@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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@@ -2,12 +2,12 @@ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
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import { Framebuffer, Renderbuffer, Texture2D, cssToDeviceRatio } from '@luma.gl/core';
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import { equals } from '@math.gl/core';
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import { _deepEqual as deepEqual } from '@deck.gl/core';
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import
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import CollisionFilterPass from './collision-filter-pass';
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import MaskEffect from '../mask/mask-effect';
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const DOWNSCALE = 2;
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export default class
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export default class CollisionFilterEffect {
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constructor() {
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_defineProperty(this, "id", '
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_defineProperty(this, "id", 'collision-filter-effect');
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_defineProperty(this, "props", null);
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@@ -17,11 +17,11 @@ export default class CollideEffect {
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_defineProperty(this, "channels", {});
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_defineProperty(this, "
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_defineProperty(this, "collisionFilterPass", void 0);
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_defineProperty(this, "
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_defineProperty(this, "collisionFBOs", {});
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_defineProperty(this, "
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_defineProperty(this, "dummyCollisionMap", void 0);
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_defineProperty(this, "lastViewport", void 0);
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}
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@@ -38,8 +38,8 @@ export default class CollideEffect {
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}) {
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var _preRenderStats$mask;
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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 Texture2D(gl, {
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width: 1,
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height: 1
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});
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@@ -49,36 +49,36 @@ export default class CollideEffect {
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return;
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}
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const
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const collisionLayers = layers.filter(({
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props: {
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visible,
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collisionEnabled
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}
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}) => visible &&
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}) => visible && collisionEnabled);
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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(gl, {
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id: 'default-collision-filter'
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});
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}
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const effects = allEffects === null || allEffects === void 0 ? void 0 : allEffects.filter(e => e.constructor === MaskEffect);
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const maskEffectRendered = (_preRenderStats$mask = preRenderStats['mask-effect']) === null || _preRenderStats$mask === void 0 ? void 0 : _preRenderStats$mask.didRender;
