@deck.gl/extensions 9.0.0-beta.1 → 9.0.0-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/brushing/brushing-extension.js +80 -0
- package/dist/{esm/brushing → brushing}/shader-module.js +24 -30
- package/dist/clip/clip-extension.js +117 -0
- package/{typed → dist}/collision-filter/collision-filter-effect.d.ts.map +1 -1
- package/dist/collision-filter/collision-filter-effect.js +193 -0
- package/dist/collision-filter/collision-filter-extension.js +49 -0
- package/{typed → dist}/collision-filter/collision-filter-pass.d.ts.map +1 -1
- package/dist/collision-filter/collision-filter-pass.js +25 -0
- package/dist/{esm/collision-filter → collision-filter}/shader-module.js +17 -24
- package/dist/data-filter/aggregator.js +104 -0
- package/{typed → dist}/data-filter/data-filter-extension.d.ts.map +1 -1
- package/dist/data-filter/data-filter-extension.js +162 -0
- package/dist/data-filter/shader-module.js +159 -0
- package/dist/dist.dev.js +1519 -9832
- package/dist/fill-style/fill-style-extension.js +118 -0
- package/dist/{esm/fill-style → fill-style}/shaders.glsl.js +37 -43
- package/dist/fp64/fp64-extension.js +35 -0
- package/dist/{esm/fp64 → fp64}/project64.glsl.js +19 -1
- package/dist/fp64/project64.js +50 -0
- package/dist/index.cjs +2724 -0
- package/dist/index.cjs.map +7 -0
- package/dist/index.js +11 -0
- package/{typed → dist}/mask/mask-effect.d.ts.map +1 -1
- package/dist/mask/mask-effect.js +194 -0
- package/dist/mask/mask-extension.js +57 -0
- package/{typed → dist}/mask/mask-pass.d.ts.map +1 -1
- package/dist/mask/mask-pass.js +44 -0
- package/dist/{esm/mask → mask}/shader-module.js +18 -21
- package/dist/path-style/path-style-extension.js +111 -0
- package/dist/{esm/path-style → path-style}/shaders.glsl.js +20 -13
- package/dist/terrain/height-map-builder.js +104 -0
- package/dist/terrain/shader-module.js +139 -0
- package/dist/terrain/terrain-cover.js +187 -0
- package/{typed → dist}/terrain/terrain-effect.d.ts.map +1 -1
- package/dist/terrain/terrain-effect.js +184 -0
- package/dist/terrain/terrain-extension.js +44 -0
- package/{typed → dist}/terrain/terrain-pass.d.ts.map +1 -1
- package/dist/terrain/terrain-pass.js +61 -0
- package/{typed → dist}/terrain/terrain-picking-pass.d.ts.map +1 -1
- package/dist/terrain/terrain-picking-pass.js +66 -0
- package/dist/terrain/utils.js +21 -0
- package/{typed → dist}/utils/debug.d.ts.map +1 -1
- package/dist/utils/debug.js +50 -0
- package/dist/utils/projection-utils.js +153 -0
- package/dist.min.js +72 -201
- package/package.json +19 -12
- package/src/collision-filter/collision-filter-effect.ts +12 -8
- package/src/collision-filter/collision-filter-pass.ts +1 -3
- package/src/data-filter/data-filter-extension.ts +3 -5
- package/src/mask/mask-effect.ts +0 -1
- package/src/mask/mask-pass.ts +1 -3
- package/src/terrain/terrain-effect.ts +8 -2
- package/src/terrain/terrain-pass.ts +2 -5
- package/src/terrain/terrain-picking-pass.ts +1 -3
- package/src/utils/debug.ts +1 -2
- package/dist/es5/brushing/brushing-extension.js +0 -108
- package/dist/es5/brushing/brushing-extension.js.map +0 -1
- package/dist/es5/brushing/shader-module.js +0 -50
- package/dist/es5/brushing/shader-module.js.map +0 -1
- package/dist/es5/clip/clip-extension.js +0 -98
- package/dist/es5/clip/clip-extension.js.map +0 -1
- package/dist/es5/collision-filter/collision-filter-effect.js +0 -294
- package/dist/es5/collision-filter/collision-filter-effect.js.map +0 -1
