@deck.gl/extensions 8.9.0-beta.1 → 8.9.0-beta.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (116) hide show
  1. package/dist/dist.dev.js +285 -464
  2. package/dist/es5/clip/clip.js.map +1 -1
  3. package/dist/es5/{collide/collide-effect.js → collision-filter/collision-filter-effect.js} +81 -73
  4. package/dist/es5/collision-filter/collision-filter-effect.js.map +1 -0
  5. package/dist/es5/{collide/collide-pass.js → collision-filter/collision-filter-pass.js} +13 -13
  6. package/dist/es5/collision-filter/collision-filter-pass.js.map +1 -0
  7. package/dist/es5/{collide/collide.js → collision-filter/collision-filter.js} +30 -30
  8. package/dist/es5/collision-filter/collision-filter.js.map +1 -0
  9. package/dist/es5/collision-filter/shader-module.js +39 -0
  10. package/dist/es5/collision-filter/shader-module.js.map +1 -0
  11. package/dist/es5/data-filter/shader-module.js.map +1 -1
  12. package/dist/es5/index.js +4 -4
  13. package/dist/es5/index.js.map +1 -1
  14. package/dist/es5/mask/mask-effect.js +16 -9
  15. package/dist/es5/mask/mask-effect.js.map +1 -1
  16. package/dist/es5/terrain/height-map-builder.js +1 -1
  17. package/dist/es5/terrain/height-map-builder.js.map +1 -1
  18. package/dist/es5/terrain/shader-module.js.map +1 -1
  19. package/dist/es5/terrain/terrain-cover.js +1 -1
  20. package/dist/es5/terrain/terrain-cover.js.map +1 -1
  21. package/dist/es5/terrain/terrain-effect.js +7 -7
  22. package/dist/es5/terrain/terrain-effect.js.map +1 -1
  23. package/dist/es5/terrain/terrain.js +7 -7
  24. package/dist/es5/terrain/terrain.js.map +1 -1
  25. package/dist/es5/{common → utils}/projection-utils.js +3 -1
  26. package/dist/es5/utils/projection-utils.js.map +1 -0
  27. package/dist/esm/clip/clip.js.map +1 -1
  28. package/dist/esm/{collide/collide-effect.js → collision-filter/collision-filter-effect.js} +72 -66
  29. package/dist/esm/collision-filter/collision-filter-effect.js.map +1 -0
  30. package/dist/esm/{collide/collide-pass.js → collision-filter/collision-filter-pass.js} +5 -5
  31. package/dist/esm/collision-filter/collision-filter-pass.js.map +1 -0
  32. package/dist/esm/collision-filter/collision-filter.js +78 -0
  33. package/dist/esm/collision-filter/collision-filter.js.map +1 -0
  34. package/dist/esm/collision-filter/shader-module.js +32 -0
  35. package/dist/esm/collision-filter/shader-module.js.map +1 -0
  36. package/dist/esm/data-filter/shader-module.js.map +1 -1
  37. package/dist/esm/index.js +2 -2
  38. package/dist/esm/index.js.map +1 -1
  39. package/dist/esm/mask/mask-effect.js +15 -9
  40. package/dist/esm/mask/mask-effect.js.map +1 -1
  41. package/dist/esm/terrain/height-map-builder.js +1 -1
  42. package/dist/esm/terrain/height-map-builder.js.map +1 -1
  43. package/dist/esm/terrain/shader-module.js.map +1 -1
  44. package/dist/esm/terrain/terrain-cover.js +1 -1
  45. package/dist/esm/terrain/terrain-cover.js.map +1 -1
  46. package/dist/esm/terrain/terrain-effect.js +6 -7
  47. package/dist/esm/terrain/terrain-effect.js.map +1 -1
  48. package/dist/esm/terrain/terrain.js +7 -7
  49. package/dist/esm/terrain/terrain.js.map +1 -1
  50. package/dist/esm/{common → utils}/projection-utils.js +3 -1
  51. package/dist/esm/utils/projection-utils.js.map +1 -0
  52. package/dist.min.js +59 -62
  53. package/package.json +2 -2
  54. package/src/clip/clip.ts +1 -1
  55. package/src/{collide/collide-effect.ts → collision-filter/collision-filter-effect.ts} +83 -79
  56. package/src/{collide/collide-pass.ts → collision-filter/collision-filter-pass.ts} +6 -6
  57. package/src/collision-filter/collision-filter.ts +83 -0
  58. package/src/collision-filter/shader-module.ts +113 -0
  59. package/src/data-filter/shader-module.ts +1 -1
  60. package/src/index.ts +3 -3
  61. package/src/mask/mask-effect.ts +23 -14
  62. package/src/terrain/height-map-builder.ts +2 -2
  63. package/src/terrain/shader-module.ts +4 -1
  64. package/src/terrain/terrain-cover.ts +2 -2
  65. package/src/terrain/terrain-effect.ts +6 -7
  66. package/src/terrain/terrain.ts +10 -10
  67. package/src/{common → utils}/projection-utils.ts +4 -2
  68. package/typed/clip/clip.d.ts +4 -1
  69. package/typed/clip/clip.d.ts.map +1 -1
  70. package/typed/collide/collide-effect.d.ts +1 -1
  71. package/typed/collide/collide-effect.d.ts.map +1 -1
  72. package/typed/collision-filter/collision-filter-effect.d.ts +28 -0
  73. package/typed/collision-filter/collision-filter-effect.d.ts.map +1 -0
  74. package/typed/collision-filter/collision-filter-pass.d.ts +14 -0
  75. package/typed/collision-filter/collision-filter-pass.d.ts.map +1 -0
  76. package/typed/collision-filter/collision-filter.d.ts +41 -0
  77. package/typed/collision-filter/collision-filter.d.ts.map +1 -0
  78. package/typed/collision-filter/shader-module.d.ts +4 -0
  79. package/typed/collision-filter/shader-module.d.ts.map +1 -0
  80. package/typed/data-filter/shader-module.d.ts.map +1 -1
  81. package/typed/index.d.ts +3 -3
  82. package/typed/index.d.ts.map +1 -1
  83. package/typed/mask/mask-effect.d.ts +3 -3
  84. package/typed/mask/mask-effect.d.ts.map +1 -1
  85. package/typed/terrain/height-map-builder.d.ts +2 -2
  86. package/typed/terrain/height-map-builder.d.ts.map +1 -1
  87. package/typed/terrain/height-map.d.ts +1 -1
  88. package/typed/terrain/shader-module.d.ts +1 -1
  89. package/typed/terrain/shader-module.d.ts.map +1 -1
  90. package/typed/terrain/terrain-cover.d.ts +2 -2
  91. package/typed/terrain/terrain-cover.d.ts.map +1 -1
  92. package/typed/terrain/terrain-effect.d.ts.map +1 -1
  93. package/typed/terrain/terrain.d.ts +2 -2
  94. package/typed/terrain/terrain.d.ts.map +1 -1
  95. package/typed/utils/projection-utils.d.ts +27 -0
  96. package/typed/utils/projection-utils.d.ts.map +1 -0
  97. package/dist/es5/collide/collide-effect.js.map +0 -1
  98. package/dist/es5/collide/collide-pass.js.map +0 -1
  99. package/dist/es5/collide/collide.js.map +0 -1
  100. package/dist/es5/collide/shader-module.js +0 -39
  101. package/dist/es5/collide/shader-module.js.map +0 -1
  102. package/dist/es5/common/projection-utils.js.map +0 -1
  103. package/dist/es5/mask/utils.js +0 -136
  104. package/dist/es5/mask/utils.js.map +0 -1
  105. package/dist/esm/collide/collide-effect.js.map +0 -1
  106. package/dist/esm/collide/collide-pass.js.map +0 -1
  107. package/dist/esm/collide/collide.js +0 -78
  108. package/dist/esm/collide/collide.js.map +0 -1
  109. package/dist/esm/collide/shader-module.js +0 -32
  110. package/dist/esm/collide/shader-module.js.map +0 -1
  111. package/dist/esm/common/projection-utils.js.map +0 -1
  112. package/dist/esm/mask/utils.js +0 -109
  113. package/dist/esm/mask/utils.js.map +0 -1
  114. package/src/collide/collide.ts +0 -79
  115. package/src/collide/shader-module.ts +0 -113
  116. package/src/mask/utils.ts +0 -148
@@ -1 +1 @@
1
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IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {LayerExtension, _ShaderModule as ShaderModule} from '@deck.gl/core';\n\nimport type {Layer} from '@deck.gl/core';\n\nconst defaultProps = {\n clipBounds: [0, 0, 1, 1],\n clipByInstance: undefined\n};\n\nexport type ClipExtensionProps = {\n /** Rectangular bounds to be used for clipping the rendered region, in `[left, bottom, right, top]`.