@deck.gl/extensions 8.8.23 → 8.8.24

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Files changed (53) hide show
  1. package/dist/dist.dev.js +240 -240
  2. package/package.json +2 -2
  3. package/typed/brushing/brushing.js +83 -0
  4. package/typed/brushing/shader-module.js +116 -0
  5. package/typed/clip/clip.js +114 -0
  6. package/typed/common/projection-utils.d.ts +27 -0
  7. package/typed/common/projection-utils.d.ts.map +1 -0
  8. package/typed/data-filter/aggregator.js +98 -0
  9. package/typed/data-filter/data-filter.js +159 -0
  10. package/typed/data-filter/shader-module.js +152 -0
  11. package/typed/fill-style/fill-style.js +152 -0
  12. package/typed/fill-style/shaders.glsl.js +95 -0
  13. package/typed/fp64/fp64.js +34 -0
  14. package/typed/fp64/project64.glsl.js +100 -0
  15. package/typed/fp64/project64.js +50 -0
  16. package/typed/index.js +9 -0
  17. package/typed/mask/mask-effect.d.ts +1 -3
  18. package/typed/mask/mask-effect.d.ts.map +1 -1
  19. package/typed/mask/mask-pass.d.ts +1 -1
  20. package/typed/mask/mask-pass.d.ts.map +1 -1
  21. package/typed/mask/mask.js +48 -0
  22. package/typed/mask/shader-module.js +73 -0
  23. package/typed/path-style/path-style.js +107 -0
  24. package/typed/path-style/shaders.glsl.js +93 -0
  25. package/typed/terrain/height-map.d.ts +27 -0
  26. package/typed/terrain/height-map.d.ts.map +1 -0
  27. package/typed/{collide/shader-module.d.ts → terrain/shader-module-offset.d.ts} +1 -1
  28. package/typed/terrain/shader-module-offset.d.ts.map +1 -0
  29. package/typed/terrain/shader-module-source.d.ts +4 -0
  30. package/typed/terrain/shader-module-source.d.ts.map +1 -0
  31. package/typed/terrain/shader-module.d.ts +31 -0
  32. package/typed/terrain/shader-module.d.ts.map +1 -0
  33. package/typed/terrain/terrain-cover.d.ts +40 -0
  34. package/typed/terrain/terrain-cover.d.ts.map +1 -0
  35. package/typed/terrain/terrain-effect.d.ts +29 -0
  36. package/typed/terrain/terrain-effect.d.ts.map +1 -0
  37. package/typed/terrain/terrain-pass.d.ts +11 -0
  38. package/typed/terrain/terrain-pass.d.ts.map +1 -0
  39. package/typed/terrain/terrain-picking-pass.d.ts +19 -0
  40. package/typed/terrain/terrain-picking-pass.d.ts.map +1 -0
  41. package/typed/terrain/terrain.d.ts +21 -0
  42. package/typed/terrain/terrain.d.ts.map +1 -0
  43. package/typed/terrain/utils.d.ts +5 -0
  44. package/typed/terrain/utils.d.ts.map +1 -0
  45. package/typed/collide/collide-effect.d.ts +0 -30
  46. package/typed/collide/collide-effect.d.ts.map +0 -1
  47. package/typed/collide/collide-pass.d.ts +0 -25
  48. package/typed/collide/collide-pass.d.ts.map +0 -1
  49. package/typed/collide/collide.d.ts +0 -35
  50. package/typed/collide/collide.d.ts.map +0 -1
  51. package/typed/collide/shader-module.d.ts.map +0 -1
  52. package/typed/effect-order.d.ts +0 -6
  53. package/typed/effect-order.d.ts.map +0 -1
@@ -0,0 +1,48 @@
1
+ import { COORDINATE_SYSTEM, LayerExtension, log } from '@deck.gl/core';
2
+ import mask from './shader-module';
3
+ const defaultProps = {
4
+ maskId: ''
5
+ };
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+ export default class MaskExtension extends LayerExtension {
7
+ getShaders() {
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+ // Infer by geometry if 'maskByInstance' prop isn't explictly set
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+ let maskByInstance = 'instancePositions' in this.getAttributeManager().attributes;
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+ // Users can override by setting the `maskByInstance` prop
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+ if ('maskByInstance' in this.props) {
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+ maskByInstance = this.props.maskByInstance;
13
+ }
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+ this.state.maskByInstance = maskByInstance;
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+ return {
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+ modules: [mask]
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+ };
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+ }
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+ draw({ uniforms, context, moduleParameters }) {
20
+ uniforms.mask_maskByInstance = this.state.maskByInstance;
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+ const { maskId } = this.props;
22
+ const { maskChannels } = moduleParameters;
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+ const { viewport } = context;