- package/dist/es5/collision-filter/collision-filter-extension.js +0 -109
- package/dist/es5/collision-filter/collision-filter-extension.js.map +0 -1
- package/dist/es5/collision-filter/collision-filter-pass.js +0 -79
- package/dist/es5/collision-filter/collision-filter-pass.js.map +0 -1
- package/dist/es5/collision-filter/shader-module.js +0 -39
- package/dist/es5/collision-filter/shader-module.js.map +0 -1
- package/dist/es5/data-filter/aggregator.js +0 -79
- package/dist/es5/data-filter/aggregator.js.map +0 -1
- package/dist/es5/data-filter/data-filter-extension.js +0 -236
- package/dist/es5/data-filter/data-filter-extension.js.map +0 -1
- package/dist/es5/data-filter/shader-module.js +0 -122
- package/dist/es5/data-filter/shader-module.js.map +0 -1
- package/dist/es5/fill-style/fill-style-extension.js +0 -190
- package/dist/es5/fill-style/fill-style-extension.js.map +0 -1
- package/dist/es5/fill-style/shaders.glsl.js +0 -59
- package/dist/es5/fill-style/shaders.glsl.js.map +0 -1
- package/dist/es5/fp64/fp64-extension.js +0 -55
- package/dist/es5/fp64/fp64-extension.js.map +0 -1
- package/dist/es5/fp64/project64.glsl.js +0 -9
- package/dist/es5/fp64/project64.glsl.js.map +0 -1
- package/dist/es5/fp64/project64.js +0 -52
- package/dist/es5/fp64/project64.js.map +0 -1
- package/dist/es5/index.js +0 -88
- package/dist/es5/index.js.map +0 -1
- package/dist/es5/mask/mask-effect.js +0 -279
- package/dist/es5/mask/mask-effect.js.map +0 -1
- package/dist/es5/mask/mask-extension.js +0 -113
- package/dist/es5/mask/mask-extension.js.map +0 -1
- package/dist/es5/mask/mask-pass.js +0 -106
- package/dist/es5/mask/mask-pass.js.map +0 -1
- package/dist/es5/mask/shader-module.js +0 -38
- package/dist/es5/mask/shader-module.js.map +0 -1
- package/dist/es5/path-style/path-style-extension.js +0 -169
- package/dist/es5/path-style/path-style-extension.js.map +0 -1
- package/dist/es5/path-style/shaders.glsl.js +0 -25
- package/dist/es5/path-style/shaders.glsl.js.map +0 -1
- package/dist/es5/terrain/height-map-builder.js +0 -111
- package/dist/es5/terrain/height-map-builder.js.map +0 -1
- package/dist/es5/terrain/shader-module.js +0 -86
- package/dist/es5/terrain/shader-module.js.map +0 -1
- package/dist/es5/terrain/terrain-cover.js +0 -256
- package/dist/es5/terrain/terrain-cover.js.map +0 -1
- package/dist/es5/terrain/terrain-effect.js +0 -326
- package/dist/es5/terrain/terrain-effect.js.map +0 -1
- package/dist/es5/terrain/terrain-extension.js +0 -94
- package/dist/es5/terrain/terrain-extension.js.map +0 -1
- package/dist/es5/terrain/terrain-pass.js +0 -121
- package/dist/es5/terrain/terrain-pass.js.map +0 -1
- package/dist/es5/terrain/terrain-picking-pass.js +0 -124
- package/dist/es5/terrain/terrain-picking-pass.js.map +0 -1
- package/dist/es5/terrain/utils.js +0 -35
- package/dist/es5/terrain/utils.js.map +0 -1
- package/dist/es5/utils/debug.js +0 -71
- package/dist/es5/utils/debug.js.map +0 -1
- package/dist/es5/utils/projection-utils.js +0 -168
- package/dist/es5/utils/projection-utils.js.map +0 -1
- package/dist/esm/brushing/brushing-extension.js +0 -68
- package/dist/esm/brushing/brushing-extension.js.map +0 -1
- package/dist/esm/brushing/shader-module.js.map +0 -1
- package/dist/esm/clip/clip-extension.js +0 -86
- package/dist/esm/clip/clip-extension.js.map +0 -1
- package/dist/esm/collision-filter/collision-filter-effect.js +0 -246
- package/dist/esm/collision-filter/collision-filter-effect.js.map +0 -1