\n * @default [0, 0, 1, 1]\n */\n clipBounds?: [number, number, number, number];\n /**\n * Controls whether an object is clipped by its anchor (e.g. icon, point) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n clipByInstance?: boolean;\n};\n\nconst shaderFunction = `\nuniform vec4 clip_bounds;\n\nbool clip_isInBounds(vec2 position) {\n return position.x >= clip_bounds[0] && position.y >= clip_bounds[1] && position.x < clip_bounds[2] && position.y < clip_bounds[3];\n}\n`;\n\n/*\n * The vertex-shader version clips geometries by their anchor position\n * e.g. ScatterplotLayer - show if the center of a circle is within bounds\n */\nconst shaderModuleVs: ShaderModule = {\n name: 'clip-vs',\n vs: shaderFunction\n};\n\nconst injectionVs = {\n 'vs:#decl': `\nvarying float clip_isVisible;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n clip_isVisible = float(clip_isInBounds(geometry.worldPosition.xy));\n`,\n 'fs:#decl': `\nvarying float clip_isVisible;\n`,\n 'fs:DECKGL_FILTER_COLOR': `\n if (clip_isVisible < 0.5) discard;\n`\n};\n\n/*\n * The fragment-shader version clips pixels at the bounds\n * e.g. PolygonLayer - show the part of the polygon that intersect with the bounds\n */\nconst shaderModuleFs: ShaderModule = {\n name: 'clip-fs',\n fs: shaderFunction\n};\n\nconst injectionFs = {\n 'vs:#decl': `\nvarying vec2 clip_commonPosition;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n clip_commonPosition = geometry.position.xy;\n`,\n 'fs:#decl': `\nvarying vec2 clip_commonPosition;\n`,\n 'fs:DECKGL_FILTER_COLOR': `\n if (!clip_isInBounds(clip_commonPosition)) discard;\n`\n};\n\n/** Adds support for clipping rendered layers by rectangular bounds. */\nexport default class ClipExtension extends LayerExtension {\n static defaultProps: any = defaultProps;\n static extensionName = 'ClipExtension';\n\n getShaders(this: Layer<ClipExtensionProps>) {\n // If `clipByInstance: true`, the entire object is shown/hidden based on its anchor position (done by vertex shader)\n // Otherwise, the object is trimmed by the clip bounds (done by fragment shader)\n\n // Default behavior: consider a layer instanced if it has attribute `instancePositions`\n // @ts-expect-error attributeManager is always defined for primitive layers\n let clipByInstance = 'instancePositions' in this.getAttributeManager().attributes;\n // Users can override by setting the `clipByInstance` prop\n if (this.props.clipByInstance !== undefined) {\n clipByInstance = Boolean(this.props.clipByInstance);\n }\n this.state.clipByInstance = clipByInstance;\n\n return clipByInstance\n ? {\n modules: [shaderModuleVs],\n inject: injectionVs\n }\n : {\n modules: [shaderModuleFs],\n inject: injectionFs\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<Required<ClipExtensionProps>>, {uniforms}: any): void {\n const {clipBounds} = this.props;\n if (this.state.clipByInstance) {\n uniforms.clip_bounds = clipBounds;\n } else {\n const corner0 = this.projectPosition([clipBounds[0], clipBounds[1], 0]);\n const corner1 = this.projectPosition([clipBounds[2], clipBounds[3], 0]);\n\n uniforms.clip_bounds = [\n Math.min(corner0[0], corner1[0]),\n Math.min(corner0[1], corner1[1]),\n Math.max(corner0[0], corner1[0]),\n Math.max(corner0[1], corner1[1])\n ];\n }\n }\n}\n"],"file":"clip.js"}
1
+ {"version":3,"sources":["../../../src/clip/clip.ts"],"names":["defaultProps","clipBounds","clipByInstance","undefined","shaderFunction","shaderModuleVs","name","vs","injectionVs","shaderModuleFs","fs","injectionFs","ClipExtension","getAttributeManager","attributes","props","Boolean","state","modules","inject","uniforms","clip_bounds","corner0","projectPosition","corner1","Math","min","max","LayerExtension"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAoBA;;;;;;AAIA,IAAMA,YAAY,GAAG;AACnBC,EAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CADO;AAEnBC,EAAAA,cAAc,EAAEC;AAFG,CAArB;AAiBA,IAAMC,cAAc,oNAApB;AAYA,IAAMC,cAA4B,GAAG;AACnCC,EAAAA,IAAI,EAAE,SAD6B;AAEnCC,EAAAA,EAAE,EAAEH;AAF+B,CAArC;AAKA,IAAMI,WAAW,GAAG;AAClB,iDADkB;AAIlB,6GAJkB;AAOlB,iDAPkB;AAUlB;AAVkB,CAApB;AAmBA,IAAMC,cAA4B,GAAG;AACnCH,EAAAA,IAAI,EAAE,SAD6B;AAEnCI,EAAAA,EAAE,EAAEN;AAF+B,CAArC;AAKA,IAAMO,WAAW,GAAG;AAClB,qDADkB;AAIlB,qFAJkB;AAOlB,qDAPkB;AAUlB;AAVkB,CAApB;;IAgBqBC,a;;;;;;;;;;;;WAInB,sBAA4C;AAM1C,UAAIV,cAAc,IAAG,uBAAuB,KAAKW,mBAAL,GAA2BC,UAArD,CAAlB;;AAEA,UAAI,KAAKC,KAAL,CAAWb,cAAX,KAA8BC,SAAlC,EAA6C;AAC3CD,QAAAA,cAAc,GAAGc,OAAO,CAAC,KAAKD,KAAL,CAAWb,cAAZ,CAAxB;AACD;;AACD,WAAKe,KAAL,CAAWf,cAAX,GAA4BA,cAA5B;AAEA,aAAOA,cAAc,GACjB;AACEgB,QAAAA,OAAO,EAAE,CAACb,cAAD,CADX;AAEEc,QAAAA,MAAM,EAAEX;AAFV,OADiB,GAKjB;AACEU,QAAAA,OAAO,EAAE,CAACT,cAAD,CADX;AAEEU,QAAAA,MAAM,EAAER;AAFV,OALJ;AASD;;;WAGD,oBAAuE;AAAA,UAAtBS,QAAsB,QAAtBA,QAAsB;AACrE,UAAOnB,UAAP,GAAqB,KAAKc,KAA1B,CAAOd,UAAP;;AACA,UAAI,KAAKgB,KAAL,CAAWf,cAAf,EAA+B;AAC7BkB,QAAAA,QAAQ,CAACC,WAAT,GAAuBpB,UAAvB;AACD,OAFD,MAEO;AACL,YAAMqB,OAAO,GAAG,KAAKC,eAAL,CAAqB,CAACtB,UAAU,CAAC,CAAD,CAAX,EAAgBA,UAAU,CAAC,CAAD,CAA1B,EAA+B,CAA/B,CAArB,CAAhB;AACA,YAAMuB,OAAO,GAAG,KAAKD,eAAL,CAAqB,CAACtB,UAAU,CAAC,CAAD,CAAX,EAAgBA,UAAU,CAAC,CAAD,CAA1B,EAA+B,CAA/B,CAArB,CAAhB;AAEAmB,QAAAA,QAAQ,CAACC,WAAT,GAAuB,CACrBI,IAAI,CAACC,GAAL,CAASJ,OAAO,CAAC,CAAD,CAAhB,EAAqBE,OAAO,CAAC,CAAD,CAA5B,CADqB,EAErBC,IAAI,CAACC,GAAL,CAASJ,OAAO,CAAC,CAAD,CAAhB,EAAqBE,OAAO,CAAC,CAAD,CAA5B,CAFqB,EAGrBC,IAAI,CAACE,GAAL,CAASL,OAAO,CAAC,CAAD,CAAhB,EAAqBE,OAAO,CAAC,CAAD,CAA5B,CAHqB,EAIrBC,IAAI,CAACE,GAAL,CAASL,OAAO,CAAC,CAAD,CAAhB,EAAqBE,OAAO,CAAC,CAAD,CAA5B,CAJqB,CAAvB;AAMD;AACF;;;EA5CwCI,oB;;;8BAAtBhB,a,kBACGZ,Y;8BADHY,a,mBAEI,e","sourcesContent":["// Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {LayerExtension, _ShaderModule as ShaderModule} from '@deck.gl/core';\n\nimport type {Layer} from '@deck.gl/core';\n\nconst defaultProps = {\n clipBounds: [0, 0, 1, 1],\n clipByInstance: undefined\n};\n\nexport type ClipExtensionProps = {\n /** Rectangular bounds to be used for clipping the rendered region, in `[left, bottom, right, top]`.\n * @default [0, 0, 1, 1]\n */\n clipBounds?: [number, number, number, number];\n /**\n * Controls whether an object is clipped by its anchor (e.g. icon, point) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n clipByInstance?: boolean;\n};\n\nconst shaderFunction = `\nuniform vec4 clip_bounds;\n\nbool clip_isInBounds(vec2 position) {\n return position.x >= clip_bounds[0] && position.y >= clip_bounds[1] && position.x < clip_bounds[2] && position.y < clip_bounds[3];\n}\n`;\n\n/*\n * The vertex-shader version clips geometries by their anchor position\n * e.g. ScatterplotLayer - show if the center of a circle is within bounds\n */\nconst shaderModuleVs: ShaderModule = {\n name: 'clip-vs',\n vs: shaderFunction\n};\n\nconst injectionVs = {\n 'vs:#decl': `\nvarying float clip_isVisible;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n clip_isVisible = float(clip_isInBounds(geometry.worldPosition.xy));\n`,\n 'fs:#decl': `\nvarying float clip_isVisible;\n`,\n 'fs:DECKGL_FILTER_COLOR': `\n if (clip_isVisible < 0.5) discard;\n`\n};\n\n/*\n * The fragment-shader version clips pixels at the bounds\n * e.g. PolygonLayer - show the part of the polygon that intersect with the bounds\n */\nconst shaderModuleFs: ShaderModule = {\n name: 'clip-fs',\n fs: shaderFunction\n};\n\nconst injectionFs = {\n 'vs:#decl': `\nvarying vec2 clip_commonPosition;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\n clip_commonPosition = geometry.position.xy;\n`,\n 'fs:#decl': `\nvarying vec2 clip_commonPosition;\n`,\n 'fs:DECKGL_FILTER_COLOR': `\n if (!clip_isInBounds(clip_commonPosition)) discard;\n`\n};\n\n/** Adds support for clipping rendered layers by rectangular bounds. */\nexport default class ClipExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'ClipExtension';\n\n getShaders(this: Layer<ClipExtensionProps>) {\n // If `clipByInstance: true`, the entire object is shown/hidden based on its anchor position (done by vertex shader)\n // Otherwise, the object is trimmed by the clip bounds (done by fragment shader)\n\n // Default behavior: consider a layer instanced if it has attribute `instancePositions`\n // @ts-expect-error attributeManager is always defined for primitive layers\n let clipByInstance = 'instancePositions' in this.getAttributeManager().attributes;\n // Users can override by setting the `clipByInstance` prop\n if (this.props.clipByInstance !== undefined) {\n clipByInstance = Boolean(this.props.clipByInstance);\n }\n this.state.clipByInstance = clipByInstance;\n\n return clipByInstance\n ? {\n modules: [shaderModuleVs],\n inject: injectionVs\n }\n : {\n modules: [shaderModuleFs],\n inject: injectionFs\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<Required<ClipExtensionProps>>, {uniforms}: any): void {\n const {clipBounds} = this.props;\n if (this.state.clipByInstance) {\n uniforms.clip_bounds = clipBounds;\n } else {\n const corner0 = this.projectPosition([clipBounds[0], clipBounds[1], 0]);\n const corner1 = this.projectPosition([clipBounds[2], clipBounds[3], 0]);\n\n uniforms.clip_bounds = [\n Math.min(corner0[0], corner1[0]),\n Math.min(corner0[1], corner1[1]),\n Math.max(corner0[0], corner1[0]),\n Math.max(corner0[1], corner1[1])\n ];\n }\n }\n}\n"],"file":"clip.js"}
@@ -19,7 +19,7 @@ var _core2 = require("@math.gl/core");
19
19
 