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const channels = this.
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const channels = this._groupByCollisionGroup(gl, collisionLayers);
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const viewport = viewports[0];
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const viewportChanged = !this.lastViewport || !this.lastViewport.equals(viewport) || maskEffectRendered;
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for (const
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const
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const renderInfo = channels[
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for (const collisionGroup in channels) {
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const collisionFBO = this.collisionFBOs[collisionGroup];
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const 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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}) {
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const {
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collisionGroup
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} = renderInfo;
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const oldRenderInfo = this.channels[
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const oldRenderInfo = this.channels[collisionGroup];
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if (!oldRenderInfo) {
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}
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const needsRender = viewportChanged || renderInfo === oldRenderInfo || !deepEqual(oldRenderInfo.layers, renderInfo.layers, 0) || renderInfo.layerBounds.some((b, i) => !equals(b, oldRenderInfo.layerBounds[i]));
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this.channels[
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const needsRender = viewportChanged || renderInfo === oldRenderInfo || !deepEqual(oldRenderInfo.layers, renderInfo.layers, 0) || renderInfo.layerBounds.some((b, i) => !equals(b, oldRenderInfo.layerBounds[i])) || renderInfo.allLayersLoaded !== oldRenderInfo.allLayersLoaded || renderInfo.layers.some(layer => layer.props.transitions);
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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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const
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pass: '
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const collisionFBO = this.collisionFBOs[collisionGroup];
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this.collisionFilterPass.renderCollisionMap(collisionFBO, {
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pass: 'collision-filter',
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views,
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moduleParameters: {
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devicePixelRatio: cssToDeviceRatio(
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dummyCollisionMap: this.dummyCollisionMap,
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devicePixelRatio: cssToDeviceRatio(collisionFBO.gl) / DOWNSCALE
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_groupByCollisionGroup(gl, collisionLayers) {
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for (const layer of
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for (const layer of collisionLayers) {
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layerBounds: [],
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}
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this.collisionFBOs[collisionGroup] = new Framebuffer(gl, {
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id: "Collision-".concat(collisionGroup),
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destroyFBO(
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destroyFBO(collisionGroup) {
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//# sourceMappingURL=collision-filter-effect.js.map
