@deck.gl/extensions 8.9.0-alpha.4 → 8.9.0-beta.1

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 (201) hide show
  1. package/dist/dist.dev.js +3688 -14538
  2. package/dist/es5/brushing/brushing.js +0 -8
  3. package/dist/es5/brushing/brushing.js.map +1 -1
  4. package/dist/es5/clip/clip.js +5 -5
  5. package/dist/es5/clip/clip.js.map +1 -1
  6. package/dist/es5/collide/collide-effect.js +285 -0
  7. package/dist/es5/collide/collide-effect.js.map +1 -0
  8. package/dist/es5/collide/collide-pass.js +80 -0
  9. package/dist/es5/collide/collide-pass.js.map +1 -0
  10. package/dist/es5/collide/collide.js +116 -0
  11. package/dist/es5/collide/collide.js.map +1 -0
  12. package/dist/es5/collide/shader-module.js +39 -0
  13. package/dist/es5/collide/shader-module.js.map +1 -0
  14. package/dist/es5/common/projection-utils.js +164 -0
  15. package/dist/es5/common/projection-utils.js.map +1 -0
  16. package/dist/es5/data-filter/shader-module.js +1 -0
  17. package/dist/es5/data-filter/shader-module.js.map +1 -1
  18. package/dist/es5/fill-style/fill-style.js +16 -125
  19. package/dist/es5/fill-style/fill-style.js.map +1 -1
  20. package/dist/es5/fill-style/shaders.glsl.js +6 -8
  21. package/dist/es5/fill-style/shaders.glsl.js.map +1 -1
  22. package/dist/es5/fp64/project64.glsl.js +1 -1
  23. package/dist/es5/index.js +16 -0
  24. package/dist/es5/index.js.map +1 -1
  25. package/dist/es5/mask/mask-effect.js +280 -0
  26. package/dist/es5/mask/mask-effect.js.map +1 -0
  27. package/dist/es5/mask/mask-pass.js +106 -0
  28. package/dist/es5/mask/mask-pass.js.map +1 -0
  29. package/dist/es5/mask/mask.js +17 -4
  30. package/dist/es5/mask/mask.js.map +1 -1
  31. package/dist/es5/mask/shader-module.js +1 -1
  32. package/dist/es5/mask/shader-module.js.map +1 -1
  33. package/dist/es5/mask/utils.js +136 -0
  34. package/dist/es5/mask/utils.js.map +1 -0
  35. package/dist/es5/path-style/shaders.glsl.js +1 -1
  36. package/dist/es5/terrain/height-map-builder.js +116 -0
  37. package/dist/es5/terrain/height-map-builder.js.map +1 -0
  38. package/dist/es5/terrain/shader-module.js +84 -0
  39. package/dist/es5/terrain/shader-module.js.map +1 -0
  40. package/dist/es5/terrain/terrain-cover.js +259 -0
  41. package/dist/es5/terrain/terrain-cover.js.map +1 -0
  42. package/dist/es5/terrain/terrain-effect.js +337 -0
  43. package/dist/es5/terrain/terrain-effect.js.map +1 -0
  44. package/dist/es5/terrain/terrain-pass.js +122 -0
  45. package/dist/es5/terrain/terrain-pass.js.map +1 -0
  46. package/dist/es5/terrain/terrain-picking-pass.js +130 -0
  47. package/dist/es5/terrain/terrain-picking-pass.js.map +1 -0
  48. package/dist/es5/terrain/terrain.js +101 -0
  49. package/dist/es5/terrain/terrain.js.map +1 -0
  50. package/dist/es5/terrain/utils.js +32 -0
  51. package/dist/es5/terrain/utils.js.map +1 -0
  52. package/dist/es5/utils/debug.js +71 -0
  53. package/dist/es5/utils/debug.js.map +1 -0
  54. package/dist/esm/brushing/brushing.js +0 -7
  55. package/dist/esm/brushing/brushing.js.map +1 -1
  56. package/dist/esm/clip/clip.js +5 -4
  57. package/dist/esm/clip/clip.js.map +1 -1
  58. package/dist/esm/collide/collide-effect.js +250 -0
  59. package/dist/esm/collide/collide-effect.js.map +1 -0
  60. package/dist/esm/collide/collide-pass.js +30 -0
  61. package/dist/esm/collide/collide-pass.js.map +1 -0
  62. package/dist/esm/collide/collide.js +78 -0
  63. package/dist/esm/collide/collide.js.map +1 -0
  64. package/dist/esm/collide/shader-module.js +32 -0
  65. package/dist/esm/collide/shader-module.js.map +1 -0
  66. package/dist/esm/common/projection-utils.js +130 -0
  67. package/dist/esm/common/projection-utils.js.map +1 -0
  68. package/dist/esm/data-filter/shader-module.js +1 -0
  69. package/dist/esm/data-filter/shader-module.js.map +1 -1
  70. package/dist/esm/fill-style/fill-style.js +20 -72
  71. package/dist/esm/fill-style/fill-style.js.map +1 -1