20
20
  var _core3 = require("@deck.gl/core");
21
21
 
22
- var _collidePass = _interopRequireDefault(require("./collide-pass"));
22
+ var _collisionFilterPass = _interopRequireDefault(require("./collision-filter-pass"));
23
23
 
24
24
  var _maskEffect = _interopRequireDefault(require("../mask/mask-effect"));
25
25
 
@@ -31,21 +31,21 @@ function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len
31
31
 
32
32
  var DOWNSCALE = 2;
33
33
 
34
- var CollideEffect = function () {
35
- function CollideEffect() {
36
- (0, _classCallCheck2.default)(this, CollideEffect);
37
- (0, _defineProperty2.default)(this, "id", 'collide-effect');
34
+ var CollisionFilterEffect = function () {
35
+ function CollisionFilterEffect() {
36
+ (0, _classCallCheck2.default)(this, CollisionFilterEffect);
37
+ (0, _defineProperty2.default)(this, "id", 'collision-filter-effect');
38
38
  (0, _defineProperty2.default)(this, "props", null);
39
39
  (0, _defineProperty2.default)(this, "useInPicking", true);
40
40
  (0, _defineProperty2.default)(this, "order", 1);
41
41
  (0, _defineProperty2.default)(this, "channels", {});
42
- (0, _defineProperty2.default)(this, "collidePass", void 0);
43
- (0, _defineProperty2.default)(this, "collideFBOs", {});
44
- (0, _defineProperty2.default)(this, "dummyCollideMap", void 0);
42
+ (0, _defineProperty2.default)(this, "collisionFilterPass", void 0);
43
+ (0, _defineProperty2.default)(this, "collisionFBOs", {});
44
+ (0, _defineProperty2.default)(this, "dummyCollisionMap", void 0);
45
45
  (0, _defineProperty2.default)(this, "lastViewport", void 0);
46
46
  }
47
47
 
48
- (0, _createClass2.default)(CollideEffect, [{
48
+ (0, _createClass2.default)(CollisionFilterEffect, [{
49
49
  key: "preRender",
50
50
  value: function preRender(gl, _ref) {
51
51
  var _preRenderStats$mask;
@@ -56,36 +56,36 @@ var CollideEffect = function () {
56
56
  viewports = _ref.viewports,
57
57
  onViewportActive = _ref.onViewportActive,
58
58
  views = _ref.views,
59
- pass = _ref.pass,
59
+ isPicking = _ref.isPicking,
60
60
  _ref$preRenderStats = _ref.preRenderStats,
61
61
  preRenderStats = _ref$preRenderStats === void 0 ? {} : _ref$preRenderStats;
62
62
 
63
- if (!this.dummyCollideMap) {
64
- this.dummyCollideMap = new _core.Texture2D(gl, {
63
+ if (!this.dummyCollisionMap) {
64
+ this.dummyCollisionMap = new _core.Texture2D(gl, {
65
65
  width: 1,
66
66
  height: 1
67
67
  });
68
68
  }
69
69
 
70
- if (pass.startsWith('picking')) {
70
+ if (isPicking) {
71
71
  return;
72
72
  }
73
73
 
74
- var collideLayers = layers.filter(function (_ref2) {
74
+ var collisionLayers = layers.filter(function (_ref2) {
75
75
  var _ref2$props = _ref2.props,
76
76
  visible = _ref2$props.visible,
77
- collideEnabled = _ref2$props.collideEnabled;
78
- return visible && collideEnabled;
77
+ collisionEnabled = _ref2$props.collisionEnabled;
78
+ return visible && collisionEnabled;
79
79
  });
80
80
 
81
- if (collideLayers.length === 0) {
81
+ if (collisionLayers.length === 0) {
82
82
  this.channels = {};
83
83
  return;
84
84
  }
85
85
 
86
- if (!this.collidePass) {
87
- this.collidePass = new _collidePass.default(gl, {
88
- id: 'default-collide'
86
+ if (!this.collisionFilterPass) {
87
+ this.collisionFilterPass = new _collisionFilterPass.default(gl, {
88
+ id: 'default-collision-filter'
89
89
  });
90
90
  }
91
91
 