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{Framebuffer, Renderbuffer, Texture2D, cssToDeviceRatio} from '@luma.gl/core';\nimport {equals} from '@math.gl/core';\nimport {_deepEqual as deepEqual} from '@deck.gl/core';\nimport type {Effect, Layer, PreRenderOptions, Viewport} from '@deck.gl/core';\nimport CollisionFilterPass from './collision-filter-pass';\nimport MaskEffect, {MaskPreRenderStats} from '../mask/mask-effect';\n// import {debugFBO} from '../utils/debug';\n\ntype CollisionFilterExtensionProps = {\n collisionTestProps?: {};\n collisionGroup: string;\n};\n\n// Factor by which to downscale Collision FBO relative to canvas\nconst DOWNSCALE = 2;\n\ntype RenderInfo = {\n collisionGroup: string;\n layers: Layer<CollisionFilterExtensionProps>[];\n layerBounds: ([number[], number[]] | null)[];\n allLayersLoaded: boolean;\n};\n\nexport default class CollisionFilterEffect implements Effect {\n id = 'collision-filter-effect';\n props = null;\n useInPicking = true;\n order = 1;\n\n private channels: Record<string, RenderInfo> = {};\n private collisionFilterPass?: CollisionFilterPass;\n private collisionFBOs: Record<string, Framebuffer> = {};\n private dummyCollisionMap?: Texture2D;\n private lastViewport?: Viewport;\n\n preRender(\n gl: WebGLRenderingContext,\n {\n effects: allEffects,\n layers,\n layerFilter,\n viewports,\n onViewportActive,\n views,\n isPicking,\n preRenderStats = {}\n }: PreRenderOptions\n ): void {\n if (!this.dummyCollisionMap) {\n this.dummyCollisionMap = new Texture2D(gl, {width: 1, height: 1});\n }\n\n if (isPicking) {\n // Do not update on picking pass\n return;\n }\n\n const collisionLayers = layers.filter(\n // @ts-ignore\n ({props: {visible, collisionEnabled}}) => visible && collisionEnabled\n ) as Layer<CollisionFilterExtensionProps>[];\n if (collisionLayers.length === 0) {\n this.channels = {};\n return;\n }\n\n if (!this.collisionFilterPass) {\n this.collisionFilterPass = new CollisionFilterPass(gl, {id: 'default-collision-filter'});\n }\n\n // Detect if mask has rendered. TODO: better dependency system for Effects\n const effects = allEffects?.filter(e => e.constructor === MaskEffect);\n const maskEffectRendered = (preRenderStats['mask-effect'] as MaskPreRenderStats)?.didRender;\n\n // Collect layers to render\n const channels = this._groupByCollisionGroup(gl, collisionLayers);\n\n const viewport = viewports[0];\n const viewportChanged =\n !this.lastViewport || !this.lastViewport.equals(viewport) || maskEffectRendered;\n\n // Resize framebuffers to match canvas\n for (const collisionGroup in channels) {\n const collisionFBO = this.collisionFBOs[collisionGroup];\n const renderInfo = channels[collisionGroup];\n collisionFBO.resize({\n width: gl.canvas.width / DOWNSCALE,\n height: gl.canvas.height / DOWNSCALE\n });\n this._render(renderInfo, {\n effects,\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n });\n }\n\n // debugFBO(this.collisionFBOs[Object.keys(channels)[0]], {minimap: true});\n }\n\n private _render(\n renderInfo: RenderInfo,\n {\n effects,\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n }: {\n effects: PreRenderOptions['effects'];\n layerFilter: PreRenderOptions['layerFilter'];\n onViewportActive: PreRenderOptions['onViewportActive'];\n views: PreRenderOptions['views'];\n viewport: Viewport;\n viewportChanged: boolean;\n }\n ) {\n const {collisionGroup} = renderInfo;\n const oldRenderInfo = this.channels[collisionGroup];\n if (!oldRenderInfo) {\n return;\n }\n\n const needsRender =\n viewportChanged ||\n // If render info is new\n renderInfo === oldRenderInfo ||\n // If sublayers have changed\n !deepEqual(oldRenderInfo.layers, renderInfo.layers, 0) ||\n // If a sublayer's bounds have been updated\n renderInfo.layerBounds.some((b, i) => !equals(b, oldRenderInfo.layerBounds[i])) ||\n // If a sublayer's isLoaded state has been updated\n renderInfo.allLayersLoaded !== oldRenderInfo.allLayersLoaded ||\n // Some prop is in transition\n renderInfo.layers.some(layer => layer.props.transitions);\n\n this.channels[collisionGroup] = renderInfo;\n\n if (needsRender) {\n this.lastViewport = viewport;\n const collisionFBO = this.collisionFBOs[collisionGroup];\n\n // Rerender collision FBO\n this.collisionFilterPass!.renderCollisionMap(collisionFBO, {\n pass: 'collision-filter',\n isPicking: true,\n layers: renderInfo.layers,\n effects,\n layerFilter,\n viewports: viewport ? [viewport] : [],\n onViewportActive,\n views,\n moduleParameters: {\n // To avoid feedback loop forming between Framebuffer and active Texture.