@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.
- package/dist/dist.dev.js +285 -464
- package/dist/es5/clip/clip.js.map +1 -1
- package/dist/es5/{collide/collide-effect.js → collision-filter/collision-filter-effect.js} +81 -73
- package/dist/es5/collision-filter/collision-filter-effect.js.map +1 -0
- package/dist/es5/{collide/collide-pass.js → collision-filter/collision-filter-pass.js} +13 -13
- package/dist/es5/collision-filter/collision-filter-pass.js.map +1 -0
- package/dist/es5/{collide/collide.js → collision-filter/collision-filter.js} +30 -30
- package/dist/es5/collision-filter/collision-filter.js.map +1 -0
- package/dist/es5/collision-filter/shader-module.js +39 -0
- package/dist/es5/collision-filter/shader-module.js.map +1 -0
- package/dist/es5/data-filter/shader-module.js.map +1 -1
- package/dist/es5/index.js +4 -4
- package/dist/es5/index.js.map +1 -1
- package/dist/es5/mask/mask-effect.js +16 -9
- package/dist/es5/mask/mask-effect.js.map +1 -1
- package/dist/es5/terrain/height-map-builder.js +1 -1
- package/dist/es5/terrain/height-map-builder.js.map +1 -1
- package/dist/es5/terrain/shader-module.js.map +1 -1
- package/dist/es5/terrain/terrain-cover.js +1 -1
- package/dist/es5/terrain/terrain-cover.js.map +1 -1
- package/dist/es5/terrain/terrain-effect.js +7 -7
- package/dist/es5/terrain/terrain-effect.js.map +1 -1
- package/dist/es5/terrain/terrain.js +7 -7
- package/dist/es5/terrain/terrain.js.map +1 -1
- package/dist/es5/{common → utils}/projection-utils.js +3 -1
- package/dist/es5/utils/projection-utils.js.map +1 -0
- package/dist/esm/clip/clip.js.map +1 -1
- package/dist/esm/{collide/collide-effect.js → collision-filter/collision-filter-effect.js} +72 -66
- package/dist/esm/collision-filter/collision-filter-effect.js.map +1 -0
- package/dist/esm/{collide/collide-pass.js → collision-filter/collision-filter-pass.js} +5 -5
- package/dist/esm/collision-filter/collision-filter-pass.js.map +1 -0
- package/dist/esm/collision-filter/collision-filter.js +78 -0
- package/dist/esm/collision-filter/collision-filter.js.map +1 -0
- package/dist/esm/collision-filter/shader-module.js +32 -0
- package/dist/esm/collision-filter/shader-module.js.map +1 -0
- package/dist/esm/data-filter/shader-module.js.map +1 -1
- package/dist/esm/index.js +2 -2
- package/dist/esm/index.js.map +1 -1
- package/dist/esm/mask/mask-effect.js +15 -9
- package/dist/esm/mask/mask-effect.js.map +1 -1
- package/dist/esm/terrain/height-map-builder.js +1 -1
- package/dist/esm/terrain/height-map-builder.js.map +1 -1
- package/dist/esm/terrain/shader-module.js.map +1 -1
- package/dist/esm/terrain/terrain-cover.js +1 -1
- package/dist/esm/terrain/terrain-cover.js.map +1 -1
- package/dist/esm/terrain/terrain-effect.js +6 -7
- package/dist/esm/terrain/terrain-effect.js.map +1 -1
- package/dist/esm/terrain/terrain.js +7 -7
- package/dist/esm/terrain/terrain.js.map +1 -1
- package/dist/esm/{common → utils}/projection-utils.js +3 -1
- package/dist/esm/utils/projection-utils.js.map +1 -0
- package/dist.min.js +59 -62
- package/package.json +2 -2
- package/src/clip/clip.ts +1 -1
- package/src/{collide/collide-effect.ts → collision-filter/collision-filter-effect.ts} +83 -79
- package/src/{collide/collide-pass.ts → collision-filter/collision-filter-pass.ts} +6 -6
- package/src/collision-filter/collision-filter.ts +83 -0
- package/src/collision-filter/shader-module.ts +113 -0
- package/src/data-filter/shader-module.ts +1 -1
- package/src/index.ts +3 -3
- package/src/mask/mask-effect.ts +23 -14
- package/src/terrain/height-map-builder.ts +2 -2
- package/src/terrain/shader-module.ts +4 -1
- package/src/terrain/terrain-cover.ts +2 -2
- package/src/terrain/terrain-effect.ts +6 -7
- package/src/terrain/terrain.ts +10 -10
- package/src/{common → utils}/projection-utils.ts +4 -2
- package/typed/clip/clip.d.ts +4 -1
- package/typed/clip/clip.d.ts.map +1 -1
- package/typed/collide/collide-effect.d.ts +1 -1
- package/typed/collide/collide-effect.d.ts.map +1 -1
- package/typed/collision-filter/collision-filter-effect.d.ts +28 -0
- package/typed/collision-filter/collision-filter-effect.d.ts.map +1 -0
- package/typed/collision-filter/collision-filter-pass.d.ts +14 -0
- package/typed/collision-filter/collision-filter-pass.d.ts.map +1 -0
- package/typed/collision-filter/collision-filter.d.ts +41 -0
- package/typed/collision-filter/collision-filter.d.ts.map +1 -0
- package/typed/collision-filter/shader-module.d.ts +4 -0
- package/typed/collision-filter/shader-module.d.ts.map +1 -0
- package/typed/data-filter/shader-module.d.ts.map +1 -1
- package/typed/index.d.ts +3 -3
- package/typed/index.d.ts.map +1 -1
- package/typed/mask/mask-effect.d.ts +3 -3
- package/typed/mask/mask-effect.d.ts.map +1 -1
- package/typed/terrain/height-map-builder.d.ts +2 -2
- package/typed/terrain/height-map-builder.d.ts.map +1 -1
- package/typed/terrain/height-map.d.ts +1 -1
- package/typed/terrain/shader-module.d.ts +1 -1
- package/typed/terrain/shader-module.d.ts.map +1 -1
- package/typed/terrain/terrain-cover.d.ts +2 -2
- package/typed/terrain/terrain-cover.d.ts.map +1 -1
- package/typed/terrain/terrain-effect.d.ts.map +1 -1
- package/typed/terrain/terrain.d.ts +2 -2
- package/typed/terrain/terrain.d.ts.map +1 -1
- package/typed/utils/projection-utils.d.ts +27 -0
- package/typed/utils/projection-utils.d.ts.map +1 -0
- package/dist/es5/collide/collide-effect.js.map +0 -1
- package/dist/es5/collide/collide-pass.js.map +0 -1
- package/dist/es5/collide/collide.js.map +0 -1
- package/dist/es5/collide/shader-module.js +0 -39
- package/dist/es5/collide/shader-module.js.map +0 -1
- package/dist/es5/common/projection-utils.js.map +0 -1
- package/dist/es5/mask/utils.js +0 -136
- package/dist/es5/mask/utils.js.map +0 -1
- package/dist/esm/collide/collide-effect.js.map +0 -1
- package/dist/esm/collide/collide-pass.js.map +0 -1
- package/dist/esm/collide/collide.js +0 -78
- package/dist/esm/collide/collide.js.map +0 -1
- package/dist/esm/collide/shader-module.js +0 -32
- package/dist/esm/collide/shader-module.js.map +0 -1
- package/dist/esm/common/projection-utils.js.map +0 -1
- package/dist/esm/mask/utils.js +0 -109
- package/dist/esm/mask/utils.js.map +0 -1
- package/src/collide/collide.ts +0 -79
- package/src/collide/shader-module.ts +0 -113
- package/src/mask/utils.ts +0 -148
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{_ShaderModule as ShaderModule} from '@deck.gl/core';\n\nimport type {DataFilterExtensionProps} from './data-filter';\n\n/*\n * data filter shader module\n */\nconst vs = `\nuniform DATAFILTER_TYPE filter_min;\nuniform DATAFILTER_TYPE filter_softMin;\nuniform DATAFILTER_TYPE filter_softMax;\nuniform DATAFILTER_TYPE filter_max;\nuniform bool filter_useSoftMargin;\nuniform bool filter_enabled;\nuniform bool filter_transformSize;\n\n#ifdef NON_INSTANCED_MODEL\n #define DATAFILTER_ATTRIB filterValues\n #define DATAFILTER_ATTRIB_64LOW filterValues64Low\n#else\n #define DATAFILTER_ATTRIB instanceFilterValues\n #define DATAFILTER_ATTRIB_64LOW instanceFilterValues64Low\n#endif\n\nattribute DATAFILTER_TYPE DATAFILTER_ATTRIB;\n#ifdef DATAFILTER_DOUBLE\n attribute DATAFILTER_TYPE DATAFILTER_ATTRIB_64LOW;\n\n uniform DATAFILTER_TYPE filter_min64High;\n uniform DATAFILTER_TYPE filter_max64High;\n#endif\n\nvarying float dataFilter_value;\n\nfloat dataFilter_reduceValue(float value) {\n return value;\n}\nfloat dataFilter_reduceValue(vec2 value) {\n return min(value.x, value.y);\n}\nfloat dataFilter_reduceValue(vec3 value) {\n return min(min(value.x, value.y), value.z);\n}\nfloat dataFilter_reduceValue(vec4 value) {\n return min(min(value.x, value.y), min(value.z, value.w));\n}\nvoid dataFilter_setValue(DATAFILTER_TYPE valueFromMin, DATAFILTER_TYPE valueFromMax) {\n if (filter_enabled) {\n if (filter_useSoftMargin) {\n dataFilter_value = dataFilter_reduceValue(\n smoothstep(filter_min, filter_softMin, valueFromMin) *\n (1.0 - smoothstep(filter_softMax, filter_max, valueFromMax))\n );\n } else {\n dataFilter_value = dataFilter_reduceValue(\n step(filter_min, valueFromMin) * step(valueFromMax, filter_max)\n );\n }\n } else {\n dataFilter_value = 1.0;\n }\n}\n`;\n\nconst fs = `\nuniform bool filter_transformColor;\nvarying float dataFilter_value;\n`;\n\ntype DataFilterModuleSettings = {\n extensions: any[]; // used to detect if layer props are present\n} & DataFilterExtensionProps;\n\n/* eslint-disable camelcase */\nfunction getUniforms(opts?: DataFilterModuleSettings | {}): Record<string, any> {\n if (!opts || !('extensions' in opts)) {\n return {};\n }\n const {\n filterRange = [-1, 1],\n filterEnabled = true,\n filterTransformSize = true,\n filterTransformColor = true\n } = opts;\n const filterSoftRange = opts.filterSoftRange || filterRange;\n\n return {\n ...(Number.isFinite(filterRange[0])\n ? {\n filter_min: filterRange[0],\n filter_softMin: filterSoftRange[0],\n filter_softMax: filterSoftRange[1],\n filter_max: filterRange[1]\n }\n : {\n filter_min: filterRange.map(r => r[0]),\n filter_softMin: filterSoftRange.map(r => r[0]),\n filter_softMax: filterSoftRange.map(r => r[1]),\n filter_max: filterRange.map(r => r[1])\n }),\n filter_enabled: filterEnabled,\n filter_useSoftMargin: Boolean(opts.filterSoftRange),\n filter_transformSize: filterEnabled && filterTransformSize,\n filter_transformColor: filterEnabled && filterTransformColor\n };\n}\n\nfunction getUniforms64(opts?: DataFilterModuleSettings | {}): Record<string, any> {\n if (!opts || !