@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.
Files changed (103) hide show
  1. package/dist/dist.dev.js +279 -458
  2. package/dist/es5/{collide/collide-effect.js → collision-filter/collision-filter-effect.js} +78 -71
  3. package/dist/es5/collision-filter/collision-filter-effect.js.map +1 -0
  4. package/dist/es5/{collide/collide-pass.js → collision-filter/collision-filter-pass.js} +13 -13
  5. package/dist/es5/collision-filter/collision-filter-pass.js.map +1 -0
  6. package/dist/es5/{collide/collide.js → collision-filter/collision-filter.js} +30 -30
  7. package/dist/es5/collision-filter/collision-filter.js.map +1 -0
  8. package/dist/es5/collision-filter/shader-module.js +39 -0
  9. package/dist/es5/collision-filter/shader-module.js.map +1 -0
  10. package/dist/es5/index.js +4 -4
  11. package/dist/es5/index.js.map +1 -1
  12. package/dist/es5/mask/mask-effect.js +14 -7
  13. package/dist/es5/mask/mask-effect.js.map +1 -1
  14. package/dist/es5/terrain/height-map-builder.js +1 -1
  15. package/dist/es5/terrain/height-map-builder.js.map +1 -1
  16. package/dist/es5/terrain/shader-module.js.map +1 -1
  17. package/dist/es5/terrain/terrain-cover.js +1 -1
  18. package/dist/es5/terrain/terrain-cover.js.map +1 -1
  19. package/dist/es5/terrain/terrain-effect.js +5 -5
  20. package/dist/es5/terrain/terrain-effect.js.map +1 -1
  21. package/dist/es5/terrain/terrain.js +7 -7
  22. package/dist/es5/terrain/terrain.js.map +1 -1
  23. package/dist/es5/{common → utils}/projection-utils.js +3 -1
  24. package/dist/es5/utils/projection-utils.js.map +1 -0
  25. package/dist/esm/{collide/collide-effect.js → collision-filter/collision-filter-effect.js} +69 -64
  26. package/dist/esm/collision-filter/collision-filter-effect.js.map +1 -0
  27. package/dist/esm/{collide/collide-pass.js → collision-filter/collision-filter-pass.js} +5 -5
  28. package/dist/esm/collision-filter/collision-filter-pass.js.map +1 -0
  29. package/dist/esm/collision-filter/collision-filter.js +78 -0
  30. package/dist/esm/collision-filter/collision-filter.js.map +1 -0
  31. package/dist/esm/collision-filter/shader-module.js +32 -0
  32. package/dist/esm/collision-filter/shader-module.js.map +1 -0
  33. package/dist/esm/index.js +2 -2
  34. package/dist/esm/index.js.map +1 -1
  35. package/dist/esm/mask/mask-effect.js +13 -7
  36. package/dist/esm/mask/mask-effect.js.map +1 -1
  37. package/dist/esm/terrain/height-map-builder.js +1 -1
  38. package/dist/esm/terrain/height-map-builder.js.map +1 -1
  39. package/dist/esm/terrain/shader-module.js.map +1 -1
  40. package/dist/esm/terrain/terrain-cover.js +1 -1
  41. package/dist/esm/terrain/terrain-cover.js.map +1 -1
  42. package/dist/esm/terrain/terrain-effect.js +5 -5
  43. package/dist/esm/terrain/terrain-effect.js.map +1 -1
  44. package/dist/esm/terrain/terrain.js +7 -7
  45. package/dist/esm/terrain/terrain.js.map +1 -1
  46. package/dist/esm/{common → utils}/projection-utils.js +3 -1
  47. package/dist/esm/utils/projection-utils.js.map +1 -0
  48. package/dist.min.js +59 -62
  49. package/package.json +2 -2
  50. package/src/{collide/collide-effect.ts → collision-filter/collision-filter-effect.ts} +80 -77
  51. package/src/{collide/collide-pass.ts → collision-filter/collision-filter-pass.ts} +6 -6
  52. package/src/collision-filter/collision-filter.ts +83 -0
  53. package/src/collision-filter/shader-module.ts +113 -0
  54. package/src/index.ts +3 -3
  55. package/src/mask/mask-effect.ts +21 -12
  56. package/src/terrain/height-map-builder.ts +2 -2
  57. package/src/terrain/shader-module.ts +4 -1
  58. package/src/terrain/terrain-cover.ts +2 -2
  59. package/src/terrain/terrain-effect.ts +5 -5
  60. package/src/terrain/terrain.ts +10 -10
  61. package/src/{common → utils}/projection-utils.ts +4 -2
  62. package/typed/collision-filter/collision-filter-effect.d.ts +28 -0
  63. package/typed/collision-filter/collision-filter-effect.d.ts.map +1 -0
  64. package/typed/collision-filter/collision-filter-pass.d.ts +14 -0
  65. package/typed/collision-filter/collision-filter-pass.d.ts.map +1 -0
