. */\n fillPatternAtlas?: Texture;\n /** Pattern names mapped to pattern definitions, or a url that points to a JSON file. */\n fillPatternMapping?:\n | string\n | Record<\n string,\n {\n /** Left position of the pattern on the atlas */\n x: number;\n /** Top position of the pattern on the atlas */\n y: number;\n /** Width of the pattern */\n width: number;\n /** Height of the pattern */\n height: number;\n }\n >;\n /**\n * Whether to treat the patterns as transparency masks.\n * @default true\n */\n fillPatternMask?: boolean;\n /** Accessor for the name of the pattern. */\n getFillPattern?: AccessorFunction<DataT, string>;\n /** Accessor for the scale of the pattern, relative to the original size. If the pattern is 24 x 24 pixels, scale `1` roughly yields 24 meters.\n * @default 1\n */\n getFillPatternScale?: Accessor<DataT, number>;\n /**\n * Accessor for the offset of the pattern, relative to the original size. Offset `[0.5, 0.5]` shifts the pattern alignment by half.\n * @default [0, 0]\n */\n getFillPatternOffset?: Accessor<DataT, [number, number]>;\n};\n\ntype FillStyleExtensionOptions = {\n /** If `true`, adds the ability to tile the filled area with a pattern.\n * @default false\n */\n pattern: boolean;\n};\n\nconst DEFAULT_TEXTURE_PARAMETERS = {\n [GL.TEXTURE_MIN_FILTER]: GL.LINEAR,\n // GL.LINEAR is the default value but explicitly set it here\n [GL.TEXTURE_MAG_FILTER]: GL.LINEAR,\n // for texture boundary artifact\n [GL.TEXTURE_WRAP_S]: GL.CLAMP_TO_EDGE,\n [GL.TEXTURE_WRAP_T]: GL.CLAMP_TO_EDGE\n};\n\n/** Adds selected features to layers that render a \"fill\", such as the `PolygonLayer` and `ScatterplotLayer`. */\nexport default class FillStyleExtension extends LayerExtension<FillStyleExtensionOptions> {\n static defaultProps = defaultProps;\n static extensionName = 'FillStyleExtension';\n\n constructor({pattern = false}: Partial<FillStyleExtensionOptions> = {}) {\n super({pattern});\n }\n\n isEnabled(layer: Layer<FillStyleExtensionProps>): boolean {\n return layer.getAttributeManager() !== null && !('pathTesselator' in layer.state);\n }\n\n getShaders(this: Layer<FillStyleExtensionProps>, extension: this): any {\n if (!extension.isEnabled(this)) {\n return null;\n }\n\n return {\n modules: [extension.opts.pattern && patternShaders].filter(Boolean)\n };\n }\n\n initializeState(this: Layer<FillStyleExtensionProps>, context: LayerContext, extension: this) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n const attributeManager = this.getAttributeManager();\n\n if (extension.opts.pattern) {\n attributeManager!.add({\n fillPatternFrames: {\n size: 4,\n accessor: 'getFillPattern',\n transform: extension.getPatternFrame.bind(this),\n shaderAttributes: {\n fillPatternFrames: {\n divisor: 0\n },\n instanceFillPatternFrames: {\n divisor: 1\n }\n }\n },\n fillPatternScales: {\n size: 1,\n accessor: 'getFillPatternScale',\n defaultValue: 1,\n shaderAttributes: {\n fillPatternScales: {\n divisor: 0\n },\n instanceFillPatternScales: {\n divisor: 1\n }\n }\n },\n fillPatternOffsets: {\n size: 2,\n accessor: 'getFillPatternOffset',\n shaderAttributes: {\n fillPatternOffsets: {\n divisor: 0\n },\n instanceFillPatternOffsets: {\n divisor: 1\n }\n }\n }\n });\n }\n this.setState({\n emptyTexture: new Texture2D(this.context.gl, {\n data: new Uint8Array(4),\n width: 1,\n height: 1\n })\n });\n }\n\n updateState(\n this: Layer<FillStyleExtensionProps>,\n {props, oldProps}: UpdateParameters<Layer<FillStyleExtensionProps>>,\n extension: this\n ) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n if (props.fillPatternAtlas && props.fillPatternAtlas !== oldProps.fillPatternAtlas) {\n extension.loadPatternAtlas.call(this);\n }\n if (props.fillPatternMapping && props.fillPatternMapping !== oldProps.fillPatternMapping) {\n extension.loadPatternMapping.call(this);\n }\n }\n\n draw(this: Layer<FillStyleExtensionProps>, params: any, extension: this) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n const {patternTexture} = this.state;\n this.setModuleParameters({\n fillPatternTexture: patternTexture || this.state.emptyTexture\n });\n }\n\n finalizeState(this: Layer<FillStyleExtensionProps>) {\n const {patternTexture, emptyTexture} = this.state;\n patternTexture?.delete();\n emptyTexture?.delete();\n }\n\n async loadPatternAtlas(this: Layer<FillStyleExtensionProps>) {\n const {fillPatternAtlas, fetch} = this.props;\n this.state.patternTexture?.delete();\n this.setState({patternTexture: null});\n let image = fillPatternAtlas;\n if (typeof image === 'string') {\n image = await fetch(image, {propName: 'fillPatternAtlas', layer: this});\n }\n const patternTexture =\n image instanceof Texture2D\n ? image\n : new Texture2D(this.context.gl, {\n data: image,\n parameters: DEFAULT_TEXTURE_PARAMETERS\n });\n this.setState({patternTexture});\n }\n\n async loadPatternMapping(this: Layer<FillStyleExtensionProps>) {\n const {fillPatternMapping, fetch} = this.props;\n this.setState({patternMapping: null});\n let patternMapping = fillPatternMapping;\n if (typeof patternMapping === 'string') {\n patternMapping = await fetch(patternMapping, {\n propName: 'fillPatternMapping',\n layer: this\n });\n }\n this.setState({patternMapping});\n this.getAttributeManager()!.invalidate('getFillPattern');\n this.setNeedsUpdate();\n }\n\n getPatternFrame(this: Layer<FillStyleExtensionProps>, name: string) {\n const {patternMapping} = this.state;\n const def = patternMapping && patternMapping[name];\n return def ? [def.x, def.y, def.width, def.height] : [0, 0, 0, 0];\n }\n}\n"],"file":"fill-style.js"}
@@ -15,9 +15,10 @@ var inject = {
15
15
  'fs:DECKGL_FILTER_COLOR': "\n if (fill_patternEnabled) {\n float scale = FILL_UV_SCALE * fill_patternPlacement.z;\n vec2 patternUV = mod(mod(fill_uvCoordinateOrigin, scale) + fill_uv, scale) / scale;\n patternUV = mod(fill_patternPlacement.xy + patternUV, 1.0);\n\n vec2 texCoords = fill_patternBounds.xy + fill_patternBounds.zw * patternUV;\n\n vec4 patternColor = texture2D(fill_patternTexture, texCoords);\n color.a *= patternColor.a;\n if (!fill_patternMask) {\n color.rgb = patternColor.rgb;\n }\n }\n "
16
16
  };
17
17
 
18
- function getPatternUniforms() {
19
- var opts = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
20
- var uniforms = arguments.length > 1 ? arguments[1] : undefined;
18
+ function getPatternUniforms(opts, uniforms) {
19
+ if (!opts) {
20
+ return {};
21
+ }
21
22
 
22
23
  if ('fillPatternTexture' in opts) {
23
24
  var fillPatternTexture = opts.fillPatternTexture;
@@ -27,14 +28,15 @@ function getPatternUniforms() {
27
28
  };
28
29
  }
29
30
 