@@ -94,15 +94,15 @@ var CollideEffect = function () {
94
94
  });
95
95
  var maskEffectRendered = (_preRenderStats$mask = preRenderStats['mask-effect']) === null || _preRenderStats$mask === void 0 ? void 0 : _preRenderStats$mask.didRender;
96
96
 
97
- var channels = this._groupByCollideGroup(gl, collideLayers);
97
+ var channels = this._groupByCollisionGroup(gl, collisionLayers);
98
98
 
99
99
  var viewport = viewports[0];
100
100
  var viewportChanged = !this.lastViewport || !this.lastViewport.equals(viewport) || maskEffectRendered;
101
101
 
102
- for (var collideGroup in channels) {
103
- var collideFBO = this.collideFBOs[collideGroup];
104
- var renderInfo = channels[collideGroup];
105
- collideFBO.resize({
102
+ for (var collisionGroup in channels) {
103
+ var collisionFBO = this.collisionFBOs[collisionGroup];
104
+ var renderInfo = channels[collisionGroup];
105
+ collisionFBO.resize({
106
106
  width: gl.canvas.width / DOWNSCALE,
107
107
  height: gl.canvas.height / DOWNSCALE
108
108
  });
@@ -126,8 +126,8 @@ var CollideEffect = function () {
126
126
  views = _ref3.views,
127
127
  viewport = _ref3.viewport,
128
128
  viewportChanged = _ref3.viewportChanged;
129
- var collideGroup = renderInfo.collideGroup;
130
- var oldRenderInfo = this.channels[collideGroup];
129
+ var collisionGroup = renderInfo.collisionGroup;
130
+ var oldRenderInfo = this.channels[collisionGroup];
131
131
 
132
132
  if (!oldRenderInfo) {
133
133
  return;
@@ -135,14 +135,17 @@ var CollideEffect = function () {
135
135
 
136
136
  var needsRender = viewportChanged || renderInfo === oldRenderInfo || !(0, _core3._deepEqual)(oldRenderInfo.layers, renderInfo.layers, 0) || renderInfo.layerBounds.some(function (b, i) {
137
137
  return !(0, _core2.equals)(b, oldRenderInfo.layerBounds[i]);
138
+ }) || renderInfo.allLayersLoaded !== oldRenderInfo.allLayersLoaded || renderInfo.layers.some(function (layer) {
139
+ return layer.props.transitions;
138
140
  });
139
- this.channels[collideGroup] = renderInfo;
141
+ this.channels[collisionGroup] = renderInfo;
140
142
 
141
143
  if (needsRender) {
142
144
  this.lastViewport = viewport;
143
- var collideFBO = this.collideFBOs[collideGroup];
144
- this.collidePass.renderCollideMap(collideFBO, {
145
- pass: 'collide',
145
+ var collisionFBO = this.collisionFBOs[collisionGroup];
146
+ this.collisionFilterPass.renderCollisionMap(collisionFBO, {
147
+ pass: 'collision-filter',
148
+ isPicking: true,
146
149
  layers: renderInfo.layers,
147
150
  effects: effects,
148
151
  layerFilter: layerFilter,
@@ -150,37 +153,42 @@ var CollideEffect = function () {
150
153
  onViewportActive: onViewportActive,
151
154
  views: views,
152
155
  moduleParameters: {
153
- dummyCollideMap: this.dummyCollideMap,
154
- devicePixelRatio: (0, _core.cssToDeviceRatio)(collideFBO.gl) / DOWNSCALE
156
+ dummyCollisionMap: this.dummyCollisionMap,
157
+ devicePixelRatio: (0, _core.cssToDeviceRatio)(collisionFBO.gl) / DOWNSCALE
155
158
  }
156
159
  });
157
160
  }
158
161
  }
159
162
  }, {
160
- key: "_groupByCollideGroup",
161
- value: function _groupByCollideGroup(gl, collideLayers) {
163
+ key: "_groupByCollisionGroup",
164
+ value: function _groupByCollisionGroup(gl, collisionLayers) {
162
165
  var channelMap = {};
163
166
 
164
- var _iterator = _createForOfIteratorHelper(collideLayers),
167
+ var _iterator = _createForOfIteratorHelper(collisionLayers),
165
168
  _step;
166
169
 
167
170
  try {
168
171
  for (_iterator.s(); !(_step = _iterator.n()).done;) {
169
172
  var layer = _step.value;
170
- var _collideGroup2 = layer.props.collideGroup;
171
- var channelInfo = channelMap[_collideGroup2];
173
+ var _collisionGroup2 = layer.props.collisionGroup;
174
+ var channelInfo = channelMap[_collisionGroup2];
172
175
 
173
176
  if (!channelInfo) {
174
177
  channelInfo = {
175
- collideGroup: _collideGroup2,
178
+ collisionGroup: _collisionGroup2,
176
179
  layers: [],
177
- layerBounds: []
180
+ layerBounds: [],
181
+ allLayersLoaded: true
178
182
  };
179
- channelMap[_collideGroup2] = channelInfo;
183
+ channelMap[_collisionGroup2] = channelInfo;
180
184
  }
181
185
 
182
186
  channelInfo.layers.push(layer);
183
187
  channelInfo.layerBounds.push(layer.getBounds());
188
+
189
+ if (!layer.isLoaded) {
190
+ channelInfo.allLayersLoaded = false;
191
+ }
184
192
  }
185
193
  } catch (err) {
186
194
  _iterator.e(err);
@@ -189,22 +197,22 @@ var CollideEffect = function () {
189
197
  }
190
198
 
191
199
  for (var _i = 0, _Object$keys = Object.keys(channelMap); _i < _Object$keys.length; _i++) {
192
- var collideGroup = _Object$keys[_i];
200
+ var collisionGroup = _Object$keys[_i];
193
201
 
194
- if (!this.collideFBOs[collideGroup]) {
195
- this.createFBO(gl, collideGroup);
202
+ if (!this.collisionFBOs[collisionGroup]) {
203
+ this.createFBO(gl, collisionGroup);
196
204
  }
197
205
 
198
- if (!this.channels[collideGroup]) {
199
- this.channels[collideGroup] = channelMap[collideGroup];
206
+ if (!this.channels[collisionGroup]) {
207
+ this.channels[collisionGroup] = channelMap[collisionGroup];
200
208
  }
201
209
  }
202
210
 
203
- for (var _i2 = 0, _Object$keys2 = Object.keys(this.collideFBOs); _i2 < _Object$keys2.length; _i2++) {
204
- var _collideGroup = _Object$keys2[_i2];
211
+ for (var _i2 = 0, _Object$keys2 = Object.keys(this.collisionFBOs); _i2 < _Object$keys2.length; _i2++) {
212
+ var _collisionGroup = _Object$keys2[_i2];
205
213
 
206
- if (!channelMap[_collideGroup]) {
207
- this.destroyFBO(_collideGroup);
214
+ if (!channelMap[_collisionGroup]) {
215
+ this.destroyFBO(_collisionGroup);
208
216
  }
209
217
  }
210
218
 
@@ -213,41 +221,41 @@ var CollideEffect = function () {
213
221
  }, {
214
222
  key: "getModuleParameters",
215
223
  value: function getModuleParameters(layer) {
216
- var collideGroup = layer.props.collideGroup;
217
- var collideFBOs = this.collideFBOs,
218
- dummyCollideMap = this.dummyCollideMap;
224
+ var collisionGroup = layer.props.collisionGroup;
225
+ var collisionFBOs = this.collisionFBOs,
226
+ dummyCollisionMap = this.dummyCollisionMap;
219
227
  return {
220
- collideFBO: collideFBOs[collideGroup],
221
- dummyCollideMap: dummyCollideMap
228
+ collisionFBO: collisionFBOs[collisionGroup],
229
+ dummyCollisionMap: dummyCollisionMap
222
230
  };
223
231
  }
224
232
  }, {
225
233
  key: "cleanup",
226
234
  value: function cleanup() {
227
- if (this.dummyCollideMap) {
228
- this.dummyCollideMap.delete();
229
- this.dummyCollideMap = undefined;
235
+ if (this.dummyCollisionMap) {
236
+ this.dummyCollisionMap.delete();
237
+ this.dummyCollisionMap = undefined;
230
238
  }
231
239
 