  66. package/typed/collision-filter/collision-filter.d.ts +41 -0
  67. package/typed/collision-filter/collision-filter.d.ts.map +1 -0
  68. package/typed/collision-filter/shader-module.d.ts +4 -0
  69. package/typed/collision-filter/shader-module.d.ts.map +1 -0
  70. package/typed/index.d.ts +3 -3
  71. package/typed/index.d.ts.map +1 -1
  72. package/typed/mask/mask-effect.d.ts +2 -2
  73. package/typed/mask/mask-effect.d.ts.map +1 -1
  74. package/typed/terrain/height-map-builder.d.ts +2 -2
  75. package/typed/terrain/height-map-builder.d.ts.map +1 -1
  76. package/typed/terrain/shader-module.d.ts +1 -1
  77. package/typed/terrain/shader-module.d.ts.map +1 -1
  78. package/typed/terrain/terrain-cover.d.ts +2 -2
  79. package/typed/terrain/terrain-cover.d.ts.map +1 -1
  80. package/typed/terrain/terrain.d.ts +2 -2
  81. package/typed/terrain/terrain.d.ts.map +1 -1
  82. package/typed/utils/projection-utils.d.ts +27 -0
  83. package/typed/utils/projection-utils.d.ts.map +1 -0
  84. package/dist/es5/collide/collide-effect.js.map +0 -1
  85. package/dist/es5/collide/collide-pass.js.map +0 -1
  86. package/dist/es5/collide/collide.js.map +0 -1
  87. package/dist/es5/collide/shader-module.js +0 -39
  88. package/dist/es5/collide/shader-module.js.map +0 -1
  89. package/dist/es5/common/projection-utils.js.map +0 -1
  90. package/dist/es5/mask/utils.js +0 -136
  91. package/dist/es5/mask/utils.js.map +0 -1
  92. package/dist/esm/collide/collide-effect.js.map +0 -1
  93. package/dist/esm/collide/collide-pass.js.map +0 -1
  94. package/dist/esm/collide/collide.js +0 -78
  95. package/dist/esm/collide/collide.js.map +0 -1
  96. package/dist/esm/collide/shader-module.js +0 -32
  97. package/dist/esm/collide/shader-module.js.map +0 -1
  98. package/dist/esm/common/projection-utils.js.map +0 -1
  99. package/dist/esm/mask/utils.js +0 -109
  100. package/dist/esm/mask/utils.js.map +0 -1
  101. package/src/collide/collide.ts +0 -79
  102. package/src/collide/shader-module.ts +0 -113
  103. package/src/mask/utils.ts +0 -148
@@ -1 +1 @@
1
- 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{Layer, Viewport, Effect, PreRenderOptions, CoordinateSystem, log} from '@deck.gl/core';\nimport {Texture2D} from '@luma.gl/core';\nimport {equals} from '@math.gl/core';\nimport MaskPass from './mask-pass';\nimport {getMaskBounds, getMaskViewport, MaskBounds} from './utils';\n// import {debugFBO} from '../utils/debug';\n\ntype Mask = {\n /** The channel index */\n index: number;\n bounds: MaskBounds;\n coordinateOrigin: [number, number, number];\n coordinateSystem: CoordinateSystem;\n};\n\ntype Channel = {\n id: string;\n index: number;\n layers: Layer[];\n bounds: MaskBounds;\n maskBounds: MaskBounds;\n layerBounds: MaskBounds[];\n coordinateOrigin: [number, number, number];\n coordinateSystem: CoordinateSystem;\n};\n\nexport type MaskPreRenderStats = {\n didRender: boolean;\n};\n\n// Class to manage mask effect\nexport default class MaskEffect implements Effect {\n id = 'mask-effect';\n props = null;\n useInPicking = true;\n order = 0;\n\n private dummyMaskMap?: 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 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 ? 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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"}
@@ -1,6 +1,6 @@
1
1
  import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
2
  import { Framebuffer } from '@luma.gl/core';
3
- import { joinLayerBounds, getRenderBounds, makeViewport } from '../common/projection-utils';
3
+ import { joinLayerBounds, getRenderBounds, makeViewport } from '../utils/projection-utils';
4
4
  import { createRenderTarget } from './utils';
5
5
  const MAP_MAX_SIZE = 2048;
6
6
  export class HeightMapBuilder {
@@ -1 +1 @@
1