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+ if (maskChannels && maskChannels[maskId]) {
25
+ const { index, bounds, coordinateOrigin: fromCoordinateOrigin } = maskChannels[maskId];
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+ let { coordinateSystem: fromCoordinateSystem } = maskChannels[maskId];
27
+ uniforms.mask_enabled = true;
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+ uniforms.mask_channel = index;
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+ if (fromCoordinateSystem === COORDINATE_SYSTEM.DEFAULT) {
30
+ fromCoordinateSystem = viewport.isGeospatial
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+ ? COORDINATE_SYSTEM.LNGLAT
32
+ : COORDINATE_SYSTEM.CARTESIAN;
33
+ }
34
+ const opts = { modelMatrix: null, fromCoordinateOrigin, fromCoordinateSystem };
35
+ const bl = this.projectPosition([bounds[0], bounds[1], 0], opts);
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+ const tr = this.projectPosition([bounds[2], bounds[3], 0], opts);
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+ uniforms.mask_bounds = [bl[0], bl[1], tr[0], tr[1]];
38
+ }
39
+ else {
40
+ if (maskId) {
41
+ log.warn(`Could not find a mask layer with id: ${maskId}`)();
42
+ }
43
+ uniforms.mask_enabled = false;
44
+ }
45
+ }
46
+ }
47
+ MaskExtension.extensionName = 'MaskExtension';
48
+ MaskExtension.defaultProps = defaultProps;
@@ -0,0 +1,73 @@
1
+ import { project } from '@deck.gl/core';
2
+ const vs = `
3
+ uniform vec4 mask_bounds;
4
+ uniform bool mask_maskByInstance;
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+ vec2 mask_getCoords(vec4 position) {
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+ return (position.xy - mask_bounds.xy) / (mask_bounds.zw - mask_bounds.xy);
7
+ }
8
+ `;
9
+ const fs = `
10
+ uniform sampler2D mask_texture;
11
+ uniform int mask_channel;
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+ uniform bool mask_enabled;
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+ bool mask_isInBounds(vec2 texCoords) {
14
+ if (!mask_enabled) {
15
+ return true;
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+ }
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+ vec4 maskColor = texture2D(mask_texture, texCoords);
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+ float maskValue = 1.0;
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+ if (mask_channel == 0) {
20
+ maskValue = maskColor.r;
21
+ } else if (mask_channel == 1) {
22
+ maskValue = maskColor.g;
23
+ } else if (mask_channel == 2) {
24
+ maskValue = maskColor.b;
25
+ } else if (mask_channel == 3) {
26
+ maskValue = maskColor.a;
27
+ }
28
+ return maskValue < 0.5;
29
+ }
30
+ `;
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+ const inject = {
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+ 'vs:#decl': `
33
+ varying vec2 mask_texCoords;
34
+ `,
35
+ 'vs:#main-end': `
36
+ vec4 mask_common_position;
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+ if (mask_maskByInstance) {
38
+ mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));
39
+ } else {
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+ mask_common_position = geometry.position;
41
+ }
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+ mask_texCoords = mask_getCoords(mask_common_position);
43
+ `,
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+ 'fs:#decl': `
45
+ varying vec2 mask_texCoords;
46
+ `,
47
+ 'fs:#main-start': `
48
+ if (mask_enabled) {
49
+ bool mask = mask_isInBounds(mask_texCoords);
50
+
51
+ // Debug: show extent of render target
52
+ // gl_FragColor = vec4(mask_texCoords, 0.0, 1.0);
53
+ gl_FragColor = texture2D(mask_texture, mask_texCoords);
54
+
55
+ if (!mask) discard;
56
+ }
57
+ `
58
+ };
59
+ const getMaskUniforms = (opts = {}) => {
60
+ const uniforms = {};
61
+ if (opts.maskMap) {
62
+ uniforms.mask_texture = opts.maskMap;
63
+ }
64
+ return uniforms;
65
+ };
66
+ export default {
67
+ name: 'mask',
68
+ dependencies: [project],
69
+ vs,
70
+ fs,
71
+ inject,
72
+ getUniforms: getMaskUniforms
73
+ };
@@ -0,0 +1,107 @@
1
+ // Copyright (c) 2015 - 2017 Uber Technologies, Inc.
2
+ //
3
+ // Permission is hereby granted, free of charge, to any person obtaining a copy
4
+ // of this software and associated documentation files (the "Software"), to deal
5
+ // in the Software without restriction, including without limitation the rights
6
+ // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
7
+ // copies of the Software, and to permit persons to whom the Software is
8
+ // furnished to do so, subject to the following conditions:
9
+ //