  72. package/dist/esm/fill-style/shaders.glsl.js +5 -7
  73. package/dist/esm/fill-style/shaders.glsl.js.map +1 -1
  74. package/dist/esm/fp64/project64.glsl.js +1 -1
  75. package/dist/esm/index.js +2 -0
  76. package/dist/esm/index.js.map +1 -1
  77. package/dist/esm/mask/mask-effect.js +233 -0
  78. package/dist/esm/mask/mask-effect.js.map +1 -0
  79. package/dist/esm/mask/mask-pass.js +62 -0
  80. package/dist/esm/mask/mask-pass.js.map +1 -0
  81. package/dist/esm/mask/mask.js +14 -3
  82. package/dist/esm/mask/mask.js.map +1 -1
  83. package/dist/esm/mask/shader-module.js +1 -1
  84. package/dist/esm/mask/shader-module.js.map +1 -1
  85. package/dist/esm/mask/utils.js +109 -0
  86. package/dist/esm/mask/utils.js.map +1 -0
  87. package/dist/esm/path-style/shaders.glsl.js +1 -1
  88. package/dist/esm/terrain/height-map-builder.js +92 -0
  89. package/dist/esm/terrain/height-map-builder.js.map +1 -0
  90. package/dist/esm/terrain/shader-module.js +73 -0
  91. package/dist/esm/terrain/shader-module.js.map +1 -0
  92. package/dist/esm/terrain/terrain-cover.js +219 -0
  93. package/dist/esm/terrain/terrain-cover.js.map +1 -0
  94. package/dist/esm/terrain/terrain-effect.js +231 -0
  95. package/dist/esm/terrain/terrain-effect.js.map +1 -0
  96. package/dist/esm/terrain/terrain-pass.js +69 -0
  97. package/dist/esm/terrain/terrain-pass.js.map +1 -0
  98. package/dist/esm/terrain/terrain-picking-pass.js +75 -0
  99. package/dist/esm/terrain/terrain-picking-pass.js.map +1 -0
  100. package/dist/esm/terrain/terrain.js +62 -0
  101. package/dist/esm/terrain/terrain.js.map +1 -0
  102. package/dist/esm/terrain/utils.js +21 -0
  103. package/dist/esm/terrain/utils.js.map +1 -0
  104. package/dist/esm/utils/debug.js +61 -0
  105. package/dist/esm/utils/debug.js.map +1 -0
  106. package/dist.min.js +1359 -1
  107. package/package.json +6 -4
  108. package/src/brushing/brushing.ts +0 -11
  109. package/src/clip/clip.ts +6 -5
  110. package/src/collide/collide-effect.ts +257 -0
  111. package/src/collide/collide-pass.ts +35 -0
  112. package/src/collide/collide.ts +79 -0
  113. package/src/collide/shader-module.ts +113 -0
  114. package/src/common/projection-utils.ts +187 -0
  115. package/src/data-filter/shader-module.ts +6 -0
  116. package/src/fill-style/fill-style.ts +15 -53
  117. package/src/fill-style/shaders.glsl.ts +6 -7
  118. package/src/index.ts +4 -0
  119. package/src/mask/mask-effect.ts +255 -0
  120. package/src/mask/mask-pass.ts +67 -0
  121. package/src/mask/mask.ts +17 -7
  122. package/src/mask/shader-module.ts +7 -1
  123. package/src/mask/utils.ts +148 -0
  124. package/src/terrain/height-map-builder.ts +120 -0
  125. package/src/terrain/shader-module.ts +161 -0
  126. package/src/terrain/terrain-cover.ts +225 -0
  127. package/src/terrain/terrain-effect.ts +223 -0
  128. package/src/terrain/terrain-pass.ts +86 -0
  129. package/src/terrain/terrain-picking-pass.ts +87 -0
  130. package/src/terrain/terrain.ts +74 -0
  131. package/src/terrain/utils.ts +29 -0
  132. package/src/utils/debug.ts +59 -0
  133. package/typed/brushing/brushing.d.ts +0 -1
  134. package/typed/brushing/brushing.d.ts.map +1 -1
  135. package/typed/brushing/brushing.js +83 -0
  136. package/typed/brushing/shader-module.js +116 -0
  137. package/typed/clip/clip.d.ts +1 -1
  138. package/typed/clip/clip.d.ts.map +1 -1
  139. package/typed/clip/clip.js +114 -0
  140. package/typed/collide/collide-effect.d.ts +28 -0
  141. package/typed/collide/collide-effect.d.ts.map +1 -0
  142. package/typed/collide/collide-pass.d.ts +14 -0
  143. package/typed/collide/collide-pass.d.ts.map +1 -0
  144. package/typed/collide/collide.d.ts +41 -0
  145. package/typed/collide/collide.d.ts.map +1 -0
  146. package/typed/collide/shader-module.d.ts +4 -0
  147. package/typed/collide/shader-module.d.ts.map +1 -0
  148. package/typed/common/projection-utils.d.ts +27 -0