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It is updated when the viewport changes\n * or when some terrain source layer's data changes.\n * During the draw call of any terrainFittingMode:offset layers,\n * the vertex shader reads from this framebuffer to retrieve its z offset.\n */\nexport class HeightMapBuilder {\n /** Viewport used to draw into the texture */\n renderViewport: Viewport | null = null;\n /** Bounds of the height map texture, in cartesian space */\n bounds: Bounds | null = null;\n\n protected fbo?: Framebuffer;\n protected gl: WebGLRenderingContext;\n /** Last rendered layers */\n private layers: Layer[] = [];\n /** Last layer.getBounds() */\n private layersBounds: ([number[], number[]] | null)[] = [];\n /** The union of layersBounds in cartesian space */\n private layersBoundsCommon: Bounds | null = null;\n private lastViewport: Viewport | null = null;\n\n static isSupported(gl: WebGLRenderingContext): boolean {\n return Framebuffer.isSupported(gl, {colorBufferFloat: true});\n }\n\n constructor(gl: WebGLRenderingContext) {\n this.gl = gl;\n }\n\n /** Returns the height map framebuffer for read/write access.\n * Returns null when the texture is invalid.\n */\n getRenderFramebuffer(): Framebuffer | null {\n if (!this.renderViewport) {\n return null;\n }\n if (!this.fbo) {\n this.fbo = createRenderTarget(this.gl, {id: 'height-map', float: true});\n }\n return this.fbo;\n }\n\n /** Called every render cycle to check if the framebuffer needs update */\n shouldUpdate({layers, viewport}: {layers: Layer[]; viewport: Viewport}): boolean {\n const layersChanged =\n layers.length !== this.layers.length ||\n layers.some(\n (layer, i) =>\n // Layer instance is updated\n // Layer props might have changed\n // Undetermined props could have an effect on the output geometry of a terrain source,\n // for example getElevation+updateTriggers, elevationScale, modelMatrix\n layer !== this.layers[i] ||\n // Some prop is in transition\n layer.props.transitions ||\n // Layer's geometry bounds have changed\n layer.getBounds() !== this.layersBounds[i]\n );\n\n if (layersChanged) {\n // Recalculate cached bounds\n this.layers = layers;\n this.layersBounds = layers.map(layer => layer.getBounds());\n this.layersBoundsCommon = joinLayerBounds(layers, viewport);\n }\n\n const viewportChanged = !this.lastViewport || !viewport.equals(this.lastViewport);\n\n if (!this.layersBoundsCommon) {\n this.renderViewport = null;\n } else if (layersChanged || viewportChanged) {\n const bounds = getRenderBounds(this.layersBoundsCommon, viewport);\n this.bounds = bounds;\n this.lastViewport = viewport;\n\n const scale = viewport.scale;\n const pixelWidth = (bounds[2] - bounds[0]) * scale;\n const pixelHeight = (bounds[3] - bounds[1]) * scale;\n\n this.renderViewport =\n pixelWidth > 0 || pixelHeight > 0\n ? makeViewport({\n // It's not important whether the geometry is visible in this viewport, because\n // vertices will not use the standard project_to_clipspace in the DRAW_TO_HEIGHT_MAP shader\n // However the viewport must have the same center and zoom as the screen viewport\n // So that projection uniforms used for calculating z are the same\n bounds: [\n viewport.center[0] - 1,\n viewport.center[1] - 1,\n viewport.center[0] + 1,\n viewport.center[1] + 1\n ],\n zoom: viewport.zoom,\n width: Math.min(pixelWidth, MAP_MAX_SIZE),\n height: Math.min(pixelHeight, MAP_MAX_SIZE),\n viewport\n })\n : null;\n return true;\n }\n return false;\n }\n\n delete() {\n if (this.fbo) {\n this.fbo.color.delete();\n this.fbo.delete();\n }\n }\n}\n"],"file":"height-map-builder.js"}
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It is updated when the viewport changes\n * or when some terrain source layer's data changes.\n * During the draw call of any terrainDrawMode:offset layers,\n * the vertex shader reads from this framebuffer to retrieve its z offset.\n */\nexport class HeightMapBuilder {\n /** Viewport used to draw into the texture */\n renderViewport: Viewport | null = null;\n /** Bounds of the height map texture, in cartesian space */\n bounds: Bounds | null = null;\n\n protected fbo?: Framebuffer;\n protected gl: WebGLRenderingContext;\n /** Last rendered layers */\n private layers: Layer[] = [];\n /** Last layer.getBounds() */\n private layersBounds: ([number[], number[]] | null)[] = [];\n /** The union of layersBounds in cartesian space */\n private layersBoundsCommon: Bounds | null = null;\n private lastViewport: Viewport | null = null;\n\n static isSupported(gl: WebGLRenderingContext): boolean {\n return Framebuffer.isSupported(gl, {colorBufferFloat: true});\n }\n\n constructor(gl: WebGLRenderingContext) {\n this.gl = gl;\n }\n\n /** Returns the height map framebuffer for read/write access.