30
- if (opts.viewport) {
31
+ if ('viewport' in opts) {
31
32
  var viewport = opts.viewport,
32
33
  _opts$fillPatternMask = opts.fillPatternMask,
33
34
  fillPatternMask = _opts$fillPatternMask === void 0 ? true : _opts$fillPatternMask,
34
35
  _opts$fillPatternEnab = opts.fillPatternEnabled,
35
36
  fillPatternEnabled = _opts$fillPatternEnab === void 0 ? true : _opts$fillPatternEnab;
36
- var project_uCoordinateOrigin = uniforms.project_uCoordinateOrigin,
37
- project_uCoordinateSystem = uniforms.project_uCoordinateSystem;
37
+ var _ref = uniforms,
38
+ project_uCoordinateOrigin = _ref.project_uCoordinateOrigin,
39
+ project_uCoordinateSystem = _ref.project_uCoordinateSystem;
38
40
  var coordinateOriginCommon = project_uCoordinateSystem === _core.COORDINATE_SYSTEM.CARTESIAN ? project_uCoordinateOrigin : viewport.projectPosition(project_uCoordinateOrigin);
39
41
  return {
40
42
  fill_uvCoordinateOrigin: coordinateOriginCommon.slice(0, 2),
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/fill-style/shaders.glsl.js"],"names":["patternVs","patternFs","inject","getPatternUniforms","opts","uniforms","fillPatternTexture","fill_patternTexture","fill_patternTextureSize","width","height","viewport","fillPatternMask","fillPatternEnabled","project_uCoordinateOrigin","project_uCoordinateSystem","coordinateOriginCommon","COORDINATE_SYSTEM","CARTESIAN","projectPosition","fill_uvCoordinateOrigin","slice","fill_patternMask","fill_patternEnabled","patternShaders","name","vs","fs","dependencies","project","getUniforms"],"mappings":";;;;;;;AAAA;;AAKA,IAAMA,SAAS,ysBAAf;AAuBA,IAAMC,SAAS,4SAAf;AAaA,IAAMC,MAAM,GAAG;AACb,6EADa;AAKb,iVALa;AAab;AAba,CAAf;;AA8BA,SAASC,kBAAT,GAAiD;AAAA,MAArBC,IAAqB,uEAAd,EAAc;AAAA,MAAVC,QAAU;;AAC/C,MAAI,wBAAwBD,IAA5B,EAAkC;AAChC,QAAOE,kBAAP,GAA6BF,IAA7B,CAAOE,kBAAP;AACA,WAAO;AACLC,MAAAA,mBAAmB,EAAED,kBADhB;AAELE,MAAAA,uBAAuB,EAAE,CAACF,kBAAkB,CAACG,KAApB,EAA2BH,kBAAkB,CAACI,MAA9C;AAFpB,KAAP;AAID;;AACD,MAAIN,IAAI,CAACO,QAAT,EAAmB;AACjB,QAAOA,QAAP,GAAsEP,IAAtE,CAAOO,QAAP;AAAA,gCAAsEP,IAAtE,CAAiBQ,eAAjB;AAAA,QAAiBA,eAAjB,sCAAmC,IAAnC;AAAA,gCAAsER,IAAtE,CAAyCS,kBAAzC;AAAA,QAAyCA,kBAAzC,sCAA8D,IAA9D;AACA,QAAOC,yBAAP,GAA+DT,QAA/D,CAAOS,yBAAP;AAAA,QAAkCC,yBAAlC,GAA+DV,QAA/D,CAAkCU,yBAAlC;AAEA,QAAMC,sBAAsB,GAC1BD,yBAAyB,KAAKE,wBAAkBC,SAAhD,GACIJ,yBADJ,GAEIH,QAAQ,CAACQ,eAAT,CAAyBL,yBAAzB,CAHN;AAKA,WAAO;AACLM,MAAAA,uBAAuB,EAAEJ,sBAAsB,CAACK,KAAvB,CAA6B,CAA7B,EAAgC,CAAhC,CADpB;AAELC,MAAAA,gBAAgB,EAAEV,eAFb;AAGLW,MAAAA,mBAAmB,EAAEV;AAHhB,KAAP;AAKD;;AACD,SAAO,EAAP;AACD;;AAEM,IAAMW,cAAc,GAAG;AAC5BC,EAAAA,IAAI,EAAE,cADsB;AAE5BC,EAAAA,EAAE,EAAE1B,SAFwB;AAG5B2B,EAAAA,EAAE,EAAE1B,SAHwB;AAI5BC,EAAAA,MAAM,EAANA,MAJ4B;AAK5B0B,EAAAA,YAAY,EAAE,CAACC,aAAD,CALc;AAM5BC,EAAAA,WAAW,EAAE3B;AANe,CAAvB","sourcesContent":["import {project, COORDINATE_SYSTEM} from '@deck.gl/core';\n\n/*\n * fill pattern shader module\n */\nconst patternVs = `\n#ifdef NON_INSTANCED_MODEL\n #define FILL_PATTERN_FRAME_ATTRIB fillPatternFrames\n #define FILL_PATTERN_SCALE_ATTRIB fillPatternScales\n #define FILL_PATTERN_OFFSET_ATTRIB fillPatternOffsets\n#else\n #define FILL_PATTERN_FRAME_ATTRIB instanceFillPatternFrames\n #define FILL_PATTERN_SCALE_ATTRIB instanceFillPatternScales\n #define FILL_PATTERN_OFFSET_ATTRIB instanceFillPatternOffsets\n#endif\n\nattribute vec4 FILL_PATTERN_FRAME_ATTRIB;\nattribute float FILL_PATTERN_SCALE_ATTRIB;\nattribute vec2 FILL_PATTERN_OFFSET_ATTRIB;\n\nuniform bool fill_patternEnabled;\nuniform vec2 fill_patternTextureSize;\n\nvarying vec2 fill_uv;\nvarying vec4 fill_patternBounds;\nvarying vec3 fill_patternPlacement;\n`;\n\nconst patternFs = `\nuniform bool fill_patternEnabled;\nuniform bool fill_patternMask;\nuniform sampler2D fill_patternTexture;\nuniform vec2 fill_uvCoordinateOrigin;\n\nvarying vec4 fill_patternBounds;\nvarying vec3 fill_patternPlacement;\nvarying vec2 fill_uv;\n\nconst float FILL_UV_SCALE = 512.0 / 40000000.0;\n`;\n\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': `\n fill_uv = geometry.position.xy;\n `,\n\n 'vs:DECKGL_FILTER_COLOR': `\n if (fill_patternEnabled) {\n fill_patternBounds = FILL_PATTERN_FRAME_ATTRIB / vec4(fill_patternTextureSize, fill_patternTextureSize);\n fill_patternPlacement.xy = FILL_PATTERN_OFFSET_ATTRIB;\n fill_patternPlacement.z = FILL_PATTERN_SCALE_ATTRIB * FILL_PATTERN_FRAME_ATTRIB.w;\n }\n `,\n\n 'fs:DECKGL_FILTER_COLOR': `\n if (fill_patternEnabled) {\n float scale = FILL_UV_SCALE * fill_patternPlacement.z;\n vec2 patternUV = mod(mod(fill_uvCoordinateOrigin, scale) + fill_uv, scale) / scale;\n patternUV = mod(fill_patternPlacement.xy + patternUV, 1.0);\n\n vec2 texCoords = fill_patternBounds.xy + fill_patternBounds.zw * patternUV;\n\n vec4 patternColor = texture2D(fill_patternTexture, texCoords);\n color.a *= patternColor.a;\n if (!fill_patternMask) {\n color.rgb = patternColor.rgb;\n }\n }\n `\n};\n\nfunction getPatternUniforms(opts = {}, uniforms) {\n if ('fillPatternTexture' in opts) {\n const {fillPatternTexture} = opts;\n return {\n fill_patternTexture: fillPatternTexture,\n fill_patternTextureSize: [fillPatternTexture.width, fillPatternTexture.height]\n };\n }\n if (opts.viewport) {\n const {viewport, fillPatternMask = true, fillPatternEnabled = true} = opts;\n const {project_uCoordinateOrigin, project_uCoordinateSystem} = uniforms;\n\n const coordinateOriginCommon =\n project_uCoordinateSystem === COORDINATE_SYSTEM.CARTESIAN\n ? project_uCoordinateOrigin\n : viewport.projectPosition(project_uCoordinateOrigin);\n\n return {\n fill_uvCoordinateOrigin: coordinateOriginCommon.slice(0, 2),\n fill_patternMask: fillPatternMask,\n fill_patternEnabled: fillPatternEnabled\n };\n }\n return {};\n}\n\nexport const patternShaders = {\n name: 'fill-pattern',\n vs: patternVs,\n fs: patternFs,\n inject,\n dependencies: [project],\n getUniforms: getPatternUniforms\n};\n"],"file":"shaders.glsl.js"}