  149. package/typed/common/projection-utils.d.ts.map +1 -0
  150. package/typed/data-filter/aggregator.js +98 -0
  151. package/typed/data-filter/data-filter.js +159 -0
  152. package/typed/data-filter/shader-module.d.ts.map +1 -1
  153. package/typed/data-filter/shader-module.js +152 -0
  154. package/typed/fill-style/fill-style.d.ts +14 -5
  155. package/typed/fill-style/fill-style.d.ts.map +1 -1
  156. package/typed/fill-style/fill-style.js +152 -0
  157. package/typed/fill-style/shaders.glsl.d.ts.map +1 -1
  158. package/typed/fill-style/shaders.glsl.js +95 -0
  159. package/typed/fp64/fp64.js +34 -0
  160. package/typed/fp64/project64.glsl.js +100 -0
  161. package/typed/fp64/project64.js +50 -0
  162. package/typed/index.d.ts +4 -0
  163. package/typed/index.d.ts.map +1 -1
  164. package/typed/index.js +9 -0
  165. package/typed/mask/mask-effect.d.ts +42 -0
  166. package/typed/mask/mask-effect.d.ts.map +1 -0
  167. package/typed/mask/mask-pass.d.ts +19 -0
  168. package/typed/mask/mask-pass.d.ts.map +1 -0
  169. package/typed/mask/mask.d.ts +9 -3
  170. package/typed/mask/mask.d.ts.map +1 -1
  171. package/typed/mask/mask.js +48 -0
  172. package/typed/mask/shader-module.d.ts.map +1 -1
  173. package/typed/mask/shader-module.js +73 -0
  174. package/typed/mask/utils.d.ts +13 -0
  175. package/typed/mask/utils.d.ts.map +1 -0
  176. package/typed/path-style/path-style.js +107 -0
  177. package/typed/path-style/shaders.glsl.js +93 -0
  178. package/typed/terrain/height-map-builder.d.ts +38 -0
  179. package/typed/terrain/height-map-builder.d.ts.map +1 -0
  180. package/typed/terrain/height-map.d.ts +27 -0
  181. package/typed/terrain/height-map.d.ts.map +1 -0
  182. package/typed/terrain/shader-module-offset.d.ts +4 -0
  183. package/typed/terrain/shader-module-offset.d.ts.map +1 -0
  184. package/typed/terrain/shader-module-source.d.ts +4 -0
  185. package/typed/terrain/shader-module-source.d.ts.map +1 -0
  186. package/typed/terrain/shader-module.d.ts +31 -0
  187. package/typed/terrain/shader-module.d.ts.map +1 -0
  188. package/typed/terrain/terrain-cover.d.ts +46 -0
  189. package/typed/terrain/terrain-cover.d.ts.map +1 -0
  190. package/typed/terrain/terrain-effect.d.ts +29 -0
  191. package/typed/terrain/terrain-effect.d.ts.map +1 -0
  192. package/typed/terrain/terrain-pass.d.ts +11 -0
  193. package/typed/terrain/terrain-pass.d.ts.map +1 -0
  194. package/typed/terrain/terrain-picking-pass.d.ts +19 -0
  195. package/typed/terrain/terrain-picking-pass.d.ts.map +1 -0
  196. package/typed/terrain/terrain.d.ts +21 -0
  197. package/typed/terrain/terrain.d.ts.map +1 -0
  198. package/typed/terrain/utils.d.ts +5 -0
  199. package/typed/terrain/utils.d.ts.map +1 -0
  200. package/typed/utils/debug.d.ts +6 -0
  201. package/typed/utils/debug.d.ts.map +1 -0
@@ -0,0 +1,225 @@
1
+ import {Framebuffer} from '@luma.gl/core';
2
+
3
+ import type {Layer, Viewport} from '@deck.gl/core';
4
+
5
+ import {createRenderTarget} from './utils';
6
+ import {joinLayerBounds, makeViewport, getRenderBounds, Bounds} from '../common/projection-utils';
7
+
8
+ // TODO - import from loaders when Tileset2D is split out
9
+ type GeoBoundingBox = {west: number; north: number; east: number; south: number};
10
+ type NonGeoBoundingBox = {left: number; top: number; right: number; bottom: number};
11
+ type Tile2DHeader = {
12
+ bbox: GeoBoundingBox | NonGeoBoundingBox;
13
+ };
14
+
15
+ /**
16
+ * Manages the lifecycle of the terrain cover (draped textures over a terrain mesh).
17
+ * One terrain cover is created for each unique terrain layer (primitive layer with operation:terrain).
18
+ * It is updated when the terrain source layer's mesh changes or when any of the terrainFittingMode:drape
19
+ * layers requires redraw.
20
+ * During the draw call of a terrain layer, the drape texture is overlaid on top of the layer's own color.