\n * Returns null when the texture is invalid.\n */\n getRenderFramebuffer(): Framebuffer | null {\n if (!this.renderViewport) {\n return null;\n }\n if (!this.fbo) {\n this.fbo = createRenderTarget(this.gl, {id: 'height-map', float: true});\n }\n return this.fbo;\n }\n\n /** Called every render cycle to check if the framebuffer needs update */\n shouldUpdate({layers, viewport}: {layers: Layer[]; viewport: Viewport}): boolean {\n const layersChanged =\n layers.length !== this.layers.length ||\n layers.some(\n (layer, i) =>\n // Layer instance is updated\n // Layer props might have changed\n // Undetermined props could have an effect on the output geometry of a terrain source,\n // for example getElevation+updateTriggers, elevationScale, modelMatrix\n layer !== this.layers[i] ||\n // Some prop is in transition\n layer.props.transitions ||\n // Layer's geometry bounds have changed\n layer.getBounds() !== this.layersBounds[i]\n );\n\n if (layersChanged) {\n // Recalculate cached bounds\n this.layers = layers;\n this.layersBounds = layers.map(layer => layer.getBounds());\n this.layersBoundsCommon = joinLayerBounds(layers, viewport);\n }\n\n const viewportChanged = !this.lastViewport || !viewport.equals(this.lastViewport);\n\n if (!this.layersBoundsCommon) {\n this.renderViewport = null;\n } else if (layersChanged || viewportChanged) {\n const bounds = getRenderBounds(this.layersBoundsCommon, viewport);\n this.bounds = bounds;\n this.lastViewport = viewport;\n\n const scale = viewport.scale;\n const pixelWidth = (bounds[2] - bounds[0]) * scale;\n const pixelHeight = (bounds[3] - bounds[1]) * scale;\n\n this.renderViewport =\n pixelWidth > 0 || pixelHeight > 0\n ? makeViewport({\n // It's not important whether the geometry is visible in this viewport, because\n // vertices will not use the standard project_to_clipspace in the DRAW_TO_HEIGHT_MAP shader\n // However the viewport must have the same center and zoom as the screen viewport\n // So that projection uniforms used for calculating z are the same\n bounds: [\n viewport.center[0] - 1,\n viewport.center[1] - 1,\n viewport.center[0] + 1,\n viewport.center[1] + 1\n ],\n zoom: viewport.zoom,\n width: Math.min(pixelWidth, MAP_MAX_SIZE),\n height: Math.min(pixelHeight, MAP_MAX_SIZE),\n viewport\n })\n : null;\n return true;\n }\n return false;\n }\n\n delete() {\n if (this.fbo) {\n this.fbo.color.delete();\n this.fbo.delete();\n }\n }\n}\n"],"file":"height-map-builder.js"}
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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 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"}
1
+ {"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":"AAEA,SAAQA,OAAR,QAAsB,eAAtB;AAoBA,OAAO,MAAMC,YAAY,GAAG;AAC1BC,EAAAA,IAAI,EAAE,CADoB;AAG1BC,EAAAA,gBAAgB,EAAE,CAHQ;AAK1BC,EAAAA,cAAc,EAAE,CALU;AAO1BC,EAAAA,SAAS,EAAE,CAPe;AAS1BC,EAAAA,cAAc,EAAE,CATU;AAW1BC,EAAAA,IAAI,EAAE;AAXoB,CAArB;AAcP,MAAMC,sBAAsB,GAAGC,MAAM,CAACC,IAAP,CAAYT,YAAZ,EAC5BU,GAD4B,CACxBC,GAAG,uCAAgCA,GAAhC,gBAAyCX,YAAY,CAACW,GAAD,CAArD,QADqB,EAE5BC,IAF4B,CAEvB,IAFuB,CAA/B;AAIA,OAAO,MAAMC,aAAa,GAAG;AAC3BC,EAAAA,IAAI,EAAE,SADqB;AAE3BC,EAAAA,YAAY,EAAE,CAAChB,OAAD,CAFa;AAG3BiB,EAAAA,MAAM,EAAE;AACN,gJAKFT,sBALE,WADM;AAQN,8GARM;AAcN,2wBAdM;AAgCN,gJAKFA,sBALE,WAhCM;AAuCN,sJAvCM;AA6CN;AA7CM,GAHmB;AA+D3BU,EAAAA,WAAW,EAAE,CAACC,IAAI,GAAG,EAAR,EAAYC,QAAZ,KAAyB;AACpC,QAAI,oBAAoBD,IAAxB,EAA8B;AAC5B,YAAM;AACJE,QAAAA,sBADI;AAEJC,QAAAA,SAFI;AAGJC,QAAAA,eAHI;AAIJC,QAAAA,cAJI;AAKJC,QAAAA,YALI;AAMJC,QAAAA,mBANI;AAOJC,QAAAA;AAPI,UAQFR,IARJ;AASA,YAAM;AAACS,QAAAA;AAAD,UAA0BR,QAAhC;AAEA,UAAIS,IAAY,GAAGF,iBAAiB,GAAG1B,YAAY,CAACM,IAAhB,GAAuBN,YAAY,CAACC,IAAxE;AAEA,UAAI4B,OAAkB,GAAGN,cAAzB;AAEA,UAAIO,MAAuB,GAAG,IAA9B;;AACA,UAAIV,sBAAJ,EAA4B;AAC1BQ,QAAAA,IAAI,GAAG5B,YAAY,CAACE,gBAApB;AACA4B,QAAAA,MAAM,GAAGR,eAAT;AACD,OAHD,MAGO,IAAIG,mBAAmB,IAAIJ,SAA3B,EAAsC;AAC3CO,QAAAA,IAAI,GAAG5B,YAAY,CAACG,cAApB;AACA0B,QAAAA,OAAO,GAAGR,SAAV;AACAS,QAAAA,MAAM,GAAGR,eAAT;AACD,OAJM,MAIA,IAAIE,YAAJ,EAAkB;AAEvB,cAAMO,SAAS,GAAGb,IAAI,CAACc,aAAvB;AACAH,QAAAA,OAAO,GAAGE,SAAS,GACfP,YAAY,CAACS,qBAAb,EADe,GAEfT,YAAY,CAACU,oBAAb,EAFJ;;AAGA,YAAIH,SAAJ,EAAe;AAEbH,UAAAA,IAAI,GAAG5B,YAAY,CAACM,IAApB;AACD;;AACD,YAAIuB,OAAJ,EAAa;AACXD,UAAAA,IAAI,GAAGA,IAAI,KAAK5B,YAAY,CAACM,IAAtB,GAA6BN,YAAY,CAACK,cAA1C,GAA2DL,YAAY,CAACI,SAA/E;AACA0B,UAAAA,MAAM,GAAGN,YAAY,CAACM,MAAtB;AACD,SAHD,MAGO;AACLD,UAAAA,OAAO,GAAGN,cAAV;AACD;AACF;;AAGD,aAAO;AACLY,QAAAA,YAAY,EAAEP,IADT;AAELQ,QAAAA,WAAW,EAAEP,OAFR;AAILQ,QAAAA,cAAc,EAAEP,MAAM,GAClB,CACEA,MAAM,CAAC,CAAD,CAAN,GAAYH,qBAAqB,CAAC,CAAD,CADnC,EAEEG,MAAM,CAAC,CAAD,CAAN,GAAYH,qBAAqB,CAAC,CAAD,CAFnC,EAGEG,MAAM,CAAC,CAAD,CAAN,GAAYA,MAAM,CAAC,CAAD,CAHpB,EAIEA,MAAM,CAAC,CAAD,CAAN,GAAYA,MAAM,CAAC,CAAD,CAJpB,CADkB,GAOlB,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV;AAXC,OAAP;AAaD;;AACD,WAAO,IAAP;AACD;AA1H0B,CAAtB","sourcesContent":["/* eslint-disable camelcase */\n\nimport {project} from '@deck.gl/core';\nimport type {_ShaderModule as ShaderModule} from '@deck.gl/core';\n\nimport type {Texture2D} from '@luma.gl/core';\nimport type {Bounds} from '../utils/projection-utils';\nimport type {TerrainCover} from './terrain-cover';\n\n/** Module parameters expected by the terrain shader module */\nexport type TerrainModuleSettings = {\n pickingActive?: boolean;\n heightMap: Texture2D | null;\n heightMapBounds?: Bounds | null;\n dummyHeightMap: Texture2D;\n terrainCover?: TerrainCover | null;\n drawToTerrainHeightMap?: boolean;\n useTerrainHeightMap?: boolean;\n terrainSkipRender?: boolean;\n};\n\n/** A model can have one of the following modes */\nexport const TERRAIN_MODE = {\n NONE: 0,\n /** A terrain layer rendering encoded ground elevation into the height map */\n WRITE_HEIGHT_MAP: 1,\n /** An offset layer reading encoded ground elevation from the height map */\n USE_HEIGHT_MAP: 2,\n /** A terrain layer rendering to screen, using the cover fbo overlaid with its own texture */\n USE_COVER: 3,\n /** A terrain layer rendering to screen, using the cover fbo as texture */\n USE_COVER_ONLY: 4,\n /** Draped layer is rendered into a texture, and never to screen */\n SKIP: 5\n};\n\nconst TERRAIN_MODE_CONSTANTS = Object.keys(TERRAIN_MODE)\n .map(key => `const float TERRAIN_MODE_${key} = ${TERRAIN_MODE[key]}.0;`)\n .join('\\n');\n\nexport const terrainModule = {\n name: 'terrain',\n dependencies: [project],\n inject: {\n 'vs:#decl': `\nuniform float terrain_mode;\nuniform sampler2D terrain_map;\nuniform vec4 terrain_bounds;\nvarying vec3 commonPos;\n${TERRAIN_MODE_CONSTANTS}\n `,\n 'vs:#main-start': `\nif (terrain_mode == TERRAIN_MODE_SKIP) {\n gl_Position = vec4(0.0);\n return;\n}\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': `\ncommonPos = geometry.position.xyz;\nif (terrain_mode == TERRAIN_MODE_WRITE_HEIGHT_MAP) {\n vec2 texCoords = (commonPos.xy - 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"}
@@ -1,6 +1,6 @@
1
1
  import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
2
  import { createRenderTarget } from './utils';
3
- import { joinLayerBounds, makeViewport, getRenderBounds } from '../common/projection-utils';
3
+ import { joinLayerBounds, makeViewport, getRenderBounds } from '../utils/projection-utils';
4
4
  export class TerrainCover {
5
5
  constructor(targetLayer) {
6
6
  _defineProperty(this, "isDirty", true);
@@ -1 +1 @@
1
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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,4BAArE;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 '../common/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 terrainFittingMode: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"}
1
+ 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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"}
@@ -84,14 +84,14 @@ export class TerrainEffect {
84
84
  }
85
85
 