1
+ {"version":3,"sources":["../../../src/fill-style/shaders.glsl.ts"],"names":["patternVs","patternFs","inject","getPatternUniforms","opts","uniforms","fillPatternTexture","fill_patternTexture","fill_patternTextureSize","width","height","viewport","fillPatternMask","fillPatternEnabled","project_uCoordinateOrigin","project_uCoordinateSystem","coordinateOriginCommon","COORDINATE_SYSTEM","CARTESIAN","projectPosition","fill_uvCoordinateOrigin","slice","fill_patternMask","fill_patternEnabled","patternShaders","name","vs","fs","dependencies","project","getUniforms"],"mappings":";;;;;;;AAAA;;AAQA,IAAMA,SAAS,ysBAAf;AAuBA,IAAMC,SAAS,4SAAf;AAaA,IAAMC,MAAM,GAAG;AACb,6EADa;AAKb,iVALa;AAab;AAba,CAAf;;AAyCA,SAASC,kBAAT,CACEC,IADF,EAEEC,QAFF,EAGuB;AACrB,MAAI,CAACD,IAAL,EAAW;AACT,WAAO,EAAP;AACD;;AACD,MAAI,wBAAwBA,IAA5B,EAAkC;AAChC,QAAOE,kBAAP,GAA6BF,IAA7B,CAAOE,kBAAP;AACA,WAAO;AACLC,MAAAA,mBAAmB,EAAED,kBADhB;AAELE,MAAAA,uBAAuB,EAAE,CAACF,kBAAkB,CAACG,KAApB,EAA2BH,kBAAkB,CAACI,MAA9C;AAFpB,KAAP;AAID;;AACD,MAAI,cAAcN,IAAlB,EAAwB;AACtB,QAAOO,QAAP,GAAsEP,IAAtE,CAAOO,QAAP;AAAA,gCAAsEP,IAAtE,CAAiBQ,eAAjB;AAAA,QAAiBA,eAAjB,sCAAmC,IAAnC;AAAA,gCAAsER,IAAtE,CAAyCS,kBAAzC;AAAA,QAAyCA,kBAAzC,sCAA8D,IAA9D;AACA,eAA+DR,QAA/D;AAAA,QAAOS,yBAAP,QAAOA,yBAAP;AAAA,QAAkCC,yBAAlC,QAAkCA,yBAAlC;AAEA,QAAMC,sBAAsB,GAC1BD,yBAAyB,KAAKE,wBAAkBC,SAAhD,GACIJ,yBADJ,GAEIH,QAAQ,CAACQ,eAAT,CAAyBL,yBAAzB,CAHN;AAKA,WAAO;AACLM,MAAAA,uBAAuB,EAAEJ,sBAAsB,CAACK,KAAvB,CAA6B,CAA7B,EAAgC,CAAhC,CADpB;AAELC,MAAAA,gBAAgB,EAAEV,eAFb;AAGLW,MAAAA,mBAAmB,EAAEV;AAHhB,KAAP;AAKD;;AACD,SAAO,EAAP;AACD;;AAEM,IAAMW,cAAqD,GAAG;AACnEC,EAAAA,IAAI,EAAE,cAD6D;AAEnEC,EAAAA,EAAE,EAAE1B,SAF+D;AAGnE2B,EAAAA,EAAE,EAAE1B,SAH+D;AAInEC,EAAAA,MAAM,EAANA,MAJmE;AAKnE0B,EAAAA,YAAY,EAAE,CAACC,aAAD,CALqD;AAMnEC,EAAAA,WAAW,EAAE3B;AANsD,CAA9D","sourcesContent":["import {project, COORDINATE_SYSTEM} from '@deck.gl/core';\nimport type {Viewport, _ShaderModule as ShaderModule, ProjectUniforms} from '@deck.gl/core';\n\nimport type {Texture2D} from '@luma.gl/webgl';\n\n/*\n * fill pattern shader module\n */\nconst patternVs = `\n#ifdef NON_INSTANCED_MODEL\n #define FILL_PATTERN_FRAME_ATTRIB fillPatternFrames\n #define FILL_PATTERN_SCALE_ATTRIB fillPatternScales\n #define FILL_PATTERN_OFFSET_ATTRIB fillPatternOffsets\n#else\n #define FILL_PATTERN_FRAME_ATTRIB instanceFillPatternFrames\n #define FILL_PATTERN_SCALE_ATTRIB instanceFillPatternScales\n #define FILL_PATTERN_OFFSET_ATTRIB instanceFillPatternOffsets\n#endif\n\nattribute vec4 FILL_PATTERN_FRAME_ATTRIB;\nattribute float FILL_PATTERN_SCALE_ATTRIB;\nattribute vec2 FILL_PATTERN_OFFSET_ATTRIB;\n\nuniform bool fill_patternEnabled;\nuniform vec2 fill_patternTextureSize;\n\nvarying vec2 fill_uv;\nvarying vec4 fill_patternBounds;\nvarying vec3 fill_patternPlacement;\n`;\n\nconst patternFs = `\nuniform bool fill_patternEnabled;\nuniform bool fill_patternMask;\nuniform sampler2D fill_patternTexture;\nuniform vec2 fill_uvCoordinateOrigin;\n\nvarying vec4 fill_patternBounds;\nvarying vec3 fill_patternPlacement;\nvarying vec2 fill_uv;\n\nconst float FILL_UV_SCALE = 512.0 / 40000000.0;\n`;\n\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': `\n fill_uv = geometry.position.xy;\n `,\n\n 'vs:DECKGL_FILTER_COLOR': `\n if (fill_patternEnabled) {\n fill_patternBounds = FILL_PATTERN_FRAME_ATTRIB / vec4(fill_patternTextureSize, fill_patternTextureSize);\n fill_patternPlacement.xy = FILL_PATTERN_OFFSET_ATTRIB;\n fill_patternPlacement.z = FILL_PATTERN_SCALE_ATTRIB * FILL_PATTERN_FRAME_ATTRIB.w;\n }\n `,\n\n 'fs:DECKGL_FILTER_COLOR': `\n if (fill_patternEnabled) {\n float scale = FILL_UV_SCALE * fill_patternPlacement.z;\n vec2 patternUV = mod(mod(fill_uvCoordinateOrigin, scale) + fill_uv, scale) / scale;\n patternUV = mod(fill_patternPlacement.xy + patternUV, 1.0);\n\n vec2 texCoords = fill_patternBounds.xy + fill_patternBounds.zw * patternUV;\n\n vec4 patternColor = texture2D(fill_patternTexture, texCoords);\n color.a *= patternColor.a;\n if (!fill_patternMask) {\n color.rgb = patternColor.rgb;\n }\n }\n `\n};\n\ntype FillStyleModuleSettings =\n | {\n viewport: Viewport;\n fillPatternEnabled?: boolean;\n fillPatternMask?: boolean;\n }\n | {\n fillPatternTexture: Texture2D;\n };\n\n/* eslint-disable camelcase */\nfunction getPatternUniforms(\n opts: FillStyleModuleSettings | {},\n uniforms: Record<string, any>\n): Record<string, any> {\n if (!opts) {\n return {};\n }\n if ('fillPatternTexture' in opts) {\n const {fillPatternTexture} = opts;\n return {\n fill_patternTexture: fillPatternTexture,\n fill_patternTextureSize: [fillPatternTexture.width, fillPatternTexture.height]\n };\n }\n if ('viewport' in opts) {\n const {viewport, fillPatternMask = true, fillPatternEnabled = true} = opts;\n const {project_uCoordinateOrigin, project_uCoordinateSystem} = uniforms as ProjectUniforms;\n\n const coordinateOriginCommon =\n project_uCoordinateSystem === COORDINATE_SYSTEM.CARTESIAN\n ? project_uCoordinateOrigin\n : viewport.projectPosition(project_uCoordinateOrigin);\n\n return {\n fill_uvCoordinateOrigin: coordinateOriginCommon.slice(0, 2),\n fill_patternMask: fillPatternMask,\n fill_patternEnabled: fillPatternEnabled\n };\n }\n return {};\n}\n\nexport const patternShaders: ShaderModule<FillStyleModuleSettings> = {\n name: 'fill-pattern',\n vs: patternVs,\n fs: patternFs,\n inject,\n dependencies: [project],\n getUniforms: getPatternUniforms\n};\n"],"file":"shaders.glsl.js"}
@@ -17,6 +17,8 @@ var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime
17
17
 
18
18
  var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
19
19
 
20
+ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
21
+
20
22
  var _core = require("@deck.gl/core");
21
23
 
22
24
  var _project = _interopRequireDefault(require("./project64"));
@@ -37,7 +39,7 @@ var Fp64Extension = function (_LayerExtension) {
37
39
 
38
40
  (0, _createClass2.default)(Fp64Extension, [{
39
41
  key: "getShaders",
40
- value: function getShaders(opts) {
42
+ value: function getShaders() {
41
43
  var coordinateSystem = this.props.coordinateSystem;
42
44
 
43
45
  if (coordinateSystem !== _core.COORDINATE_SYSTEM.LNGLAT && coordinateSystem !== _core.COORDINATE_SYSTEM.DEFAULT) {
@@ -53,5 +55,5 @@ var Fp64Extension = function (_LayerExtension) {
53
55
  }(_core.LayerExtension);
54
56
 
55
57
  exports.default = Fp64Extension;
56
- Fp64Extension.extensionName = 'Fp64Extension';
58
+ (0, _defineProperty2.default)(Fp64Extension, "extensionName", 'Fp64Extension');
57
59
  //# sourceMappingURL=fp64.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/fp64/fp64.js"],"names":["Fp64Extension","opts","coordinateSystem","props","COORDINATE_SYSTEM","LNGLAT","DEFAULT","Error","modules","project64","LayerExtension","extensionName"],"mappings":";;;;;;;;;;;;;;;;;;;AAoBA;;AACA;;;;;;IAEqBA,a;;;;;;;;;;;;WACnB,oBAAWC,IAAX,EAAiB;AACf,UAAOC,gBAAP,GAA2B,KAAKC,KAAhC,CAAOD,gBAAP;;AACA,UACEA,gBAAgB,KAAKE,wBAAkBC,MAAvC,IACAH,gBAAgB,KAAKE,wBAAkBE,OAFzC,EAGE;AACA,cAAM,IAAIC,KAAJ,CAAU,uCAAV,CAAN;AACD;;AAED,aAAO;AACLC,QAAAA,OAAO,EAAE,CAACC,gBAAD;AADJ,OAAP;AAGD;;;EAbwCC,oB;;;AAgB3CV,aAAa,CAACW,aAAd,GAA8B,eAA9B","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, COORDINATE_SYSTEM} from '@deck.gl/core';\nimport project64 from './project64';\n\nexport default class Fp64Extension extends LayerExtension {\n getShaders(opts) {\n const {coordinateSystem} = this.props;\n if (\n coordinateSystem !== COORDINATE_SYSTEM.LNGLAT &&\n coordinateSystem !== COORDINATE_SYSTEM.DEFAULT\n ) {\n throw new Error('fp64: coordinateSystem must be LNGLAT');\n }\n\n return {\n modules: [project64]\n };\n }\n}\n\nFp64Extension.extensionName = 'Fp64Extension';\n"],"file":"fp64.js"}
1
+ {"version":3,"sources":["../../../src/fp64/fp64.ts"],"names":["Fp64Extension","coordinateSystem","props","COORDINATE_SYSTEM","LNGLAT","DEFAULT","Error","modules","project64","LayerExtension"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAoBA;;AACA;;;;;;IAKqBA,a;;;;;;;;;;;;WAGnB,sBAA6B;AAC3B,UAAOC,gBAAP,GAA2B,KAAKC,KAAhC,CAAOD,gBAAP;;AACA,UACEA,gBAAgB,KAAKE,wBAAkBC,MAAvC,IACAH,gBAAgB,KAAKE,wBAAkBE,OAFzC,EAGE;AACA,cAAM,IAAIC,KAAJ,CAAU,uCAAV,CAAN;AACD;;AAED,aAAO;AACLC,QAAAA,OAAO,EAAE,CAACC,gBAAD;AADJ,OAAP;AAGD;;;EAfwCC,oB;;;8BAAtBT,a,mBACI,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, COORDINATE_SYSTEM} from '@deck.gl/core';\nimport project64 from './project64';\n\nimport type {Layer} from '@deck.gl/core';\n\n/** @deprecated Adds the legacy 64-bit precision to geospatial layers. */\nexport default class Fp64Extension extends LayerExtension {\n static extensionName = 'Fp64Extension';\n\n getShaders(this: Layer): any {\n const {coordinateSystem} = this.props;\n if (\n coordinateSystem !== COORDINATE_SYSTEM.LNGLAT &&\n coordinateSystem !== COORDINATE_SYSTEM.DEFAULT\n ) {\n throw new Error('fp64: coordinateSystem must be LNGLAT');\n }\n\n return {\n modules: [project64]\n };\n }\n}\n"],"file":"fp64.js"}
@@ -4,6 +4,6 @@ Object.defineProperty(exports, "__esModule", {
4
4
  value: true
5
5
  });
6
6
  exports.default = void 0;
7
- var _default = "\nconst vec2 WORLD_SCALE_FP64 = vec2(81.4873275756836, 0.0000032873668232014097);\n\nuniform vec2 project_uViewProjectionMatrixFP64[16];\nvoid mercatorProject_fp64(vec4 lnglat_fp64, out vec2 out_val[2]) {\n\n#if defined(NVIDIA_FP64_WORKAROUND)\n out_val[0] = sum_fp64(radians_fp64(lnglat_fp64.xy), PI_FP64 * ONE);\n#else\n out_val[0] = sum_fp64(radians_fp64(lnglat_fp64.xy), PI_FP64);\n#endif\n out_val[1] = sum_fp64(PI_FP64,\n log_fp64(tan_fp64(sum_fp64(PI_4_FP64, radians_fp64(lnglat_fp64.zw) / 2.0))));\n return;\n}\n\nvoid project_position_fp64(vec4 position_fp64, out vec2 out_val[2]) {\n vec2 pos_fp64[2];\n mercatorProject_fp64(position_fp64, pos_fp64);\n out_val[0] = mul_fp64(pos_fp64[0], WORLD_SCALE_FP64);\n out_val[1] = mul_fp64(pos_fp64[1], WORLD_SCALE_FP64);\n\n return;\n}\n\nvoid project_position_fp64(vec2 position, vec2 position64xyLow, out vec2 out_val[2]) {\n vec4 position64xy = vec4(\n position.x, position64xyLow.x,\n position.y, position64xyLow.y);\n\n project_position_fp64(position64xy, out_val);\n}\n\nvec4 project_common_position_to_clipspace_fp64(vec2 vertex_pos_modelspace[4]) {\n vec2 vertex_pos_clipspace[4];\n mat4_vec4_mul_fp64(project_uViewProjectionMatrixFP64, vertex_pos_modelspace,\n vertex_pos_clipspace);\n return vec4(\n vertex_pos_clipspace[0].x,\n vertex_pos_clipspace[1].x,\n vertex_pos_clipspace[2].x,\n vertex_pos_clipspace[3].x\n );\n}\n\nvec4 project_position_to_clipspace(\n vec3 position, vec3 position64xyLow, vec3 offset, out vec4 commonPosition\n) {\n vec2 offset64[4];\n vec4_fp64(vec4(offset, 0.0), offset64);\n\n float z = project_size(position.z);\n vec2 projectedPosition64xy[2];\n project_position_fp64(position.xy, position64xyLow.xy, projectedPosition64xy);\n\n vec2 commonPosition64[4];\n commonPosition64[0] = sum_fp64(offset64[0], projectedPosition64xy[0]);\n commonPosition64[1] = sum_fp64(offset64[1], projectedPosition64xy[1]);\n commonPosition64[2] = sum_fp64(offset64[2], vec2(z, 0.0));\n commonPosition64[3] = vec2(1.0, 0.0);\n\n commonPosition = vec4(projectedPosition64xy[0].x, projectedPosition64xy[1].x, z, 1.0);\n\n return project_common_position_to_clipspace_fp64(commonPosition64);\n}\n\nvec4 project_position_to_clipspace(\n vec3 position, vec3 position64xyLow, vec3 offset\n) {\n vec4 commonPosition;\n return project_position_to_clipspace(\n position, position64xyLow, offset, commonPosition\n );\n}\n";
7
+ var _default = "\nconst vec2 WORLD_SCALE_FP64 = vec2(81.4873275756836, 0.0000032873668232014097);\n\nuniform vec2 project_uViewProjectionMatrixFP64[16];\n\n// longitude: lnglat_fp64.xy; latitude: lnglat_fp64.zw\nvoid mercatorProject_fp64(vec4 lnglat_fp64, out vec2 out_val[2]) {\n\n#if defined(NVIDIA_FP64_WORKAROUND)\n out_val[0] = sum_fp64(radians_fp64(lnglat_fp64.xy), PI_FP64 * ONE);\n#else\n out_val[0] = sum_fp64(radians_fp64(lnglat_fp64.xy), PI_FP64);\n#endif\n out_val[1] = sum_fp64(PI_FP64,\n log_fp64(tan_fp64(sum_fp64(PI_4_FP64, radians_fp64(lnglat_fp64.zw) / 2.0))));\n return;\n}\n\nvoid project_position_fp64(vec4 position_fp64, out vec2 out_val[2]) {\n vec2 pos_fp64[2];\n mercatorProject_fp64(position_fp64, pos_fp64);\n out_val[0] = mul_fp64(pos_fp64[0], WORLD_SCALE_FP64);\n out_val[1] = mul_fp64(pos_fp64[1], WORLD_SCALE_FP64);\n\n return;\n}\n\nvoid project_position_fp64(vec2 position, vec2 position64xyLow, out vec2 out_val[2]) {\n vec4 position64xy = vec4(\n position.x, position64xyLow.x,\n position.y, position64xyLow.y);\n\n project_position_fp64(position64xy, out_val);\n}\n\nvec4 project_common_position_to_clipspace_fp64(vec2 vertex_pos_modelspace[4]) {\n vec2 vertex_pos_clipspace[4];\n mat4_vec4_mul_fp64(project_uViewProjectionMatrixFP64, vertex_pos_modelspace,\n vertex_pos_clipspace);\n return vec4(\n vertex_pos_clipspace[0].x,\n vertex_pos_clipspace[1].x,\n vertex_pos_clipspace[2].x,\n vertex_pos_clipspace[3].x\n );\n}\n\nvec4 project_position_to_clipspace(\n vec3 position, vec3 position64xyLow, vec3 offset, out vec4 commonPosition\n) {\n // This is the local offset to the instance position\n vec2 offset64[4];\n vec4_fp64(vec4(offset, 0.0), offset64);\n\n float z = project_size(position.z);\n\n // Apply web mercator projection (depends on coordinate system imn use)\n vec2 projectedPosition64xy[2];\n project_position_fp64(position.xy, position64xyLow.xy, projectedPosition64xy);\n\n vec2 commonPosition64[4];\n commonPosition64[0] = sum_fp64(offset64[0], projectedPosition64xy[0]);\n commonPosition64[1] = sum_fp64(offset64[1], projectedPosition64xy[1]);\n commonPosition64[2] = sum_fp64(offset64[2], vec2(z, 0.0));\n commonPosition64[3] = vec2(1.0, 0.0);\n\n commonPosition = vec4(projectedPosition64xy[0].x, projectedPosition64xy[1].x, z, 1.0);\n\n return project_common_position_to_clipspace_fp64(commonPosition64);\n}\n\nvec4 project_position_to_clipspace(\n vec3 position, vec3 position64xyLow, vec3 offset\n) {\n vec4 commonPosition;\n return project_position_to_clipspace(\n position, position64xyLow, offset, commonPosition\n );\n}\n";
8
8
  exports.default = _default;
9
9
  //# sourceMappingURL=project64.glsl.js.map
@@ -22,13 +22,10 @@ var _default = {
22
22
  getUniforms: getUniforms
23
23
  };
24
24
  exports.default = _default;
25
- var DEFAULT_MODULE_OPTIONS = {};
26
25
  var getMemoizedUniforms = (0, _core._memoize)(calculateUniforms);
27
26
 
