@deck.gl/extensions 8.9.0-beta.2 → 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 +279 -458
- package/dist/es5/{collide/collide-effect.js → collision-filter/collision-filter-effect.js} +78 -71
- 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/index.js +4 -4
- package/dist/es5/index.js.map +1 -1
- package/dist/es5/mask/mask-effect.js +14 -7
- 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 +5 -5
- 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/{collide/collide-effect.js → collision-filter/collision-filter-effect.js} +69 -64
- 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/index.js +2 -2
- package/dist/esm/index.js.map +1 -1
- package/dist/esm/mask/mask-effect.js +13 -7
- 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 +5 -5
- 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/{collide/collide-effect.ts → collision-filter/collision-filter-effect.ts} +80 -77
- 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/index.ts +3 -3
- package/src/mask/mask-effect.ts +21 -12
- 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 +5 -5
- package/src/terrain/terrain.ts +10 -10
- package/src/{common → utils}/projection-utils.ts +4 -2
- 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/index.d.ts +3 -3
- package/typed/index.d.ts.map +1 -1
- package/typed/mask/mask-effect.d.ts +2 -2
- 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/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.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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@@ -19,7 +19,7 @@ var _core2 = require("@math.gl/core");
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var _core3 = require("@deck.gl/core");
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var
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var _collisionFilterPass = _interopRequireDefault(require("./collision-filter-pass"));
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var _maskEffect = _interopRequireDefault(require("../mask/mask-effect"));
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@@ -31,21 +31,21 @@ function _arrayLikeToArray(arr, len) { if (len == null || len > arr.length) len
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var DOWNSCALE = 2;
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var
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function
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(0, _classCallCheck2.default)(this,
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(0, _defineProperty2.default)(this, "id", '
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var CollisionFilterEffect = function () {
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function CollisionFilterEffect() {
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(0, _classCallCheck2.default)(this, CollisionFilterEffect);
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(0, _defineProperty2.default)(this, "id", 'collision-filter-effect');
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(0, _defineProperty2.default)(this, "props", null);
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(0, _defineProperty2.default)(this, "useInPicking", true);
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(0, _defineProperty2.default)(this, "order", 1);
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(0, _defineProperty2.default)(this, "channels", {});
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(0, _defineProperty2.default)(this, "
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(0, _defineProperty2.default)(this, "
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(0, _defineProperty2.default)(this, "
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(0, _defineProperty2.default)(this, "collisionFilterPass", void 0);
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(0, _defineProperty2.default)(this, "collisionFBOs", {});
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(0, _defineProperty2.default)(this, "dummyCollisionMap", void 0);
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(0, _defineProperty2.default)(this, "lastViewport", void 0);
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}
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(0, _createClass2.default)(
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(0, _createClass2.default)(CollisionFilterEffect, [{
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key: "preRender",
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value: function preRender(gl, _ref) {
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var _preRenderStats$mask;
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@@ -60,8 +60,8 @@ var CollideEffect = function () {
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_ref$preRenderStats = _ref.preRenderStats,
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preRenderStats = _ref$preRenderStats === void 0 ? {} : _ref$preRenderStats;
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if (!this.
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this.
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if (!this.dummyCollisionMap) {
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this.dummyCollisionMap = new _core.Texture2D(gl, {
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width: 1,
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height: 1
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});
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return;
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}
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var
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var collisionLayers = layers.filter(function (_ref2) {
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var _ref2$props = _ref2.props,
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visible = _ref2$props.visible,
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return visible &&
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collisionEnabled = _ref2$props.collisionEnabled;
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return visible && collisionEnabled;
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});
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if (
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if (collisionLayers.length === 0) {
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this.channels = {};
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return;
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}
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if (!this.
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this.
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id: 'default-
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if (!this.collisionFilterPass) {
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this.collisionFilterPass = new _collisionFilterPass.default(gl, {
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id: 'default-collision-filter'
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});
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}
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@@ -94,15 +94,15 @@ var CollideEffect = function () {
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});
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var maskEffectRendered = (_preRenderStats$mask = preRenderStats['mask-effect']) === null || _preRenderStats$mask === void 0 ? void 0 : _preRenderStats$mask.didRender;
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var channels = this.