86
86
  if (!isPicking) {
87
- const offsetLayers = layers.filter(l => l.state.terrainFittingMode === 'offset');
87
+ const offsetLayers = layers.filter(l => l.state.terrainDrawMode === 'offset');
88
88
 
89
89
  if (offsetLayers.length > 0) {
90
90
  this._updateHeightMap(terrainLayers, viewport, opts);
91
91
  }
92
92
  }
93
93
 
94
- const drapeLayers = layers.filter(l => l.state.terrainFittingMode === 'drape');
94
+ const drapeLayers = layers.filter(l => l.state.terrainDrawMode === 'drape');
95
95
 
96
96
  this._updateTerrainCovers(terrainLayers, drapeLayers, viewport, opts);
97
97
  }
@@ -100,15 +100,15 @@ export class TerrainEffect {
100
100
  var _this$heightMap, _this$heightMap2;
101
101
 
102
102
  const {
103
- terrainFittingMode
103
+ terrainDrawMode
104
104
  } = layer.state;
105
105
  return {
106
106
  heightMap: (_this$heightMap = this.heightMap) === null || _this$heightMap === void 0 ? void 0 : _this$heightMap.getRenderFramebuffer(),
107
107
  heightMapBounds: (_this$heightMap2 = this.heightMap) === null || _this$heightMap2 === void 0 ? void 0 : _this$heightMap2.bounds,
108
108
  dummyHeightMap: this.dummyHeightMap,
109
109
  terrainCover: this.isDrapingEnabled ? this.terrainCovers.get(layer.id) : null,
110
- useTerrainHeightMap: terrainFittingMode === 'offset',
111
- terrainSkipRender: terrainFittingMode === 'drape' || !layer.props.operation.includes('draw')
110
+ useTerrainHeightMap: terrainDrawMode === 'offset',
111
+ terrainSkipRender: terrainDrawMode === 'drape' || !layer.props.operation.includes('draw')
112
112
  };
113
113
  }
114
114
 
@@ -1 +1 @@
1
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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","terrainFittingMode","_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,kBAAR,KAA+B,QAAlD,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,kBAAR,KAA+B,OAAlD,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,QAAuBnB,KAAK,CAACkB,KAAnC;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,kBAAkB,KAAK,QALvC;AAMLY,MAAAA,iBAAiB,EAAEZ,kBAAkB,KAAK,OAAvB,IAAkC,CAACnB,KAAK,CAACE,KAAN,CAAYC,SAAZ,CAAsBC,QAAtB,CAA+B,MAA/B;AANjD,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,E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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"}
1
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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"}
@@ -3,7 +3,7 @@ import { LayerExtension } from '@deck.gl/core';
3
3
  import { TerrainEffect } from './terrain-effect';
4
4
  import { terrainModule } from './shader-module';
5
5
  const defaultProps = {
6
- terrainFittingMode: undefined
6
+ terrainDrawMode: undefined
7
7
  };
8
8
  export default class TerrainExtension extends LayerExtension {
9
9
  getShaders() {
@@ -24,32 +24,32 @@ export default class TerrainExtension extends LayerExtension {
24
24
  oldProps
25
25
  } = params;
26
26
 
27
- if (this.state.terrainFittingMode && props.terrainFittingMode === oldProps.terrainFittingMode && props.extruded === oldProps.extruded) {
27
+ if (this.state.terrainDrawMode && props.terrainDrawMode === oldProps.terrainDrawMode && props.extruded === oldProps.extruded) {
28
28
  return;
29
29
  }
30
30
 
31
31
  let {
32
- terrainFittingMode
32
+ terrainDrawMode
33
33
  } = props;
34
34
 
35
- if (!terrainFittingMode) {
35
+ if (!terrainDrawMode) {
36
36
  var _this$getAttributeMan;
37
37
 
38
38
  const is3d = this.props.extruded;
39
39
  const attributes = (_this$getAttributeMan = this.getAttributeManager()) === null || _this$getAttributeMan === void 0 ? void 0 : _this$getAttributeMan.attributes;
40
40
  const hasAnchor = attributes && 'instancePositions' in attributes;
41
- terrainFittingMode = is3d || hasAnchor ? 'offset' : 'drape';
41
+ terrainDrawMode = is3d || hasAnchor ? 'offset' : 'drape';
42
42
  }
43
43
 
44
44
  this.setState({
45
- terrainFittingMode
45
+ terrainDrawMode
46
46
  });
47
47
  }
48
48
 