\n dummyCollisionMap: this.dummyCollisionMap,\n devicePixelRatio: cssToDeviceRatio(collisionFBO.gl) / DOWNSCALE\n }\n });\n }\n }\n\n /**\n * Group layers by collisionGroup\n * Returns a map from collisionGroup to render info\n */\n private _groupByCollisionGroup(\n gl: WebGLRenderingContext,\n collisionLayers: Layer<CollisionFilterExtensionProps>[]\n ): Record<string, RenderInfo> {\n const channelMap = {};\n for (const layer of collisionLayers) {\n const {collisionGroup} = layer.props;\n let channelInfo = channelMap[collisionGroup];\n if (!channelInfo) {\n channelInfo = {collisionGroup, layers: [], layerBounds: [], allLayersLoaded: true};\n channelMap[collisionGroup] = channelInfo;\n }\n channelInfo.layers.push(layer);\n channelInfo.layerBounds.push(layer.getBounds());\n if (!layer.isLoaded) {\n channelInfo.allLayersLoaded = false;\n }\n }\n\n // Create any new passes and remove any old ones\n for (const collisionGroup of Object.keys(channelMap)) {\n if (!this.collisionFBOs[collisionGroup]) {\n this.createFBO(gl, collisionGroup);\n }\n if (!this.channels[collisionGroup]) {\n this.channels[collisionGroup] = channelMap[collisionGroup];\n }\n }\n for (const collisionGroup of Object.keys(this.collisionFBOs)) {\n if (!channelMap[collisionGroup]) {\n this.destroyFBO(collisionGroup);\n }\n }\n\n return channelMap;\n }\n\n getModuleParameters(layer: Layer): {\n collisionFBO: Framebuffer;\n dummyCollisionMap: Texture2D;\n } {\n const {collisionGroup} = (layer as Layer<CollisionFilterExtensionProps>).props;\n const {collisionFBOs, dummyCollisionMap} = this;\n return {collisionFBO: collisionFBOs[collisionGroup], dummyCollisionMap};\n }\n\n cleanup(): void {\n if (this.dummyCollisionMap) {\n this.dummyCollisionMap.delete();\n this.dummyCollisionMap = undefined;\n }\n this.channels = {};\n for (const collisionGroup of Object.keys(this.collisionFBOs)) {\n this.destroyFBO(collisionGroup);\n }\n this.collisionFBOs = {};\n this.lastViewport = undefined;\n }\n\n createFBO(gl: WebGLRenderingContext, collisionGroup: string) {\n const {width, height} = gl.canvas;\n const collisionMap = new Texture2D(gl, {\n width,\n height,\n parameters: {\n [gl.TEXTURE_MIN_FILTER]: gl.NEAREST,\n [gl.TEXTURE_MAG_FILTER]: gl.NEAREST,\n [gl.TEXTURE_WRAP_S]: gl.CLAMP_TO_EDGE,\n [gl.TEXTURE_WRAP_T]: gl.CLAMP_TO_EDGE\n }\n });\n\n const depthBuffer = new Renderbuffer(gl, {format: gl.DEPTH_COMPONENT16, width, height});\n this.collisionFBOs[collisionGroup] = new Framebuffer(gl, {\n id: `Collision-${collisionGroup}`,\n width,\n height,\n attachments: {\n [gl.COLOR_ATTACHMENT0]: collisionMap,\n [gl.DEPTH_ATTACHMENT]: depthBuffer\n }\n });\n }\n\n destroyFBO(collisionGroup: string) {\n const fbo = this.collisionFBOs[collisionGroup];\n for (const attachment of Object.values(fbo.attachments as Texture2D[])) {\n attachment.delete();\n }\n fbo.delete();\n delete this.collisionFBOs[collisionGroup];\n }\n}\n"],"file":"collision-filter-effect.js"}
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import { withParameters } from '@luma.gl/core';
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import { _LayersPass as LayersPass } from '@deck.gl/core';
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export default class
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export default class CollisionFilterPass extends LayersPass {
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renderCollisionMap(target, options) {
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const gl = this.gl;
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const padding = 1;
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return withParameters(gl, {
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@@ -13,13 +13,13 @@ export default class CollidePass extends LayersPass {
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depthRange: [0, 1]
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}, () => this.render({ ...options,
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target,
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pass: '