- package/dist/esm/collision-filter/collision-filter-extension.js +0 -75
- package/dist/esm/collision-filter/collision-filter-extension.js.map +0 -1
- package/dist/esm/collision-filter/collision-filter-pass.js +0 -32
- package/dist/esm/collision-filter/collision-filter-pass.js.map +0 -1
- package/dist/esm/collision-filter/shader-module.js.map +0 -1
- package/dist/esm/data-filter/aggregator.js +0 -102
- package/dist/esm/data-filter/aggregator.js.map +0 -1
- package/dist/esm/data-filter/data-filter-extension.js +0 -189
- package/dist/esm/data-filter/data-filter-extension.js.map +0 -1
- package/dist/esm/data-filter/shader-module.js +0 -164
- package/dist/esm/data-filter/shader-module.js.map +0 -1
- package/dist/esm/fill-style/fill-style-extension.js +0 -156
- package/dist/esm/fill-style/fill-style-extension.js.map +0 -1
- package/dist/esm/fill-style/shaders.glsl.js.map +0 -1
- package/dist/esm/fp64/fp64-extension.js +0 -20
- package/dist/esm/fp64/fp64-extension.js.map +0 -1
- package/dist/esm/fp64/project64.glsl.js.map +0 -1
- package/dist/esm/fp64/project64.js +0 -43
- package/dist/esm/fp64/project64.js.map +0 -1
- package/dist/esm/index.js +0 -11
- package/dist/esm/index.js.map +0 -1
- package/dist/esm/mask/mask-effect.js +0 -228
- package/dist/esm/mask/mask-effect.js.map +0 -1
- package/dist/esm/mask/mask-extension.js +0 -83
- package/dist/esm/mask/mask-extension.js.map +0 -1
- package/dist/esm/mask/mask-pass.js +0 -58
- package/dist/esm/mask/mask-pass.js.map +0 -1
- package/dist/esm/mask/shader-module.js.map +0 -1
- package/dist/esm/path-style/path-style-extension.js +0 -130
- package/dist/esm/path-style/path-style-extension.js.map +0 -1
- package/dist/esm/path-style/shaders.glsl.js.map +0 -1
- package/dist/esm/terrain/height-map-builder.js +0 -86
- package/dist/esm/terrain/height-map-builder.js.map +0 -1
- package/dist/esm/terrain/shader-module.js +0 -127
- package/dist/esm/terrain/shader-module.js.map +0 -1
- package/dist/esm/terrain/terrain-cover.js +0 -212
- package/dist/esm/terrain/terrain-cover.js.map +0 -1
- package/dist/esm/terrain/terrain-effect.js +0 -219
- package/dist/esm/terrain/terrain-effect.js.map +0 -1
- package/dist/esm/terrain/terrain-extension.js +0 -59
- package/dist/esm/terrain/terrain-extension.js.map +0 -1
- package/dist/esm/terrain/terrain-pass.js +0 -71
- package/dist/esm/terrain/terrain-pass.js.map +0 -1
- package/dist/esm/terrain/terrain-picking-pass.js +0 -73
- package/dist/esm/terrain/terrain-picking-pass.js.map +0 -1
- package/dist/esm/terrain/utils.js +0 -19
- package/dist/esm/terrain/utils.js.map +0 -1
- package/dist/esm/utils/debug.js +0 -61
- package/dist/esm/utils/debug.js.map +0 -1
- package/dist/esm/utils/projection-utils.js +0 -134
- package/dist/esm/utils/projection-utils.js.map +0 -1
- /package/{typed → dist}/brushing/brushing-extension.d.ts +0 -0
- /package/{typed → dist}/brushing/brushing-extension.d.ts.map +0 -0
- /package/{typed → dist}/brushing/shader-module.d.ts +0 -0
- /package/{typed → dist}/brushing/shader-module.d.ts.map +0 -0
- /package/{typed → dist}/clip/clip-extension.d.ts +0 -0
- /package/{typed → dist}/clip/clip-extension.d.ts.map +0 -0
- /package/{typed → dist}/collision-filter/collision-filter-effect.d.ts +0 -0
- /package/{typed → dist}/collision-filter/collision-filter-extension.d.ts +0 -0
- /package/{typed → dist}/collision-filter/collision-filter-extension.d.ts.map +0 -0
- /package/{typed → dist}/collision-filter/collision-filter-pass.d.ts +0 -0