49
49
  onNeedsRedraw() {
50
50
  const state = this.state;
51
51
 
52
- if (state.terrainFittingMode === 'drape') {
52
+ if (state.terrainDrawMode === 'drape') {
53
53
  state.terrainCoverNeedsRedraw = true;
54
54
  }
55
55
  }
@@ -1 +1 @@
1
- {"version":3,"sources":["../../../src/terrain/terrain.ts"],"names":["LayerExtension","TerrainEffect","terrainModule","defaultProps","terrainFittingMode","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,kBAAkB,EAAEC;AADD,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,kBAAX,IACAW,KAAK,CAACX,kBAAN,KAA6BY,QAAQ,CAACZ,kBADtC,IAGAW,KAAK,CAACG,QAAN,KAAmBF,QAAQ,CAACE,QAJ9B,EAKE;AACA;AACD;;AAED,QAAI;AAACd,MAAAA;AAAD,QAAuBW,KAA3B;;AACA,QAAI,CAACX,kBAAL,EAAyB;AAAA;;AAGvB,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,kBAAkB,GAAGe,IAAI,IAAIG,SAAR,GAAoB,QAApB,GAA+B,OAApD;AACD;;AACD,SAAKC,QAAL,CAAc;AAACnB,MAAAA;AAAD,KAAd;AACD;;AAEDoB,EAAAA,aAAa,GAAwB;AACnC,UAAMP,KAAK,GAAG,KAAKA,KAAnB;;AACA,QAAIA,KAAK,CAACb,kBAAN,KAA6B,OAAjC,EAA0C;AACxCa,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 terrainFittingMode: 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 terrainFittingMode?: 'offset' | 'drape';\n};\n\ntype TerrainExtensionState = {\n /** Resolved fitting mode */\n terrainFittingMode: '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.terrainFittingMode &&\n props.terrainFittingMode === oldProps.terrainFittingMode &&\n // @ts-ignore `extruded` may not exist in props\n props.extruded === oldProps.extruded\n ) {\n return;\n }\n\n let {terrainFittingMode} = props;\n if (!terrainFittingMode) {\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 terrainFittingMode = is3d || hasAnchor ? 'offset' : 'drape';\n }\n this.setState({terrainFittingMode});\n }\n\n onNeedsRedraw(this: Layer<{}>): void {\n const state = this.state as TerrainExtensionState;\n if (state.terrainFittingMode === 'drape') {\n state.terrainCoverNeedsRedraw = true;\n }\n }\n}\n"],"file":"terrain.js"}
1
+ {"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"}
@@ -43,7 +43,6 @@ export function makeViewport(opts) {
43
43
  }
44
44
 
45
45
  const centerWorld = viewport.unprojectPosition([(bounds[0] + bounds[2]) / 2, (bounds[1] + bounds[3]) / 2, 0]);
46
- const maxSize = MAX_VIEWPORT_SIZE - border * 2;
47
46
  let {
48
47
  width,
49
48
  height,
@@ -51,12 +50,15 @@ export function makeViewport(opts) {
51
50
  } = opts;
52
51
 
53
52
  if (zoom === undefined) {
53
+ width = width - border * 2;
54
+ height = height - border * 2;
54
55
  const scale = Math.min(width / (bounds[2] - bounds[0]), height / (bounds[3] - bounds[1]));
55
56
  zoom = Math.min(Math.log2(scale), 20);
56
57
  } else if (!width || !height) {
57
58
  const scale = 2 ** zoom;
58
59
  width = Math.round(Math.abs(bounds[2] - bounds[0]) * scale);
59
60
  height = Math.round(Math.abs(bounds[3] - bounds[1]) * scale);
61
+ const maxSize = MAX_VIEWPORT_SIZE - border * 2;
60
62
 