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pass: 'collision'
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}));
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}
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getModuleParameters() {
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return {
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drawToCollisionMap: true,
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pickingActive: 1,
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{"version":3,"sources":["../../../src/collision-filter/collision-filter-pass.ts"],"names":["withParameters","_LayersPass","LayersPass","CollisionFilterPass","renderCollisionMap","target","options","gl","padding","scissorTest","scissor","width","height","clearColor","blend","depthTest","depthRange","render","pass","getModuleParameters","drawToCollisionMap","pickingActive","pickingAttribute","lightSources"],"mappings":"AAAA,SAAqBA,cAArB,QAA0C,eAA1C;AACA,SAAQC,WAAW,IAAIC,UAAvB,QAAiE,eAAjE;AAIA,eAAe,MAAMC,mBAAN,SAAkCD,UAAlC,CAA6C;AAC1DE,EAAAA,kBAAkB,CAACC,MAAD,EAAsBC,OAAtB,EAAiE;AACjF,UAAMC,EAAE,GAAG,KAAKA,EAAhB;AAEA,UAAMC,OAAO,GAAG,CAAhB;AAEA,WAAOR,cAAc,CACnBO,EADmB,EAEnB;AACEE,MAAAA,WAAW,EAAE,IADf;AAEEC,MAAAA,OAAO,EAAE,CAACF,OAAD,EAAUA,OAAV,EAAmBH,MAAM,CAACM,KAAP,GAAe,IAAIH,OAAtC,EAA+CH,MAAM,CAACO,MAAP,GAAgB,IAAIJ,OAAnE,CAFX;AAGEK,MAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAHd;AAIEC,MAAAA,KAAK,EAAE,KAJT;AAKEC,MAAAA,SAAS,EAAE,IALb;AAMEC,MAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ;AANd,KAFmB,EAUnB,MAAM,KAAKC,MAAL,CAAY,EAAC,GAAGX,OAAJ;AAAaD,MAAAA,MAAb;AAAqBa,MAAAA,IAAI,EAAE;AAA3B,KAAZ,CAVa,CAArB;AAYD;;AAEDC,EAAAA,mBAAmB,GAAG;AAEpB,WAAO;AACLC,MAAAA,kBAAkB,EAAE,IADf;AAELC,MAAAA,aAAa,EAAE,CAFV;AAGLC,MAAAA,gBAAgB,EAAE,KAHb;AAILC,MAAAA,YAAY,EAAE;AAJT,KAAP;AAMD;;AA5ByD","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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import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
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import { LayerExtension } from '@deck.gl/core';
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import collision from './shader-module';
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import CollisionFilterEffect from './collision-filter-effect';
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const defaultProps = {
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getCollisionPriority: {
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type: 'accessor',
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value: 0
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collisionTestProps: {}
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export default class CollisionFilterExtension extends LayerExtension {
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getShaders() {
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return {
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modules: [collision]
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};
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}
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draw({
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}) {
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collisionEnabled
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} = this.props;
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const {
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collisionFBO,
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(_this$context$deck = this.context.deck) === null || _this$context$deck === void 0 ? void 0 : _this$context$deck._addDefaultEffect(new CollisionFilterEffect());
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const attributeManager = this.getAttributeManager();
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attributeManager.add({
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collisionPriorities: {
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size: 1,
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accessor: 'getCollisionPriority',
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shaderAttributes: {
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collisionPriorities: {
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divisor: 0