('extensions' in opts)) {\n return {};\n }\n const uniforms = getUniforms(opts);\n if (Number.isFinite(uniforms.filter_min)) {\n const min64High = Math.fround(uniforms.filter_min);\n uniforms.filter_min -= min64High;\n uniforms.filter_softMin -= min64High;\n uniforms.filter_min64High = min64High;\n\n const max64High = Math.fround(uniforms.filter_max);\n uniforms.filter_max -= max64High;\n uniforms.filter_softMax -= max64High;\n uniforms.filter_max64High = max64High;\n } else {\n const min64High = uniforms.filter_min.map(Math.fround);\n uniforms.filter_min = uniforms.filter_min.map((x, i) => x - min64High[i]);\n uniforms.filter_softMin = uniforms.filter_softMin.map((x, i) => x - min64High[i]);\n uniforms.filter_min64High = min64High;\n\n const max64High = uniforms.filter_max.map(Math.fround);\n uniforms.filter_max = uniforms.filter_max.map((x, i) => x - max64High[i]);\n uniforms.filter_softMax = uniforms.filter_softMax.map((x, i) => x - max64High[i]);\n uniforms.filter_max64High = max64High;\n }\n return uniforms;\n}\n\nconst inject = {\n 'vs:#main-start': `\n #ifdef DATAFILTER_DOUBLE\n dataFilter_setValue(\n DATAFILTER_ATTRIB - filter_min64High + DATAFILTER_ATTRIB_64LOW,\n DATAFILTER_ATTRIB - filter_max64High + DATAFILTER_ATTRIB_64LOW\n );\n #else\n dataFilter_setValue(DATAFILTER_ATTRIB, DATAFILTER_ATTRIB);\n #endif\n `,\n\n 'vs:#main-end': `\n if (dataFilter_value == 0.0) {\n gl_Position = vec4(0.);\n }\n `,\n\n 'vs:DECKGL_FILTER_SIZE': `\n if (filter_transformSize) {\n size = size * dataFilter_value;\n }\n `,\n\n 'fs:DECKGL_FILTER_COLOR': `\n if (dataFilter_value == 0.0) discard;\n if (filter_transformColor) {\n color.a *= dataFilter_value;\n }\n `\n};\n\nexport const shaderModule: ShaderModule<DataFilterModuleSettings> = {\n name: 'data-filter',\n vs,\n fs,\n inject,\n getUniforms\n};\n\nexport const shaderModule64: ShaderModule<DataFilterModuleSettings> = {\n name: 'data-filter-fp64',\n vs,\n fs,\n inject,\n getUniforms: getUniforms64\n};\n"],"file":"shader-module.js"}
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package/dist/esm/index.js
CHANGED
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@@ -4,8 +4,8 @@ export { default as Fp64Extension } from './fp64/fp64';
|
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|
4
4
|
export { default as PathStyleExtension } from './path-style/path-style';
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|
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5
|
export { default as FillStyleExtension } from './fill-style/fill-style';
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6
|
export { default as ClipExtension } from './clip/clip';
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export { default as
|
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|
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export { default as CollisionFilterExtension } from './collision-filter/collision-filter';
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8
|
export { default as MaskExtension } from './mask/mask';
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export { default as
|
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+
export { default as _TerrainExtension } from './terrain/terrain';
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10
|
export { default as project64 } from './fp64/project64';
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|
//# sourceMappingURL=index.js.map
|
package/dist/esm/index.js.map
CHANGED
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@@ -1 +1 @@
|
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1
|
-
{"version":3,"sources":["../../src/index.ts"],"names":["default","BrushingExtension","DataFilterExtension","Fp64Extension","PathStyleExtension","FillStyleExtension","ClipExtension","
|
|
1
|
+
{"version":3,"sources":["../../src/index.ts"],"names":["default","BrushingExtension","DataFilterExtension","Fp64Extension","PathStyleExtension","FillStyleExtension","ClipExtension","CollisionFilterExtension","MaskExtension","_TerrainExtension","project64"],"mappings":"AAAA,SAAQA,OAAO,IAAIC,iBAAnB,QAA2C,qBAA3C;AACA,SAAQD,OAAO,IAAIE,mBAAnB,QAA6C,2BAA7C;AACA,SAAQF,OAAO,IAAIG,aAAnB,QAAuC,aAAvC;AACA,SAAQH,OAAO,IAAII,kBAAnB,QAA4C,yBAA5C;AACA,SAAQJ,OAAO,IAAIK,kBAAnB,QAA4C,yBAA5C;AACA,SAAQL,OAAO,IAAIM,aAAnB,QAAuC,aAAvC;AACA,SAAQN,OAAO,IAAIO,wBAAnB,QAAkD,qCAAlD;AACA,SAAQP,OAAO,IAAIQ,aAAnB,QAAuC,aAAvC;AACA,SAAQR,OAAO,IAAIS,iBAAnB,QAA2C,mBAA3C;AAGA,SAAQT,OAAO,IAAIU,SAAnB,QAAmC,kBAAnC","sourcesContent":["export {default as BrushingExtension} from './brushing/brushing';\nexport {default as DataFilterExtension} from './data-filter/data-filter';\nexport {default as Fp64Extension} from './fp64/fp64';\nexport {default as PathStyleExtension} from './path-style/path-style';\nexport {default as FillStyleExtension} from './fill-style/fill-style';\nexport {default as ClipExtension} from './clip/clip';\nexport {default as CollisionFilterExtension} from './collision-filter/collision-filter';\nexport {default as MaskExtension} from './mask/mask';\nexport {default as _TerrainExtension} from './terrain/terrain';\n\n// Shader module\nexport {default as project64} from './fp64/project64';\n\n// Types\nexport type {BrushingExtensionProps} from './brushing/brushing';\nexport type {DataFilterExtensionProps} from './data-filter/data-filter';\nexport type {PathStyleExtensionProps} from './path-style/path-style';\nexport type {FillStyleExtensionProps} from './fill-style/fill-style';\nexport type {ClipExtensionProps} from './clip/clip';\nexport type {CollisionFilterExtensionProps} from './collision-filter/collision-filter';\nexport type {MaskExtensionProps} from './mask/mask';\nexport type {TerrainExtensionProps} from './terrain/terrain';\n"],"file":"index.js"}
|
|
@@ -3,7 +3,7 @@ import { log } from '@deck.gl/core';
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3
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import { Texture2D } from '@luma.gl/core';
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|
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import {
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+
import { joinLayerBounds, getRenderBounds, makeViewport } from '../utils/projection-utils';
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export default class MaskEffect {
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|
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if (
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+
if (isPicking) {
|
|
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48
|
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|
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@@ -74,6 +74,13 @@ export default class MaskEffect {
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|
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|
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|
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if (viewport.resolution !== undefined) {
|
|
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|
+
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|
|
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};
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}
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|
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|
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|
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|
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|
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|
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const layerBounds = joinLayerBounds(channelInfo.layers, viewport);
|
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|
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|
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|
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|
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|
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const maskViewport =
|
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|
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const maskViewport = layerBounds && makeViewport({