232
240
  this.channels = {};
233
241
 
234
- for (var _i3 = 0, _Object$keys3 = Object.keys(this.collideFBOs); _i3 < _Object$keys3.length; _i3++) {
235
- var collideGroup = _Object$keys3[_i3];
236
- this.destroyFBO(collideGroup);
242
+ for (var _i3 = 0, _Object$keys3 = Object.keys(this.collisionFBOs); _i3 < _Object$keys3.length; _i3++) {
243
+ var collisionGroup = _Object$keys3[_i3];
244
+ this.destroyFBO(collisionGroup);
237
245
  }
238
246
 
239
- this.collideFBOs = {};
247
+ this.collisionFBOs = {};
240
248
  this.lastViewport = undefined;
241
249
  }
242
250
  }, {
243
251
  key: "createFBO",
244
- value: function createFBO(gl, collideGroup) {
252
+ value: function createFBO(gl, collisionGroup) {
245
253
  var _parameters, _attachments;
246
254
 
247
255
  var _gl$canvas = gl.canvas,
248
256
  width = _gl$canvas.width,
249
257
  height = _gl$canvas.height;
250
- var collideMap = new _core.Texture2D(gl, {
258
+ var collisionMap = new _core.Texture2D(gl, {
251
259
  width: width,
252
260
  height: height,
253
261
  parameters: (_parameters = {}, (0, _defineProperty2.default)(_parameters, 10241, 9728), (0, _defineProperty2.default)(_parameters, 10240, 9728), (0, _defineProperty2.default)(_parameters, 10242, 33071), (0, _defineProperty2.default)(_parameters, 10243, 33071), _parameters)
@@ -257,17 +265,17 @@ var CollideEffect = function () {
257
265
  width: width,
258
266
  height: height
259
267
  });
260
- this.collideFBOs[collideGroup] = new _core.Framebuffer(gl, {
261
- id: "Collide-".concat(collideGroup),
268
+ this.collisionFBOs[collisionGroup] = new _core.Framebuffer(gl, {
269
+ id: "Collision-".concat(collisionGroup),
262
270
  width: width,
263
271
  height: height,
264
- attachments: (_attachments = {}, (0, _defineProperty2.default)(_attachments, 36064, collideMap), (0, _defineProperty2.default)(_attachments, 36096, depthBuffer), _attachments)
272
+ attachments: (_attachments = {}, (0, _defineProperty2.default)(_attachments, 36064, collisionMap), (0, _defineProperty2.default)(_attachments, 36096, depthBuffer), _attachments)
265
273
  });
266
274
  }
267
275
  }, {
268
276
  key: "destroyFBO",
269
- value: function destroyFBO(collideGroup) {
270
- var fbo = this.collideFBOs[collideGroup];
277
+ value: function destroyFBO(collisionGroup) {
278
+ var fbo = this.collisionFBOs[collisionGroup];
271
279
 
272
280
  for (var _i4 = 0, _Object$values = Object.values(fbo.attachments); _i4 < _Object$values.length; _i4++) {
273
281
  var attachment = _Object$values[_i4];
@@ -275,11 +283,11 @@ var CollideEffect = function () {
275
283
  }
276
284
 
277
285
  fbo.delete();
278
- delete this.collideFBOs[collideGroup];
286
+ delete this.collisionFBOs[collisionGroup];
279
287
  }
280
288
  }]);
281
- return CollideEffect;
289
+ return CollisionFilterEffect;
282
290
  }();
283
291
 
284
- exports.default = CollideEffect;
285
- //# sourceMappingURL=collide-effect.js.map
292
+ exports.default = CollisionFilterEffect;
293
+ //# sourceMappingURL=collision-filter-effect.js.map
@@ -0,0 +1 @@
1
+ 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{Framebuffer, Renderbuffer, Texture2D, cssToDeviceRatio} from '@luma.gl/core';\nimport {equals} from '@math.gl/core';\nimport {_deepEqual as deepEqual} from '@deck.gl/core';\nimport type {Effect, Layer, PreRenderOptions, Viewport} from '@deck.gl/core';\nimport CollisionFilterPass from './collision-filter-pass';\nimport MaskEffect, {MaskPreRenderStats} from '../mask/mask-effect';\n// import {debugFBO} from '../utils/debug';\n\ntype CollisionFilterExtensionProps = {\n collisionTestProps?: {};\n collisionGroup: string;\n};\n\n// Factor by which to downscale Collision FBO relative to canvas\nconst DOWNSCALE = 2;\n\ntype RenderInfo = {\n collisionGroup: string;\n layers: Layer<CollisionFilterExtensionProps>[];\n layerBounds: ([number[], number[]] | null)[];\n allLayersLoaded: boolean;\n};\n\nexport default class CollisionFilterEffect implements Effect {\n id = 'collision-filter-effect';\n props = null;\n useInPicking = true;\n order = 1;\n\n private channels: Record<string, RenderInfo> = {};\n private collisionFilterPass?: CollisionFilterPass;\n private collisionFBOs: Record<string, Framebuffer> = {};\n private dummyCollisionMap?: Texture2D;\n private lastViewport?: Viewport;\n\n preRender(\n gl: WebGLRenderingContext,\n {\n effects: allEffects,\n layers,\n layerFilter,\n viewports,\n onViewportActive,\n views,\n isPicking,\n preRenderStats = {}\n }: PreRenderOptions\n ): void {\n if (!this.dummyCollisionMap) {\n this.dummyCollisionMap = new Texture2D(gl, {width: 1, height: 1});\n }\n\n if (isPicking) {\n // Do not update on picking pass\n return;\n }\n\n const collisionLayers = layers.filter(\n // @ts-ignore\n ({props: {visible, collisionEnabled}}) => visible && collisionEnabled\n ) as Layer<CollisionFilterExtensionProps>[];\n if (collisionLayers.length === 0) {\n this.channels = {};\n return;\n }\n\n if (!this.collisionFilterPass) {\n this.collisionFilterPass = new CollisionFilterPass(gl, {id: 'default-collision-filter'});\n }\n\n // Detect if mask has rendered. TODO: better dependency system for Effects\n const effects = allEffects?.filter(e => e.constructor === MaskEffect);\n const maskEffectRendered = (preRenderStats['mask-effect'] as MaskPreRenderStats)?.didRender;\n\n // Collect layers to render\n const channels = this._groupByCollisionGroup(gl, collisionLayers);\n\n const viewport = viewports[0];\n const viewportChanged =\n !this.lastViewport || !this.lastViewport.equals(viewport) || maskEffectRendered;\n\n // Resize framebuffers to match canvas\n for (const collisionGroup in channels) {\n const collisionFBO = this.collisionFBOs[collisionGroup];\n const renderInfo = channels[collisionGroup];\n collisionFBO.resize({\n width: gl.canvas.width / DOWNSCALE,\n height: gl.canvas.height / DOWNSCALE\n });\n this._render(renderInfo, {\n effects,\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n });\n }\n\n // debugFBO(this.collisionFBOs[Object.keys(channels)[0]], {minimap: true});\n }\n\n private _render(\n renderInfo: RenderInfo,\n {\n effects,\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n }: {\n effects: PreRenderOptions['effects'];\n layerFilter: PreRenderOptions['layerFilter'];\n onViewportActive: PreRenderOptions['onViewportActive'];\n views: PreRenderOptions['views'];\n viewport: Viewport;\n viewportChanged: boolean;\n }\n ) {\n const {collisionGroup} = renderInfo;\n const oldRenderInfo = this.channels[collisionGroup];\n if (!oldRenderInfo) {\n return;\n }\n\n const needsRender =\n viewportChanged ||\n // If render info is new\n renderInfo === oldRenderInfo ||\n // If sublayers have changed\n !deepEqual(oldRenderInfo.layers, renderInfo.layers, 0) ||\n // If a sublayer's bounds have been updated\n renderInfo.layerBounds.some((b, i) => !equals(b, oldRenderInfo.layerBounds[i])) ||\n // If a sublayer's isLoaded state has been updated\n renderInfo.allLayersLoaded !== oldRenderInfo.allLayersLoaded ||\n // Some prop is in transition\n renderInfo.layers.some(layer => layer.props.transitions);\n\n this.channels[collisionGroup] = renderInfo;\n\n if (needsRender) {\n this.lastViewport = viewport;\n const collisionFBO = this.collisionFBOs[collisionGroup];\n\n // Rerender collision FBO\n this.collisionFilterPass!.renderCollisionMap(collisionFBO, {\n pass: 'collision-filter',\n isPicking: true,\n layers: renderInfo.layers,\n effects,\n layerFilter,\n viewports: viewport ? [viewport] : [],\n onViewportActive,\n views,\n moduleParameters: {\n // To avoid feedback loop forming between Framebuffer and active Texture.\n dummyCollisionMap: this.dummyCollisionMap,\n devicePixelRatio: cssToDeviceRatio(collisionFBO.gl) / DOWNSCALE\n }\n });\n }\n }\n\n /**\n * Group layers by collisionGroup\n * Returns a map from collisionGroup to render info\n */\n private _groupByCollisionGroup(\n gl: WebGLRenderingContext,\n collisionLayers: Layer<CollisionFilterExtensionProps>[]\n ): Record<string, RenderInfo> {\n const channelMap = {};\n for (const layer of collisionLayers) {\n const {collisionGroup} = layer.props;\n let channelInfo = channelMap[collisionGroup];\n if (!channelInfo) {\n channelInfo = {collisionGroup, layers: [], layerBounds: [], allLayersLoaded: true};\n channelMap[collisionGroup] = channelInfo;\n }\n channelInfo.layers.push(layer);\n channelInfo.layerBounds.push(layer.getBounds());\n if (!layer.isLoaded) {\n channelInfo.allLayersLoaded = false;\n }\n }\n\n // Create any new passes and remove any old ones\n for (const collisionGroup of Object.keys(channelMap)) {\n if (!this.collisionFBOs[collisionGroup]) {\n this.createFBO(gl, collisionGroup);\n }\n if (!this.channels[collisionGroup]) {\n this.channels[collisionGroup] = channelMap[collisionGroup];\n }\n }\n for (const collisionGroup of Object.keys(this.collisionFBOs)) {\n if (!channelMap[collisionGroup]) {\n this.destroyFBO(collisionGroup);\n }\n }\n\n return channelMap;\n }\n\n getModuleParameters(layer: Layer): {\n collisionFBO: Framebuffer;\n dummyCollisionMap: Texture2D;\n } {\n const {collisionGroup} = (layer as Layer<CollisionFilterExtensionProps>).props;\n const {collisionFBOs, dummyCollisionMap} = this;\n return {collisionFBO: collisionFBOs[collisionGroup], dummyCollisionMap};\n }\n\n cleanup(): void {\n if (this.dummyCollisionMap) {\n this.dummyCollisionMap.delete();\n this.dummyCollisionMap = undefined;\n }\n this.channels = {};\n for (const collisionGroup of Object.keys(this.collisionFBOs)) {\n this.destroyFBO(collisionGroup);\n }\n this.collisionFBOs = {};\n this.lastViewport = undefined;\n }\n\n createFBO(gl: WebGLRenderingContext, collisionGroup: string) {\n const {width, height} = gl.canvas;\n const collisionMap = new Texture2D(gl, {\n width,\n height,\n parameters: {\n [gl.TEXTURE_MIN_FILTER]: gl.NEAREST,\n [gl.TEXTURE_MAG_FILTER]: gl.NEAREST,\n [gl.TEXTURE_WRAP_S]: gl.CLAMP_TO_EDGE,\n [gl.TEXTURE_WRAP_T]: gl.CLAMP_TO_EDGE\n }\n });\n\n const depthBuffer = new Renderbuffer(gl, {format: gl.DEPTH_COMPONENT16, width, height});\n this.collisionFBOs[collisionGroup] = new Framebuffer(gl, {\n id: `Collision-${collisionGroup}`,\n width,\n height,\n attachments: {\n [gl.COLOR_ATTACHMENT0]: collisionMap,\n [gl.DEPTH_ATTACHMENT]: depthBuffer\n }\n });\n }\n\n destroyFBO(collisionGroup: string) {\n const fbo = this.collisionFBOs[collisionGroup];\n for (const attachment of Object.values(fbo.attachments as Texture2D[])) {\n attachment.delete();\n }\n fbo.delete();\n delete this.collisionFBOs[collisionGroup];\n }\n}\n"],"file":"collision-filter-effect.js"}
@@ -31,19 +31,19 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
31
31
 