21
+ */
22
+ export class TerrainCover {
23
+ isDirty: boolean = true;
24
+ /** The terrain layer that this instance belongs to */
25
+ targetLayer: Layer;
26
+ /** Viewport used to draw into the texture */
27
+ renderViewport: Viewport | null = null;
28
+ /** Bounds of the terrain cover texture, in cartesian space */
29
+ bounds: Bounds | null = null;
30
+
31
+ private fbo?: Framebuffer;
32
+ private pickingFbo?: Framebuffer;
33
+ private layers: string[] = [];
34
+ private tile: Tile2DHeader | null;
35
+ /** Cached version of targetLayer.getBounds() */
36
+ private targetBounds: [number[], number[]] | null = null;
37
+ /** targetBounds in cartesian space */
38
+ private targetBoundsCommon: Bounds | null = null;
39
+
40
+ constructor(targetLayer: Layer) {
41
+ this.targetLayer = targetLayer;
42
+ this.tile = getTile(targetLayer);
43
+ }
44
+
45
+ get id() {
46
+ return this.targetLayer.id;
47
+ }
48
+
49
+ /** returns true if the target layer is still in use (i.e. not finalized) */
50
+ get isActive(): boolean {
51
+ return Boolean(this.targetLayer.getCurrentLayer());
52
+ }
53
+
54
+ shouldUpdate({
55
+ targetLayer,
56
+ viewport,
57
+ layers,
58
+ layerNeedsRedraw
59
+ }: {
60
+ targetLayer?: Layer;
61
+ viewport?: Viewport;
62
+ layers?: Layer[];
63
+ layerNeedsRedraw?: Record<string, boolean>;
64
+ }): boolean {
65
+ if (targetLayer) {
66
+ this.targetLayer = targetLayer;
67
+ }
68
+ const sizeChanged = viewport ? this._updateViewport(viewport) : false;
69
+
70
+ let layersChanged = layers ? this._updateLayers(layers) : false;
71
+
72
+ if (layerNeedsRedraw) {
73
+ for (const id of this.layers) {
74
+ if (layerNeedsRedraw[id]) {
75
+ layersChanged = true;
76
+ // console.log('layer needs redraw', id);
77
+ break;
78
+ }
79
+ }
80
+ }
81
+
82
+ return layersChanged || sizeChanged;
83
+ }
84
+
85
+ /** Compare layers with the last version. Only rerender if necessary. */
86
+ private _updateLayers(layers: Layer[]): boolean {
87
+ let needsRedraw = false;
88
+ layers = this.tile ? getIntersectingLayers(this.tile, layers) : layers;
89
+
90
+ if (layers.length !== this.layers.length) {
91
+ needsRedraw = true;
92
+ // console.log('layers count changed', this.layers.length, '>>', layers.length);
93
+ } else {
94
+ for (let i = 0; i < layers.length; i++) {
95
+ const id = layers[i].id;
96
+ if (id !== this.layers[i]) {
97
+ needsRedraw = true;
98
+ // console.log('layer added/removed', id);
99
+ break;
100
+ }
101
+ }
102
+ }
103
+ if (needsRedraw) {
104
+ this.layers = layers.map(layer => layer.id);
105
+ }
106
+ return needsRedraw;
107
+ }
108
+
109
+ /** Compare viewport and terrain bounds with the last version. Only rerender if necesary. */
110
+ private _updateViewport(viewport: Viewport): boolean {
111
+ const targetLayer = this.targetLayer;
112
+ let shouldRedraw = false;
113
+
114
+ if (this.targetBounds !== targetLayer.getBounds()) {
115
+ // console.log('bounds changed', this.bounds, '>>', newBounds);
116
+ shouldRedraw = true;
117
+ this.targetBounds = targetLayer.getBounds();
118
+ this.targetBoundsCommon = joinLayerBounds([targetLayer], viewport);
119
+ }
120
+
121
+ if (!this.targetBoundsCommon) {
122
+ return false;
123
+ }
124
+
125
+ const newZoom = Math.ceil(viewport.zoom + 0.5);
126
+ // If the terrain layer is bound to a tile, always render a texture that cover the whole tile.
127
+ // Otherwise, use the smaller of layer bounds and the viewport bounds.
128
+ if (this.tile) {
129
+ this.bounds = this.targetBoundsCommon;
130
+ } else {
131
+ const oldZoom = this.renderViewport?.zoom;
132
+ shouldRedraw = shouldRedraw || newZoom !== oldZoom;
133
+ const newBounds = getRenderBounds(this.targetBoundsCommon, viewport);
134
+ const oldBounds = this.bounds;
135
+ shouldRedraw = shouldRedraw || !oldBounds || newBounds.some((x, i) => x !== oldBounds[i]);
136
+ this.bounds = newBounds;
137
+ }
138
+
139
+ if (shouldRedraw) {
140
+ this.renderViewport = makeViewport({
141
+ bounds: this.bounds,
142
+ zoom: newZoom,
143
+ viewport
144
+ });
145
+ }
146
+
147
+ return shouldRedraw;
148
+ }
149
+
150
+ getRenderFramebuffer(): Framebuffer | null {
151
+ if (!this.renderViewport || this.layers.length === 0) {
152
+ return null;
153
+ }
154
+ if (!this.fbo) {
155
+ this.fbo = createRenderTarget(this.targetLayer.context.gl, {id: this.id});
156
+ }
157
+ return this.fbo;
158
+ }
159
+
160
+ getPickingFramebuffer(): Framebuffer | null {
161
+ if (!this.renderViewport || (this.layers.length === 0 && !this.targetLayer.props.pickable)) {
162
+ return null;
163
+ }
164
+ if (!this.pickingFbo) {
165
+ this.pickingFbo = createRenderTarget(this.targetLayer.context.gl, {id: `${this.id}-picking`});
166
+ }
167
+ return this.pickingFbo;
168
+ }
169
+
170
+ filterLayers(layers: Layer[]) {
171
+ return layers.filter(({id}) => this.layers.includes(id));
172
+ }
173
+
174
+ delete() {
175
+ const {fbo, pickingFbo} = this;
176
+ if (fbo) {
177
+ fbo.texture.delete();
178
+ fbo.delete();
179
+ }
180
+ if (pickingFbo) {
181
+ pickingFbo.texture.delete();
182
+ pickingFbo.delete();
183
+ }
184
+ }
185
+ }
186
+
187
+ /**
188
+ * Remove layers that do not overlap with the current terrain cover.