- /package/{typed → dist}/collision-filter/shader-module.d.ts +0 -0
- /package/{typed → dist}/collision-filter/shader-module.d.ts.map +0 -0
- /package/{typed → dist}/data-filter/aggregator.d.ts +0 -0
- /package/{typed → dist}/data-filter/aggregator.d.ts.map +0 -0
- /package/{typed → dist}/data-filter/data-filter-extension.d.ts +0 -0
- /package/{typed → dist}/data-filter/shader-module.d.ts +0 -0
- /package/{typed → dist}/data-filter/shader-module.d.ts.map +0 -0
- /package/{typed → dist}/fill-style/fill-style-extension.d.ts +0 -0
- /package/{typed → dist}/fill-style/fill-style-extension.d.ts.map +0 -0
- /package/{typed → dist}/fill-style/shaders.glsl.d.ts +0 -0
- /package/{typed → dist}/fill-style/shaders.glsl.d.ts.map +0 -0
- /package/{typed → dist}/fp64/fp64-extension.d.ts +0 -0
- /package/{typed → dist}/fp64/fp64-extension.d.ts.map +0 -0
- /package/{typed → dist}/fp64/project64.d.ts +0 -0
- /package/{typed → dist}/fp64/project64.d.ts.map +0 -0
- /package/{typed → dist}/fp64/project64.glsl.d.ts +0 -0
- /package/{typed → dist}/fp64/project64.glsl.d.ts.map +0 -0
- /package/{typed → dist}/index.d.ts +0 -0
- /package/{typed → dist}/index.d.ts.map +0 -0
- /package/{typed → dist}/mask/mask-effect.d.ts +0 -0
- /package/{typed → dist}/mask/mask-extension.d.ts +0 -0
- /package/{typed → dist}/mask/mask-extension.d.ts.map +0 -0
- /package/{typed → dist}/mask/mask-pass.d.ts +0 -0
- /package/{typed → dist}/mask/shader-module.d.ts +0 -0
- /package/{typed → dist}/mask/shader-module.d.ts.map +0 -0
- /package/{typed → dist}/path-style/path-style-extension.d.ts +0 -0
- /package/{typed → dist}/path-style/path-style-extension.d.ts.map +0 -0
- /package/{typed → dist}/path-style/shaders.glsl.d.ts +0 -0
- /package/{typed → dist}/path-style/shaders.glsl.d.ts.map +0 -0
- /package/{typed → dist}/terrain/height-map-builder.d.ts +0 -0
- /package/{typed → dist}/terrain/height-map-builder.d.ts.map +0 -0
- /package/{typed → dist}/terrain/shader-module.d.ts +0 -0
- /package/{typed → dist}/terrain/shader-module.d.ts.map +0 -0
- /package/{typed → dist}/terrain/terrain-cover.d.ts +0 -0
- /package/{typed → dist}/terrain/terrain-cover.d.ts.map +0 -0
- /package/{typed → dist}/terrain/terrain-effect.d.ts +0 -0
- /package/{typed → dist}/terrain/terrain-extension.d.ts +0 -0
- /package/{typed → dist}/terrain/terrain-extension.d.ts.map +0 -0
- /package/{typed → dist}/terrain/terrain-pass.d.ts +0 -0
- /package/{typed → dist}/terrain/terrain-picking-pass.d.ts +0 -0
- /package/{typed → dist}/terrain/utils.d.ts +0 -0
- /package/{typed → dist}/terrain/utils.d.ts.map +0 -0
- /package/{typed → dist}/utils/debug.d.ts +0 -0
- /package/{typed → dist}/utils/projection-utils.d.ts +0 -0
- /package/{typed → dist}/utils/projection-utils.d.ts.map +0 -0
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{Device, Framebuffer, Texture} from '@luma.gl/core';\nimport {WEBGLRenderbuffer} from '@luma.gl/webgl';\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?: Texture;\n private lastViewport?: Viewport;\n\n preRender(\n device: Device,\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 = device.createTexture({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(device, {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(device, 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 // @ts-expect-error TODO - assuming WebGL context\n const [width, height] = device.canvasContext.getPixelSize();\n