32
32
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
33
33
 
34
- var CollidePass = function (_LayersPass) {
35
- (0, _inherits2.default)(CollidePass, _LayersPass);
34
+ var CollisionFilterPass = function (_LayersPass) {
35
+ (0, _inherits2.default)(CollisionFilterPass, _LayersPass);
36
36
 
37
- var _super = _createSuper(CollidePass);
37
+ var _super = _createSuper(CollisionFilterPass);
38
38
 
39
- function CollidePass() {
40
- (0, _classCallCheck2.default)(this, CollidePass);
39
+ function CollisionFilterPass() {
40
+ (0, _classCallCheck2.default)(this, CollisionFilterPass);
41
41
  return _super.apply(this, arguments);
42
42
  }
43
43
 
44
- (0, _createClass2.default)(CollidePass, [{
45
- key: "renderCollideMap",
46
- value: function renderCollideMap(target, options) {
44
+ (0, _createClass2.default)(CollisionFilterPass, [{
45
+ key: "renderCollisionMap",
46
+ value: function renderCollisionMap(target, options) {
47
47
  var _this = this;
48
48
 
49
49
  var gl = this.gl;
@@ -58,7 +58,7 @@ var CollidePass = function (_LayersPass) {
58
58
  }, function () {
59
59
  return _this.render(_objectSpread(_objectSpread({}, options), {}, {
60
60
  target: target,
61
- pass: 'collide'
61
+ pass: 'collision'
62
62
  }));
63
63
  });
64
64
  }
@@ -66,15 +66,15 @@ var CollidePass = function (_LayersPass) {
66
66
  key: "getModuleParameters",
67
67
  value: function getModuleParameters() {
68
68
  return {
69
- drawToCollideMap: true,
69
+ drawToCollisionMap: true,
70
70
  pickingActive: 1,
71
71
  pickingAttribute: false,
72
72
  lightSources: {}
73
73
  };
74
74
  }
75
75
  }]);
76
- return CollidePass;
76
+ return CollisionFilterPass;
77
77
  }(_core2._LayersPass);
78
78
 
79
- exports.default = CollidePass;
80
- //# sourceMappingURL=collide-pass.js.map
79
+ exports.default = CollisionFilterPass;
80
+ //# sourceMappingURL=collision-filter-pass.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../src/collision-filter/collision-filter-pass.ts"],"names":["CollisionFilterPass","target","options","gl","padding","scissorTest","scissor","width","height","clearColor","blend","depthTest","depthRange","render","pass","drawToCollisionMap","pickingActive","pickingAttribute","lightSources","LayersPass"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;;;;;;;;;IAIqBA,mB;;;;;;;;;;;;WACnB,4BAAmBC,MAAnB,EAAwCC,OAAxC,EAAmF;AAAA;;AACjF,UAAMC,EAAE,GAAG,KAAKA,EAAhB;AAEA,UAAMC,OAAO,GAAG,CAAhB;AAEA,aAAO,0BACLD,EADK,EAEL;AACEE,QAAAA,WAAW,EAAE,IADf;AAEEC,QAAAA,OAAO,EAAE,CAACF,OAAD,EAAUA,OAAV,EAAmBH,MAAM,CAACM,KAAP,GAAe,IAAIH,OAAtC,EAA+CH,MAAM,CAACO,MAAP,GAAgB,IAAIJ,OAAnE,CAFX;AAGEK,QAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAHd;AAIEC,QAAAA,KAAK,EAAE,KAJT;AAKEC,QAAAA,SAAS,EAAE,IALb;AAMEC,QAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ;AANd,OAFK,EAUL;AAAA,eAAM,KAAI,CAACC,MAAL,iCAAgBX,OAAhB;AAAyBD,UAAAA,MAAM,EAANA,MAAzB;AAAiCa,UAAAA,IAAI,EAAE;AAAvC,WAAN;AAAA,OAVK,CAAP;AAYD;;;WAED,+BAAsB;AAEpB,aAAO;AACLC,QAAAA,kBAAkB,EAAE,IADf;AAELC,QAAAA,aAAa,EAAE,CAFV;AAGLC,QAAAA,gBAAgB,EAAE,KAHb;AAILC,QAAAA,YAAY,EAAE;AAJT,OAAP;AAMD;;;EA5B8CC,kB","sourcesContent":["import {Framebuffer, withParameters} from '@luma.gl/core';\nimport {_LayersPass as LayersPass, LayersPassRenderOptions} from '@deck.gl/core';\n\ntype CollisionFilterPassRenderOptions = LayersPassRenderOptions & {};\n\nexport default class CollisionFilterPass extends LayersPass {\n renderCollisionMap(target: Framebuffer, options: CollisionFilterPassRenderOptions) {\n const gl = this.gl;\n\n const padding = 1;\n\n return withParameters(\n gl,\n {\n scissorTest: true,\n scissor: [padding, padding, target.width - 2 * padding, target.height - 2 * padding],\n clearColor: [0, 0, 0, 0],\n blend: false,\n depthTest: true,\n depthRange: [0, 1]\n },\n () => this.render({...options, target, pass: 'collision'})\n );\n }\n\n getModuleParameters() {\n // Draw picking colors into collision FBO\n return {\n drawToCollisionMap: true,\n pickingActive: 1,\n pickingAttribute: false,\n lightSources: {}\n };\n }\n}\n"],"file":"collision-filter-pass.js"}
@@ -23,36 +23,36 @@ var _core = require("@deck.gl/core");
23
23
 