10
+ // The above copyright notice and this permission notice shall be included in
11
+ // all copies or substantial portions of the Software.
12
+ //
13
+ // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
14
+ // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
15
+ // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
16
+ // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
17
+ // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18
+ // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
19
+ // THE SOFTWARE.
20
+ import { LayerExtension, _mergeShaders as mergeShaders } from '@deck.gl/core';
21
+ import { dashShaders, offsetShaders } from './shaders.glsl';
22
+ import { dist } from 'gl-matrix/vec3';
23
+ const defaultProps = {
24
+ getDashArray: { type: 'accessor', value: [0, 0] },
25
+ getOffset: { type: 'accessor', value: 0 },
26
+ dashJustified: false,
27
+ dashGapPickable: false
28
+ };
29
+ export default class PathStyleExtension extends LayerExtension {
30
+ constructor({ dash = false, offset = false, highPrecisionDash = false } = {}) {
31
+ super({ dash: dash || highPrecisionDash, offset, highPrecisionDash });
32
+ }
33
+ isEnabled(layer) {
34
+ return layer.state.pathTesselator;
35
+ }
36
+ getShaders(extension) {
37
+ if (!extension.isEnabled(this)) {
38
+ return null;
39
+ }
40
+ // Merge shader injection
41
+ let result = {};
42
+ if (extension.opts.dash) {
43
+ result = mergeShaders(result, dashShaders);
44
+ }
45
+ if (extension.opts.offset) {
46
+ result = mergeShaders(result, offsetShaders);
47
+ }
48
+ return result;
49
+ }
50
+ initializeState(context, extension) {
51
+ const attributeManager = this.getAttributeManager();
52
+ if (!attributeManager || !extension.isEnabled(this)) {
53
+ // This extension only works with the PathLayer
54
+ return;
55
+ }
56
+ extension.enabled = true;
57
+ if (extension.opts.dash) {
58
+ attributeManager.addInstanced({
59
+ instanceDashArrays: { size: 2, accessor: 'getDashArray' }
60
+ });
61
+ }
62
+ if (extension.opts.highPrecisionDash) {
63
+ attributeManager.addInstanced({
64
+ instanceDashOffsets: {
65
+ size: 1,
66
+ accessor: 'getPath',
67
+ transform: extension.getDashOffsets.bind(this)
68
+ }
69
+ });
70
+ }
71
+ if (extension.opts.offset) {
72
+ attributeManager.addInstanced({
73
+ instanceOffsets: { size: 1, accessor: 'getOffset' }
74
+ });
75
+ }
76
+ }
77
+ updateState(params, extension) {
78
+ if (!extension.isEnabled(this)) {
79
+ return;
80
+ }
81
+ const uniforms = {};
82
+ if (extension.opts.dash) {
83
+ uniforms.dashAlignMode = this.props.dashJustified ? 1 : 0;
84
+ uniforms.dashGapPickable = Boolean(this.props.dashGapPickable);
85
+ }
86
+ this.state.model.setUniforms(uniforms);
87
+ }
88
+ getDashOffsets(path) {
89
+ const result = [0];
90
+ const positionSize = this.props.positionFormat === 'XY' ? 2 : 3;
91
+ const isNested = Array.isArray(path[0]);
92
+ const geometrySize = isNested ? path.length : path.length / positionSize;
93
+ let p;
94
+ let prevP;
95
+ for (let i = 0; i < geometrySize - 1; i++) {
96
+ p = isNested ? path[i] : path.slice(i * positionSize, i * positionSize + positionSize);
97
+ p = this.projectPosition(p);
98
+ if (i > 0) {
99
+ result[i] = result[i - 1] + dist(prevP, p);
100
+ }
101
+ prevP = p;
102
+ }
103
+ return result;
104
+ }
105
+ }
106
+ PathStyleExtension.extensionName = 'PathStyleExtension';
107
+ PathStyleExtension.defaultProps = defaultProps;
@@ -0,0 +1,93 @@
1
+ export const dashShaders = {
2
+ inject: {
3
+ 'vs:#decl': `
4
+ attribute vec2 instanceDashArrays;
5
+ attribute float instanceDashOffsets;
6
+ varying vec2 vDashArray;
7
+ varying float vDashOffset;
8
+ `,
9
+ 'vs:#main-end': `
10
+ vDashArray = instanceDashArrays;
11
+ vDashOffset = instanceDashOffsets / width.x;
12
+ `,
13
+ 'fs:#decl': `
14
+ uniform float dashAlignMode;
15
+ uniform float capType;
16
+ uniform bool dashGapPickable;
17
+ varying vec2 vDashArray;
18
+ varying float vDashOffset;
19
+
20
+ float round(float x) {
21
+ return floor(x + 0.5);
22
+ }
23
+ `,
24
+ // if given position is in the gap part of the dashed line
25
+ // dashArray.x: solid stroke length, relative to width
26
+ // dashArray.y: gap length, relative to width
27
+ // alignMode:
28
+ // 0 - no adjustment
29
+ // o---- ---- ---- ---- o---- -o---- ---- o
30
+ // 1 - stretch to fit, draw half dash at each end for nicer joints
31
+ // o-- ---- ---- ---- --o-- --o-- ---- --o
32
+ 'fs:#main-start': `
33
+ float solidLength = vDashArray.x;
34
+ float gapLength = vDashArray.y;
35