collisionFBO.resize({\n width: width / DOWNSCALE,\n height: 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, 1) ||\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 // @ts-expect-error TODO - assuming WebGL context\n devicePixelRatio: collisionFBO.device.canvasContext.getDevicePixelRatio() / 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 device: Device,\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(device, 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: Texture;\n } {\n const {collisionGroup} = (layer as Layer<CollisionFilterExtensionProps>).props;\n const {collisionFBOs, dummyCollisionMap} = this;\n return {collisionFBO: collisionFBOs[collisionGroup], dummyCollisionMap: 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(device: Device, collisionGroup: string) {\n // @ts-expect-error\n const {width, height} = device.gl.canvas;\n const collisionMap = device.createTexture({\n format: 'rgba8unorm',\n width,\n height,\n sampler: {\n minFilter: 'nearest',\n magFilter: 'nearest',\n addressModeU: 'clamp-to-edge',\n addressModeV: 'clamp-to-edge'\n }\n });\n\n const depthBuffer = new WEBGLRenderbuffer(\n // @ts-expect-error TODO v9 needs to be WebGLDevice\n device,\n {format: 'depth16unorm', width, height}\n );\n this.collisionFBOs[collisionGroup] = device.createFramebuffer({\n id: `collision-${collisionGroup}`,\n width,\n height,\n colorAttachments: [collisionMap],\n // @ts-expect-error TODO v9 doesn't handle renderbuffers well\n depthStencilAttachment: depthBuffer\n });\n }\n\n destroyFBO(collisionGroup: string) {\n const fbo = this.collisionFBOs[collisionGroup];\n fbo.colorAttachments[0]?.destroy();\n fbo.depthStencilAttachment?.destroy();\n fbo.destroy();\n delete this.collisionFBOs[collisionGroup];\n }\n}\n"],"file":"collision-filter-effect.js"}
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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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{"version":3,"sources":["../../../src/collision-filter/collision-filter-extension.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","extensionName"],"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;AAAhDG,wB,CACZP,Y,GAAeA,Y;AADHO,wB,CAEZ4B,a,GAAgB,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-extension.js"}
|
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import { withGLParameters } from '@luma.gl/webgl';
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import { _LayersPass as LayersPass } from '@deck.gl/core';
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export default class CollisionFilterPass extends LayersPass {
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renderCollisionMap(target, options) {
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const padding = 1;
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const clearColor = [0, 0, 0, 0];
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return withGLParameters(this.device, {
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scissorTest: true,
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scissor: [padding, padding, target.width - 2 * padding, target.height - 2 * padding],
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blend: false,
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depthTest: true,
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depthRange: [0, 1]
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}, () => this.render({ ...options,