24
24
  var _shaderModule = _interopRequireDefault(require("./shader-module"));
25
25
 
26
- var _collideEffect = _interopRequireDefault(require("./collide-effect"));
26
+ var _collisionFilterEffect = _interopRequireDefault(require("./collision-filter-effect"));
27
27
 
28
28
  function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function _createSuperInternal() { var Super = (0, _getPrototypeOf2.default)(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2.default)(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2.default)(this, result); }; }
29
29
 
30
30
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
31
31
 
32
32
  var defaultProps = {
33
- getCollidePriority: {
33
+ getCollisionPriority: {
34
34
  type: 'accessor',
35
35
  value: 0
36
36
  },
37
- collideEnabled: true,
38
- collideGroup: {
37
+ collisionEnabled: true,
38
+ collisionGroup: {
39
39
  type: 'string',
40
40
  value: 'default'
41
41
  },
42
- collideTestProps: {}
42
+ collisionTestProps: {}
43
43
  };
44
44
 
45
- var CollideExtension = function (_LayerExtension) {
46
- (0, _inherits2.default)(CollideExtension, _LayerExtension);
45
+ var CollisionFilterExtension = function (_LayerExtension) {
46
+ (0, _inherits2.default)(CollisionFilterExtension, _LayerExtension);
47
47
 
48
- var _super = _createSuper(CollideExtension);
48
+ var _super = _createSuper(CollisionFilterExtension);
49
49
 
50
- function CollideExtension() {
51
- (0, _classCallCheck2.default)(this, CollideExtension);
50
+ function CollisionFilterExtension() {
51
+ (0, _classCallCheck2.default)(this, CollisionFilterExtension);
52
52
  return _super.apply(this, arguments);
53
53
  }
54
54
 
55
- (0, _createClass2.default)(CollideExtension, [{
55
+ (0, _createClass2.default)(CollisionFilterExtension, [{
56
56
  key: "getShaders",
57
57
  value: function getShaders() {
58
58
  return {
@@ -65,14 +65,14 @@ var CollideExtension = function (_LayerExtension) {
65
65
  var uniforms = _ref.uniforms,
66
66
  context = _ref.context,
67
67
  moduleParameters = _ref.moduleParameters;
68
- var collideEnabled = this.props.collideEnabled;
69
- var collideFBO = moduleParameters.collideFBO,
70
- drawToCollideMap = moduleParameters.drawToCollideMap;
71
- var enabled = collideEnabled && Boolean(collideFBO);
72
- uniforms.collide_enabled = enabled;
73
-
74
- if (drawToCollideMap) {
75
- this.props = this.clone(this.props.collideTestProps).props;
68
+ var collisionEnabled = this.props.collisionEnabled;
69
+ var collisionFBO = moduleParameters.collisionFBO,
70
+ drawToCollisionMap = moduleParameters.drawToCollisionMap;
71
+ var enabled = collisionEnabled && Boolean(collisionFBO);
72
+ uniforms.collision_enabled = enabled;
73
+
74
+ if (drawToCollisionMap) {
75
+ this.props = this.clone(this.props.collisionTestProps).props;
76
76
  }
77
77
  }
78
78
  }, {
@@ -84,17 +84,17 @@ var CollideExtension = function (_LayerExtension) {
84
84
  return;
85
85
  }
86
86
 
87
- (_this$context$deck = this.context.deck) === null || _this$context$deck === void 0 ? void 0 : _this$context$deck._addDefaultEffect(new _collideEffect.default());
87
+ (_this$context$deck = this.context.deck) === null || _this$context$deck === void 0 ? void 0 : _this$context$deck._addDefaultEffect(new _collisionFilterEffect.default());
88
88
  var attributeManager = this.getAttributeManager();
89
89
  attributeManager.add({
90
- collidePriorities: {
90
+ collisionPriorities: {
91
91
  size: 1,
92
- accessor: 'getCollidePriority',
92
+ accessor: 'getCollisionPriority',
93
93
  shaderAttributes: {
94
- collidePriorities: {
94
+ collisionPriorities: {
95
95
  divisor: 0
96
96
  },
97
- instanceCollidePriorities: {
97
+ instanceCollisionPriorities: {
98
98
  divisor: 1
99
99
  }
100
100
  }
@@ -104,13 +104,13 @@ var CollideExtension = function (_LayerExtension) {
104
104
  }, {
105
105
  key: "getNeedsPickingBuffer",
106
106
  value: function getNeedsPickingBuffer() {
107
- return this.props.collideEnabled;
107
+ return this.props.collisionEnabled;
108
108
  }
109
109
  }]);
110
- return CollideExtension;
110
+ return CollisionFilterExtension;
111
111
  }(_core.LayerExtension);
112
112
 