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divisor: 1
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}
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getNeedsPickingBuffer() {
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}
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}
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_defineProperty(CollisionFilterExtension, "defaultProps", defaultProps);
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//# sourceMappingURL=collision-filter.js.map
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{"version":3,"sources":["../../../src/collision-filter/collision-filter.ts"],"names":["LayerExtension","collision","CollisionFilterEffect","defaultProps","getCollisionPriority","type","value","collisionEnabled","collisionGroup","collisionTestProps","CollisionFilterExtension","getShaders","modules","draw","uniforms","context","moduleParameters","props","collisionFBO","drawToCollisionMap","enabled","Boolean","collision_enabled","clone","initializeState","extension","getAttributeManager","deck","_addDefaultEffect","attributeManager","add","collisionPriorities","size","accessor","shaderAttributes","divisor","instanceCollisionPriorities","getNeedsPickingBuffer"],"mappings":";AAAA,SAAuCA,cAAvC,QAA4D,eAA5D;AACA,OAAOC,SAAP,MAAsB,iBAAtB;AACA,OAAOC,qBAAP,MAAkC,2BAAlC;AAEA,MAAMC,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;AA+BA,eAAe,MAAMC,wBAAN,SAAuCV,cAAvC,CAAsD;AAInEW,EAAAA,UAAU,GAAkD;AAC1D,WAAO;AAACC,MAAAA,OAAO,EAAE,CAACX,SAAD;AAAV,KAAP;AACD;;AAGDY,EAAAA,IAAI,CAA6C;AAACC,IAAAA,QAAD;AAAWC,IAAAA,OAAX;AAAoBC,IAAAA;AAApB,GAA7C,EAAyF;AAC3F,UAAM;AAACT,MAAAA;AAAD,QAAqB,KAAKU,KAAhC;AACA,UAAM;AAACC,MAAAA,YAAD;AAAeC,MAAAA;AAAf,QAAqCH,gBAA3C;AACA,UAAMI,OAAO,GAAGb,gBAAgB,IAAIc,OAAO,CAACH,YAAD,CAA3C;AACAJ,IAAAA,QAAQ,CAACQ,iBAAT,GAA6BF,OAA7B;;AAEA,QAAID,kBAAJ,EAAwB;AAGtB,WAAKF,KAAL,GAAa,KAAKM,KAAL,CAAW,KAAKN,KAAL,CAAWR,kBAAtB,EAA0CQ,KAAvD;AACD;AACF;;AAEDO,EAAAA,eAAe,CAEbT,OAFa,EAGbU,SAHa,EAIb;AAAA;;AACA,QAAI,KAAKC,mBAAL,OAA+B,IAAnC,EAAyC;AACvC;AACD;;AACD,+BAAKX,OAAL,CAAaY,IAAb,0EAAmBC,iBAAnB,CAAqC,IAAI1B,qBAAJ,EAArC;AACA,UAAM2B,gBAAgB,GAAG,KAAKH,mBAAL,EAAzB;AACAG,IAAAA,gBAAgB,CAAEC,GAAlB,CAAsB;AACpBC,MAAAA,mBAAmB,EAAE;AACnBC,QAAAA,IAAI,EAAE,CADa;AAEnBC,QAAAA,QAAQ,EAAE,sBAFS;AAGnBC,QAAAA,gBAAgB,EAAE;AAChBH,UAAAA,mBAAmB,EAAE;AAACI,YAAAA,OAAO,EAAE;AAAV,WADL;AAEhBC,UAAAA,2BAA2B,EAAE;AAACD,YAAAA,OAAO,EAAE;AAAV;AAFb;AAHC;AADD,KAAtB;AAUD;;AAEDE,EAAAA,qBAAqB,GAAsD;AACzE,WAAO,KAAKpB,KAAL,CAAWV,gBAAlB;AACD;;AA9CkE;;gBAAhDG,wB,kBACGP,Y;;gBADHO,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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|
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1
|
+
import { project } from '@deck.gl/core';
|
|
2
|
+
const 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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|
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const inject = {
|
|
4
|
+
'vs:#decl': "\n float collision_fade = 1.0;\n",
|
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5
|
+
'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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|
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'vs:DECKGL_FILTER_COLOR': "\n color.a *= collision_fade;\n "
|
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|
+
};
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+
const 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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const {
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collisionFBO,
|
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drawToCollisionMap,
|
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dummyCollisionMap
|
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} = opts;
|
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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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};
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export default {
|
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name: 'collision',
|
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+
dependencies: [project],
|
|
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+