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var channels = this._groupByCollisionGroup(gl, collisionLayers);
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var viewport = viewports[0];
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var viewportChanged = !this.lastViewport || !this.lastViewport.equals(viewport) || maskEffectRendered;
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for (var
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var
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var renderInfo = channels[
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for (var collisionGroup in channels) {
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var collisionFBO = this.collisionFBOs[collisionGroup];
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var renderInfo = channels[collisionGroup];
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collisionFBO.resize({
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width: gl.canvas.width / DOWNSCALE,
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height: gl.canvas.height / DOWNSCALE
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});
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views = _ref3.views,
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viewport = _ref3.viewport,
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viewportChanged = _ref3.viewportChanged;
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var
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var oldRenderInfo = this.channels[
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var collisionGroup = renderInfo.collisionGroup;
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var oldRenderInfo = this.channels[collisionGroup];
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if (!oldRenderInfo) {
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return;
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var needsRender = viewportChanged || renderInfo === oldRenderInfo || !(0, _core3._deepEqual)(oldRenderInfo.layers, renderInfo.layers, 0) || renderInfo.layerBounds.some(function (b, i) {
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return !(0, _core2.equals)(b, oldRenderInfo.layerBounds[i]);
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}) || renderInfo.allLayersLoaded !== oldRenderInfo.allLayersLoaded || renderInfo.layers.some(function (layer) {
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return layer.props.transitions;
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});
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this.channels[
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this.channels[collisionGroup] = renderInfo;
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if (needsRender) {
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this.lastViewport = viewport;
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this.
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pass: '
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var collisionFBO = this.collisionFBOs[collisionGroup];
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this.collisionFilterPass.renderCollisionMap(collisionFBO, {
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pass: 'collision-filter',
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isPicking: true,
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layers: renderInfo.layers,
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effects: effects,
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onViewportActive: onViewportActive,
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views: views,
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moduleParameters: {
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devicePixelRatio: (0, _core.cssToDeviceRatio)(
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dummyCollisionMap: this.dummyCollisionMap,
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devicePixelRatio: (0, _core.cssToDeviceRatio)(collisionFBO.gl) / DOWNSCALE
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}
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});
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}
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}
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}, {
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key: "_groupByCollisionGroup",
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value: function _groupByCollisionGroup(gl, collisionLayers) {
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var _iterator = _createForOfIteratorHelper(collisionLayers),
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_step;
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try {
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for (_iterator.s(); !(_step = _iterator.n()).done;) {
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var _collisionGroup2 = layer.props.collisionGroup;
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collisionGroup: _collisionGroup2,
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layerBounds: [],
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allLayersLoaded: true
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}
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} catch (err) {
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value: function getModuleParameters(layer) {
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return {
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//# sourceMappingURL=collision-filter-effect.js.map
|
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|
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|
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{};\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"}
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{"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"}
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{"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"}
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var _core = require("@deck.gl/core");