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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channels: (Channel | null)[] = [];\n private masks: Record<string, Mask> | null = null;\n private maskPass?: MaskPass;\n private maskMap?: Texture2D;\n private lastViewport?: Viewport;\n\n preRender(\n gl: WebGLRenderingContext,\n {layers, layerFilter, viewports, onViewportActive, views, pass}: PreRenderOptions\n ): MaskPreRenderStats {\n let didRender = false;\n if (!this.dummyMaskMap) {\n this.dummyMaskMap = new Texture2D(gl, {\n width: 1,\n height: 1\n });\n }\n\n if (pass.startsWith('picking')) {\n // Do not update on picking pass\n return {didRender};\n }\n\n const maskLayers = layers.filter(l => l.props.visible && l.props.operation.includes('mask'));\n if (maskLayers.length === 0) {\n this.masks = null;\n this.channels.length = 0;\n return {didRender};\n }\n this.masks = {};\n\n if (!this.maskPass) {\n this.maskPass = new MaskPass(gl, {id: 'default-mask'});\n this.maskMap = this.maskPass.maskMap;\n }\n\n // Map layers to channels\n const channelMap = this._sortMaskChannels(maskLayers);\n // TODO - support multiple views\n const viewport = viewports[0];\n const viewportChanged = !this.lastViewport || !this.lastViewport.equals(viewport);\n\n for (const maskId in channelMap) {\n const result = this._renderChannel(channelMap[maskId], {\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n });\n didRender ||= result;\n }\n\n // debugFBO(this.maskMap, {opaque: true});\n return {didRender};\n }\n\n private _renderChannel(\n channelInfo: Channel,\n {\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n }: {\n layerFilter: PreRenderOptions['layerFilter'];\n onViewportActive: PreRenderOptions['onViewportActive'];\n views: PreRenderOptions['views'];\n viewport: Viewport;\n viewportChanged: boolean;\n }\n ): boolean {\n let didRender = false;\n const oldChannelInfo = this.channels[channelInfo.index];\n if (!oldChannelInfo) {\n return didRender;\n }\n\n const maskChanged =\n // If a channel is new\n channelInfo === oldChannelInfo ||\n // If sublayers have changed\n oldChannelInfo.layers.length !== channelInfo.layers.length ||\n // If a sublayer's positions have been updated, the cached bounds will change shallowly\n channelInfo.layerBounds.some((b, i) => b !== oldChannelInfo.layerBounds[i]);\n\n channelInfo.bounds = oldChannelInfo.bounds;\n channelInfo.maskBounds = oldChannelInfo.maskBounds;\n this.channels[channelInfo.index] = channelInfo;\n\n if (maskChanged || viewportChanged) {\n // Recalculate mask bounds\n this.lastViewport = viewport;\n\n channelInfo.bounds = getMaskBounds({layers: channelInfo.layers, viewport});\n\n if (maskChanged || !equals(channelInfo.bounds, oldChannelInfo.bounds)) {\n // Rerender mask FBO\n const {maskPass, maskMap} = this;\n\n const maskViewport = getMaskViewport({\n bounds: channelInfo.bounds,\n viewport,\n width: maskMap.width,\n height: maskMap.height\n });\n\n channelInfo.maskBounds = maskViewport ? maskViewport.getBounds() : [0, 0, 1, 1];\n\n // @ts-ignore (2532) This method is only called from preRender where maskPass is defined\n maskPass.render({\n pass: 'mask',\n channel: channelInfo.index,\n layers: channelInfo.layers,\n layerFilter,\n viewports: maskViewport ? [maskViewport] : [],\n onViewportActive,\n views,\n moduleParameters: {\n devicePixelRatio: 1\n }\n });\n\n didRender = true;\n }\n }\n\n // @ts-ignore (2532) This method is only called from preRender where masks is defined\n this.masks[channelInfo.id] = {\n index: channelInfo.index,\n bounds: channelInfo.maskBounds,\n coordinateOrigin: channelInfo.coordinateOrigin,\n coordinateSystem: channelInfo.coordinateSystem\n };\n\n return didRender;\n }\n\n /**\n * Find a channel to render each mask into\n * If a maskId already exists, diff and update the existing channel\n * Otherwise replace a removed mask\n * Otherwise create a new channel\n * Returns a map from mask layer id to channel info\n */\n private _sortMaskChannels(maskLayers: Layer[]): Record<string, Channel> {\n const channelMap = {};\n let channelCount = 0;\n for (const layer of maskLayers) {\n const {id} = layer.root;\n let channelInfo = channelMap[id];\n if (!channelInfo) {\n if (++channelCount > 4) {\n log.warn('Too many mask layers. The max supported is 4')();\n continue; // eslint-disable-line no-continue\n }\n channelInfo = {\n id,\n index: this.channels.findIndex(c => c?.id === id),\n layers: [],\n layerBounds: [],\n coordinateOrigin: layer.root.props.coordinateOrigin,\n coordinateSystem: layer.root.props.coordinateSystem\n };\n channelMap[id] = channelInfo;\n }\n channelInfo.layers.push(layer);\n channelInfo.layerBounds.push(layer.getBounds());\n }\n\n for (let i = 0; i < 4; i++) {\n const channelInfo = this.channels[i];\n if (!channelInfo || !(channelInfo.id in channelMap)) {\n // The mask id at this channel no longer exists\n this.channels[i] = null;\n }\n }\n\n for (const maskId in channelMap) {\n const channelInfo = channelMap[maskId];\n\n if (channelInfo.index < 0) {\n channelInfo.index = this.channels.findIndex(c => !c);\n this.channels[channelInfo.index] = channelInfo;\n }\n }\n return channelMap;\n }\n\n getModuleParameters(): {\n maskMap: Texture2D;\n maskChannels: Record<string, Mask> | null;\n } {\n return {\n maskMap: this.masks ? this.maskMap : this.dummyMaskMap,\n maskChannels: this.masks\n };\n }\n\n cleanup(): void {\n if (this.dummyMaskMap) {\n this.dummyMaskMap.delete();\n this.dummyMaskMap = undefined;\n }\n\n if (this.maskPass) {\n this.maskPass.delete();\n this.maskPass = undefined;\n this.maskMap = undefined;\n }\n\n this.lastViewport = undefined;\n this.masks = null;\n this.channels.length = 0;\n }\n}\n"],"file":"mask-effect.js"}
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Texture2D;\n private channels: (Channel | null)[] = [];\n private masks: Record<string, Mask> | null = null;\n private maskPass?: MaskPass;\n private maskMap?: Texture2D;\n private lastViewport?: Viewport;\n\n preRender(\n gl: WebGLRenderingContext,\n {layers, layerFilter, viewports, onViewportActive, views, isPicking}: PreRenderOptions\n ): MaskPreRenderStats {\n let didRender = false;\n if (!this.dummyMaskMap) {\n this.dummyMaskMap = new Texture2D(gl, {\n width: 1,\n height: 1\n });\n }\n\n if (isPicking) {\n // Do not update on picking pass\n return {didRender};\n }\n\n const maskLayers = layers.filter(l => l.props.visible && l.props.operation.includes('mask'));\n if (maskLayers.length === 0) {\n this.masks = null;\n this.channels.length = 0;\n return {didRender};\n }\n this.masks = {};\n\n if (!this.maskPass) {\n this.maskPass = new MaskPass(gl, {id: 'default-mask'});\n this.maskMap = this.maskPass.maskMap;\n }\n\n // Map layers to channels\n const channelMap = this._sortMaskChannels(maskLayers);\n // TODO - support multiple views\n const viewport = viewports[0];\n const viewportChanged = !this.lastViewport || !this.lastViewport.equals(viewport);\n\n if (viewport.resolution !== undefined) {\n log.warn('MaskExtension is not supported in GlobeView')();\n return {didRender};\n }\n\n for (const maskId in channelMap) {\n const result = this._renderChannel(channelMap[maskId], {\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n });\n didRender ||= result;\n }\n\n // debugFBO(this.maskMap, {opaque: true});\n return {didRender};\n }\n\n private _renderChannel(\n channelInfo: Channel,\n {\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n }: {\n layerFilter: PreRenderOptions['layerFilter'];\n onViewportActive: PreRenderOptions['onViewportActive'];\n views: PreRenderOptions['views'];\n viewport: Viewport;\n viewportChanged: boolean;\n }\n ): boolean {\n let didRender = false;\n const oldChannelInfo = this.channels[channelInfo.index];\n if (!oldChannelInfo) {\n return didRender;\n }\n\n const maskChanged =\n // If a channel is new\n channelInfo === oldChannelInfo ||\n // If sublayers have changed\n oldChannelInfo.layers.length !== channelInfo.layers.length ||\n // If a sublayer's positions have been updated, the cached bounds will change shallowly\n channelInfo.layerBounds.some((b, i) => b !== oldChannelInfo.layerBounds[i]);\n\n channelInfo.bounds = oldChannelInfo.bounds;\n channelInfo.maskBounds = oldChannelInfo.maskBounds;\n this.channels[channelInfo.index] = channelInfo;\n\n if (maskChanged || viewportChanged) {\n // Recalculate mask bounds\n this.lastViewport = viewport;\n\n const layerBounds = joinLayerBounds(channelInfo.layers, viewport);\n channelInfo.bounds = layerBounds && getRenderBounds(layerBounds, viewport);\n\n if (maskChanged || !equals(channelInfo.bounds, oldChannelInfo.bounds)) {\n // Rerender mask FBO\n const {maskPass, maskMap} = this;\n\n const maskViewport =\n layerBounds &&\n makeViewport({\n bounds: channelInfo.bounds!,\n viewport,\n width: maskMap.width,\n height: maskMap.height,\n border: 1\n });\n\n channelInfo.maskBounds = maskViewport ? maskViewport.getBounds() : [0, 0, 1, 1];\n\n // @ts-ignore (2532) This method is only called from preRender where maskPass is defined\n maskPass.render({\n pass: 'mask',\n channel: channelInfo.index,\n layers: channelInfo.layers,\n layerFilter,\n viewports: maskViewport ? [maskViewport] : [],\n onViewportActive,\n views,\n moduleParameters: {\n devicePixelRatio: 1\n }\n });\n\n didRender = true;\n }\n }\n\n // @ts-ignore (2532) This method is only called from preRender where masks is defined\n this.masks[channelInfo.id] = {\n index: channelInfo.index,\n bounds: channelInfo.maskBounds,\n coordinateOrigin: channelInfo.coordinateOrigin,\n coordinateSystem: channelInfo.coordinateSystem\n };\n\n return didRender;\n }\n\n /**\n * Find a channel to render each mask into\n * If a maskId already exists, diff and update the existing channel\n * Otherwise replace a removed mask\n * Otherwise create a new channel\n * Returns a map from mask layer id to channel info\n */\n private _sortMaskChannels(maskLayers: Layer[]): Record<string, Channel> {\n const channelMap = {};\n let channelCount = 0;\n for (const layer of maskLayers) {\n const {id} = layer.root;\n let channelInfo = channelMap[id];\n if (!channelInfo) {\n if (++channelCount > 4) {\n log.warn('Too many mask layers. The max supported is 4')();\n continue; // eslint-disable-line no-continue\n }\n channelInfo = {\n id,\n index: this.channels.findIndex(c => c?.id === id),\n layers: [],\n layerBounds: [],\n coordinateOrigin: layer.root.props.coordinateOrigin,\n coordinateSystem: layer.root.props.coordinateSystem\n };\n channelMap[id] = channelInfo;\n }\n channelInfo.layers.push(layer);\n channelInfo.layerBounds.push(layer.getBounds());\n }\n\n for (let i = 0; i < 4; i++) {\n const channelInfo = this.channels[i];\n if (!channelInfo || !(channelInfo.id in channelMap)) {\n // The mask id at this channel no longer exists\n this.channels[i] = null;\n }\n }\n\n for (const maskId in channelMap) {\n const channelInfo = channelMap[maskId];\n\n if (channelInfo.index < 0) {\n channelInfo.index = this.channels.findIndex(c => !c);\n this.channels[channelInfo.index] = channelInfo;\n }\n }\n return channelMap;\n }\n\n getModuleParameters(): {\n maskMap: Texture2D;\n maskChannels: Record<string, Mask> | null;\n } {\n return {\n maskMap: this.masks ? this.maskMap : this.dummyMaskMap,\n maskChannels: this.masks\n };\n }\n\n cleanup(): void {\n if (this.dummyMaskMap) {\n this.dummyMaskMap.delete();\n this.dummyMaskMap = undefined;\n }\n\n if (this.maskPass) {\n this.maskPass.delete();\n this.maskPass = undefined;\n this.maskMap = undefined;\n }\n\n this.lastViewport = undefined;\n this.masks = null;\n this.channels.length = 0;\n }\n}\n"],"file":"mask-effect.js"}