189
+ * This implementation only has effect when a TileLayer is overlaid on top of a TileLayer
190
+ */
191
+ function getIntersectingLayers(sourceTile: Tile2DHeader, layers: Layer[]): Layer[] {
192
+ return layers.filter(layer => {
193
+ const tile = getTile(layer);
194
+ if (tile) {
195
+ return intersect(sourceTile.bbox, tile.bbox);
196
+ }
197
+ return true;
198
+ });
199
+ }
200
+
201
+ /** If layer is the descendent of a TileLayer, return the corresponding tile. */
202
+ function getTile(layer: Layer): Tile2DHeader | null {
203
+ while (layer) {
204
+ // @ts-expect-error tile may not exist
205
+ const {tile} = layer.props;
206
+ if (tile) {
207
+ return tile;
208
+ }
209
+ layer = layer.parent as Layer;
210
+ }
211
+ return null;
212
+ }
213
+
214
+ function intersect(
215
+ b1: GeoBoundingBox | NonGeoBoundingBox,
216
+ b2: GeoBoundingBox | NonGeoBoundingBox
217
+ ): boolean {
218
+ if ('west' in b1 && 'west' in b2) {
219
+ return b1.west < b2.east && b2.west < b1.east && b1.south < b2.north && b2.south < b1.north;
220
+ }
221
+ if ('left' in b1 && 'left' in b2) {
222
+ return b1.left < b2.right && b2.left < b1.right && b1.top < b2.bottom && b2.top < b1.bottom;
223
+ }
224
+ return false;
225
+ }
@@ -0,0 +1,223 @@
1
+ import {Texture2D, ProgramManager} from '@luma.gl/core';
2
+ import {log} from '@deck.gl/core';
3
+
4
+ import {terrainModule, TerrainModuleSettings} from './shader-module';
5
+ import {TerrainCover} from './terrain-cover';
6
+ import {TerrainPass} from './terrain-pass';
7
+ import {TerrainPickingPass, TerrainPickingPassRenderOptions} from './terrain-picking-pass';
8
+ import {HeightMapBuilder} from './height-map-builder';
9
+
10
+ import type {Effect, PreRenderOptions, Layer, Viewport} from '@deck.gl/core';
11
+
12
+ /** Class to manage terrain effect */
13
+ export class TerrainEffect implements Effect {
14
+ id = 'terrain-effect';
15
+ props = null;
16
+ useInPicking = true;
17
+
18
+ /** true if picking in the current pass */
19
+ private isPicking: boolean = false;
20
+ /** true if should use in the current pass */
21
+ private isDrapingEnabled: boolean = false;
22
+ /** An empty texture as placeholder */
23
+ private dummyHeightMap: Texture2D;
24
+ /** A texture encoding the ground elevation, updated once per redraw. Used by layers with offset mode */
25
+ private heightMap?: HeightMapBuilder;
26
+ private terrainPass!: TerrainPass;
27
+ private terrainPickingPass!: TerrainPickingPass;
28
+ /** One texture for each primitive terrain layer, into which the draped layers render */
29
+ private terrainCovers: Map<string, TerrainCover> = new Map();
30
+
31
+ initialize(gl: WebGLRenderingContext) {
32
+ this.dummyHeightMap = new Texture2D(gl, {
33
+ width: 1,
34
+ height: 1,
35
+ data: new Uint8Array([0, 0, 0, 0])
36
+ });
37
+ this.terrainPass = new TerrainPass(gl, {id: 'terrain'});
38
+ this.terrainPickingPass = new TerrainPickingPass(gl, {id: 'terrain-picking'});
39
+
40
+ if (HeightMapBuilder.isSupported(gl)) {
41
+ this.heightMap = new HeightMapBuilder(gl);
42
+ } else {
43
+ log.warn('Terrain offset mode is not supported by this browser')();
44
+ }
45
+
46
+ ProgramManager.getDefaultProgramManager(gl).addDefaultModule(terrainModule);
47
+ }
48
+
49
+ preRender(gl: WebGLRenderingContext, opts: PreRenderOptions): void {
50
+ if (!this.dummyHeightMap) {
51
+ // First time this effect is in use, initialize resources and register the shader module
52
+ this.initialize(gl);
53
+ for (const layer of opts.layers) {
54
+ // Force the terrain layer (and its descendents) to rebuild their models with the new shader
55
+ if (layer.props.operation.includes('terrain')) {
56
+ layer.setChangeFlags({extensionsChanged: true});
57
+ }
58
+ }
59
+ }
60
+
61
+ // @ts-expect-error pickZ only defined in picking pass
62
+ if (opts.pickZ) {
63
+ // Do not update if picking attributes
64
+ this.isDrapingEnabled = false;
65
+ return;
66
+ }
67
+
68
+ const {viewports, pass} = opts;
69
+ const isPicking = pass.startsWith('picking');
70
+ this.isPicking = isPicking;
71
+ this.isDrapingEnabled = true;
72
+
73
+ // TODO - support multiple views?