113
- exports.default = CollideExtension;
114
- (0, _defineProperty2.default)(CollideExtension, "defaultProps", defaultProps);
115
- (0, _defineProperty2.default)(CollideExtension, "extensionName", 'CollideExtension');
116
- //# sourceMappingURL=collide.js.map
113
+ exports.default = CollisionFilterExtension;
114
+ (0, _defineProperty2.default)(CollisionFilterExtension, "defaultProps", defaultProps);
115
+ (0, _defineProperty2.default)(CollisionFilterExtension, "extensionName", 'CollisionFilterExtension');
116
+ //# sourceMappingURL=collision-filter.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../../../src/collision-filter/collision-filter.ts"],"names":["defaultProps","getCollisionPriority","type","value","collisionEnabled","collisionGroup","collisionTestProps","CollisionFilterExtension","modules","collision","uniforms","context","moduleParameters","props","collisionFBO","drawToCollisionMap","enabled","Boolean","collision_enabled","clone","extension","getAttributeManager","deck","_addDefaultEffect","CollisionFilterEffect","attributeManager","add","collisionPriorities","size","accessor","shaderAttributes","divisor","instanceCollisionPriorities","LayerExtension"],"mappings":";;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;AACA;;;;;;AAEA,IAAMA,YAAY,GAAG;AACnBC,EAAAA,oBAAoB,EAAE;AAACC,IAAAA,IAAI,EAAE,UAAP;AAAmBC,IAAAA,KAAK,EAAE;AAA1B,GADH;AAEnBC,EAAAA,gBAAgB,EAAE,IAFC;AAGnBC,EAAAA,cAAc,EAAE;AAACH,IAAAA,IAAI,EAAE,QAAP;AAAiBC,IAAAA,KAAK,EAAE;AAAxB,GAHG;AAInBG,EAAAA,kBAAkB,EAAE;AAJD,CAArB;;IA+BqBC,wB;;;;;;;;;;;;WAInB,sBAA4D;AAC1D,aAAO;AAACC,QAAAA,OAAO,EAAE,CAACC,qBAAD;AAAV,OAAP;AACD;;;WAGD,oBAA6F;AAAA,UAA3CC,QAA2C,QAA3CA,QAA2C;AAAA,UAAjCC,OAAiC,QAAjCA,OAAiC;AAAA,UAAxBC,gBAAwB,QAAxBA,gBAAwB;AAC3F,UAAOR,gBAAP,GAA2B,KAAKS,KAAhC,CAAOT,gBAAP;AACA,UAAOU,YAAP,GAA2CF,gBAA3C,CAAOE,YAAP;AAAA,UAAqBC,kBAArB,GAA2CH,gBAA3C,CAAqBG,kBAArB;AACA,UAAMC,OAAO,GAAGZ,gBAAgB,IAAIa,OAAO,CAACH,YAAD,CAA3C;AACAJ,MAAAA,QAAQ,CAACQ,iBAAT,GAA6BF,OAA7B;;AAEA,UAAID,kBAAJ,EAAwB;AAGtB,aAAKF,KAAL,GAAa,KAAKM,KAAL,CAAW,KAAKN,KAAL,CAAWP,kBAAtB,EAA0CO,KAAvD;AACD;AACF;;;WAED,yBAEEF,OAFF,EAGES,SAHF,EAIE;AAAA;;AACA,UAAI,KAAKC,mBAAL,OAA+B,IAAnC,EAAyC;AACvC;AACD;;AACD,iCAAKV,OAAL,CAAaW,IAAb,0EAAmBC,iBAAnB,CAAqC,IAAIC,8BAAJ,EAArC;AACA,UAAMC,gBAAgB,GAAG,KAAKJ,mBAAL,EAAzB;AACAI,MAAAA,gBAAgB,CAAEC,GAAlB,CAAsB;AACpBC,QAAAA,mBAAmB,EAAE;AACnBC,UAAAA,IAAI,EAAE,CADa;AAEnBC,UAAAA,QAAQ,EAAE,sBAFS;AAGnBC,UAAAA,gBAAgB,EAAE;AAChBH,YAAAA,mBAAmB,EAAE;AAACI,cAAAA,OAAO,EAAE;AAAV,aADL;AAEhBC,YAAAA,2BAA2B,EAAE;AAACD,cAAAA,OAAO,EAAE;AAAV;AAFb;AAHC;AADD,OAAtB;AAUD;;;WAED,iCAA2E;AACzE,aAAO,KAAKlB,KAAL,CAAWT,gBAAlB;AACD;;;EA9CmD6B,oB;;;8BAAjC1B,wB,kBACGP,Y;8BADHO,wB,mBAEI,0B","sourcesContent":["import {Accessor, Layer, LayerContext, LayerExtension} from '@deck.gl/core';\nimport collision from './shader-module';\nimport CollisionFilterEffect from './collision-filter-effect';\n\nconst defaultProps = {\n getCollisionPriority: {type: 'accessor', value: 0},\n collisionEnabled: true,\n collisionGroup: {type: 'string', value: 'default'},\n collisionTestProps: {}\n};\n\nexport type CollisionFilterExtensionProps<DataT = any> = {\n /**\n * Accessor for collision priority. Must return a number in the range -1000 -> 1000. Features with higher values are shown preferentially.\n */\n getCollisionPriority?: Accessor<DataT, number>;\n\n /**\n * Enable/disable collisions. If collisions are disabled, all objects are rendered.\n * @default true\n */\n collisionEnabled: boolean;\n\n /**\n * Collision group this layer belongs to. If it is not set, the 'default' collision group is used\n */\n collisionGroup?: string;\n\n /**\n * Props to override when rendering collision map\n */\n collisionTestProps?: {};\n};\n\n/** Allows layers to hide overlapping objects. */\nexport default class CollisionFilterExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'CollisionFilterExtension';\n\n getShaders(this: Layer<CollisionFilterExtensionProps>): any {\n return {modules: [collision]};\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<CollisionFilterExtensionProps>, {uniforms, context, moduleParameters}: any) {\n const {collisionEnabled} = this.props;\n const {collisionFBO, drawToCollisionMap} = moduleParameters;\n const enabled = collisionEnabled && Boolean(collisionFBO);\n uniforms.collision_enabled = enabled;\n\n if (drawToCollisionMap) {\n // Override any props with those defined in collisionTestProps\n // @ts-ignore\n this.props = this.clone(this.props.collisionTestProps).props;\n }\n }\n\n initializeState(\n this: Layer<CollisionFilterExtensionProps>,\n context: LayerContext,\n extension: this\n ) {\n if (this.getAttributeManager() === null) {\n return;\n }\n this.context.deck?._addDefaultEffect(new CollisionFilterEffect());\n const attributeManager = this.getAttributeManager();\n attributeManager!.add({\n collisionPriorities: {\n size: 1,\n accessor: 'getCollisionPriority',\n shaderAttributes: {\n collisionPriorities: {divisor: 0},\n instanceCollisionPriorities: {divisor: 1}\n }\n }\n });\n }\n\n getNeedsPickingBuffer(this: Layer<CollisionFilterExtensionProps>): boolean {\n return this.props.collisionEnabled;\n }\n}\n"],"file":"collision-filter.js"}
@@ -0,0 +1,39 @@
1
+ "use strict";
2
+
3
+ Object.defineProperty(exports, "__esModule", {
4
+ value: true
5
+ });
6
+ exports.default = void 0;
7
+
8
+ var _core = require("@deck.gl/core");
9
+
10
+ var vs = "\n#ifdef NON_INSTANCED_MODEL\nattribute float collisionPriorities;\n#else\nattribute float instanceCollisionPriorities;\n#endif\n\nuniform sampler2D collision_texture;\nuniform bool collision_sort;\nuniform bool collision_enabled;\n\nvec2 collision_getCoords(vec4 position) {\n vec4 collision_clipspace = project_common_position_to_clipspace(position);\n return (1.0 + collision_clipspace.xy / collision_clipspace.w) / 2.0;\n}\n\nfloat collision_match(vec2 tex, vec3 pickingColor) {\n vec4 collision_pickingColor = texture2D(collision_texture, tex);\n float delta = dot(abs(collision_pickingColor.rgb - pickingColor), vec3(1.0));\n float e = 0.001;\n return step(delta, e);\n}\n\nfloat collision_isVisible(vec2 texCoords, vec3 pickingColor) {\n if (!collision_enabled) {\n return 1.0;\n }\n\n // Visibility test, sample area of 5x5 pixels in order to fade in/out.\n // Due to the locality, the lookups will be cached\n // This reduces the flicker present when objects are shown/hidden\n const int N = 2;\n float accumulator = 0.0;\n vec2 step = vec2(1.0 / project_uViewportSize);\n\n const float floatN = float(N);\n vec2 delta = -floatN * step;\n for(int i = -N; i <= N; i++) {\n delta.x = -step.x * floatN;\n for(int j = -N; j <= N; j++) {\n accumulator += collision_match(texCoords + delta, pickingColor);\n delta.x += step.x;\n }\n delta.y += step.y;\n }\n\n float W = 2.0 * floatN + 1.0;\n return pow(accumulator / (W * W), 2.2);\n}\n";
11
+ var inject = {
12
+ 'vs:#decl': "\n float collision_fade = 1.0;\n",
13
+ 'vs:DECKGL_FILTER_GL_POSITION': "\n if (collision_sort) {\n #ifdef NON_INSTANCED_MODEL\n float collisionPriority = collisionPriorities;\n #else\n float collisionPriority = instanceCollisionPriorities;\n #endif\n position.z = -0.001 * collisionPriority * position.w; // Support range -1000 -> 1000\n }\n\n if (collision_enabled) {\n vec4 collision_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n vec2 collision_texCoords = collision_getCoords(collision_common_position);\n collision_fade = collision_isVisible(collision_texCoords, geometry.pickingColor / 255.0);\n if (collision_fade < 0.0001) {\n position = vec4(0.);\n }\n }\n ",
14
+ 'vs:DECKGL_FILTER_COLOR': "\n color.a *= collision_fade;\n "
15
+ };
16
+
17
+ var getCollisionUniforms = function getCollisionUniforms(opts, uniforms) {
18
+ if (!opts || !('dummyCollisionMap' in opts)) {
19
+ return {};
20
+ }
21
+
22
+ var collisionFBO = opts.collisionFBO,
23
+ drawToCollisionMap = opts.drawToCollisionMap,
24
+ dummyCollisionMap = opts.dummyCollisionMap;
25
+ return {
26
+ collision_sort: Boolean(drawToCollisionMap),
27
+ collision_texture: !drawToCollisionMap && collisionFBO ? collisionFBO : dummyCollisionMap
28
+ };
29
+ };
30
+
31
+ var _default = {
32
+ name: 'collision',
33
+ dependencies: [_core.project],
34
+ vs: vs,
35
+ inject: inject,
36
+ getUniforms: getCollisionUniforms
37
+ };
38
+ exports.default = _default;
39
+ //# sourceMappingURL=shader-module.js.map