28
- function getUniforms() {
29
- var opts = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : DEFAULT_MODULE_OPTIONS;
30
-
31
- if (opts.viewport) {
27
+ function getUniforms(opts) {
28
+ if (opts && 'viewport' in opts) {
32
29
  var _opts$viewport = opts.viewport,
33
30
  viewProjectionMatrix = _opts$viewport.viewProjectionMatrix,
34
31
  scale = _opts$viewport.scale;
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/fp64/project64.js"],"names":["fp64ify","fp64","fp64ifyMatrix4","name","dependencies","project","vs","project64Shader","getUniforms","DEFAULT_MODULE_OPTIONS","getMemoizedUniforms","calculateUniforms","opts","viewport","viewProjectionMatrix","scale","glViewProjectionMatrixFP64","scaleFP64","project_uViewProjectionMatrixFP64","project64_uViewProjectionMatrix","project64_uScale"],"mappings":";;;;;;;;;AAoBA;;AAEA;;AAEA;;AAHA,IAAOA,OAAP,GAAkCC,iBAAlC,CAAOD,OAAP;AAAA,IAAgBE,cAAhB,GAAkCD,iBAAlC,CAAgBC,cAAhB;eAKe;AACbC,EAAAA,IAAI,EAAE,WADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,EAAUJ,iBAAV,CAFD;AAGbK,EAAAA,EAAE,EAAEC,gBAHS;AAIbC,EAAAA,WAAW,EAAXA;AAJa,C;;AAUf,IAAMC,sBAAsB,GAAG,EAA/B;AACA,IAAMC,mBAAmB,GAAG,oBAAQC,iBAAR,CAA5B;;AAEA,SAASH,WAAT,GAAoD;AAAA,MAA/BI,IAA+B,uEAAxBH,sBAAwB;;AAClD,MAAIG,IAAI,CAACC,QAAT,EAAmB;AACjB,yBAAsCD,IAAI,CAACC,QAA3C;AAAA,QAAOC,oBAAP,kBAAOA,oBAAP;AAAA,QAA6BC,KAA7B,kBAA6BA,KAA7B;AAEA,WAAOL,mBAAmB,CAAC;AAACI,MAAAA,oBAAoB,EAApBA,oBAAD;AAAuBC,MAAAA,KAAK,EAALA;AAAvB,KAAD,CAA1B;AACD;;AACD,SAAO,EAAP;AACD;;AAED,SAASJ,iBAAT,OAA0D;AAAA,MAA9BG,oBAA8B,QAA9BA,oBAA8B;AAAA,MAARC,KAAQ,QAARA,KAAQ;AACxD,MAAMC,0BAA0B,GAAGd,cAAc,CAACY,oBAAD,CAAjD;AACA,MAAMG,SAAS,GAAGjB,OAAO,CAACe,KAAD,CAAzB;AAEA,SAAO;AACLG,IAAAA,iCAAiC,EAAEF,0BAD9B;AAELG,IAAAA,+BAA+B,EAAEH,0BAF5B;AAGLI,IAAAA,gBAAgB,EAAEH;AAHb,GAAP;AAKD","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 {fp64} from '@luma.gl/shadertools';\nconst {fp64ify, fp64ifyMatrix4} = fp64;\nimport {project, _memoize as memoize} from '@deck.gl/core';\n\nimport project64Shader from './project64.glsl';\n\nexport default {\n name: 'project64',\n dependencies: [project, fp64],\n vs: project64Shader,\n getUniforms\n};\n\n// TODO - this module should calculate the 64 bit uniforms\n// It is currently done by project to minimize duplicated work\n\nconst DEFAULT_MODULE_OPTIONS = {};\nconst getMemoizedUniforms = memoize(calculateUniforms);\n\nfunction getUniforms(opts = DEFAULT_MODULE_OPTIONS) {\n if (opts.viewport) {\n const {viewProjectionMatrix, scale} = opts.viewport;\n // We only need to update fp64 uniforms if fp32 projection is being updated\n return getMemoizedUniforms({viewProjectionMatrix, scale});\n }\n return {};\n}\n\nfunction calculateUniforms({viewProjectionMatrix, scale}) {\n const glViewProjectionMatrixFP64 = fp64ifyMatrix4(viewProjectionMatrix);\n const scaleFP64 = fp64ify(scale);\n\n return {\n project_uViewProjectionMatrixFP64: glViewProjectionMatrixFP64,\n project64_uViewProjectionMatrix: glViewProjectionMatrixFP64,\n project64_uScale: scaleFP64\n };\n}\n"],"file":"project64.js"}
1
+ {"version":3,"sources":["../../../src/fp64/project64.ts"],"names":["fp64ify","fp64","fp64ifyMatrix4","name","dependencies","project","vs","project64Shader","getUniforms","getMemoizedUniforms","calculateUniforms","opts","viewport","viewProjectionMatrix","scale","glViewProjectionMatrixFP64","scaleFP64","project_uViewProjectionMatrixFP64","project64_uViewProjectionMatrix","project64_uScale"],"mappings":";;;;;;;;;AAqBA;;AAEA;;AAGA;;AAJA,IAAOA,OAAP,GAAkCC,iBAAlC,CAAOD,OAAP;AAAA,IAAgBE,cAAhB,GAAkCD,iBAAlC,CAAgBC,cAAhB;eAUe;AACbC,EAAAA,IAAI,EAAE,WADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,EAAUJ,iBAAV,CAFD;AAGbK,EAAAA,EAAE,EAAEC,gBAHS;AAIbC,EAAAA,WAAW,EAAXA;AAJa,C;;AAUf,IAAMC,mBAAmB,GAAG,oBAAQC,iBAAR,CAA5B;;AAEA,SAASF,WAAT,CAAqBG,IAArB,EAA+E;AAC7E,MAAIA,IAAI,IAAI,cAAcA,IAA1B,EAAgC;AAC9B,yBAAsCA,IAAI,CAACC,QAA3C;AAAA,QAAOC,oBAAP,kBAAOA,oBAAP;AAAA,QAA6BC,KAA7B,kBAA6BA,KAA7B;AAEA,WAAOL,mBAAmB,CAAC;AAACI,MAAAA,oBAAoB,EAApBA,oBAAD;AAAuBC,MAAAA,KAAK,EAALA;AAAvB,KAAD,CAA1B;AACD;;AACD,SAAO,EAAP;AACD;;AAED,SAASJ,iBAAT,OAMG;AAAA,MALDG,oBAKC,QALDA,oBAKC;AAAA,MAJDC,KAIC,QAJDA,KAIC;AACD,MAAMC,0BAA0B,GAAGb,cAAc,CAACW,oBAAD,CAAjD;AACA,MAAMG,SAAS,GAAGhB,OAAO,CAACc,KAAD,CAAzB;AAEA,SAAO;AACLG,IAAAA,iCAAiC,EAAEF,0BAD9B;AAELG,IAAAA,+BAA+B,EAAEH,0BAF5B;AAGLI,IAAAA,gBAAgB,EAAEH;AAHb,GAAP;AAKD","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\n/* eslint-disable camelcase */\nimport {fp64} from '@luma.gl/shadertools';\nconst {fp64ify, fp64ifyMatrix4} = fp64;\nimport {project, _memoize as memoize} from '@deck.gl/core';\n\nimport type {Viewport, _ShaderModule as ShaderModule} from '@deck.gl/core';\nimport project64Shader from './project64.glsl';\n\ntype Project64ModuleSettings = {\n viewport: Viewport;\n};\n\nexport default {\n name: 'project64',\n dependencies: [project, fp64],\n vs: project64Shader,\n getUniforms\n} as ShaderModule<Project64ModuleSettings>;\n\n// TODO - this module should calculate the 64 bit uniforms\n// It is currently done by project to minimize duplicated work\n\nconst getMemoizedUniforms = memoize(calculateUniforms);\n\nfunction getUniforms(opts?: Project64ModuleSettings | {}): Record<string, any> {\n if (opts && 'viewport' in opts) {\n const {viewProjectionMatrix, scale} = opts.viewport;\n // We only need to update fp64 uniforms if fp32 projection is being updated\n return getMemoizedUniforms({viewProjectionMatrix, scale});\n }\n return {};\n}\n\nfunction calculateUniforms({\n viewProjectionMatrix,\n scale\n}: {\n viewProjectionMatrix: number[];\n scale: number;\n}) {\n const glViewProjectionMatrixFP64 = fp64ifyMatrix4(viewProjectionMatrix);\n const scaleFP64 = fp64ify(scale);\n\n return {\n project_uViewProjectionMatrixFP64: glViewProjectionMatrixFP64,\n project64_uViewProjectionMatrix: glViewProjectionMatrixFP64,\n project64_uScale: scaleFP64\n };\n}\n"],"file":"project64.js"}
@@ -1 +1 @@
1
- {"version":3,"sources":["../../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AAGA","sourcesContent":["export {default as BrushingExtension} from './brushing/brushing';\nexport {default as DataFilterExtension} from './data-filter/data-filter';\nexport {default as Fp64Extension} from './fp64/fp64';\nexport {default as PathStyleExtension} from './path-style/path-style';\nexport {default as FillStyleExtension} from './fill-style/fill-style';\nexport {default as ClipExtension} from './clip/clip';\nexport {default as MaskExtension} from './mask/mask';\n\n// Shader module\nexport {default as project64} from './fp64/project64';\n"],"file":"index.js"}
1
+ {"version":3,"sources":["../../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AAGA","sourcesContent":["export {default as BrushingExtension} from './brushing/brushing';\nexport {default as DataFilterExtension} from './data-filter/data-filter';\nexport {default as Fp64Extension} from './fp64/fp64';\nexport {default as PathStyleExtension} from './path-style/path-style';\nexport {default as FillStyleExtension} from './fill-style/fill-style';\nexport {default as ClipExtension} from './clip/clip';\nexport {default as MaskExtension} from './mask/mask';\n\n// Shader module\nexport {default as project64} from './fp64/project64';\n\n// Types\nexport type {BrushingExtensionProps} from './brushing/brushing';\nexport type {DataFilterExtensionProps} from './data-filter/data-filter';\nexport type {PathStyleExtensionProps} from './path-style/path-style';\nexport type {FillStyleExtensionProps} from './fill-style/fill-style';\nexport type {ClipExtensionProps} from './clip/clip';\nexport type {MaskExtensionProps} from './mask/mask';\n"],"file":"index.js"}
@@ -17,6 +17,8 @@ var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime
17
17
 
18
18
  var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
19
19
 
20
+ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
21
+
20
22
  var _core = require("@deck.gl/core");
21
23
 
22
24
  var _shaderModule = _interopRequireDefault(require("./shader-module"));
@@ -45,7 +47,7 @@ var MaskExtension = function (_LayerExtension) {
45
47
  var maskByInstance = ('instancePositions' in this.getAttributeManager().attributes);
46
48
 