74
+ const viewport = viewports[0];
75
+ const layers = (isPicking ? this.terrainPickingPass : this.terrainPass).getRenderableLayers(
76
+ viewport,
77
+ opts as TerrainPickingPassRenderOptions
78
+ );
79
+
80
+ const terrainLayers = layers.filter(l => l.props.operation.includes('terrain'));
81
+ if (terrainLayers.length === 0) {
82
+ return;
83
+ }
84
+
85
+ if (!isPicking) {
86
+ const offsetLayers = layers.filter(l => l.state.terrainFittingMode === 'offset');
87
+ if (offsetLayers.length > 0) {
88
+ this._updateHeightMap(terrainLayers, viewport, opts);
89
+ }
90
+ }
91
+
92
+ const drapeLayers = layers.filter(l => l.state.terrainFittingMode === 'drape');
93
+ this._updateTerrainCovers(terrainLayers, drapeLayers, viewport, opts);
94
+ }
95
+
96
+ getModuleParameters(layer: Layer): TerrainModuleSettings {
97
+ const {terrainFittingMode} = layer.state;
98
+
99
+ return {
100
+ heightMap: this.heightMap?.getRenderFramebuffer(),
101
+ heightMapBounds: this.heightMap?.bounds,
102
+ dummyHeightMap: this.dummyHeightMap,
103
+ terrainCover: this.isDrapingEnabled ? this.terrainCovers.get(layer.id) : null,
104
+ useTerrainHeightMap: terrainFittingMode === 'offset',
105
+ terrainSkipRender: terrainFittingMode === 'drape' || !layer.props.operation.includes('draw')
106
+ };
107
+ }
108
+
109
+ cleanup(): void {
110
+ if (this.dummyHeightMap) {
111
+ this.dummyHeightMap.delete();
112
+ this.dummyHeightMap = undefined;
113
+ }
114
+
115
+ if (this.heightMap) {
116
+ this.heightMap.delete();
117
+ this.heightMap = undefined;
118
+ }
119
+
120
+ for (const terrainCover of this.terrainCovers.values()) {
121
+ terrainCover.delete();
122
+ }
123
+ this.terrainCovers.clear();
124
+ }
125
+
126
+ private _updateHeightMap(terrainLayers: Layer[], viewport: Viewport, opts: PreRenderOptions) {
127
+ if (!this.heightMap) {
128
+ // Not supported
129
+ return;
130
+ }
131
+
132
+ const shouldUpdate = this.heightMap.shouldUpdate({layers: terrainLayers, viewport});
133
+ if (!shouldUpdate) {
134
+ return;
135
+ }
136
+
137
+ this.terrainPass.renderHeightMap(this.heightMap, {
138
+ ...opts,
139
+ layers: terrainLayers,
140
+ moduleParameters: {
141
+ heightMapBounds: this.heightMap.bounds,
142
+ dummyHeightMap: this.dummyHeightMap,
143
+ devicePixelRatio: 1,
144
+ drawToTerrainHeightMap: true
145
+ }
146
+ });
147
+ }
148
+
149
+ private _updateTerrainCovers(
150
+ terrainLayers: Layer[],
151
+ drapeLayers: Layer[],
152
+ viewport: Viewport,
153
+ opts: PreRenderOptions
154
+ ) {
155
+ // Mark a terrain cover as dirty if one of the drape layers needs redraw
156
+ const layerNeedsRedraw: Record<string, boolean> = {};
157
+ for (const layer of drapeLayers) {
158
+ if (layer.state.terrainCoverNeedsRedraw) {
159
+ layerNeedsRedraw[layer.id] = true;
160
+ layer.state.terrainCoverNeedsRedraw = false;
161
+ }
162
+ }
163
+ for (const terrainCover of this.terrainCovers.values()) {
164
+ terrainCover.isDirty = terrainCover.isDirty || terrainCover.shouldUpdate({layerNeedsRedraw});
165
+ }
166
+
167
+ for (const layer of terrainLayers) {
168
+ this._updateTerrainCover(layer, drapeLayers, viewport, opts);
169
+ }
170
+
171
+ if (!this.isPicking) {
172
+ this._pruneTerrainCovers();
173
+ }
174
+ }
175
+
176
+ private _updateTerrainCover(
177
+ terrainLayer: Layer,
178
+ drapeLayers: Layer[],
179
+ viewport: Viewport,
180
+ opts: PreRenderOptions
181
+ ) {
182
+ const renderPass = this.isPicking ? this.terrainPickingPass : this.terrainPass;
183
+ let terrainCover = this.terrainCovers.get(terrainLayer.id);
184
+ if (!terrainCover) {
185
+ terrainCover = new TerrainCover(terrainLayer);
186
+ this.terrainCovers.set(terrainLayer.id, terrainCover);
187
+ }
188
+ try {
189
+ const isDirty = terrainCover.shouldUpdate({
190
+ targetLayer: terrainLayer,
191
+ viewport,
192
+ layers: drapeLayers
193
+ });
194
+ if (this.isPicking || terrainCover.isDirty || isDirty) {
195
+ renderPass.renderTerrainCover(terrainCover, {