61
63
  if (width > maxSize || height > maxSize) {
62
64
  const r = maxSize / Math.max(width, height);
@@ -0,0 +1 @@
1
+ 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{WebMercatorViewport, OrthographicViewport} from '@deck.gl/core';\nimport type {Layer, Viewport} from '@deck.gl/core';\n\n/** Bounds in CARTESIAN coordinates */\nexport type Bounds = [minX: number, minY: number, maxX: number, maxY: number];\n\n/*\n * Compute the union of bounds from multiple layers\n * Returns bounds in CARTESIAN coordinates\n */\nexport function joinLayerBounds(\n /** The layers to combine */\n layers: Layer[],\n /** A Viewport instance that is used to determine the type of the view */\n viewport: Viewport\n): Bounds | null {\n // Join the bounds of layer data\n const bounds: Bounds = [Infinity, Infinity, -Infinity, -Infinity];\n for (const layer of layers) {\n const layerBounds = layer.getBounds();\n if (layerBounds) {\n const bottomLeftCommon = layer.projectPosition(layerBounds[0], {viewport, autoOffset: false});\n const topRightCommon = layer.projectPosition(layerBounds[1], {viewport, autoOffset: false});\n\n bounds[0] = Math.min(bounds[0], bottomLeftCommon[0]);\n bounds[1] = Math.min(bounds[1], bottomLeftCommon[1]);\n bounds[2] = Math.max(bounds[2], topRightCommon[0]);\n bounds[3] = Math.max(bounds[3], topRightCommon[1]);\n }\n }\n\n if (Number.isFinite(bounds[0])) {\n return bounds;\n }\n return null;\n}\n\nconst MAX_VIEWPORT_SIZE = 2048;\n\n/** Construct a viewport that just covers the target bounds. Used for rendering to common space indexed texture. */\nexport function makeViewport(opts: {\n /** The cartesian bounds of layers that will render into this texture */\n bounds: Bounds;\n /** Target width. If not specified, will be deduced from zoom */\n width?: number;\n /** Target height. If not specified, will be deduced from zoom */\n height?: number;\n /** Target zoom. If not specified, will be deduced from width and height */\n zoom?: number;\n /** Border around the viewport in pixels */\n border?: number;\n /** A viewport used to determine the output type */\n viewport: Viewport;\n}): Viewport | null {\n const {bounds, viewport, border = 0} = opts;\n const {isGeospatial} = viewport;\n\n if (bounds[2] <= bounds[0] || bounds[3] <= bounds[1]) {\n return null;\n }\n\n const centerWorld = viewport.unprojectPosition([\n (bounds[0] + bounds[2]) / 2,\n (bounds[1] + bounds[3]) / 2,\n 0\n ]);\n\n let {width, height, zoom} = opts;\n if (zoom === undefined) {\n // Use width and height to determine zoom\n width = width! - border * 2;\n height = height! - border * 2;\n const scale = Math.min(width / (bounds[2] - bounds[0]), height / (bounds[3] - bounds[1]));\n zoom = Math.min(Math.log2(scale), 20);\n } else if (!width || !height) {\n // Use zoom to determine width and height\n const scale = 2 ** zoom;\n width = Math.round(Math.abs(bounds[2] - bounds[0]) * scale);\n height = Math.round(Math.abs(bounds[3] - bounds[1]) * scale);\n const maxSize = MAX_VIEWPORT_SIZE - border * 2;\n if (width > maxSize || height > maxSize) {\n const r = maxSize / Math.max(width, height);\n width = Math.round(width * r);\n height = Math.round(height * r);\n zoom += Math.log2(r);\n }\n }\n\n // TODO - find a more generic way to construct this viewport\n // Geospatial viewports may not be web-mercator\n return isGeospatial\n ? new WebMercatorViewport({\n x: border,\n y: border,\n width,\n height,\n longitude: centerWorld[0],\n latitude: centerWorld[1],\n zoom,\n orthographic: true\n })\n : new OrthographicViewport({\n x: border,\n y: border,\n width,\n height,\n target: centerWorld,\n zoom,\n flipY: false\n });\n}\n\n/** Returns viewport bounds in CARTESIAN coordinates */\nexport function getViewportBounds(viewport: Viewport, zRange?: [number, number]): Bounds {\n // Viewport bounds in world coordinates\n let viewportBoundsWorld: Bounds;\n if (zRange && zRange.length === 2) {\n const [minZ, maxZ] = zRange;\n const bounds0 = viewport.getBounds({z: minZ});\n const bounds1 = viewport.getBounds({z: maxZ});\n viewportBoundsWorld = [\n Math.min(bounds0[0], bounds1[0]),\n Math.min(bounds0[1], bounds1[1]),\n Math.max(bounds0[2], bounds1[2]),\n Math.max(bounds0[3], bounds1[3])\n ];\n } else {\n viewportBoundsWorld = viewport.getBounds();\n }\n\n // Viewport bounds in cartesian coordinates\n const viewportBottomLeftCommon = viewport.projectPosition(viewportBoundsWorld.slice(0, 2));\n const viewportTopRightCommon = viewport.projectPosition(viewportBoundsWorld.slice(2, 4));\n return [\n viewportBottomLeftCommon[0],\n viewportBottomLeftCommon[1],\n viewportTopRightCommon[0],\n viewportTopRightCommon[1]\n ];\n}\n\n/*\n * Determine the common space bounds that best cover the given data for the given viewport\n * Returns bounds in CARTESIAN coordinates\n */\nexport function getRenderBounds(\n layerBounds: Bounds,\n viewport: Viewport,\n zRange?: [number, number]\n): Bounds {\n if (!layerBounds) {\n return [0, 0, 1, 1];\n }\n\n const viewportBounds = getViewportBounds(viewport, zRange);\n // Expand viewport bounds by 2X. Heurestically chosen to avoid masking\n // errors when mask is partially out of view\n const paddedBounds = doubleBounds(viewportBounds);\n\n // When bounds of the layers are smaller than the viewport bounds simply use\n // mask bounds, so as to maximize resolution & avoid rerenders\n if (\n layerBounds[2] - layerBounds[0] <= paddedBounds[2] - paddedBounds[0] &&\n layerBounds[3] - layerBounds[1] <= paddedBounds[3] - paddedBounds[1]\n ) {\n return layerBounds;\n }\n\n // As viewport shrinks, to avoid pixelation along mask edges\n // we need to reduce the bounds and only render the visible portion\n // of the mask.\n // We pad the viewport bounds to capture the section\n // of the mask just outside the viewport to correctly maskByInstance.\n // Intersect mask & padded viewport bounds\n return [\n Math.max(layerBounds[0], paddedBounds[0]),\n Math.max(layerBounds[1], paddedBounds[1]),\n Math.min(layerBounds[2], paddedBounds[2]),\n Math.min(layerBounds[3], paddedBounds[3])\n ];\n}\n\nfunction doubleBounds(bounds: Bounds): Bounds {\n const dx = bounds[2] - bounds[0];\n const dy = bounds[3] - bounds[1];\n const centerX = (bounds[0] + bounds[2]) / 2;\n const centerY = (bounds[1] + bounds[3]) / 2;\n return [centerX - dx, centerY - dy, centerX + dx, centerY + dy];\n}\n"],"file":"projection-utils.js"}