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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";
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var inject = {
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'vs:#decl': "\n float collision_fade = 1.0;\n",
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'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 ",
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'vs:DECKGL_FILTER_COLOR': "\n color.a *= collision_fade;\n "
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};
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var getCollisionUniforms = function getCollisionUniforms(opts, uniforms) {
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if (!opts || !('dummyCollisionMap' in opts)) {
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return {};
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}
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var collisionFBO = opts.collisionFBO,
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drawToCollisionMap = opts.drawToCollisionMap,
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dummyCollisionMap = opts.dummyCollisionMap;
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return {
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collision_sort: Boolean(drawToCollisionMap),
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collision_texture: !drawToCollisionMap && collisionFBO ? collisionFBO : dummyCollisionMap
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};
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var _default = {
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name: 'collision',
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dependencies: [_core.project],
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vs: vs,
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inject: inject,
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getUniforms: getCollisionUniforms
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};
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//# sourceMappingURL=shader-module.js.map
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{"version":3,"sources":["../../../src/collision-filter/shader-module.ts"],"names":["vs","inject","getCollisionUniforms","opts","uniforms","collisionFBO","drawToCollisionMap","dummyCollisionMap","collision_sort","Boolean","collision_texture","name","dependencies","project","getUniforms"],"mappings":";;;;;;;AACA;;AAGA,IAAMA,EAAE,i9CAAR;AAmDA,IAAMC,MAAM,GAAG;AACb,iDADa;AAIb,2rBAJa;AAuBb;AAvBa,CAAf;;AAqCA,IAAMC,oBAAoB,GAAG,SAAvBA,oBAAuB,CAC3BC,IAD2B,EAE3BC,QAF2B,EAGL;AACtB,MAAI,CAACD,IAAD,IAAS,EAAE,uBAAuBA,IAAzB,CAAb,EAA6C;AAC3C,WAAO,EAAP;AACD;;AACD,MAAOE,YAAP,GAA8DF,IAA9D,CAAOE,YAAP;AAAA,MAAqBC,kBAArB,GAA8DH,IAA9D,CAAqBG,kBAArB;AAAA,MAAyCC,iBAAzC,GAA8DJ,IAA9D,CAAyCI,iBAAzC;AACA,SAAO;AACLC,IAAAA,cAAc,EAAEC,OAAO,CAACH,kBAAD,CADlB;AAELI,IAAAA,iBAAiB,EAAE,CAACJ,kBAAD,IAAuBD,YAAvB,GAAsCA,YAAtC,GAAqDE;AAFnE,GAAP;AAID,CAZD;;eAce;AACbI,EAAAA,IAAI,EAAE,WADO;AAEbC,EAAAA,YAAY,EAAE,CAACC,aAAD,CAFD;AAGbb,EAAAA,EAAE,EAAFA,EAHa;AAIbC,EAAAA,MAAM,EAANA,MAJa;AAKba,EAAAA,WAAW,EAAEZ;AALA,C","sourcesContent":["import {Framebuffer, Texture2D} from '@luma.gl/core';\nimport {project} from '@deck.gl/core';\nimport type {_ShaderModule as ShaderModule} from '@deck.gl/core';\n\nconst 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`;\n\nconst inject = {\n 'vs:#decl': `\n float collision_fade = 1.0;\n`,\n '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 `,\n 'vs:DECKGL_FILTER_COLOR': `\n color.a *= collision_fade;\n `\n};\n\ntype CollisionModuleSettings = {\n collisionFBO?: Framebuffer;\n drawToCollisionMap?: boolean;\n dummyCollisionMap?: Texture2D;\n};\n\n/* eslint-disable camelcase */\ntype CollisionUniforms = {collision_sort?: boolean; collision_texture?: Framebuffer | Texture2D};\n\nconst getCollisionUniforms = (\n opts: CollisionModuleSettings | {},\n uniforms: Record<string, any>\n): CollisionUniforms => {\n if (!opts || !('dummyCollisionMap' in opts)) {\n return {};\n }\n const {collisionFBO, drawToCollisionMap, dummyCollisionMap} = opts;\n return {\n collision_sort: Boolean(drawToCollisionMap),\n collision_texture: !drawToCollisionMap && collisionFBO ? collisionFBO : dummyCollisionMap\n };\n};\n\nexport default {\n name: 'collision',\n dependencies: [project],\n vs,\n inject,\n getUniforms: getCollisionUniforms\n} as ShaderModule;\n"],"file":"shader-module.js"}
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package/dist/es5/index.js
CHANGED
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Object.defineProperty(exports, "
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Object.defineProperty(exports, "CollisionFilterExtension", {
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var _collisionFilter = _interopRequireDefault(require("./collision-filter/collision-filter"));
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CHANGED
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{"version":3,"sources":["../../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AAGA","sourcesContent":["export {default as BrushingExtension} from './brushing/brushing';\nexport {default as DataFilterExtension} from './data-filter/data-filter';\nexport {default as Fp64Extension} from './fp64/fp64';\nexport {default as PathStyleExtension} from './path-style/path-style';\nexport {default as FillStyleExtension} from './fill-style/fill-style';\nexport {default as ClipExtension} from './clip/clip';\nexport {default as
|
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{"version":3,"sources":["../../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAAA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AACA;;AAGA","sourcesContent":["export {default as BrushingExtension} from './brushing/brushing';\nexport {default as DataFilterExtension} from './data-filter/data-filter';\nexport {default as Fp64Extension} from './fp64/fp64';\nexport {default as PathStyleExtension} from './path-style/path-style';\nexport {default as FillStyleExtension} from './fill-style/fill-style';\nexport {default as ClipExtension} from './clip/clip';\nexport {default as 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"}
|