+ float unitLength = solidLength + gapLength;
36
+
37
+ float offset;
38
+
39
+ if (unitLength > 0.0) {
40
+ if (dashAlignMode == 0.0) {
41
+ offset = vDashOffset;
42
+ } else {
43
+ unitLength = vPathLength / round(vPathLength / unitLength);
44
+ offset = solidLength / 2.0;
45
+ }
46
+
47
+ float unitOffset = mod(clamp(vPathPosition.y, 0.0, vPathLength) + offset, unitLength);
48
+
49
+ if (gapLength > 0.0 && unitOffset > solidLength) {
50
+ if (capType <= 0.5) {
51
+ if (!(dashGapPickable && picking_uActive)) {
52
+ discard;
53
+ }
54
+ } else {
55
+ // caps are rounded, test the distance to solid ends
56
+ float distToEnd = length(vec2(
57
+ min(unitOffset - solidLength, unitLength - unitOffset),
58
+ vPathPosition.x
59
+ ));
60
+ if (distToEnd > 1.0) {
61
+ if (!(dashGapPickable && picking_uActive)) {
62
+ discard;
63
+ }
64
+ }
65
+ }
66
+ }
67
+ }
68
+ `
69
+ }
70
+ };
71
+ export const offsetShaders = {
72
+ inject: {
73
+ 'vs:#decl': `
74
+ attribute float instanceOffsets;
75
+ `,
76
+ 'vs:DECKGL_FILTER_SIZE': `
77
+ float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;
78
+ size *= offsetWidth;
79
+ `,
80
+ 'vCornerOffset = offsetVec;': `
81
+ float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;
82
+ vec2 offsetCenter = -instanceOffsets * (isCap ? perp : miterVec * miterSize) * 2.0;
83
+ vCornerOffset = vCornerOffset * offsetWidth - offsetCenter;
84
+ `,
85
+ 'fs:#main-start': `
86
+ float isInside;
87
+ isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);
88
+ if (isInside == 0.0) {
89
+ discard;
90
+ }
91
+ `
92
+ }
93
+ };
@@ -0,0 +1,27 @@
1
+ import { Framebuffer } from '@luma.gl/core';
2
+ import { Bounds } from '../common/projection-utils';
3
+ import type { Viewport, Layer } from '@deck.gl/core/typed';
4
+ export declare class HeightMap {
5
+ /** Viewport used to draw into the texture */
6
+ renderViewport: Viewport | null;
7
+ /** Bounds of the height map texture, in cartesian space */
8
+ bounds: Bounds | null;
9
+ private fbo?;
10
+ private gl;
11
+ /** Last rendered layers */
12
+ private layers;
13
+ /** Last layer.getBounds() */
14
+ private layersBounds;
15
+ /** The union of layersBounds in cartesian space */
16
+ private layersBoundsCommon;
17
+ private lastViewport;
18
+ static isSupported(gl: WebGLRenderingContext): boolean;
19
+ constructor(gl: WebGLRenderingContext);
20
+ getRenderFramebuffer(): Framebuffer | null;
21
+ shouldUpdate({ layers, viewport }: {
22
+ layers: Layer[];
23
+ viewport: Viewport;
24
+ }): boolean;
25
+ delete(): void;
26
+ }
27
+ //# sourceMappingURL=height-map.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"height-map.d.ts","sourceRoot":"","sources":["../../src/terrain/height-map.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,WAAW,EAAC,MAAM,eAAe,CAAC;AAC1C,OAAO,EAAiD,MAAM,EAAC,MAAM,4BAA4B,CAAC;AAGlG,OAAO,KAAK,EAAC,QAAQ,EAAE,KAAK,EAAC,MAAM,eAAe,CAAC;AAEnD,qBAAa,SAAS;IACpB,6CAA6C;IAC7C,cAAc,EAAE,QAAQ,GAAG,IAAI,CAAQ;IACvC,2DAA2D;IAC3D,MAAM,EAAE,MAAM,GAAG,IAAI,CAAQ;IAE7B,OAAO,CAAC,GAAG,CAAC,CAAc;IAC1B,OAAO,CAAC,EAAE,CAAwB;IAClC,2BAA2B;IAC3B,OAAO,CAAC,MAAM,CAAe;IAC7B,6BAA6B;IAC7B,OAAO,CAAC,YAAY,CAAuC;IAC3D,mDAAmD;IACnD,OAAO,CAAC,kBAAkB,CAAuB;IACjD,OAAO,CAAC,YAAY,CAAyB;IAE7C,MAAM,CAAC,WAAW,CAAC,EAAE,EAAE,qBAAqB,GAAG,OAAO;gBAI1C,EAAE,EAAE,qBAAqB;IAIrC,oBAAoB,IAAI,WAAW,GAAG,IAAI;IAU1C,YAAY,CAAC,EAAC,MAAM,EAAE,QAAQ,EAAC,EAAE;QAAC,MAAM,EAAE,KAAK,EAAE,CAAC;QAAC,QAAQ,EAAE,QAAQ,CAAA;KAAC,GAAG,OAAO;IAoDhF,MAAM;CAMP"}
@@ -1,4 +1,4 @@
1
1
  import type { _ShaderModule as ShaderModule } from '@deck.gl/core/typed';
2
2
  declare const _default: ShaderModule<any>;
3
3
  export default _default;
4
- //# sourceMappingURL=shader-module.d.ts.map
4
+ //# sourceMappingURL=shader-module-offset.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader-module-offset.d.ts","sourceRoot":"","sources":["../../src/terrain/shader-module-offset.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAC,aAAa,IAAI,YAAY,EAAC,MAAM,eAAe,CAAC;;AAEjE,wBAyBkB"}
@@ -0,0 +1,4 @@
1
+ import type { _ShaderModule as ShaderModule } from '@deck.gl/core/typed';
2
+ declare const _default: ShaderModule<any>;
3
+ export default _default;
4
+ //# sourceMappingURL=shader-module-source.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader-module-source.d.ts","sourceRoot":"","sources":["../../src/terrain/shader-module-source.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAC,aAAa,IAAI,YAAY,EAAC,MAAM,eAAe,CAAC;;AAEjE,wBAiCkB"}
@@ -0,0 +1,31 @@
1
+ import type { _ShaderModule as ShaderModule } from '@deck.gl/core/typed';
2
+ import type { Texture2D } from '@luma.gl/core';