196
+ ...opts,
197
+ layers: drapeLayers,
198
+ moduleParameters: {
199
+ dummyHeightMap: this.dummyHeightMap,
200
+ terrainSkipRender: false,
201
+ devicePixelRatio: 1
202
+ }
203
+ });
204
+ terrainCover.isDirty = false;
205
+ }
206
+ } catch (err) {
207
+ terrainLayer.raiseError(err as Error, `Error rendering terrain cover ${terrainCover.id}`);
208
+ }
209
+ }
210
+
211
+ private _pruneTerrainCovers() {
212
+ /** Prune the cache, remove textures for layers that have been removed */
213
+ const idsToRemove: string[] = [];
214
+ for (const [id, terrainCover] of this.terrainCovers) {
215
+ if (!terrainCover.isActive) {
216
+ idsToRemove.push(id);
217
+ }
218
+ }
219
+ for (const id of idsToRemove) {
220
+ this.terrainCovers.delete(id);
221
+ }
222
+ }
223
+ }
@@ -0,0 +1,86 @@
1
+ import {withParameters} from '@luma.gl/core';
2
+ import {Layer, Viewport, _LayersPass as LayersPass, LayersPassRenderOptions} from '@deck.gl/core';
3
+ import type {HeightMapBuilder} from './height-map-builder';
4
+ import type {TerrainCover} from './terrain-cover';
5
+
6
+ import GL from '@luma.gl/constants';
7
+
8
+ export type TerrainPassRenderOptions = LayersPassRenderOptions;
9
+
10
+ /** Renders textures used by the TerrainEffect render pass */
11
+ export class TerrainPass extends LayersPass {
12
+ getRenderableLayers(viewport: Viewport, opts: TerrainPassRenderOptions): Layer[] {
13
+ const {layers} = opts;
14
+ const result: Layer[] = [];
15
+ const drawParamsByIndex = this._getDrawLayerParams(viewport, opts, true);
16
+ for (let i = 0; i < layers.length; i++) {
17
+ const layer = layers[i];
18
+ if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {
19
+ result.push(layer);
20
+ }
21
+ }
22
+
23
+ return result;
24
+ }
25
+
26
+ renderHeightMap(heightMap: HeightMapBuilder, opts: Partial<TerrainPassRenderOptions>) {
27
+ // console.log('Updating height map')
28
+ const target = heightMap.getRenderFramebuffer();
29
+ const viewport = heightMap.renderViewport;
30
+
31
+ if (!target || !viewport) {
32
+ return;
33
+ }
34
+
35
+ target.resize(viewport);
36
+
37
+ withParameters(
38
+ this.gl,
39
+ {
40
+ clearColor: [0, 0, 0, 0],
41
+ blend: true,
42
+ blendFunc: [GL.ONE, GL.ONE],
43
+ blendEquation: GL.MAX,
44
+ depthTest: false
45
+ },
46
+ () =>
47
+ this.render({
48
+ ...opts,
49
+ target,
50
+ pass: 'terrain-height-map',
51
+ layers: opts.layers!,
52
+ viewports: [viewport],
53
+ effects: []
54
+ })
55
+ );
56
+ }
57
+
58
+ renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPassRenderOptions>) {
59
+ // console.log('Updating terrain cover ' + terrainCover.id)
60
+ const target = terrainCover.getRenderFramebuffer();
61
+ const viewport = terrainCover.renderViewport;
62
+
63
+ if (!target || !viewport) {
64
+ return;
65
+ }
66
+
67
+ const layers = terrainCover.filterLayers(opts.layers!);
68
+ target.resize(viewport);
69
+
70
+ withParameters(
71
+ this.gl,
72
+ {
73
+ depthTest: false
74
+ },
75
+ () =>
76
+ this.render({
77
+ ...opts,
78
+ target,
79
+ pass: `terrain-cover-${terrainCover.id}`,
80
+ layers,
81
+ effects: [],
82
+ viewports: [viewport]
83
+ })
84
+ );
85
+ }
86
+ }
@@ -0,0 +1,87 @@
1
+ import {
2
+ Layer,
3
+ Viewport,
4
+ LayersPassRenderOptions,
5
+ _PickLayersPass as PickLayersPass
6
+ } from '@deck.gl/core';
7
+ import {withParameters} from '@luma.gl/core';
8
+ import type {TerrainCover} from './terrain-cover';
9
+
10
+ export type TerrainPickingPassRenderOptions = LayersPassRenderOptions & {
11
+ pickZ: boolean;
12
+ };
13
+
14
+ /** Renders textures used by the TerrainEffect picking pass */
15
+ export class TerrainPickingPass extends PickLayersPass {
16
+ /** Save layer index for use when drawing to terrain cover.
17
+ * When a terrain cover's picking buffer is rendered,
18
+ * we need to make sure each layer receives a consistent index (encoded in the alpha channel)
19
+ * so that a picked color can be decoded back to the correct layer.