47
49
  if ('maskByInstance' in this.props) {
48
- maskByInstance = this.props.maskByInstance;
50
+ maskByInstance = Boolean(this.props.maskByInstance);
49
51
  }
50
52
 
51
53
  this.state.maskByInstance = maskByInstance;
@@ -60,7 +62,8 @@ var MaskExtension = function (_LayerExtension) {
60
62
  context = _ref.context,
61
63
  moduleParameters = _ref.moduleParameters;
62
64
  uniforms.mask_maskByInstance = this.state.maskByInstance;
63
- var maskId = this.props.maskId;
65
+ var _this$props$maskId = this.props.maskId,
66
+ maskId = _this$props$maskId === void 0 ? '' : _this$props$maskId;
64
67
  var maskChannels = moduleParameters.maskChannels;
65
68
  var viewport = context.viewport;
66
69
 
@@ -98,6 +101,6 @@ var MaskExtension = function (_LayerExtension) {
98
101
  }(_core.LayerExtension);
99
102
 
100
103
  exports.default = MaskExtension;
101
- MaskExtension.extensionName = 'MaskExtension';
102
- MaskExtension.defaultProps = defaultProps;
104
+ (0, _defineProperty2.default)(MaskExtension, "defaultProps", defaultProps);
105
+ (0, _defineProperty2.default)(MaskExtension, "extensionName", 'MaskExtension');
103
106
  //# sourceMappingURL=mask.js.map
@@ -1 +1 @@
1
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1
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The mask layer must use the prop `operation: 'mask'`.\n * Masking is disabled if `maskId` is empty or no valid mask layer with the specified id is found.\n */\n maskId?: string;\n /**\n * controls whether an object is clipped by its anchor (usually defined by an accessor called `getPosition`, e.g. icon, scatterplot) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n maskByInstance?: boolean;\n};\n\n/** Allows layers to show/hide objects by a geofence. */\nexport default class MaskExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'MaskExtension';\n\n getShaders(this: Layer<MaskExtensionProps>): any {\n // Infer by geometry if 'maskByInstance' prop isn't explictly set\n let maskByInstance = 'instancePositions' in this.getAttributeManager()!.attributes;\n // Users can override by setting the `maskByInstance` prop\n if ('maskByInstance' in this.props) {\n maskByInstance = Boolean(this.props.maskByInstance);\n }\n this.state.maskByInstance = maskByInstance;\n\n return {\n modules: [mask]\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<MaskExtensionProps>, {uniforms, context, moduleParameters}: any) {\n uniforms.mask_maskByInstance = this.state.maskByInstance;\n const {maskId = ''} = this.props;\n const {maskChannels} = moduleParameters;\n const {viewport} = context;\n if (maskChannels && maskChannels[maskId]) {\n const {index, bounds, coordinateOrigin: fromCoordinateOrigin} = maskChannels[maskId];\n let {coordinateSystem: fromCoordinateSystem} = maskChannels[maskId];\n uniforms.mask_enabled = true;\n uniforms.mask_channel = index;\n\n if (fromCoordinateSystem === COORDINATE_SYSTEM.DEFAULT) {\n fromCoordinateSystem = viewport.isGeospatial\n ? COORDINATE_SYSTEM.LNGLAT\n : COORDINATE_SYSTEM.CARTESIAN;\n }\n const opts = {modelMatrix: null, fromCoordinateOrigin, fromCoordinateSystem};\n const bl = this.projectPosition([bounds[0], bounds[1], 0], opts);\n const tr = this.projectPosition([bounds[2], bounds[3], 0], opts);\n uniforms.mask_bounds = [bl[0], bl[1], tr[0], tr[1]];\n } else {\n if (maskId) {\n log.warn(`Could not find a mask layer with id: ${maskId}`)();\n }\n uniforms.mask_enabled = false;\n }\n }\n}\n"],"file":"mask.js"}
@@ -16,15 +16,14 @@ var inject = {
16
16
  'fs:#main-start': "\n if (mask_enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // gl_FragColor = vec4(mask_texCoords, 0.0, 1.0);\n gl_FragColor = texture2D(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n"
17
17
  };
18
18
 
19
- var getMaskUniforms = function getMaskUniforms() {
20
- var opts = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
21
- var uniforms = {};
22
-
23
- if (opts.maskMap) {
24
- uniforms.mask_texture = opts.maskMap;
19
+ var getMaskUniforms = function getMaskUniforms(opts) {
20
+ if (opts && 'maskMap' in opts) {
21
+ return {
22
+ mask_texture: opts.maskMap
23
+ };
25
24
  }
26
25
 
27
- return uniforms;
26
+ return {};
28
27
  };
29
28
 
30
29
  var _default = {
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/mask/shader-module.js"],"names":["vs","fs","inject","getMaskUniforms","opts","uniforms","maskMap","mask_texture","name","dependencies","project","getUniforms"],"mappings":";;;;;;;AAAA;;AAEA,IAAMA,EAAE,4LAAR;AAQA,IAAMC,EAAE,wiBAAR;AAuBA,IAAMC,MAAM,GAAG;AACb,gDADa;AAIb,oSAJa;AAab,gDAba;AAgBb;AAhBa,CAAf;;AA6BA,IAAMC,eAAe,GAAG,SAAlBA,eAAkB,GAAe;AAAA,MAAdC,IAAc,uEAAP,EAAO;AACrC,MAAMC,QAAQ,GAAG,EAAjB;;AACA,MAAID,IAAI,CAACE,OAAT,EAAkB;AAChBD,IAAAA,QAAQ,CAACE,YAAT,GAAwBH,IAAI,CAACE,OAA7B;AACD;;AACD,SAAOD,QAAP;AACD,CAND;;eAQe;AACbG,EAAAA,IAAI,EAAE,MADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,CAFD;AAGbV,EAAAA,EAAE,EAAFA,EAHa;AAIbC,EAAAA,EAAE,EAAFA,EAJa;AAKbC,EAAAA,MAAM,EAANA,MALa;AAMbS,EAAAA,WAAW,EAAER;AANA,C","sourcesContent":["import {project} from '@deck.gl/core';\n\nconst vs = `\nuniform vec4 mask_bounds;\nuniform bool mask_maskByInstance;\nvec2 mask_getCoords(vec4 position) {\n return (position.xy - mask_bounds.xy) / (mask_bounds.zw - mask_bounds.xy);\n}\n`;\n\nconst fs = `\nuniform sampler2D mask_texture;\nuniform int mask_channel;\nuniform bool mask_enabled;\nbool mask_isInBounds(vec2 texCoords) {\n if (!mask_enabled) {\n return true;\n }\n vec4 maskColor = texture2D(mask_texture, texCoords);\n float maskValue = 1.0;\n if (mask_channel == 0) {\n maskValue = maskColor.r;\n } else if (mask_channel == 1) {\n maskValue = maskColor.g;\n } else if (mask_channel == 2) {\n maskValue = maskColor.b;\n } else if (mask_channel == 3) {\n maskValue = maskColor.a;\n }\n return maskValue < 0.5;\n}\n`;\n\nconst inject = {\n 'vs:#decl': `\nvarying vec2 mask_texCoords;\n`,\n 'vs:#main-end': `\n vec4 mask_common_position;\n if (mask_maskByInstance) {\n mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n } else {\n mask_common_position = geometry.position;\n }\n mask_texCoords = mask_getCoords(mask_common_position);\n`,\n 'fs:#decl': `\nvarying vec2 mask_texCoords;\n`,\n 'fs:#main-start': `\n if (mask_enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // gl_FragColor = vec4(mask_texCoords, 0.0, 1.0);\n gl_FragColor = texture2D(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n`\n};\n\nconst getMaskUniforms = (opts = {}) => {\n const uniforms = {};\n if (opts.maskMap) {\n uniforms.mask_texture = opts.maskMap;\n }\n return uniforms;\n};\n\nexport default {\n name: 'mask',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: getMaskUniforms\n};\n"],"file":"shader-module.js"}
1
+ {"version":3,"sources":["../../../src/mask/shader-module.ts"],"names":["vs","fs","inject","getMaskUniforms","opts","mask_texture","maskMap","name","dependencies","project","getUniforms"],"mappings":";;;;;;;AAAA;;AAIA,IAAMA,EAAE,4LAAR;AAQA,IAAMC,EAAE,wiBAAR;AAuBA,IAAMC,MAAM,GAAG;AACb,gDADa;AAIb,oSAJa;AAab,gDAba;AAgBb;AAhBa,CAAf;;AAkCA,IAAMC,eAAe,GAAG,SAAlBA,eAAkB,CAACC,IAAD,EAAyD;AAC/E,MAAIA,IAAI,IAAI,aAAaA,IAAzB,EAA+B;AAC7B,WAAO;AACLC,MAAAA,YAAY,EAAED,IAAI,CAACE;AADd,KAAP;AAGD;;AACD,SAAO,EAAP;AACD,CAPD;;eASe;AACbC,EAAAA,IAAI,EAAE,MADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,CAFD;AAGbT,EAAAA,EAAE,EAAFA,EAHa;AAIbC,EAAAA,EAAE,EAAFA,EAJa;AAKbC,EAAAA,MAAM,EAANA,MALa;AAMbQ,EAAAA,WAAW,EAAEP;AANA,C","sourcesContent":["import {project} from '@deck.gl/core';\nimport type {_ShaderModule as ShaderModule} from '@deck.gl/core';\nimport type {Texture2D} from '@luma.gl/webgl';\n\nconst vs = `\nuniform vec4 mask_bounds;\nuniform bool mask_maskByInstance;\nvec2 mask_getCoords(vec4 position) {\n return (position.xy - mask_bounds.xy) / (mask_bounds.zw - mask_bounds.xy);\n}\n`;\n\nconst fs = `\nuniform sampler2D mask_texture;\nuniform int mask_channel;\nuniform bool mask_enabled;\nbool mask_isInBounds(vec2 texCoords) {\n if (!mask_enabled) {\n return true;\n }\n vec4 maskColor = texture2D(mask_texture, texCoords);\n float maskValue = 1.0;\n if (mask_channel == 0) {\n maskValue = maskColor.r;\n } else if (mask_channel == 1) {\n maskValue = maskColor.g;\n } else if (mask_channel == 2) {\n maskValue = maskColor.b;\n } else if (mask_channel == 3) {\n maskValue = maskColor.a;\n }\n return maskValue < 0.5;\n}\n`;\n\nconst inject = {\n 'vs:#decl': `\nvarying vec2 mask_texCoords;\n`,\n 'vs:#main-end': `\n vec4 mask_common_position;\n if (mask_maskByInstance) {\n mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n } else {\n mask_common_position = geometry.position;\n }\n mask_texCoords = mask_getCoords(mask_common_position);\n`,\n 'fs:#decl': `\nvarying vec2 mask_texCoords;\n`,\n 'fs:#main-start': `\n if (mask_enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // gl_FragColor = vec4(mask_texCoords, 0.0, 1.0);\n gl_FragColor = texture2D(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n`\n};\n\ntype MaskModuleSettings = {\n maskMap?: Texture2D;\n};\n\n/* eslint-disable camelcase */\nconst getMaskUniforms = (opts?: MaskModuleSettings | {}): Record<string, any> => {\n if (opts && 'maskMap' in opts) {\n return {\n mask_texture: opts.maskMap\n };\n }\n return {};\n};\n\nexport default {\n name: 'mask',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: getMaskUniforms\n} as ShaderModule<MaskModuleSettings>;\n"],"file":"shader-module.js"}
@@ -17,6 +17,8 @@ var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime
17
17
 