3
+ import type { Bounds } from '../common/projection-utils';
4
+ import type { TerrainCover } from './terrain-cover';
5
+ /** Module parameters expected by the terrain shader module */
6
+ export declare type TerrainModuleSettings = {
7
+ pickingActive?: boolean;
8
+ heightMap: Texture2D | null;
9
+ heightMapBounds?: Bounds | null;
10
+ dummyHeightMap: Texture2D;
11
+ terrainCover?: TerrainCover | null;
12
+ drawToTerrainHeightMap?: boolean;
13
+ useTerrainHeightMap?: boolean;
14
+ terrainSkipRender?: boolean;
15
+ };
16
+ /** A model can have one of the following modes */
17
+ export declare const TERRAIN_MODE: {
18
+ NONE: number;
19
+ /** A terrain layer rendering encoded ground elevation into the height map */
20
+ WRITE_HEIGHT_MAP: number;
21
+ /** An offset layer reading encoded ground elevation from the height map */
22
+ USE_HEIGHT_MAP: number;
23
+ /** A terrain layer rendering to screen, using the cover fbo overlaid with its own texture */
24
+ USE_COVER: number;
25
+ /** A terrain layer rendering to screen, using the cover fbo as texture */
26
+ USE_COVER_ONLY: number;
27
+ /** Draped layer is rendered into a texture, and never to screen */
28
+ SKIP: number;
29
+ };
30
+ export declare const terrainModule: ShaderModule<TerrainModuleSettings>;
31
+ //# sourceMappingURL=shader-module.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader-module.d.ts","sourceRoot":"","sources":["../../src/terrain/shader-module.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAC,aAAa,IAAI,YAAY,EAAC,MAAM,eAAe,CAAC;AAEjE,OAAO,KAAK,EAAC,SAAS,EAAC,MAAM,eAAe,CAAC;AAC7C,OAAO,KAAK,EAAC,MAAM,EAAC,MAAM,4BAA4B,CAAC;AACvD,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAEpD,8DAA8D;AAC9D,oBAAY,qBAAqB,GAAG;IAClC,aAAa,CAAC,EAAE,OAAO,CAAC;IACxB,SAAS,EAAE,SAAS,GAAG,IAAI,CAAC;IAC5B,eAAe,CAAC,EAAE,MAAM,GAAG,IAAI,CAAC;IAChC,cAAc,EAAE,SAAS,CAAC;IAC1B,YAAY,CAAC,EAAE,YAAY,GAAG,IAAI,CAAC;IACnC,sBAAsB,CAAC,EAAE,OAAO,CAAC;IACjC,mBAAmB,CAAC,EAAE,OAAO,CAAC;IAC9B,iBAAiB,CAAC,EAAE,OAAO,CAAC;CAC7B,CAAC;AAEF,kDAAkD;AAClD,eAAO,MAAM,YAAY;;IAEvB,6EAA6E;;IAE7E,2EAA2E;;IAE3E,6FAA6F;;IAE7F,0EAA0E;;IAE1E,mEAAmE;;CAEpE,CAAC;AAMF,eAAO,MAAM,aAAa,qCA0Hc,CAAC"}
@@ -0,0 +1,40 @@
1
+ import { Framebuffer } from '@luma.gl/core';
2
+ import type { Layer, Viewport } from '@deck.gl/core/typed';
3
+ import { Bounds } from '../common/projection-utils';
4
+ /** Class to manage draped texture for each terrain layer */
5
+ export declare class TerrainCover {
6
+ isDirty: boolean;
7
+ /** The terrain layer that this instance belongs to */
8
+ targetLayer: Layer;
9
+ /** Viewport used to draw into the texture */
10
+ renderViewport: Viewport | null;
11
+ /** Bounds of the terrain cover texture, in cartesian space */
12
+ bounds: Bounds | null;
13
+ private fbo?;
14
+ private pickingFbo?;
15
+ private layers;
16
+ private tile;
17
+ /** Cached version of targetLayer.getBounds() */
18
+ private targetBounds;
19
+ /** targetBounds in cartesian space */
20
+ private targetBoundsCommon;
21
+ constructor(targetLayer: Layer);
22
+ get id(): string;
23
+ /** returns true if the target layer is still in use (i.e. not finalized) */
24
+ get isActive(): boolean;
25
+ shouldUpdate({ targetLayer, viewport, layers, layerNeedsRedraw }: {
26
+ targetLayer?: Layer;
27
+ viewport?: Viewport;
28
+ layers?: Layer[];
29
+ layerNeedsRedraw?: Record<string, boolean>;
30
+ }): boolean;
31
+ /** Compare layers with the last version. Only rerender if necessary. */
32
+ private _updateLayers;
33
+ /** Compare viewport and terrain bounds with the last version. Only rerender if necesary. */
34
+ private _updateViewport;
35
+ getRenderFramebuffer(): Framebuffer | null;
36
+ getPickingFramebuffer(): Framebuffer | null;
37
+ filterLayers(layers: Layer[]): Layer<{}>[];
38
+ delete(): void;
39
+ }
40
+ //# sourceMappingURL=terrain-cover.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"terrain-cover.d.ts","sourceRoot":"","sources":["../../src/terrain/terrain-cover.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,WAAW,EAAC,MAAM,eAAe,CAAC;AAE1C,OAAO,KAAK,EAAC,KAAK,EAAE,QAAQ,EAAC,MAAM,eAAe,CAAC;AAGnD,OAAO,EAAiD,MAAM,EAAC,MAAM,4BAA4B,CAAC;AASlG,4DAA4D;AAC5D,qBAAa,YAAY;IACvB,OAAO,EAAE,OAAO,CAAQ;IACxB,sDAAsD;IACtD,WAAW,EAAE,KAAK,CAAC;IACnB,6CAA6C;IAC7C,cAAc,EAAE,QAAQ,GAAG,IAAI,CAAQ;IACvC,8DAA8D;IAC9D,MAAM,EAAE,MAAM,GAAG,IAAI,CAAQ;IAE7B,OAAO,CAAC,GAAG,CAAC,CAAc;IAC1B,OAAO,CAAC,UAAU,CAAC,CAAc;IACjC,OAAO,CAAC,MAAM,CAAgB;IAC9B,OAAO,CAAC,IAAI,CAAsB;IAClC,gDAAgD;IAChD,OAAO,CAAC,YAAY,CAAqC;IACzD,sCAAsC;IACtC,OAAO,CAAC,kBAAkB,CAAuB;gBAErC,WAAW,EAAE,KAAK;IAK9B,IAAI,EAAE,WAEL;IAED,4EAA4E;IAC5E,IAAI,QAAQ,IAAI,OAAO,CAEtB;IAED,YAAY,CAAC,EACX,WAAW,EACX,QAAQ,EACR,MAAM,EACN,gBAAgB,EACjB,EAAE;QACD,WAAW,CAAC,EAAE,KAAK,CAAC;QACpB,QAAQ,CAAC,EAAE,QAAQ,CAAC;QACpB,MAAM,CAAC,EAAE,KAAK,EAAE,CAAC;QACjB,gBAAgB,CAAC,EAAE,MAAM,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;KAC5C,GAAG,OAAO;IAqBX,wEAAwE;IACxE,OAAO,CAAC,aAAa;IAuBrB,4FAA4F;IAC5F,OAAO,CAAC,eAAe;IAwCvB,oBAAoB,IAAI,WAAW,GAAG,IAAI;IAU1C,qBAAqB,IAAI,WAAW,GAAG,IAAI;IAU3C,YAAY,CAAC,MAAM,EAAE,KAAK,EAAE;IAI5B,MAAM;CAWP"}