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@@ -1,6 +1,6 @@
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1
1
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import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
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2
2
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import { Framebuffer } from '@luma.gl/core';
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3
|
-
import { joinLayerBounds, getRenderBounds, makeViewport } from '../
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3
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+
import { joinLayerBounds, getRenderBounds, makeViewport } from '../utils/projection-utils';
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4
4
|
import { createRenderTarget } from './utils';
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5
5
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const MAP_MAX_SIZE = 2048;
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6
6
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export class HeightMapBuilder {
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@@ -1 +1 @@
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1
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-
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|
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1
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+
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{"version":3,"sources":["../../../src/terrain/shader-module.ts"],"names":["project","TERRAIN_MODE","NONE","WRITE_HEIGHT_MAP","USE_HEIGHT_MAP","USE_COVER","USE_COVER_ONLY","SKIP","TERRAIN_MODE_CONSTANTS","Object","keys","map","key","join","terrainModule","name","dependencies","inject","getUniforms","opts","uniforms","drawToTerrainHeightMap","heightMap","heightMapBounds","dummyHeightMap","terrainCover","useTerrainHeightMap","terrainSkipRender","project_uCommonOrigin","mode","sampler","bounds","isPicking","pickingActive","getPickingFramebuffer","getRenderFramebuffer","terrain_mode","terrain_map","terrain_bounds"],"mappings":"
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terrain_bounds.xy) / terrain_bounds.zw;\n position = vec4(texCoords * 2.0 - 1.0, 0.0, 1.0);\n}\nif (terrain_mode == TERRAIN_MODE_USE_HEIGHT_MAP) {\n vec3 anchor = geometry.worldPosition;\n anchor.z = 0.0;\n vec3 anchorCommon = project_position(anchor);\n vec2 texCoords = (anchorCommon.xy - terrain_bounds.xy) / terrain_bounds.zw;\n if (texCoords.x >= 0.0 && texCoords.y >= 0.0 && texCoords.x <= 1.0 && texCoords.y <= 1.0) {\n float terrainZ = texture2D(terrain_map, texCoords).r;\n geometry.position.z += terrainZ;\n position = project_common_position_to_clipspace(geometry.position);\n }\n}\n `,\n 'fs:#decl': `\nuniform float terrain_mode;\nuniform sampler2D terrain_map;\nuniform vec4 terrain_bounds;\nvarying vec3 commonPos;\n${TERRAIN_MODE_CONSTANTS}\n `,\n 'fs:#main-start': `\nif (terrain_mode == TERRAIN_MODE_WRITE_HEIGHT_MAP) {\n gl_FragColor = vec4(commonPos.z, 0.0, 0.0, 1.0);\n return;\n}\n `,\n 'fs:DECKGL_FILTER_COLOR': `\nif ((terrain_mode == TERRAIN_MODE_USE_COVER) || (terrain_mode == TERRAIN_MODE_USE_COVER_ONLY)) {\n vec2 texCoords = (commonPos.xy - terrain_bounds.xy) / terrain_bounds.zw;\n vec4 pixel = texture2D(terrain_map, texCoords);\n if (terrain_mode == TERRAIN_MODE_USE_COVER_ONLY) {\n color = pixel;\n } else {\n // pixel is premultiplied\n color = pixel + color * (1.0 - pixel.a);\n }\n return;\n}\n `\n },\n // eslint-disable-next-line complexity\n getUniforms: (opts = {}, uniforms) => {\n if ('dummyHeightMap' in opts) {\n const {\n drawToTerrainHeightMap,\n heightMap,\n heightMapBounds,\n dummyHeightMap,\n terrainCover,\n useTerrainHeightMap,\n terrainSkipRender\n } = opts;\n const {project_uCommonOrigin} = uniforms;\n\n let mode: number = terrainSkipRender ? TERRAIN_MODE.SKIP : TERRAIN_MODE.NONE;\n // height map if case USE_HEIGHT_MAP, terrain cover if USE_COVER, otherwise empty\n let sampler: Texture2D = dummyHeightMap;\n // height map bounds if case USE_HEIGHT_MAP, terrain cover bounds if USE_COVER, otherwise null\n let bounds: number[] | null = null;\n if (drawToTerrainHeightMap) {\n mode = TERRAIN_MODE.WRITE_HEIGHT_MAP;\n bounds = heightMapBounds!;\n } else if (useTerrainHeightMap && heightMap) {\n mode = TERRAIN_MODE.USE_HEIGHT_MAP;\n sampler = heightMap;\n bounds = heightMapBounds!;\n } else if (terrainCover) {\n // This is a terrain layer\n const isPicking = opts.pickingActive;\n sampler = isPicking\n ? terrainCover.getPickingFramebuffer()\n : terrainCover.getRenderFramebuffer();\n if (isPicking) {\n // Never render the layer itself in picking pass\n mode = TERRAIN_MODE.SKIP;\n }\n if (sampler) {\n mode = mode === TERRAIN_MODE.SKIP ? TERRAIN_MODE.USE_COVER_ONLY : TERRAIN_MODE.USE_COVER;\n bounds = terrainCover.bounds;\n } else {\n sampler = dummyHeightMap;\n }\n }\n\n /* eslint-disable camelcase */\n return {\n terrain_mode: mode,\n terrain_map: sampler,\n // Convert bounds to the common space, as [minX, minY, width, height]\n terrain_bounds: bounds\n ? [\n bounds[0] - project_uCommonOrigin[0],\n bounds[1] - project_uCommonOrigin[1],\n bounds[2] - bounds[0],\n bounds[3] - bounds[1]\n ]\n : [0, 0, 0, 0]\n };\n }\n return null;\n }\n} as ShaderModule<TerrainModuleSettings>;\n"],"file":"shader-module.js"}
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import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
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2
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import { createRenderTarget } from './utils';
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import { joinLayerBounds, makeViewport, getRenderBounds } from '../
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import { joinLayerBounds, makeViewport, getRenderBounds } from '../utils/projection-utils';
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4
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export class TerrainCover {
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constructor(targetLayer) {
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_defineProperty(this, "isDirty", true);
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TerrainCover {\n isDirty: boolean = true;\n /** The terrain layer that this instance belongs to */\n targetLayer: Layer;\n /** Viewport used to draw into the texture */\n renderViewport: Viewport | null = null;\n /** Bounds of the terrain cover texture, in cartesian space */\n bounds: Bounds | null = null;\n\n private fbo?: Framebuffer;\n private pickingFbo?: Framebuffer;\n private layers: string[] = [];\n private tile: Tile2DHeader | null;\n /** Cached version of targetLayer.getBounds() */\n private targetBounds: [number[], number[]] | null = null;\n /** targetBounds in cartesian space */\n private targetBoundsCommon: Bounds | null = null;\n\n constructor(targetLayer: Layer) {\n this.targetLayer = targetLayer;\n this.tile = getTile(targetLayer);\n }\n\n get id() {\n return this.targetLayer.id;\n }\n\n /** returns true if the target layer is still in use (i.e. not finalized) */\n get isActive(): boolean {\n return Boolean(this.targetLayer.getCurrentLayer());\n }\n\n shouldUpdate({\n targetLayer,\n viewport,\n layers,\n layerNeedsRedraw\n }: {\n targetLayer?: Layer;\n viewport?: Viewport;\n layers?: Layer[];\n layerNeedsRedraw?: Record<string, boolean>;\n }): boolean {\n if (targetLayer) {\n this.targetLayer = targetLayer;\n }\n const sizeChanged = viewport ? this._updateViewport(viewport) : false;\n\n let layersChanged = layers ? this._updateLayers(layers) : false;\n\n if (layerNeedsRedraw) {\n for (const id of this.layers) {\n if (layerNeedsRedraw[id]) {\n layersChanged = true;\n // console.log('layer needs redraw', id);\n break;\n }\n }\n }\n\n return layersChanged || sizeChanged;\n }\n\n /** Compare layers with the last version. Only rerender if necessary. */\n private _updateLayers(layers: Layer[]): boolean {\n let needsRedraw = false;\n layers = this.tile ? getIntersectingLayers(this.tile, layers) : layers;\n\n if (layers.length !== this.layers.length) {\n needsRedraw = true;\n // console.log('layers count changed', this.layers.length, '>>', layers.length);\n } else {\n for (let i = 0; i < layers.length; i++) {\n const id = layers[i].id;\n if (id !== this.layers[i]) {\n needsRedraw = true;\n // console.log('layer added/removed', id);\n break;\n }\n }\n }\n if (needsRedraw) {\n this.layers = layers.map(layer => layer.id);\n }\n return needsRedraw;\n }\n\n /** Compare viewport and terrain bounds with the last version. Only rerender if necesary. */\n private _updateViewport(viewport: Viewport): boolean {\n const targetLayer = this.targetLayer;\n let shouldRedraw = false;\n\n if (this.targetBounds !