18
18
  var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
19
19
 
20
+ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
21
+
20
22
  var _core = require("@deck.gl/core");
21
23
 
22
24
  var _shaders = require("./shaders.glsl");
@@ -65,7 +67,7 @@ var PathStyleExtension = function (_LayerExtension) {
65
67
  (0, _createClass2.default)(PathStyleExtension, [{
66
68
  key: "isEnabled",
67
69
  value: function isEnabled(layer) {
68
- return layer.state.pathTesselator;
70
+ return 'pathTesselator' in layer.state;
69
71
  }
70
72
  }, {
71
73
  key: "getShaders",
@@ -95,8 +97,6 @@ var PathStyleExtension = function (_LayerExtension) {
95
97
  return;
96
98
  }
97
99
 
98
- extension.enabled = true;
99
-
100
100
  if (extension.opts.dash) {
101
101
  attributeManager.addInstanced({
102
102
  instanceDashArrays: {
@@ -169,6 +169,6 @@ var PathStyleExtension = function (_LayerExtension) {
169
169
  }(_core.LayerExtension);
170
170
 
171
171
  exports.default = PathStyleExtension;
172
- PathStyleExtension.extensionName = 'PathStyleExtension';
173
- PathStyleExtension.defaultProps = defaultProps;
172
+ (0, _defineProperty2.default)(PathStyleExtension, "defaultProps", defaultProps);
173
+ (0, _defineProperty2.default)(PathStyleExtension, "extensionName", 'PathStyleExtension');
174
174
  //# sourceMappingURL=path-style.js.map
@@ -1 +1 @@
1
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IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {LayerExtension, _mergeShaders as mergeShaders} from '@deck.gl/core';\nimport {dashShaders, offsetShaders} from './shaders.glsl';\nimport {dist} from 'gl-matrix/vec3';\n\nimport type {Layer, LayerContext, Accessor, UpdateParameters} from '@deck.gl/core';\n\nconst defaultProps = {\n getDashArray: {type: 'accessor', value: [0, 0]},\n getOffset: {type: 'accessor', value: 0},\n dashJustified: false,\n dashGapPickable: false\n};\n\nexport type PathStyleExtensionProps<DataT = any> = {\n /**\n * Accessor for the dash array to draw each path with: `[dashSize, gapSize]` relative to the width of the path.\n * Requires the `dash` option to be on.\n */\n getDashArray?: Accessor<DataT, [number, number]>;\n /**\n * Accessor for the offset to draw each path with, relative to the width of the path.\n * Negative offset is to the left hand side, and positive offset is to the right hand side.\n * @default 0\n */\n getOffset?: Accessor<DataT, number>;\n /**\n * If `true`, adjust gaps for the dashes to align at both ends.\n * @default false\n */\n dashJustified?: boolean;\n /**\n * If `true`, gaps between solid strokes are pickable. 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.js"}
@@ -9,7 +9,7 @@ var dashShaders = {
9
9
  'vs:#decl': "\nattribute vec2 instanceDashArrays;\nattribute float instanceDashOffsets;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n",
10
10
  'vs:#main-end': "\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n",
11
11
  'fs:#decl': "\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n\nfloat round(float x) {\n return floor(x + 0.5);\n}\n",
12
- 'fs:#main-start': "\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(clamp(vPathPosition.y, 0.0, vPathLength) + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n"
12
+ 'fs:#main-start': "\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(clamp(vPathPosition.y, 0.0, vPathLength) + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n // caps are rounded, test the distance to solid ends\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n"
13
13
  }
14
14
  };
15
15
  exports.dashShaders = dashShaders;
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/path-style/shaders.glsl.js"],"names":["dashShaders","inject","offsetShaders"],"mappings":";;;;;;AAAO,IAAMA,WAAW,GAAG;AACzBC,EAAAA,MAAM,EAAE;AACN,oJADM;AAQN,wGARM;AAaN,sNAbM;AAiCN;AAjCM;AADiB,CAApB;;AA0EA,IAAMC,aAAa,GAAG;AAC3BD,EAAAA,MAAM,EAAE;AACN,sDADM;AAIN,kHAJM;AAQN,qPARM;AAaN;AAbM;AADmB,CAAtB","sourcesContent":["export const dashShaders = {\n inject: {\n 'vs:#decl': `\nattribute vec2 instanceDashArrays;\nattribute float instanceDashOffsets;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n`,\n\n 'vs:#main-end': `\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n`,\n\n 'fs:#decl': `\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n\nfloat round(float x) {\n return floor(x + 0.5);\n}\n`,\n\n // if given position is in the gap part of the dashed line\n // dashArray.x: solid stroke length, relative to width\n // dashArray.y: gap length, relative to width\n // alignMode:\n // 0 - no adjustment\n // o---- ---- ---- ---- o---- -o---- ---- o\n // 1 - stretch to fit, draw half dash at each end for nicer joints\n // o-- ---- ---- ---- --o-- --o-- ---- --o\n 'fs:#main-start': `\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(clamp(vPathPosition.y, 0.0, vPathLength) + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n // caps are rounded, test the distance to solid ends\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n`\n }\n};\n\nexport const offsetShaders = {\n inject: {\n 'vs:#decl': `\nattribute float instanceOffsets;\n`,\n 'vs:DECKGL_FILTER_SIZE': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n`,\n 'vCornerOffset = offsetVec;': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n vec2 offsetCenter = -instanceOffsets * (isCap ? perp : miterVec * miterSize) * 2.0;\n vCornerOffset = vCornerOffset * offsetWidth - offsetCenter;\n`,\n 'fs:#main-start': `\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n`\n }\n};\n"],"file":"shaders.glsl.js"}
1
+ {"version":3,"sources":["../../../src/path-style/shaders.glsl.ts"],"names":["dashShaders","inject","offsetShaders"],"mappings":";;;;;;AAAO,IAAMA,WAAW,GAAG;AACzBC,EAAAA,MAAM,EAAE;AACN,oJADM;AAQN,wGARM;AAaN,sNAbM;AAiCN;AAjCM;AADiB,CAApB;;AA0EA,IAAMC,aAAa,GAAG;AAC3BD,EAAAA,MAAM,EAAE;AACN,sDADM;AAIN,kHAJM;AAQN,qPARM;AAaN;AAbM;AADmB,CAAtB","sourcesContent":["export const dashShaders = {\n inject: {\n 'vs:#decl': `\nattribute vec2 instanceDashArrays;\nattribute float instanceDashOffsets;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n`,\n\n 'vs:#main-end': `\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n`,\n\n 'fs:#decl': `\nuniform float dashAlignMode;\nuniform float capType;\nuniform bool dashGapPickable;\nvarying vec2 vDashArray;\nvarying float vDashOffset;\n\nfloat round(float x) {\n return floor(x + 0.5);\n}\n`,\n\n // if given position is in the gap part of the dashed line\n // dashArray.x: solid stroke length, relative to width\n // dashArray.y: gap length, relative to width\n // alignMode:\n // 0 - no adjustment\n // o---- ---- ---- ---- o---- -o---- ---- o\n // 1 - stretch to fit, draw half dash at each end for nicer joints\n // o-- ---- ---- ---- --o-- --o-- ---- --o\n 'fs:#main-start': `\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(clamp(vPathPosition.y, 0.0, vPathLength) + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (capType <= 0.5) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n } else {\n // caps are rounded, test the distance to solid ends\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(dashGapPickable && picking_uActive)) {\n discard;\n }\n }\n }\n }\n }\n`\n }\n};\n\nexport const offsetShaders = {\n inject: {\n 'vs:#decl': `\nattribute float instanceOffsets;\n`,\n 'vs:DECKGL_FILTER_SIZE': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n`,\n 'vCornerOffset = offsetVec;': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n vec2 offsetCenter = -instanceOffsets * (isCap ? perp : miterVec * miterSize) * 2.0;\n vCornerOffset = vCornerOffset * offsetWidth - offsetCenter;\n`,\n 'fs:#main-start': `\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n`\n }\n};\n"],"file":"shaders.glsl.js"}
@@ -1,3 +1,4 @@
1
+ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
1
2
  import { LayerExtension } from '@deck.gl/core';
2
3
  import shaderModule from './shader-module';
3
4
  const defaultProps = {
@@ -10,7 +11,7 @@ const defaultProps = {
10
11
  brushingRadius: 10000
11
12
  };
12
13
  export default class BrushingExtension extends LayerExtension {
13
- getShaders(extension) {
14
+ getShaders() {
14
15
  return {
15
16
  modules: [shaderModule]
16
17
  };
@@ -24,7 +25,7 @@ export default class BrushingExtension extends LayerExtension {
24
25
  brushingTargets: {
25
26
  size: 2,
26
27
  accessor: 'getBrushingTarget',
27
- update: !this.props.getBrushingTarget && extension.useConstantTargetPositions,
28
+ update: this.props.getBrushingTarget ? undefined : extension.useConstantTargetPositions,
28
29
  shaderAttributes: {
29
30
  brushingTargets: {
30
31
  divisor: 0
@@ -37,23 +38,25 @@ export default class BrushingExtension extends LayerExtension {
37
38
  });
38
39
  }
39
40
 