@@ -0,0 +1,29 @@
1
+ import { TerrainModuleSettings } from './shader-module';
2
+ import type { Effect, PreRenderOptions, Layer } from '@deck.gl/core/typed';
3
+ /** Class to manage terrain effect */
4
+ export declare class TerrainEffect implements Effect {
5
+ id: string;
6
+ props: null;
7
+ useInPicking: boolean;
8
+ /** true if picking in the current pass */
9
+ private isPicking;
10
+ /** true if should use in the current pass */
11
+ private isDrapingEnabled;
12
+ /** An empty texture as placeholder */
13
+ private dummyHeightMap;
14
+ /** A texture encoding the ground elevation, updated once per redraw. Used by layers with offset mode */
15
+ private heightMap?;
16
+ private terrainPass;
17
+ private terrainPickingPass;
18
+ /** One texture for each primitive terrain layer, into which the draped layers render */
19
+ private terrainCovers;
20
+ initialize(gl: WebGLRenderingContext): void;
21
+ preRender(gl: WebGLRenderingContext, opts: PreRenderOptions): void;
22
+ getModuleParameters(layer: Layer): TerrainModuleSettings;
23
+ cleanup(): void;
24
+ private _updateHeightMap;
25
+ private _updateTerrainCovers;
26
+ private _updateTerrainCover;
27
+ private _pruneTerrainCovers;
28
+ }
29
+ //# sourceMappingURL=terrain-effect.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"terrain-effect.d.ts","sourceRoot":"","sources":["../../src/terrain/terrain-effect.ts"],"names":[],"mappings":"AAGA,OAAO,EAAgB,qBAAqB,EAAC,MAAM,iBAAiB,CAAC;AAMrE,OAAO,KAAK,EAAC,MAAM,EAAE,gBAAgB,EAAE,KAAK,EAAW,MAAM,eAAe,CAAC;AAE7E,qCAAqC;AACrC,qBAAa,aAAc,YAAW,MAAM;IAC1C,EAAE,SAAoB;IACtB,KAAK,OAAQ;IACb,YAAY,UAAQ;IAEpB,0CAA0C;IAC1C,OAAO,CAAC,SAAS,CAAkB;IACnC,6CAA6C;IAC7C,OAAO,CAAC,gBAAgB,CAAkB;IAC1C,sCAAsC;IACtC,OAAO,CAAC,cAAc,CAAY;IAClC,wGAAwG;IACxG,OAAO,CAAC,SAAS,CAAC,CAAY;IAC9B,OAAO,CAAC,WAAW,CAAe;IAClC,OAAO,CAAC,kBAAkB,CAAsB;IAChD,wFAAwF;IACxF,OAAO,CAAC,aAAa,CAAwC;IAE7D,UAAU,CAAC,EAAE,EAAE,qBAAqB;IAkBpC,SAAS,CAAC,EAAE,EAAE,qBAAqB,EAAE,IAAI,EAAE,gBAAgB,GAAG,IAAI;IA+ClE,mBAAmB,CAAC,KAAK,EAAE,KAAK,GAAG,qBAAqB;IAaxD,OAAO,IAAI,IAAI;IAiBf,OAAO,CAAC,gBAAgB;IAuBxB,OAAO,CAAC,oBAAoB;IA2B5B,OAAO,CAAC,mBAAmB;IAmC3B,OAAO,CAAC,mBAAmB;CAY5B"}
@@ -0,0 +1,11 @@
1
+ import { Layer, Viewport, _LayersPass as LayersPass, LayersPassRenderOptions } from '@deck.gl/core/typed';
2
+ import { HeightMap } from './height-map';
3
+ import type { TerrainCover } from './terrain-cover';
4
+ export declare type TerrainPassRenderOptions = LayersPassRenderOptions;
5
+ /** Renders textures used by the TerrainEffect render pass */
6
+ export declare class TerrainPass extends LayersPass {
7
+ getRenderableLayers(viewport: Viewport, opts: TerrainPassRenderOptions): Layer[];
8
+ renderHeightMap(heightMap: HeightMap, opts: Partial<TerrainPassRenderOptions>): void;
9
+ renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPassRenderOptions>): void;
10
+ }
11
+ //# sourceMappingURL=terrain-pass.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"terrain-pass.d.ts","sourceRoot":"","sources":["../../src/terrain/terrain-pass.ts"],"names":[],"mappings":"AACA,OAAO,EAAC,KAAK,EAAE,QAAQ,EAAE,WAAW,IAAI,UAAU,EAAE,uBAAuB,EAAC,MAAM,eAAe,CAAC;AAClG,OAAO,EAAC,SAAS,EAAC,MAAM,cAAc,CAAC;AACvC,OAAO,KAAK,EAAC,YAAY,EAAC,MAAM,iBAAiB,CAAC;AAIlD,oBAAY,wBAAwB,GAAG,uBAAuB,CAAC;AAE/D,6DAA6D;AAC7D,qBAAa,WAAY,SAAQ,UAAU;IACzC,mBAAmB,CAAC,QAAQ,EAAE,QAAQ,EAAE,IAAI,EAAE,wBAAwB,GAAG,KAAK,EAAE;IAchF,eAAe,CAAC,SAAS,EAAE,SAAS,EAAE,IAAI,EAAE,OAAO,CAAC,wBAAwB,CAAC;IAgC7E,kBAAkB,CAAC,YAAY,EAAE,YAAY,EAAE,IAAI,EAAE,OAAO,CAAC,wBAAwB,CAAC;CA4BvF"}
@@ -0,0 +1,19 @@
1
+ import { Layer, Viewport, LayersPassRenderOptions, _PickLayersPass as PickLayersPass } from '@deck.gl/core/typed';
2
+ import type { TerrainCover } from './terrain-cover';
3
+ export declare type TerrainPickingPassRenderOptions = LayersPassRenderOptions & {
4
+ pickZ: boolean;
5
+ };
6
+ /** Renders textures used by the TerrainEffect picking pass */
7
+ export declare class TerrainPickingPass extends PickLayersPass {
8
+ /** Save layer index for use when drawing to terrain cover.