== targetLayer.getBounds()) {\n // console.log('bounds changed', this.bounds, '>>', newBounds);\n shouldRedraw = true;\n this.targetBounds = targetLayer.getBounds();\n this.targetBoundsCommon = joinLayerBounds([targetLayer], viewport);\n }\n\n if (!this.targetBoundsCommon) {\n return false;\n }\n\n const newZoom = Math.ceil(viewport.zoom + 0.5);\n // If the terrain layer is bound to a tile, always render a texture that cover the whole tile.\n // Otherwise, use the smaller of layer bounds and the viewport bounds.\n if (this.tile) {\n this.bounds = this.targetBoundsCommon;\n } else {\n const oldZoom = this.renderViewport?.zoom;\n shouldRedraw = shouldRedraw || newZoom !== oldZoom;\n const newBounds = getRenderBounds(this.targetBoundsCommon, viewport);\n const oldBounds = this.bounds;\n shouldRedraw = shouldRedraw || !oldBounds || newBounds.some((x, i) => x !== oldBounds[i]);\n this.bounds = newBounds;\n }\n\n if (shouldRedraw) {\n this.renderViewport = makeViewport({\n bounds: this.bounds,\n zoom: newZoom,\n viewport\n });\n }\n\n return shouldRedraw;\n }\n\n getRenderFramebuffer(): Framebuffer | null {\n if (!this.renderViewport || this.layers.length === 0) {\n return null;\n }\n if (!this.fbo) {\n this.fbo = createRenderTarget(this.targetLayer.context.gl, {id: this.id});\n }\n return this.fbo;\n }\n\n getPickingFramebuffer(): Framebuffer | null {\n if (!this.renderViewport || (this.layers.length === 0 && !this.targetLayer.props.pickable)) {\n return null;\n }\n if (!this.pickingFbo) {\n this.pickingFbo = createRenderTarget(this.targetLayer.context.gl, {id: `${this.id}-picking`});\n }\n return this.pickingFbo;\n }\n\n filterLayers(layers: Layer[]) {\n return layers.filter(({id}) => this.layers.includes(id));\n }\n\n delete() {\n const {fbo, pickingFbo} = this;\n if (fbo) {\n fbo.texture.delete();\n fbo.delete();\n }\n if (pickingFbo) {\n pickingFbo.texture.delete();\n pickingFbo.delete();\n }\n }\n}\n\n/**\n * Remove layers that do not overlap with the current terrain cover.\n * This implementation only has effect when a TileLayer is overlaid on top of a TileLayer\n */\nfunction getIntersectingLayers(sourceTile: Tile2DHeader, layers: Layer[]): Layer[] {\n return layers.filter(layer => {\n const tile = getTile(layer);\n if (tile) {\n return intersect(sourceTile.bbox, tile.bbox);\n }\n return true;\n });\n}\n\n/** If layer is the descendent of a TileLayer, return the corresponding tile. */\nfunction getTile(layer: Layer): Tile2DHeader | null {\n while (layer) {\n // @ts-expect-error tile may not exist\n const {tile} = layer.props;\n if (tile) {\n return tile;\n }\n layer = layer.parent as Layer;\n }\n return null;\n}\n\nfunction intersect(\n b1: GeoBoundingBox | NonGeoBoundingBox,\n b2: GeoBoundingBox | NonGeoBoundingBox\n): boolean {\n if ('west' in b1 && 'west' in b2) {\n return b1.west < b2.east && b2.west < b1.east && b1.south < b2.north && b2.south < b1.north;\n }\n if ('left' in b1 && 'left' in b2) {\n return b1.left < b2.right && b2.left < b1.right && b1.top < b2.bottom && b2.top < b1.bottom;\n }\n return false;\n}\n"],"file":"terrain-cover.js"}
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+
{"version":3,"sources":["../../../src/terrain/terrain-cover.ts"],"names":["createRenderTarget","joinLayerBounds","makeViewport","getRenderBounds","TerrainCover","constructor","targetLayer","tile","getTile","id","isActive","Boolean","getCurrentLayer","shouldUpdate","viewport","layers","layerNeedsRedraw","sizeChanged","_updateViewport","layersChanged","_updateLayers","needsRedraw","getIntersectingLayers","length","i","map","layer","shouldRedraw","targetBounds","getBounds","targetBoundsCommon","newZoom","Math","ceil","zoom","bounds","oldZoom","renderViewport","newBounds","oldBounds","some","x","getRenderFramebuffer","fbo","context","gl","getPickingFramebuffer","props","pickable","pickingFbo","filterLayers","filter","includes","delete","texture","sourceTile","intersect","bbox","parent","b1","b2","west","east","south","north","left","right","top","bottom"],"mappings":";AAIA,SAAQA,kBAAR,QAAiC,SAAjC;AACA,SAAQC,eAAR,EAAyBC,YAAzB,EAAuCC,eAAvC,QAAqE,2BAArE;AAgBA,OAAO,MAAMC,YAAN,CAAmB;AAkBxBC,EAAAA,WAAW,CAACC,WAAD,EAAqB;AAAA,qCAjBb,IAiBa;;AAAA;;AAAA,4CAbE,IAaF;;AAAA,oCAXR,IAWQ;;AAAA;;AAAA;;AAAA,oCAPL,EAOK;;AAAA;;AAAA,0CAJoB,IAIpB;;AAAA,gDAFY,IAEZ;;AAC9B,SAAKA,WAAL,GAAmBA,WAAnB;AACA,SAAKC,IAAL,GAAYC,OAAO,CAACF,WAAD,CAAnB;AACD;;AAEK,MAAFG,EAAE,GAAG;AACP,WAAO,KAAKH,WAAL,CAAiBG,EAAxB;AACD;;AAGW,MAARC,QAAQ,GAAY;AACtB,WAAOC,OAAO,CAAC,KAAKL,WAAL,CAAiBM,eAAjB,EAAD,CAAd;AACD;;AAEDC,EAAAA,YAAY,CAAC;AACXP,IAAAA,WADW;AAEXQ,IAAAA,QAFW;AAGXC,IAAAA,MAHW;AAIXC,IAAAA;AAJW,GAAD,EAUA;AACV,QAAIV,WAAJ,EAAiB;AACf,WAAKA,WAAL,GAAmBA,WAAnB;AACD;;AACD,UAAMW,WAAW,GAAGH,QAAQ,GAAG,KAAKI,eAAL,CAAqBJ,QAArB,CAAH,GAAoC,KAAhE;AAEA,QAAIK,aAAa,GAAGJ,MAAM,GAAG,KAAKK,aAAL,CAAmBL,MAAnB,CAAH,GAAgC,KAA1D;;AAEA,QAAIC,gBAAJ,EAAsB;AACpB,WAAK,MAAMP,EAAX,IAAiB,KAAKM,MAAtB,EAA8B;AAC5B,YAAIC,gBAAgB,CAACP,EAAD,CAApB,EAA0B;AACxBU,UAAAA,aAAa,GAAG,IAAhB;AAEA;AACD;AACF;AACF;;AAED,WAAOA,aAAa,IAAIF,WAAxB;AACD;;AAGOG,EAAAA,aAAa,CAACL,MAAD,EAA2B;AAC9C,QAAIM,WAAW,GAAG,KAAlB;AACAN,IAAAA,MAAM,GAAG,KAAKR,IAAL,GAAYe,qBAAqB,CAAC,KAAKf,IAAN,EAAYQ,MAAZ,CAAjC,GAAuDA,MAAhE;;AAEA,QAAIA,MAAM,CAACQ,MAAP,KAAkB,KAAKR,MAAL,CAAYQ,MAAlC,EAA0C;AACxCF,MAAAA,WAAW,GAAG,IAAd;AAED,KAHD,MAGO;AACL,WAAK,IAAIG,CAAC,GAAG,CAAb,EAAgBA,CAAC,GAAGT,MAAM,CAACQ,MAA3B,EAAmCC,CAAC,EAApC,EAAwC;AACtC,cAAMf,EAAE,GAAGM,MAAM,CAACS,CAAD,CAAN,CAAUf,EAArB;;AACA,YAAIA,EAAE,KAAK,KAAKM,MAAL,CAAYS,CAAZ,CAAX,EAA2B;AACzBH,UAAAA,WAAW,GAAG,IAAd;AAEA;AACD;AACF;AACF;;AACD,QAAIA,WAAJ,EAAiB;AACf,WAAKN,MAAL,GAAcA,MAAM,CAACU,GAAP,CAAWC,KAAK,IAAIA,KAAK,CAACjB,EAA1B,CAAd;AACD;;AACD,WAAOY,WAAP;AACD;;AAGOH,EAAAA,eAAe,CAACJ,QAAD,EAA8B;AACnD,UAAMR,WAAW,GAAG,KAAKA,WAAzB;AACA,QAAIqB,YAAY,GAAG,KAAnB;;AAEA,QAAI,KAAKC,YAAL,KAAsBtB,WAAW,CAACuB,SAAZ,EAA1B,EAAmD;AAEjDF,MAAAA,YAAY,GAAG,IAAf;AACA,WAAKC,YAAL,GAAoBtB,WAAW,CAACuB,SAAZ,EAApB;AACA,WAAKC,kBAAL,GAA0B7B,eAAe,CAAC,CAACK,WAAD,CAAD,EAAgBQ,QAAhB,CAAzC;AACD;;AAED,QAAI,CAAC,KAAKgB,kBAAV,EAA8B;AAC5B,aAAO,KAAP;AACD;;AAED,UAAMC,OAAO,GAAGC,IAAI,CAACC,IAAL,CAAUnB,QAAQ,CAACoB,IAAT,GAAgB,GAA1B,CAAhB;;AAGA,QAAI,KAAK3B,IAAT,EAAe;AACb,WAAK4B,MAAL,GAAc,KAAKL,kBAAnB;AACD,KAFD,MAEO;AAAA;;AACL,YAAMM,OAAO,2BAAG,KAAKC,cAAR,yDAAG,qBAAqBH,IAArC;AACAP,MAAAA,YAAY,GAAGA,YAAY,IAAII,OAAO,KAAKK,OAA3C;AACA,YAAME,SAAS,GAAGnC,eAAe,CAAC,KAAK2B,kBAAN,EAA0BhB,QAA1B,CAAjC;AACA,YAAMyB,SAAS,GAAG,KAAKJ,MAAvB;AACAR,MAAAA,YAAY,GAAGA,YAAY,IAAI,CAACY,SAAjB,IAA8BD,SAAS,CAACE,IAAV,CAAe,CAACC,CAAD,EAAIjB,CAAJ,KAAUiB,CAAC,KAAKF,SAAS,CAACf,CAAD,CAAxC,CAA7C;AACA,WAAKW,MAAL,GAAcG,SAAd;AACD;;AAED,QAAIX,YAAJ,EAAkB;AAChB,WAAKU,cAAL,GAAsBnC,YAAY,CAAC;AACjCiC,QAAAA,MAAM,EAAE,KAAKA,MADoB;AAEjCD,QAAAA,IAAI,EAAEH,OAF2B;AAGjCjB,QAAAA;AAHiC,OAAD,CAAlC;AAKD;;AAED,WAAOa,YAAP;AACD;;AAEDe,EAAAA,oBAAoB,GAAuB;AACzC,QAAI,CAAC,KAAKL,cAAN,IAAwB,KAAKtB,MAAL,CAAYQ,MAAZ,KAAuB,CAAnD,EAAsD;AACpD,aAAO,IAAP;AACD;;AACD,QAAI,CAAC,KAAKoB,GAAV,EAAe;AACb,WAAKA,GAAL,GAAW3C,kBAAkB,CAAC,KAAKM,WAAL,CAAiBsC,OAAjB,CAAyBC,EAA1B,EAA8B;AAACpC,QAAAA,EAAE,EAAE,KAAKA;AAAV,OAA9B,CAA7B;AACD;;AACD,WAAO,KAAKkC,GAAZ;AACD;;AAEDG,EAAAA,qBAAqB,GAAuB;AAC1C,QAAI,CAAC,KAAKT,cAAN,IAAyB,KAAKtB,MAAL,CAAYQ,MAAZ,KAAuB,CAAvB,IAA4B,CAAC,KAAKjB,WAAL,CAAiByC,KAAjB,CAAuBC,QAAjF,EAA4F;AAC1F,aAAO,IAAP;AACD;;AACD,QAAI,CAAC,KAAKC,UAAV,EAAsB;AACpB,WAAKA,UAAL,GAAkBjD,kBAAkB,CAAC,KAAKM,WAAL,CAAiBsC,OAAjB,CAAyBC,EAA1B,EAA8B;AAACpC,QAAAA,EAAE,YAAK,KAAKA,EAAV;AAAH,OAA9B,CAApC;AACD;;AACD,WAAO,KAAKwC,UAAZ;AACD;;AAEDC,EAAAA,YAAY,CAACnC,MAAD,EAAkB;AAC5B,WAAOA,MAAM,CAACoC,MAAP,CAAc,CAAC;AAAC1C,MAAAA;AAAD,KAAD,KAAU,KAAKM,MAAL,CAAYqC,QAAZ,CAAqB3C,EAArB,CAAxB,CAAP;AACD;;AAED4C,EAAAA,MAAM,GAAG;AACP,UAAM;AAACV,MAAAA,GAAD;AAAMM,MAAAA;AAAN,QAAoB,IAA1B;;AACA,QAAIN,GAAJ,EAAS;AACPA,MAAAA,GAAG,CAACW,OAAJ,CAAYD,MAAZ;AACAV,MAAAA,GAAG,CAACU,MAAJ;AACD;;AACD,QAAIJ,UAAJ,EAAgB;AACdA,MAAAA,UAAU,CAACK,OAAX,CAAmBD,MAAnB;AACAJ,MAAAA,UAAU,CAACI,MAAX;AACD;AACF;;AAlKuB;;AAyK1B,SAAS/B,qBAAT,CAA+BiC,UAA/B,EAAyDxC,MAAzD,EAAmF;AACjF,SAAOA,MAAM,CAACoC,MAAP,CAAczB,KAAK,IAAI;AAC5B,UAAMnB,IAAI,GAAGC,OAAO,CAACkB,KAAD,CAApB;;AACA,QAAInB,IAAJ,EAAU;AACR,aAAOiD,SAAS,CAACD,UAAU,CAACE,IAAZ,EAAkBlD,IAAI,CAACkD,IAAvB,CAAhB;AACD;;AACD,WAAO,IAAP;AACD,GANM,CAAP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{Framebuffer} from '@luma.gl/core';\n\nimport type {Layer, Viewport} from '@deck.gl/core';\n\nimport {createRenderTarget} from './utils';\nimport {joinLayerBounds, makeViewport, getRenderBounds, Bounds} from '../utils/projection-utils';\n\n// TODO - import from loaders when Tileset2D is split out\ntype GeoBoundingBox = {west: number; north: number; east: number; south: number};\ntype NonGeoBoundingBox = {left: number; top: number; right: number; bottom: number};\ntype Tile2DHeader = {\n bbox: GeoBoundingBox | NonGeoBoundingBox;\n};\n\n/**\n * Manages the lifecycle of the terrain cover (draped textures over a terrain mesh).\n * One terrain cover is created for each unique terrain layer (primitive layer with operation:terrain).\n * It is updated when the terrain source layer's mesh changes or when any of the terrainDrawMode:drape\n * layers requires redraw.\n * During the draw call of a terrain layer, the drape texture is overlaid on top of the layer's own color.