vs,
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inject,
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getUniforms: getCollisionUniforms
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};
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//# sourceMappingURL=shader-module.js.map
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|
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{"version":3,"sources":["../../../src/collision-filter/shader-module.ts"],"names":["project","vs","inject","getCollisionUniforms","opts","uniforms","collisionFBO","drawToCollisionMap","dummyCollisionMap","collision_sort","Boolean","collision_texture","name","dependencies","getUniforms"],"mappings":"AACA,SAAQA,OAAR,QAAsB,eAAtB;AAGA,MAAMC,EAAE,i9CAAR;AAmDA,MAAMC,MAAM,GAAG;AACb,iDADa;AAIb,2rBAJa;AAuBb;AAvBa,CAAf;;AAqCA,MAAMC,oBAAoB,GAAG,CAC3BC,IAD2B,EAE3BC,QAF2B,KAGL;AACtB,MAAI,CAACD,IAAD,IAAS,EAAE,uBAAuBA,IAAzB,CAAb,EAA6C;AAC3C,WAAO,EAAP;AACD;;AACD,QAAM;AAACE,IAAAA,YAAD;AAAeC,IAAAA,kBAAf;AAAmCC,IAAAA;AAAnC,MAAwDJ,IAA9D;AACA,SAAO;AACLK,IAAAA,cAAc,EAAEC,OAAO,CAACH,kBAAD,CADlB;AAELI,IAAAA,iBAAiB,EAAE,CAACJ,kBAAD,IAAuBD,YAAvB,GAAsCA,YAAtC,GAAqDE;AAFnE,GAAP;AAID,CAZD;;AAcA,eAAe;AACbI,EAAAA,IAAI,EAAE,WADO;AAEbC,EAAAA,YAAY,EAAE,CAACb,OAAD,CAFD;AAGbC,EAAAA,EAHa;AAIbC,EAAAA,MAJa;AAKbY,EAAAA,WAAW,EAAEX;AALA,CAAf","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"}
|
package/dist/esm/index.js
CHANGED
|
@@ -4,8 +4,8 @@ export { default as Fp64Extension } from './fp64/fp64';
|
|
|
4
4
|
export { default as PathStyleExtension } from './path-style/path-style';
|
|
5
5
|
export { default as FillStyleExtension } from './fill-style/fill-style';
|
|
6
6
|
export { default as ClipExtension } from './clip/clip';
|
|
7
|
-
export { default as
|
|
7
|
+
export { default as CollisionFilterExtension } from './collision-filter/collision-filter';
|
|
8
8
|
export { default as MaskExtension } from './mask/mask';
|
|
9
|
-
export { default as
|
|
9
|
+
export { default as _TerrainExtension } from './terrain/terrain';
|
|
10
10
|
export { default as project64 } from './fp64/project64';
|
|
11
11
|
//# sourceMappingURL=index.js.map
|
package/dist/esm/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
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';
|
|
|
3
3
|
import { Texture2D } from '@luma.gl/core';
|
|
4
4
|
import { equals } from '@math.gl/core';
|
|
5
5
|
import MaskPass from './mask-pass';
|
|
6
|
-
import {
|
|
6
|
+
import { joinLayerBounds, getRenderBounds, makeViewport } from '../utils/projection-utils';
|
|
7
7
|
export default class MaskEffect {
|
|
8
8
|
constructor() {
|
|
9
9
|
_defineProperty(this, "id", 'mask-effect');
|
|
@@ -74,6 +74,13 @@ export default class MaskEffect {
|
|
|
74
74
|
const viewport = viewports[0];
|
|
75
75
|
const viewportChanged = !this.lastViewport || !this.lastViewport.equals(viewport);
|
|
76
76
|
|
|
77
|
+
if (viewport.resolution !== undefined) {
|
|
78
|
+
log.warn('MaskExtension is not supported in GlobeView')();
|
|
79
|
+
return {
|
|
80
|
+
didRender
|
|
81
|
+
};
|
|
82
|
+
}
|
|
83
|
+
|
|
77
84
|
for (const maskId in channelMap) {
|
|
78
85
|
const result = this._renderChannel(channelMap[maskId], {
|
|
79
86
|
layerFilter,
|
|
@@ -112,21 +119,20 @@ export default class MaskEffect {
|
|
|
112
119
|
|
|
113
120
|
if (maskChanged || viewportChanged) {
|
|
114
121
|
this.lastViewport = viewport;
|
|
115
|
-
|
|
116
|
-
|
|
117
|
-
viewport
|
|
118
|
-
});
|
|
122
|
+
const layerBounds = joinLayerBounds(channelInfo.layers, viewport);
|
|
123
|
+
channelInfo.bounds = layerBounds && getRenderBounds(layerBounds, viewport);
|
|
119
124
|
|
|
120
125
|
if (maskChanged || !equals(channelInfo.bounds, oldChannelInfo.bounds)) {
|
|
121
126
|
const {
|
|
122
127
|
maskPass,
|
|
123
128
|
maskMap
|
|
124
129
|
} = this;
|
|
125
|
-
const maskViewport =
|
|
130
|
+
const maskViewport = layerBounds && makeViewport({
|
|
126
131
|
bounds: channelInfo.bounds,
|
|
127
132
|
viewport,
|
|
128
133
|
width: maskMap.width,
|
|
129
|
-
height: maskMap.height
|
|
134
|
+
height: maskMap.height,
|
|
135
|
+
border: 1
|
|
130
136
|
});
|
|
131
137
|
channelInfo.maskBounds = maskViewport ? maskViewport.getBounds() : [0, 0, 1, 1];
|
|
132
138
|
maskPass.render({
|