40
- extension.onMouseMove = () => {
41
- this.getCurrentLayer().setNeedsRedraw();
41
+ this.state.onMouseMove = () => {
42
+ var _this$getCurrentLayer;
43
+
44
+ (_this$getCurrentLayer = this.getCurrentLayer()) === null || _this$getCurrentLayer === void 0 ? void 0 : _this$getCurrentLayer.setNeedsRedraw();
42
45
  };
43
46
 
44
- if (this.context.deck) {
45
- this.context.deck.eventManager.on({
46
- pointermove: extension.onMouseMove,
47
- pointerleave: extension.onMouseMove
47
+ if (context.deck) {
48
+ context.deck.eventManager.on({
49
+ pointermove: this.state.onMouseMove,
50
+ pointerleave: this.state.onMouseMove
48
51
  });
49
52
  }
50
53
  }
51
54
 
52
- finalizeState(extension) {
53
- if (this.context.deck) {
54
- this.context.deck.eventManager.off({
55
- pointermove: extension.onMouseMove,
56
- pointerleave: extension.onMouseMove
55
+ finalizeState(context, extension) {
56
+ if (context.deck) {
57
+ context.deck.eventManager.off({
58
+ pointermove: this.state.onMouseMove,
59
+ pointerleave: this.state.onMouseMove
57
60
  });
58
61
  }
59
62
  }
@@ -65,6 +68,8 @@ export default class BrushingExtension extends LayerExtension {
65
68
  }
66
69
 
67
70
  }
68
- BrushingExtension.extensionName = 'BrushingExtension';
69
- BrushingExtension.defaultProps = defaultProps;
71
+
72
+ _defineProperty(BrushingExtension, "defaultProps", defaultProps);
73
+
74
+ _defineProperty(BrushingExtension, "extensionName", 'BrushingExtension');
70
75
  //# sourceMappingURL=brushing.js.map
@@ -1 +1 @@
1
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IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {LayerExtension} from '@deck.gl/core';\nimport shaderModule from './shader-module';\n\nconst defaultProps = {\n getBrushingTarget: {type: 'accessor', value: [0, 0]},\n\n brushingTarget: 'source',\n brushingEnabled: true,\n brushingRadius: 10000\n};\n\nexport default class BrushingExtension extends LayerExtension {\n getShaders(extension) {\n return {\n modules: [shaderModule]\n };\n }\n\n initializeState(context, extension) {\n const attributeManager = this.getAttributeManager();\n if (attributeManager) {\n attributeManager.add({\n brushingTargets: {\n size: 2,\n accessor: 'getBrushingTarget',\n // Hack: extension's defaultProps is not merged with the layer's defaultProps,\n // So we can't use the standard accessor when the prop is undefined\n update: !this.props.getBrushingTarget && extension.useConstantTargetPositions,\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 extension.onMouseMove = () => {\n this.getCurrentLayer().setNeedsRedraw();\n };\n if (this.context.deck) {\n this.context.deck.eventManager.on({\n pointermove: extension.onMouseMove,\n pointerleave: extension.onMouseMove\n });\n }\n }\n\n finalizeState(extension) {\n // Remove event listeners\n if (this.context.deck) {\n this.context.deck.eventManager.off({\n pointermove: extension.onMouseMove,\n pointerleave: extension.onMouseMove\n });\n }\n }\n\n useConstantTargetPositions(attribute) {\n attribute.constant = true;\n attribute.value = new Float32Array(2);\n return;\n }\n}\n\nBrushingExtension.extensionName = 'BrushingExtension';\nBrushingExtension.defaultProps = defaultProps;\n"],"file":"brushing.js"}
1
+ {"version":3,"sources":["../../../src/brushing/brushing.ts"],"names":["LayerExtension","shaderModule","defaultProps","getBrushingTarget","type","value","brushingTarget","brushingEnabled","brushingRadius","BrushingExtension","getShaders","modules","initializeState","context","extension","attributeManager","getAttributeManager","add","brushingTargets","size","accessor","update","props","undefined","useConstantTargetPositions","shaderAttributes","divisor","instanceBrushingTargets","state","onMouseMove","getCurrentLayer","setNeedsRedraw","deck","eventManager","on","pointermove","pointerleave","finalizeState","off","attribute","constant","Float32Array"],"mappings":";AAoBA,SAAQA,cAAR,QAA6B,eAA7B;AACA,OAAOC,YAAP,MAAyB,iBAAzB;AAIA,MAAMC,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;AA8BA,eAAe,MAAMC,iBAAN,SAAgCT,cAAhC,CAA+C;AAI5DU,EAAAA,UAAU,GAAQ;AAChB,WAAO;AACLC,MAAAA,OAAO,EAAE,CAACV,YAAD;AADJ,KAAP;AAGD;;AAEDW,EAAAA,eAAe,CAAsCC,OAAtC,EAA6DC,SAA7D,EAA8E;AAC3F,UAAMC,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;AAOfC,UAAAA,MAAM,EAAE,KAAKC,KAAL,CAAWnB,iBAAX,GAA+BoB,SAA/B,GAA2CT,SAAS,CAACU,0BAP9C;AAQfC,UAAAA,gBAAgB,EAAE;AAChBP,YAAAA,eAAe,EAAE;AACfQ,cAAAA,OAAO,EAAE;AADM,aADD;AAIhBC,YAAAA,uBAAuB,EAAE;AACvBD,cAAAA,OAAO,EAAE;AADc;AAJT;AARH;AADE,OAArB;AAmBD;;AAID,SAAKE,KAAL,CAAWC,WAAX,GAAyB,MAAM;AAAA;;AAC7B,oCAAKC,eAAL,kFAAwBC,cAAxB;AACD,KAFD;;AAGA,QAAIlB,OAAO,CAACmB,IAAZ,EAAkB;AAEhBnB,MAAAA,OAAO,CAACmB,IAAR,CAAaC,YAAb,CAA0BC,EAA1B,CAA6B;AAC3BC,QAAAA,WAAW,EAAE,KAAKP,KAAL,CAAWC,WADG;AAE3BO,QAAAA,YAAY,EAAE,KAAKR,KAAL,CAAWC;AAFE,OAA7B;AAID;AACF;;AAEDQ,EAAAA,aAAa,CAAsCxB,OAAtC,EAA6DC,SAA7D,EAA8E;AAEzF,QAAID,OAAO,CAACmB,IAAZ,EAAkB;AAEhBnB,MAAAA,OAAO,CAACmB,IAAR,CAAaC,YAAb,CAA0BK,GAA1B,CAA8B;AAC5BH,QAAAA,WAAW,EAAE,KAAKP,KAAL,CAAWC,WADI;AAE5BO,QAAAA,YAAY,EAAE,KAAKR,KAAL,CAAWC;AAFG,OAA9B;AAID;AACF;;AAEDL,EAAAA,0BAA0B,CAACe,SAAD,EAAY;AACpCA,IAAAA,SAAS,CAACC,QAAV,GAAqB,IAArB;AACAD,IAAAA,SAAS,CAAClC,KAAV,GAAkB,IAAIoC,YAAJ,CAAiB,CAAjB,CAAlB;AACA;AACD;;AA/D2D;;gBAAzChC,iB,kBACGP,Y;;gBADHO,iB,mBAEI,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 // Hack: extension's defaultProps is not merged with the layer's defaultProps,\n // So we can't use the standard accessor when the prop is undefined\n // TODO - move to an option\n // eslint-disable-next-line @typescript-eslint/unbound-method\n update: this.props.getBrushingTarget ? undefined : extension.useConstantTargetPositions,\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 useConstantTargetPositions(attribute) {\n attribute.constant = true;\n attribute.value = new Float32Array(2);\n return;\n }\n}\n"],"file":"brushing.js"}
@@ -18,7 +18,7 @@ export default {
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  fs,
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  inject,
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  getUniforms: opts => {
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- if (!opts || !opts.viewport) {
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+ if (!opts || !('viewport' in opts)) {
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  return {};
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  }
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