\n */\nexport class TerrainCover {\n isDirty: boolean = true;\n /** The terrain layer that this instance belongs to */\n targetLayer: Layer;\n /** Viewport used to draw into the texture */\n renderViewport: Viewport | null = null;\n /** Bounds of the terrain cover texture, in cartesian space */\n bounds: Bounds | null = null;\n\n private fbo?: Framebuffer;\n private pickingFbo?: Framebuffer;\n private layers: string[] = [];\n private tile: Tile2DHeader | null;\n /** Cached version of targetLayer.getBounds() */\n private targetBounds: [number[], number[]] | null = null;\n /** targetBounds in cartesian space */\n private targetBoundsCommon: Bounds | null = null;\n\n constructor(targetLayer: Layer) {\n this.targetLayer = targetLayer;\n this.tile = getTile(targetLayer);\n }\n\n get id() {\n return this.targetLayer.id;\n }\n\n /** returns true if the target layer is still in use (i.e. not finalized) */\n get isActive(): boolean {\n return Boolean(this.targetLayer.getCurrentLayer());\n }\n\n shouldUpdate({\n targetLayer,\n viewport,\n layers,\n layerNeedsRedraw\n }: {\n targetLayer?: Layer;\n viewport?: Viewport;\n layers?: Layer[];\n layerNeedsRedraw?: Record<string, boolean>;\n }): boolean {\n if (targetLayer) {\n this.targetLayer = targetLayer;\n }\n const sizeChanged = viewport ? this._updateViewport(viewport) : false;\n\n let layersChanged = layers ? this._updateLayers(layers) : false;\n\n if (layerNeedsRedraw) {\n for (const id of this.layers) {\n if (layerNeedsRedraw[id]) {\n layersChanged = true;\n // console.log('layer needs redraw', id);\n break;\n }\n }\n }\n\n return layersChanged || sizeChanged;\n }\n\n /** Compare layers with the last version. Only rerender if necessary. */\n private _updateLayers(layers: Layer[]): boolean {\n let needsRedraw = false;\n layers = this.tile ? getIntersectingLayers(this.tile, layers) : layers;\n\n if (layers.length !== this.layers.length) {\n needsRedraw = true;\n // console.log('layers count changed', this.layers.length, '>>', layers.length);\n } else {\n for (let i = 0; i < layers.length; i++) {\n const id = layers[i].id;\n if (id !== this.layers[i]) {\n needsRedraw = true;\n // console.log('layer added/removed', id);\n break;\n }\n }\n }\n if (needsRedraw) {\n this.layers = layers.map(layer => layer.id);\n }\n return needsRedraw;\n }\n\n /** Compare viewport and terrain bounds with the last version. Only rerender if necesary. */\n private _updateViewport(viewport: Viewport): boolean {\n const targetLayer = this.targetLayer;\n let shouldRedraw = false;\n\n if (this.targetBounds !== targetLayer.getBounds()) {\n // console.log('bounds changed', this.bounds, '>>', newBounds);\n shouldRedraw = true;\n this.targetBounds = targetLayer.getBounds();\n this.targetBoundsCommon = joinLayerBounds([targetLayer], viewport);\n }\n\n if (!this.targetBoundsCommon) {\n return false;\n }\n\n const newZoom = Math.ceil(viewport.zoom + 0.5);\n // If the terrain layer is bound to a tile, always render a texture that cover the whole tile.\n // Otherwise, use the smaller of layer bounds and the viewport bounds.\n if (this.tile) {\n this.bounds = this.targetBoundsCommon;\n } else {\n const oldZoom = this.renderViewport?.zoom;\n shouldRedraw = shouldRedraw || newZoom !== oldZoom;\n const newBounds = getRenderBounds(this.targetBoundsCommon, viewport);\n const oldBounds = this.bounds;\n shouldRedraw = shouldRedraw || !oldBounds || newBounds.some((x, i) => x !== oldBounds[i]);\n this.bounds = newBounds;\n }\n\n if (shouldRedraw) {\n this.renderViewport = makeViewport({\n bounds: this.bounds,\n zoom: newZoom,\n viewport\n });\n }\n\n return shouldRedraw;\n }\n\n getRenderFramebuffer(): Framebuffer | null {\n if (!this.renderViewport || this.layers.length === 0) {\n return null;\n }\n if (!this.fbo) {\n this.fbo = createRenderTarget(this.targetLayer.context.gl, {id: this.id});\n }\n return this.fbo;\n }\n\n getPickingFramebuffer(): Framebuffer | null {\n if (!this.renderViewport || (this.layers.length === 0 && !this.targetLayer.props.pickable)) {\n return null;\n }\n if (!this.pickingFbo) {\n this.pickingFbo = createRenderTarget(this.targetLayer.context.gl, {id: `${this.id}-picking`});\n }\n return this.pickingFbo;\n }\n\n filterLayers(layers: Layer[]) {\n return layers.filter(({id}) => this.layers.includes(id));\n }\n\n delete() {\n const {fbo, pickingFbo} = this;\n if (fbo) {\n fbo.texture.delete();\n fbo.delete();\n }\n if (pickingFbo) {\n pickingFbo.texture.delete();\n pickingFbo.delete();\n }\n }\n}\n\n/**\n * Remove layers that do not overlap with the current terrain cover.\n * This implementation only has effect when a TileLayer is overlaid on top of a TileLayer\n */\nfunction getIntersectingLayers(sourceTile: Tile2DHeader, layers: Layer[]): Layer[] {\n return layers.filter(layer => {\n const tile = getTile(layer);\n if (tile) {\n return intersect(sourceTile.bbox, tile.bbox);\n }\n return true;\n });\n}\n\n/** If layer is the descendent of a TileLayer, return the corresponding tile. */\nfunction getTile(layer: Layer): Tile2DHeader | null {\n while (layer) {\n // @ts-expect-error tile may not exist\n const {tile} = layer.props;\n if (tile) {\n return tile;\n }\n layer = layer.parent as Layer;\n }\n return null;\n}\n\nfunction intersect(\n b1: GeoBoundingBox | NonGeoBoundingBox,\n b2: GeoBoundingBox | NonGeoBoundingBox\n): boolean {\n if ('west' in b1 && 'west' in b2) {\n return b1.west < b2.east && b2.west < b1.east && b1.south < b2.north && b2.south < b1.north;\n }\n if ('left' in b1 && 'left' in b2) {\n return b1.left < b2.right && b2.left < b1.right && b1.top < b2.bottom && b2.top < b1.bottom;\n }\n return false;\n}\n"],"file":"terrain-cover.js"}
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@@ -71,9 +71,8 @@ export class TerrainEffect {
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const {
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isPicking = false
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const isPicking = pass.startsWith('picking');
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this.isPicking = isPicking;
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const viewport = viewports[0];
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const offsetLayers = layers.filter(l => l.state.
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const drapeLayers = layers.filter(l => l.state.
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const drapeLayers = layers.filter(l => l.state.terrainDrawMode === 'drape');
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terrainCover: this.isDrapingEnabled ? this.terrainCovers.get(layer.id) : null,
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{Texture2D, ProgramManager} from '@luma.gl/core';\nimport {log} from '@deck.gl/core';\n\nimport {terrainModule, TerrainModuleSettings} from './shader-module';\nimport {TerrainCover} from './terrain-cover';\nimport {TerrainPass} from './terrain-pass';\nimport {TerrainPickingPass, TerrainPickingPassRenderOptions} from './terrain-picking-pass';\nimport {HeightMapBuilder} from './height-map-builder';\n\nimport type {Effect, PreRenderOptions, Layer, Viewport} from '@deck.gl/core';\n\n/** Class to manage terrain effect */\nexport class TerrainEffect implements Effect {\n id = 'terrain-effect';\n props = null;\n useInPicking = true;\n\n /** true if picking in the current pass */\n private isPicking: boolean = false;\n /** true if should use in the current pass */\n private isDrapingEnabled: boolean = false;\n /** An empty texture as placeholder */\n private dummyHeightMap: Texture2D;\n /** A texture encoding the ground elevation, updated once per redraw. 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this.terrainPickingPass : this.terrainPass).getRenderableLayers(\n viewport,\n opts as TerrainPickingPassRenderOptions\n );\n\n const terrainLayers = layers.filter(l => l.props.operation.includes('terrain'));\n if (terrainLayers.length === 0) {\n return;\n }\n\n if (!isPicking) {\n const offsetLayers = layers.filter(l => l.state.terrainFittingMode === 'offset');\n if (offsetLayers.length > 0) {\n this._updateHeightMap(terrainLayers, viewport, opts);\n }\n }\n\n const drapeLayers = layers.filter(l => l.state.terrainFittingMode === 'drape');\n this._updateTerrainCovers(terrainLayers, drapeLayers, viewport, opts);\n }\n\n getModuleParameters(layer: Layer): TerrainModuleSettings {\n const {terrainFittingMode} = layer.state;\n\n return {\n heightMap: this.heightMap?.getRenderFramebuffer(),\n heightMapBounds: this.heightMap?.bounds,\n dummyHeightMap: this.dummyHeightMap,\n terrainCover: this.isDrapingEnabled ? this.terrainCovers.get(layer.id) : null,\n useTerrainHeightMap: terrainFittingMode === 'offset',\n terrainSkipRender: terrainFittingMode === 'drape' || !layer.props.operation.includes('draw')\n };\n }\n\n cleanup(): void {\n if (this.dummyHeightMap) {\n this.dummyHeightMap.delete();\n this.dummyHeightMap = undefined;\n }\n\n if (this.heightMap) {\n this.heightMap.delete();\n this.heightMap = undefined;\n }\n\n for (const terrainCover of this.terrainCovers.values()) {\n terrainCover.delete();\n }\n this.terrainCovers.clear();\n }\n\n private _updateHeightMap(terrainLayers: Layer[], viewport: Viewport, opts: PreRenderOptions) {\n if (!this.heightMap) {\n // Not supported\n return;\n }\n\n const shouldUpdate = this.heightMap.shouldUpdate({layers: terrainLayers, viewport});\n if (!shouldUpdate) {\n return;\n }\n\n this.terrainPass.renderHeightMap(this.heightMap, {\n ...opts,\n layers: terrainLayers,\n moduleParameters: {\n heightMapBounds: this.heightMap.bounds,\n dummyHeightMap: this.dummyHeightMap,\n devicePixelRatio: 1,\n drawToTerrainHeightMap: true\n }\n });\n }\n\n private _updateTerrainCovers(\n terrainLayers: Layer[],\n drapeLayers: Layer[],\n viewport: Viewport,\n opts: PreRenderOptions\n ) {\n // Mark a terrain cover as dirty if one of the drape layers needs redraw\n const layerNeedsRedraw: Record<string, boolean> = {};\n for (const layer of drapeLayers) {\n if (layer.state.terrainCoverNeedsRedraw) {\n layerNeedsRedraw[layer.id] = true;\n layer.state.terrainCoverNeedsRedraw = false;\n }\n }\n for (const terrainCover of this.terrainCovers.values()) {\n terrainCover.isDirty = terrainCover.isDirty || terrainCover.shouldUpdate({layerNeedsRedraw});\n }\n\n for (const layer of terrainLayers) {\n this._updateTerrainCover(layer, drapeLayers, viewport, opts);\n }\n\n if (!this.isPicking) {\n this._pruneTerrainCovers();\n }\n }\n\n private _updateTerrainCover(\n terrainLayer: Layer,\n drapeLayers: Layer[],\n viewport: Viewport,\n opts: PreRenderOptions\n ) {\n const renderPass = this.isPicking ? this.terrainPickingPass : this.terrainPass;\n let terrainCover = this.terrainCovers.get(terrainLayer.id);\n if (!terrainCover) {\n terrainCover = new TerrainCover(terrainLayer);\n this.terrainCovers.set(terrainLayer.id, terrainCover);\n }\n try {\n const isDirty = terrainCover.shouldUpdate({\n targetLayer: terrainLayer,\n viewport,\n layers: drapeLayers\n });\n if (this.isPicking || terrainCover.isDirty || isDirty) {\n renderPass.renderTerrainCover(terrainCover, {\n ...opts,\n layers: drapeLayers,\n moduleParameters: {\n dummyHeightMap: this.dummyHeightMap,\n terrainSkipRender: false,\n devicePixelRatio: 1\n }\n });\n terrainCover.isDirty = false;\n }\n } catch (err) {\n terrainLayer.raiseError(err as Error, `Error rendering terrain cover ${terrainCover.id}`);\n }\n }\n\n private _pruneTerrainCovers() {\n /** Prune the cache, remove textures for layers that have been removed */\n const idsToRemove: string[] = [];\n for (const [id, terrainCover] of this.terrainCovers) {\n if (!terrainCover.isActive) {\n idsToRemove.push(id);\n }\n }\n for (const id of idsToRemove) {\n this.terrainCovers.delete(id);\n }\n }\n}\n"],"file":"terrain-effect.js"}
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{"version":3,"sources":["../../../src/terrain/terrain-effect.ts"],"names":["Texture2D","ProgramManager","log","terrainModule","TerrainCover","TerrainPass","TerrainPickingPass","HeightMapBuilder","TerrainEffect","Map","initialize","gl","dummyHeightMap","width","height","data","Uint8Array","terrainPass","id","terrainPickingPass","isSupported","heightMap","warn","getDefaultProgramManager","addDefaultModule","preRender","opts","layer","layers","props","operation","includes","setChangeFlags","extensionsChanged","pickZ","isDrapingEnabled","viewports","isPicking","viewport","getRenderableLayers","terrainLayers","filter","l","length","offsetLayers","state","terrainDrawMode","_updateHeightMap","drapeLayers","_updateTerrainCovers","getModuleParameters","getRenderFramebuffer","heightMapBounds","bounds","terrainCover","terrainCovers","get","useTerrainHeightMap","terrainSkipRender","cleanup","delete","undefined","values","clear","shouldUpdate","renderHeightMap","moduleParameters","devicePixelRatio","drawToTerrainHeightMap","layerNeedsRedraw","terrainCoverNeedsRedraw","isDirty","_updateTerrainCover","_pruneTerrainCovers","terrainLayer","renderPass","set","targetLayer","renderTerrainCover","err","raiseError","idsToRemove","isActive","push"],"mappings":";AAAA,SAAQA,SAAR,EAAmBC,cAAnB,QAAwC,eAAxC;AACA,SAAQC,GAAR,QAAkB,eAAlB;AAEA,SAAQC,aAAR,QAAmD,iBAAnD;AACA,SAAQC,YAAR,QAA2B,iBAA3B;AACA,SAAQC,WAAR,QAA0B,gBAA1B;AACA,SAAQC,kBAAR,QAAkE,wBAAlE;AACA,SAAQC,gBAAR,QAA+B,sBAA/B;AAKA,OAAO,MAAMC,aAAN,CAAsC;AAAA;AAAA,gCACtC,gBADsC;;AAAA,mCAEnC,IAFmC;;AAAA,0CAG5B,IAH4B;;AAAA,uCAMd,KANc;;AAAA,8CAQP,KARO;;AAAA;;AAAA;;AAAA;;AAAA;;AAAA,2CAgBQ,IAAIC,GAAJ,EAhBR;AAAA;;AAkB3CC,EAAAA,UAAU,CAACC,EAAD,EAA4B;AACpC,SAAKC,cAAL,GAAsB,IAAIZ,SAAJ,CAAcW,EAAd,EAAkB;AACtCE,MAAAA,KAAK,EAAE,CAD+B;AAEtCC,MAAAA,MAAM,EAAE,CAF8B;AAGtCC,MAAAA,IAAI,EAAE,IAAIC,UAAJ,CAAe,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAAf;AAHgC,KAAlB,CAAtB;AAKA,SAAKC,WAAL,GAAmB,IAAIZ,WAAJ,CAAgBM,EAAhB,EAAoB;AAACO,MAAAA,EAAE,EAAE;AAAL,KAApB,CAAnB;AACA,SAAKC,kBAAL,GAA0B,IAAIb,kBAAJ,CAAuBK,EAAvB,EAA2B;AAACO,MAAAA,EAAE,EAAE;AAAL,KAA3B,CAA1B;;AAEA,QAAIX,gBAAgB,CAACa,WAAjB,CAA6BT,EAA7B,CAAJ,EAAsC;AACpC,WAAKU,SAAL,GAAiB,IAAId,gBAAJ,CAAqBI,EAArB,CAAjB;AACD,KAFD,MAEO;AACLT,MAAAA,GAAG,CAACoB,IAAJ,CAAS,sDAAT;AACD;;AAEDrB,IAAAA,cAAc,CAACsB,wBAAf,CAAwCZ,EAAxC,EAA4Ca,gBAA5C,CAA6DrB,aAA7D;AACD;;AAEDsB,EAAAA,SAAS,CAACd,EAAD,EAA4Be,IAA5B,EAA0D;AACjE,QAAI,CAAC,KAAKd,cAAV,EAA0B;AAExB,WAAKF,UAAL,CAAgBC,EAAhB;;AACA,WAAK,MAAMgB,KAAX,IAAoBD,IAAI,CAACE,MAAzB,EAAiC;AAE/B,YAAID,KAAK,CAACE,KAAN,CAAYC,SAAZ,CAAsBC,QAAtB,CAA+B,SAA/B,CAAJ,EAA+C;AAC7CJ,UAAAA,KAAK,CAACK,cAAN,CAAqB;AAACC,YAAAA,iBAAiB,EAAE;AAApB,WAArB;AACD;AACF;AACF;;AAGD,QAAIP,IAAI,CAACQ,KAAT,EAAgB;AAEd,WAAKC,gBAAL,GAAwB,KAAxB;AACA;AACD;;AAED,UAAM;AAACC,MAAAA,SAAD;AAAYC,MAAAA,SAAS,GAAG;AAAxB,QAAiCX,IAAvC;AACA,SAAKW,SAAL,GAAiBA,SAAjB;AACA,SAAKF,gBAAL,GAAwB,IAAxB;AAGA,UAAMG,QAAQ,GAAGF,SAAS,CAAC,CAAD,CAA1B;AACA,UAAMR,MAAM,GAAG,CAACS,SAAS,GAAG,KAAKlB,kBAAR,GAA6B,KAAKF,WAA5C,EAAyDsB,mBAAzD,CACbD,QADa,EAEbZ,IAFa,CAAf;AAKA,UAAMc,aAAa,GAAGZ,MAAM,CAACa,MAAP,CAAcC,CAAC,IAAIA,CAAC,CAACb,KAAF,CAAQC,SAAR,CAAkBC,QAAlB,CAA2B,SAA3B,CAAnB,CAAtB;;AACA,QAAIS,aAAa,CAACG,MAAd,KAAyB,CAA7B,EAAgC;AAC9B;AACD;;AAED,QAAI,CAACN,SAAL,EAAgB;AACd,YAAMO,YAAY,GAAGhB,MAAM,CAACa,MAAP,CAAcC,CAAC,IAAIA,CAAC,CAACG,KAAF,CAAQC,eAAR,KAA4B,QAA/C,CAArB;;AACA,UAAIF,YAAY,CAACD,MAAb,GAAsB,CAA1B,EAA6B;AAC3B,aAAKI,gBAAL,CAAsBP,aAAtB,EAAqCF,QAArC,EAA+CZ,IAA/C;AACD;AACF;;AAED,UAAMsB,WAAW,GAAGpB,MAAM,CAACa,MAAP,CAAcC,CAAC,IAAIA,CAAC,CAACG,KAAF,CAAQC,eAAR,KAA4B,OAA/C,CAApB;;AACA,SAAKG,oBAAL,CAA0BT,aAA1B,EAAyCQ,WAAzC,EAAsDV,QAAtD,EAAgEZ,IAAhE;AACD;;AAEDwB,EAAAA,mBAAmB,CAACvB,KAAD,EAAsC;AAAA;;AACvD,UAAM;AAACmB,MAAAA;AAAD,QAAoBnB,KAAK,CAACkB,KAAhC;AAEA,WAAO;AACLxB,MAAAA,SAAS,qBAAE,KAAKA,SAAP,oDAAE,gBAAgB8B,oBAAhB,EADN;AAELC,MAAAA,eAAe,sBAAE,KAAK/B,SAAP,qDAAE,iBAAgBgC,MAF5B;AAGLzC,MAAAA,cAAc,EAAE,KAAKA,cAHhB;AAIL0C,MAAAA,YAAY,EAAE,KAAKnB,gBAAL,GAAwB,KAAKoB,aAAL,CAAmBC,GAAnB,CAAuB7B,KAAK,CAACT,EAA7B,CAAxB,GAA2D,IAJpE;AAKLuC,MAAAA,mBAAmB,EAAEX,eAAe,KAAK,QALpC;AAMLY,MAAAA,iBAAiB,EAAEZ,eAAe,KAAK,OAApB,IAA+B,CAACnB,KAAK,CAACE,KAAN,CAAYC,SAAZ,CAAsBC,QAAtB,CAA+B,MAA/B;AAN9C,KAAP;AAQD;;AAED4B,EAAAA,OAAO,GAAS;AACd,QAAI,KAAK/C,cAAT,EAAyB;AACvB,WAAKA,cAAL,CAAoBgD,MAApB;AACA,WAAKhD,cAAL,GAAsBiD,SAAtB;AACD;;AAED,QAAI,KAAKxC,SAAT,EAAoB;AAClB,WAAKA,SAAL,CAAeuC,MAAf;AACA,WAAKvC,SAAL,GAAiBwC,SAAjB;AACD;;AAED,SAAK,MAAMP,YAAX,IAA2B,KAAKC,aAAL,CAAmBO,MAAnB,EAA3B,EAAwD;AACtDR,MAAAA,YAAY,CAACM,MAAb;AACD;;AACD,SAAKL,aAAL,CAAmBQ,KAAnB;AACD;;AAEOhB,EAAAA,gBAAgB,CAACP,aAAD,EAAyBF,QAAzB,EAA6CZ,IAA7C,EAAqE;AAC3F,QAAI,CAAC,KAAKL,SAAV,EAAqB;AAEnB;AACD;;AAED,UAAM2C,YAAY,GAAG,KAAK3C,SAAL,CAAe2C,YAAf,CAA4B;AAACpC,MAAAA,MAAM,EAAEY,aAAT;AAAwBF,MAAAA;AAAxB,KAA5B,CAArB;;AACA,QAAI,CAAC0B,YAAL,EAAmB;AACjB;AACD;;AAED,SAAK/C,WAAL,CAAiBgD,eAAjB,CAAiC,KAAK5C,SAAtC,EAAiD,EAC/C,GAAGK,IAD4C;AAE/CE,MAAAA,MAAM,EAAEY,aAFuC;AAG/C0B,MAAAA,gBAAgB,EAAE;AAChBd,QAAAA,eAAe,EAAE,KAAK/B,SAAL,CAAegC,MADhB;AAEhBzC,QAAAA,cAAc,EAAE,KAAKA,cAFL;AAGhBuD,QAAAA,gBAAgB,EAAE,CAHF;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{Texture2D, ProgramManager} from '@luma.gl/core';\nimport {log} from '@deck.gl/core';\n\nimport {terrainModule, TerrainModuleSettings} from './shader-module';\nimport {TerrainCover} from './terrain-cover';\nimport {TerrainPass} from './terrain-pass';\nimport {TerrainPickingPass, TerrainPickingPassRenderOptions} from './terrain-picking-pass';\nimport {HeightMapBuilder} from './height-map-builder';\n\nimport type {Effect, PreRenderOptions, Layer, Viewport} from '@deck.gl/core';\n\n/** Class to manage terrain effect */\nexport class TerrainEffect implements Effect {\n id = 'terrain-effect';\n props = null;\n useInPicking = true;\n\n /** true if picking in the current pass */\n private isPicking: boolean = false;\n /** true if should use in the current pass */\n private isDrapingEnabled: boolean = false;\n /** An empty texture as placeholder */\n private dummyHeightMap: Texture2D;\n /** A texture encoding the ground elevation, updated once per redraw. Used by layers with offset mode */\n private heightMap?: HeightMapBuilder;\n private terrainPass!: TerrainPass;\n private terrainPickingPass!: TerrainPickingPass;\n /** One texture for each primitive terrain layer, into which the draped layers render */\n private terrainCovers: Map<string, TerrainCover> = new Map();\n\n initialize(gl: WebGLRenderingContext) {\n this.dummyHeightMap = new Texture2D(gl, {\n width: 1,\n height: 1,\n data: new Uint8Array([0, 0, 0, 0])\n });\n this.terrainPass = new TerrainPass(gl, {id: 'terrain'});\n this.terrainPickingPass = new TerrainPickingPass(gl, {id: 'terrain-picking'});\n\n if (HeightMapBuilder.isSupported(gl)) {\n this.heightMap = new HeightMapBuilder(gl);\n } else {\n log.warn('Terrain offset mode is not supported by this browser')();\n }\n\n ProgramManager.getDefaultProgramManager(gl).addDefaultModule(terrainModule);\n }\n\n preRender(gl: WebGLRenderingContext, opts: PreRenderOptions): void {\n if (!this.dummyHeightMap) {\n // First time this effect is in use, initialize resources and register the shader module\n this.initialize(gl);\n for (const layer of opts.layers) {\n // Force the terrain layer (and its descendents) to rebuild their models with the new shader\n if (layer.props.operation.includes('terrain')) {\n layer.setChangeFlags({extensionsChanged: true});\n }\n }\n }\n\n // @ts-expect-error pickZ only defined in picking pass\n if (opts.pickZ) {\n // Do not update if picking attributes\n this.isDrapingEnabled = false;\n return;\n }\n\n const {viewports, isPicking = false} = opts;\n this.isPicking = isPicking;\n this.isDrapingEnabled = true;\n\n // TODO - support multiple views?