9
+ * When a terrain cover's picking buffer is rendered,
10
+ * we need to make sure each layer receives a consistent index (encoded in the alpha channel)
11
+ * so that a picked color can be decoded back to the correct layer.
12
+ * Updated in getRenderableLayers which is called in TerrainEffect.preRender
13
+ */
14
+ drawIndices: Record<string, number>;
15
+ getRenderableLayers(viewport: Viewport, opts: TerrainPickingPassRenderOptions): Layer[];
16
+ renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPickingPassRenderOptions>): void;
17
+ protected getLayerParameters(layer: Layer, layerIndex: number, viewport: Viewport): any;
18
+ }
19
+ //# sourceMappingURL=terrain-picking-pass.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"terrain-picking-pass.d.ts","sourceRoot":"","sources":["../../src/terrain/terrain-picking-pass.ts"],"names":[],"mappings":"AAAA,OAAO,EACL,KAAK,EACL,QAAQ,EACR,uBAAuB,EACvB,eAAe,IAAI,cAAc,EAClC,MAAM,eAAe,CAAC;AAEvB,OAAO,KAAK,EAAC,YAAY,EAAC,MAAM,iBAAiB,CAAC;AAElD,oBAAY,+BAA+B,GAAG,uBAAuB,GAAG;IACtE,KAAK,EAAE,OAAO,CAAC;CAChB,CAAC;AAEF,8DAA8D;AAC9D,qBAAa,kBAAmB,SAAQ,cAAc;IACpD;;;;;OAKG;IACH,WAAW,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,CAAM;IAEzC,mBAAmB,CAAC,QAAQ,EAAE,QAAQ,EAAE,IAAI,EAAE,+BAA+B,GAAG,KAAK,EAAE;IAiBvF,kBAAkB,CAAC,YAAY,EAAE,YAAY,EAAE,IAAI,EAAE,OAAO,CAAC,+BAA+B,CAAC;IAsC7F,SAAS,CAAC,kBAAkB,CAAC,KAAK,EAAE,KAAK,EAAE,UAAU,EAAE,MAAM,EAAE,QAAQ,EAAE,QAAQ,GAAG,GAAG;CAQxF"}
@@ -0,0 +1,21 @@
1
+ import { LayerExtension, UpdateParameters } from '@deck.gl/core/typed';
2
+ import type { Layer } from '@deck.gl/core/typed';
3
+ export declare type TerrainExtensionProps = {
4
+ /**
5
+ * controls whether an object is drawn over the terrain surface by its anchor (usually defined by an accessor called `getPosition`, e.g. icon, scatterplot) or by its geometry (e.g. path, polygon).
6
+ * If not specified, it is automatically deduced from the layer.
7
+ */
8
+ terrainFittingMode?: 'offset' | 'drape';
9
+ };
10
+ /** Allows layers to show/hide objects by a geofence. */
11
+ export default class TerrainExtension extends LayerExtension {
12
+ static defaultProps: {
13
+ terrainFittingMode: undefined;
14
+ };
15
+ static extensionName: string;
16
+ getShaders(this: Layer<TerrainExtensionProps>): any;
17
+ initializeState(this: Layer<TerrainExtensionProps>): void;
18
+ updateState(this: Layer<TerrainExtensionProps>, params: UpdateParameters<Layer<TerrainExtensionProps>>): void;
19
+ onNeedsRedraw(this: Layer<{}>): void;
20
+ }
21
+ //# sourceMappingURL=terrain.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"terrain.d.ts","sourceRoot":"","sources":["../../src/terrain/terrain.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,cAAc,EAAE,gBAAgB,EAAC,MAAM,eAAe,CAAC;AAI/D,OAAO,KAAK,EAAC,KAAK,EAAC,MAAM,eAAe,CAAC;AAMzC,oBAAY,qBAAqB,GAAG;IAClC;;;OAGG;IACH,kBAAkB,CAAC,EAAE,QAAQ,GAAG,OAAO,CAAC;CACzC,CAAC;AASF,wDAAwD;AACxD,MAAM,CAAC,OAAO,OAAO,gBAAiB,SAAQ,cAAc;IAC1D,MAAM,CAAC,YAAY;;MAAgB;IACnC,MAAM,CAAC,aAAa,SAAsB;IAE1C,UAAU,CAAC,IAAI,EAAE,KAAK,CAAC,qBAAqB,CAAC,GAAG,GAAG;IAMnD,eAAe,CAAC,IAAI,EAAE,KAAK,CAAC,qBAAqB,CAAC;IAIlD,WAAW,CACT,IAAI,EAAE,KAAK,CAAC,qBAAqB,CAAC,EAClC,MAAM,EAAE,gBAAgB,CAAC,KAAK,CAAC,qBAAqB,CAAC,CAAC;IAyBxD,aAAa,CAAC,IAAI,EAAE,KAAK,CAAC,EAAE,CAAC,GAAG,IAAI;CAMrC"}
@@ -0,0 +1,5 @@
1
+ export declare function createRenderTarget(gl: WebGLRenderingContext, opts: {
2
+ id: string;
3
+ float?: boolean;
4
+ }): any;
5
+ //# sourceMappingURL=utils.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"utils.d.ts","sourceRoot":"","sources":["../../src/terrain/utils.ts"],"names":[],"mappings":"AAGA,wBAAgB,kBAAkB,CAChC,EAAE,EAAE,qBAAqB,EACzB,IAAI,EAAE;IACJ,EAAE,EAAE,MAAM,CAAC;IACX,KAAK,CAAC,EAAE,OAAO,CAAC;CACjB,OAoBF"}