20
+ * Updated in getRenderableLayers which is called in TerrainEffect.preRender
21
+ */
22
+ drawParameters: Record<string, any> = {};
23
+
24
+ getRenderableLayers(viewport: Viewport, opts: TerrainPickingPassRenderOptions): Layer[] {
25
+ const {layers} = opts;
26
+ const result: Layer[] = [];
27
+ this.drawParameters = {};
28
+ this._resetColorEncoder(opts.pickZ);
29
+ const drawParamsByIndex = this._getDrawLayerParams(viewport, opts);
30
+ for (let i = 0; i < layers.length; i++) {
31
+ const layer = layers[i];
32
+ if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {
33
+ result.push(layer);
34
+ this.drawParameters[layer.id] = drawParamsByIndex[i].layerParameters;
35
+ }
36
+ }
37
+
38
+ return result;
39
+ }
40
+
41
+ renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPickingPassRenderOptions>) {
42
+ // console.log('Updating terrain cover for picking ' + terrainCover.id)
43
+ const target = terrainCover.getPickingFramebuffer();
44
+ const viewport = terrainCover.renderViewport;
45
+
46
+ if (!target || !viewport) {
47
+ return;
48
+ }
49
+
50
+ const layers = terrainCover.filterLayers(opts.layers!);
51
+ const terrainLayer = terrainCover.targetLayer;
52
+ if (terrainLayer.props.pickable) {
53
+ layers.unshift(terrainLayer);
54
+ }
55
+ target.resize(viewport);
56
+
57
+ withParameters(
58
+ this.gl,
59
+ {
60
+ depthTest: false
61
+ },
62
+ () =>
63
+ this.render({
64
+ ...opts,
65
+ pickingFBO: target,
66
+ pass: `terrain-cover-picking-${terrainCover.id}`,
67
+ layers,
68
+ effects: [],
69
+ viewports: [viewport],
70
+ // Disable the default culling because TileLayer would cull sublayers based on the screen viewport,
71
+ // not the viewport of the terrain cover. Culling is already done by `terrainCover.filterLayers`
72
+ cullRect: undefined,
73
+ deviceRect: viewport,
74
+ pickZ: false
75
+ })
76
+ );
77
+ }
78
+
79
+ protected getLayerParameters(layer: Layer, layerIndex: number, viewport: Viewport): any {
80
+ if (this.drawParameters[layer.id]) {
81
+ return this.drawParameters[layer.id];
82
+ }
83
+ const parameters = super.getLayerParameters(layer, layerIndex, viewport);
84
+ parameters.blend = true;
85
+ return parameters;
86
+ }
87
+ }
@@ -0,0 +1,74 @@
1
+ import {LayerExtension, UpdateParameters} from '@deck.gl/core';
2
+ import {TerrainEffect} from './terrain-effect';
3
+ import {terrainModule} from './shader-module';
4
+
5
+ import type {Layer} from '@deck.gl/core';
6
+
7
+ const defaultProps = {
8
+ terrainFittingMode: undefined
9
+ };
10
+
11
+ export type TerrainExtensionProps = {
12
+ /**
13
+ * 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).
14
+ * If not specified, it is automatically deduced from the layer.
15
+ */
16
+ terrainFittingMode?: 'offset' | 'drape';
17
+ };
18
+
19
+ type TerrainExtensionState = {
20
+ /** Resolved fitting mode */
21
+ terrainFittingMode: 'offset' | 'drape';
22
+ /** Set when a layer is flagged as needs redraw */
23
+ terrainCoverNeedsRedraw: boolean;
24
+ };
25
+
26
+ /** Allows layers to show/hide objects by a geofence. */
27
+ export default class TerrainExtension extends LayerExtension {
28
+ static defaultProps = defaultProps;
29
+ static extensionName = 'TerrainExtension';
30
+
31
+ getShaders(this: Layer<TerrainExtensionProps>): any {
32
+ return {
33
+ modules: [terrainModule]
34
+ };
35
+ }
36
+
37
+ initializeState(this: Layer<TerrainExtensionProps>) {
38
+ this.context.deck?._addDefaultEffect(new TerrainEffect());
39
+ }
40
+
41
+ updateState(
42
+ this: Layer<TerrainExtensionProps>,
43
+ params: UpdateParameters<Layer<TerrainExtensionProps>>
44
+ ) {
45
+ const {props, oldProps} = params;
46
+
47
+ if (
48
+ this.state.terrainFittingMode &&
49
+ props.terrainFittingMode === oldProps.terrainFittingMode &&
50
+ // @ts-ignore `extruded` may not exist in props
51
+ props.extruded === oldProps.extruded
52
+ ) {
53
+ return;
54
+ }
55
+
56
+ let {terrainFittingMode} = props;
57
+ if (!terrainFittingMode) {
58
+ // props.extruded is used as an indication that the layer is 2.5D
59
+ // @ts-ignore `extruded` may not exist in props
60
+ const is3d = this.props.extruded as boolean;
61
+ const attributes = this.getAttributeManager()?.attributes;
62
+ const hasAnchor = attributes && 'instancePositions' in attributes;
63
+ terrainFittingMode = is3d || hasAnchor ? 'offset' : 'drape';
64
+ }
65
+ this.setState({terrainFittingMode});
66
+ }
67
+
68
+ onNeedsRedraw(this: Layer<{}>): void {
69
+ const state = this.state as TerrainExtensionState;
70
+ if (state.terrainFittingMode === 'drape') {
71
+ state.terrainCoverNeedsRedraw = true;
72
+ }
73
+ }
74
+ }