\n const viewport = viewports[0];\n const layers = (isPicking ? this.terrainPickingPass : this.terrainPass).getRenderableLayers(\n viewport,\n opts as TerrainPickingPassRenderOptions\n );\n\n const terrainLayers = layers.filter(l => l.props.operation.includes('terrain'));\n if (terrainLayers.length === 0) {\n return;\n }\n\n if (!isPicking) {\n const offsetLayers = layers.filter(l => l.state.terrainDrawMode === 'offset');\n if (offsetLayers.length > 0) {\n this._updateHeightMap(terrainLayers, viewport, opts);\n }\n }\n\n const drapeLayers = layers.filter(l => l.state.terrainDrawMode === 'drape');\n this._updateTerrainCovers(terrainLayers, drapeLayers, viewport, opts);\n }\n\n getModuleParameters(layer: Layer): TerrainModuleSettings {\n const {terrainDrawMode} = layer.state;\n\n return {\n heightMap: this.heightMap?.getRenderFramebuffer(),\n heightMapBounds: this.heightMap?.bounds,\n dummyHeightMap: this.dummyHeightMap,\n terrainCover: this.isDrapingEnabled ? this.terrainCovers.get(layer.id) : null,\n useTerrainHeightMap: terrainDrawMode === 'offset',\n terrainSkipRender: terrainDrawMode === 'drape' || !layer.props.operation.includes('draw')\n };\n }\n\n cleanup(): void {\n if (this.dummyHeightMap) {\n this.dummyHeightMap.delete();\n this.dummyHeightMap = undefined;\n }\n\n if (this.heightMap) {\n this.heightMap.delete();\n this.heightMap = undefined;\n }\n\n for (const terrainCover of this.terrainCovers.values()) {\n terrainCover.delete();\n }\n this.terrainCovers.clear();\n }\n\n private _updateHeightMap(terrainLayers: Layer[], viewport: Viewport, opts: PreRenderOptions) {\n if (!this.heightMap) {\n // Not supported\n return;\n }\n\n const shouldUpdate = this.heightMap.shouldUpdate({layers: terrainLayers, viewport});\n if (!shouldUpdate) {\n return;\n }\n\n this.terrainPass.renderHeightMap(this.heightMap, {\n ...opts,\n layers: terrainLayers,\n moduleParameters: {\n heightMapBounds: this.heightMap.bounds,\n dummyHeightMap: this.dummyHeightMap,\n devicePixelRatio: 1,\n drawToTerrainHeightMap: true\n }\n });\n }\n\n private _updateTerrainCovers(\n terrainLayers: Layer[],\n drapeLayers: Layer[],\n viewport: Viewport,\n opts: PreRenderOptions\n ) {\n // Mark a terrain cover as dirty if one of the drape layers needs redraw\n const layerNeedsRedraw: Record<string, boolean> = {};\n for (const layer of drapeLayers) {\n if (layer.state.terrainCoverNeedsRedraw) {\n layerNeedsRedraw[layer.id] = true;\n layer.state.terrainCoverNeedsRedraw = false;\n }\n }\n for (const terrainCover of this.terrainCovers.values()) {\n terrainCover.isDirty = terrainCover.isDirty || terrainCover.shouldUpdate({layerNeedsRedraw});\n }\n\n for (const layer of terrainLayers) {\n this._updateTerrainCover(layer, drapeLayers, viewport, opts);\n }\n\n if (!this.isPicking) {\n this._pruneTerrainCovers();\n }\n }\n\n private _updateTerrainCover(\n terrainLayer: Layer,\n drapeLayers: Layer[],\n viewport: Viewport,\n opts: PreRenderOptions\n ) {\n const renderPass = this.isPicking ? this.terrainPickingPass : this.terrainPass;\n let terrainCover = this.terrainCovers.get(terrainLayer.id);\n if (!terrainCover) {\n terrainCover = new TerrainCover(terrainLayer);\n this.terrainCovers.set(terrainLayer.id, terrainCover);\n }\n try {\n const isDirty = terrainCover.shouldUpdate({\n targetLayer: terrainLayer,\n viewport,\n layers: drapeLayers\n });\n if (this.isPicking || terrainCover.isDirty || isDirty) {\n renderPass.renderTerrainCover(terrainCover, {\n ...opts,\n layers: drapeLayers,\n moduleParameters: {\n dummyHeightMap: this.dummyHeightMap,\n terrainSkipRender: false,\n devicePixelRatio: 1\n }\n });\n terrainCover.isDirty = false;\n }\n } catch (err) {\n terrainLayer.raiseError(err as Error, `Error rendering terrain cover ${terrainCover.id}`);\n }\n }\n\n private _pruneTerrainCovers() {\n /** Prune the cache, remove textures for layers that have been removed */\n const idsToRemove: string[] = [];\n for (const [id, terrainCover] of this.terrainCovers) {\n if (!terrainCover.isActive) {\n idsToRemove.push(id);\n }\n }\n for (const id of idsToRemove) {\n this.terrainCovers.delete(id);\n }\n }\n}\n"],"file":"terrain-effect.js"}
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@@ -3,7 +3,7 @@ import { LayerExtension } from '@deck.gl/core';
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import { TerrainEffect } from './terrain-effect';
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import { terrainModule } from './shader-module';
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const defaultProps = {
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terrainDrawMode: undefined
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};
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export default class TerrainExtension extends LayerExtension {
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getShaders() {
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}
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{"version":3,"sources":["../../../src/terrain/terrain.ts"],"names":["LayerExtension","TerrainEffect","terrainModule","defaultProps","
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+
{"version":3,"sources":["../../../src/terrain/terrain.ts"],"names":["LayerExtension","TerrainEffect","terrainModule","defaultProps","terrainDrawMode","undefined","TerrainExtension","getShaders","modules","initializeState","context","deck","_addDefaultEffect","updateState","params","props","oldProps","state","extruded","is3d","attributes","getAttributeManager","hasAnchor","setState","onNeedsRedraw","terrainCoverNeedsRedraw"],"mappings":";AAAA,SAAQA,cAAR,QAA+C,eAA/C;AACA,SAAQC,aAAR,QAA4B,kBAA5B;AACA,SAAQC,aAAR,QAA4B,iBAA5B;AAIA,MAAMC,YAAY,GAAG;AACnBC,EAAAA,eAAe,EAAEC;AADE,CAArB;AAoBA,eAAe,MAAMC,gBAAN,SAA+BN,cAA/B,CAA8C;AAI3DO,EAAAA,UAAU,GAA0C;AAClD,WAAO;AACLC,MAAAA,OAAO,EAAE,CAACN,aAAD;AADJ,KAAP;AAGD;;AAEDO,EAAAA,eAAe,GAAqC;AAAA;;AAClD,+BAAKC,OAAL,CAAaC,IAAb,0EAAmBC,iBAAnB,CAAqC,IAAIX,aAAJ,EAArC;AACD;;AAEDY,EAAAA,WAAW,CAETC,MAFS,EAGT;AACA,UAAM;AAACC,MAAAA,KAAD;AAAQC,MAAAA;AAAR,QAAoBF,MAA1B;;AAEA,QACE,KAAKG,KAAL,CAAWb,eAAX,IACAW,KAAK,CAACX,eAAN,KAA0BY,QAAQ,CAACZ,eADnC,IAGAW,KAAK,CAACG,QAAN,KAAmBF,QAAQ,CAACE,QAJ9B,EAKE;AACA;AACD;;AAED,QAAI;AAACd,MAAAA;AAAD,QAAoBW,KAAxB;;AACA,QAAI,CAACX,eAAL,EAAsB;AAAA;;AAGpB,YAAMe,IAAI,GAAG,KAAKJ,KAAL,CAAWG,QAAxB;AACA,YAAME,UAAU,4BAAG,KAAKC,mBAAL,EAAH,0DAAG,sBAA4BD,UAA/C;AACA,YAAME,SAAS,GAAGF,UAAU,IAAI,uBAAuBA,UAAvD;AACAhB,MAAAA,eAAe,GAAGe,IAAI,IAAIG,SAAR,GAAoB,QAApB,GAA+B,OAAjD;AACD;;AACD,SAAKC,QAAL,CAAc;AAACnB,MAAAA;AAAD,KAAd;AACD;;AAEDoB,EAAAA,aAAa,GAAwB;AACnC,UAAMP,KAAK,GAAG,KAAKA,KAAnB;;AACA,QAAIA,KAAK,CAACb,eAAN,KAA0B,OAA9B,EAAuC;AACrCa,MAAAA,KAAK,CAACQ,uBAAN,GAAgC,IAAhC;AACD;AACF;;AA9C0D;;gBAAxCnB,gB,kBACGH,Y;;gBADHG,gB,mBAEI,kB","sourcesContent":["import {LayerExtension, UpdateParameters} from '@deck.gl/core';\nimport {TerrainEffect} from './terrain-effect';\nimport {terrainModule} from './shader-module';\n\nimport type {Layer} from '@deck.gl/core';\n\nconst defaultProps = {\n terrainDrawMode: undefined\n};\n\nexport type TerrainExtensionProps = {\n /**\n * 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).\n * If not specified, it is automatically deduced from the layer.\n */\n terrainDrawMode?: 'offset' | 'drape';\n};\n\ntype TerrainExtensionState = {\n /** Resolved fitting mode */\n terrainDrawMode: 'offset' | 'drape';\n /** Set when a layer is flagged as needs redraw */\n terrainCoverNeedsRedraw: boolean;\n};\n\n/** Allows layers to show/hide objects by a geofence. */\nexport default class TerrainExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'TerrainExtension';\n\n getShaders(this: Layer<TerrainExtensionProps>): any {\n return {\n modules: [terrainModule]\n };\n }\n\n initializeState(this: Layer<TerrainExtensionProps>) {\n this.context.deck?._addDefaultEffect(new TerrainEffect());\n }\n\n updateState(\n this: Layer<TerrainExtensionProps>,\n params: UpdateParameters<Layer<TerrainExtensionProps>>\n ) {\n const {props, oldProps} = params;\n\n if (\n this.state.terrainDrawMode &&\n props.terrainDrawMode === oldProps.terrainDrawMode &&\n // @ts-ignore `extruded` may not exist in props\n props.extruded === oldProps.extruded\n ) {\n return;\n }\n\n let {terrainDrawMode} = props;\n if (!terrainDrawMode) {\n // props.extruded is used as an indication that the layer is 2.5D\n // @ts-ignore `extruded` may not exist in props\n const is3d = this.props.extruded as boolean;\n const attributes = this.getAttributeManager()?.attributes;\n const hasAnchor = attributes && 'instancePositions' in attributes;\n terrainDrawMode = is3d || hasAnchor ? 'offset' : 'drape';\n }\n this.setState({terrainDrawMode});\n }\n\n onNeedsRedraw(this: Layer<{}>): void {\n const state = this.state as TerrainExtensionState;\n if (state.terrainDrawMode === 'drape') {\n state.terrainCoverNeedsRedraw = true;\n }\n }\n}\n"],"file":"terrain.js"}
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