@@ -1,30 +0,0 @@
1
- import { Texture2D } from '@luma.gl/core';
2
- import type { Effect, PreRenderOptions } from '@deck.gl/core/typed';
3
- declare global {
4
- interface Window {
5
- debug: any;
6
- }
7
- }
8
- export default class CollideEffect implements Effect {
9
- id: string;
10
- props: null;
11
- useInPicking: boolean;
12
- private channels;
13
- private collidePasses;
14
- private dummyCollideMap?;
15
- private lastViewport?;
16
- preRender(gl: WebGLRenderingContext, { effects: allEffects, layers, layerFilter, viewports, onViewportActive, views }: PreRenderOptions): void;
17
- private _render;
18
- /**
19
- * Group layers by collideGroup
20
- * Returns a map from collideGroup to render info
21
- */
22
- private _groupByCollideGroup;
23
- getModuleParameters(): {
24
- collideMaps: Record<string, Texture2D>;
25
- dummyCollideMap: Texture2D;
26
- };
27
- cleanup(): void;
28
- _debug(collidePass: any): void;
29
- }
30
- //# sourceMappingURL=collide-effect.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"collide-effect.d.ts","sourceRoot":"","sources":["../../src/collide/collide-effect.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,SAAS,EAAmB,MAAM,eAAe,CAAC;AAE1D,OAAO,KAAK,EAAC,MAAM,EAAS,gBAAgB,EAAW,MAAM,eAAe,CAAC;AAG7E,OAAO,CAAC,MAAM,CAAC;IACb,UAAU,MAAM;QACd,KAAK,EAAE,GAAG,CAAC;KACZ;CACF;AAiBD,MAAM,CAAC,OAAO,OAAO,aAAc,YAAW,MAAM;IAClD,EAAE,SAAoB;IACtB,KAAK,OAAQ;IACb,YAAY,UAAQ;IAEpB,OAAO,CAAC,QAAQ,CAAkC;IAClD,OAAO,CAAC,aAAa,CAAmC;IACxD,OAAO,CAAC,eAAe,CAAC,CAAY;IACpC,OAAO,CAAC,YAAY,CAAC,CAAW;IAEhC,SAAS,CACP,EAAE,EAAE,qBAAqB,EACzB,EAAC,OAAO,EAAE,UAAU,EAAE,MAAM,EAAE,WAAW,EAAE,SAAS,EAAE,gBAAgB,EAAE,KAAK,EAAC,EAAE,gBAAgB,GAC/F,IAAI;IAsDP,OAAO,CAAC,OAAO;IAsDf;;;OAGG;IACH,OAAO,CAAC,oBAAoB;IAwC5B,mBAAmB,IAAI;QAAC,WAAW,EAAE,MAAM,CAAC,MAAM,EAAE,SAAS,CAAC,CAAC;QAAC,eAAe,EAAE,SAAS,CAAA;KAAC;IAQ3F,OAAO,IAAI,IAAI;IAcf,MAAM,CAAC,WAAW,KAAA;CAoDnB"}
@@ -1,25 +0,0 @@
1
- import { Framebuffer, Renderbuffer, Texture2D } from '@luma.gl/core';
2
- import { _LayersPass as LayersPass, LayersPassRenderOptions } from '@deck.gl/core/typed';
3
- declare type CollidePassRenderOptions = LayersPassRenderOptions & {};
4
- export default class CollidePass extends LayersPass {
5
- collideMap: Texture2D;
6
- depthBuffer: Renderbuffer;
7
- dummyCollideMap: Texture2D;
8
- fbo: Framebuffer;
9
- constructor(gl: any, props: {
10
- id: string;
11
- dummyCollideMap: Texture2D;
12
- });
13
- render(options: CollidePassRenderOptions): any;
14
- shouldDrawLayer(layer: any): boolean;
15
- getModuleParameters(): {
16
- drawToCollideMap: boolean;
17
- dummyCollideMap: Texture2D;
18
- pickingActive: number;
19
- pickingAttribute: boolean;
20
- lightSources: {};
21
- };
22
- delete(): void;
23
- }
24
- export {};
25
- //# sourceMappingURL=collide-pass.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"collide-pass.d.ts","sourceRoot":"","sources":["../../src/collide/collide-pass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAC,WAAW,EAAE,YAAY,EAAE,SAAS,EAAiB,MAAM,eAAe,CAAC;AACnF,OAAO,EAAY,WAAW,IAAI,UAAU,EAAE,uBAAuB,EAAC,MAAM,eAAe,CAAC;AAE5F,aAAK,wBAAwB,GAAG,uBAAuB,GAAG,EAAE,CAAC;AAE7D,MAAM,CAAC,OAAO,OAAO,WAAY,SAAQ,UAAU;IACjD,UAAU,EAAE,SAAS,CAAC;IACtB,WAAW,EAAE,YAAY,CAAC;IAC1B,eAAe,EAAE,SAAS,CAAC;IAC3B,GAAG,EAAE,WAAW,CAAC;gBAEL,EAAE,KAAA,EAAE,KAAK,EAAE;QAAC,EAAE,EAAE,MAAM,CAAC;QAAC,eAAe,EAAE,SAAS,CAAA;KAAC;IA8B/D,MAAM,CAAC,OAAO,EAAE,wBAAwB;IAqBxC,eAAe,CAAC,KAAK,KAAA;IAMrB,mBAAmB;;;;;;;IAYnB,MAAM;CAQP"}