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clearColor,
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target,
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pass: 'collision'
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}));
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}
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getModuleParameters() {
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drawToCollisionMap: true,
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picking: {
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isActive: 1,
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{"version":3,"sources":["../../../src/collision-filter/collision-filter-pass.ts"],"names":["withGLParameters","_LayersPass","LayersPass","CollisionFilterPass","renderCollisionMap","target","options","padding","clearColor","device","scissorTest","scissor","width","height","blend","depthTest","depthRange","render","pass","getModuleParameters","drawToCollisionMap","picking","isActive","isAttribute","lightSources"],"mappings":"AACA,SAAQA,gBAAR,QAA+B,gBAA/B;AACA,SAAQC,WAAW,IAAIC,UAAvB,QAAiE,eAAjE;AAIA,eAAe,MAAMC,mBAAN,SAAkCD,UAAlC,CAA6C;AAC1DE,EAAAA,kBAAkB,CAACC,MAAD,EAAsBC,OAAtB,EAAiE;AACjF,UAAMC,OAAO,GAAG,CAAhB;AACA,UAAMC,UAAU,GAAG,CAAC,CAAD,EAAI,CAAJ,EAAO,CAAP,EAAU,CAAV,CAAnB;AAEA,WAAOR,gBAAgB,CACrB,KAAKS,MADgB,EAErB;AACEC,MAAAA,WAAW,EAAE,IADf;AAEEC,MAAAA,OAAO,EAAE,CAACJ,OAAD,EAAUA,OAAV,EAAmBF,MAAM,CAACO,KAAP,GAAe,IAAIL,OAAtC,EAA+CF,MAAM,CAACQ,MAAP,GAAgB,IAAIN,OAAnE,CAFX;AAGEO,MAAAA,KAAK,EAAE,KAHT;AAIEC,MAAAA,SAAS,EAAE,IAJb;AAKEC,MAAAA,UAAU,EAAE,CAAC,CAAD,EAAI,CAAJ;AALd,KAFqB,EASrB,MAAM,KAAKC,MAAL,CAAY,EAAC,GAAGX,OAAJ;AAAaE,MAAAA,UAAb;AAAyBH,MAAAA,MAAzB;AAAiCa,MAAAA,IAAI,EAAE;AAAvC,KAAZ,CATe,CAAvB;AAWD;;AAEDC,EAAAA,mBAAmB,GAAG;AAEpB,WAAO;AACLC,MAAAA,kBAAkB,EAAE,IADf;AAELC,MAAAA,OAAO,EAAE;AACPC,QAAAA,QAAQ,EAAE,CADH;AAEPC,QAAAA,WAAW,EAAE;AAFN,OAFJ;AAMLC,MAAAA,YAAY,EAAE;AANT,KAAP;AAQD;;AA5ByD","sourcesContent":["import {Framebuffer} from '@luma.gl/core';\nimport {withGLParameters} from '@luma.gl/webgl';\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 padding = 1;\n const clearColor = [0, 0, 0, 0];\n\n return withGLParameters(\n this.device,\n {\n scissorTest: true,\n scissor: [padding, padding, target.width - 2 * padding, target.height - 2 * padding],\n blend: false,\n depthTest: true,\n depthRange: [0, 1]\n },\n () => this.render({...options, clearColor, target, pass: 'collision'})\n );\n }\n\n getModuleParameters() {\n // Draw picking colors into collision FBO\n return {\n drawToCollisionMap: true,\n picking: {\n isActive: 1,\n isAttribute: false\n },\n lightSources: {}\n };\n }\n}\n"],"file":"collision-filter-pass.js"}
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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","colorAttachments","name","dependencies","getUniforms"],"mappings":"AAEA,SAAQA,OAAR,QAAsB,eAAtB;AAEA,MAAMC,EAAE,GAAI;AACZ;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAjDA;AAmDA,MAAMC,MAAM,GAAG;AACb,cAAa;AACf;AACA,CAHe;AAIb,kCAAiC;AACnC;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,GAvBe;AAwBb,4BAA2B;AAC7B;AACA;AA1Be,CAAf;;AAsCA,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,EACf,CAACJ,kBAAD,IAAuBD,YAAvB,GAAsCA,YAAY,CAACM,gBAAb,CAA8B,CAA9B,CAAtC,GAAyEJ;AAHtE,GAAP;AAKD,CAbD;;AAgBA,eAAe;AACbK,EAAAA,IAAI,EAAE,WADO;AAEbC,EAAAA,YAAY,EAAE,CAACd,OAAD,CAFD;AAGbC,EAAAA,EAHa;AAIbC,EAAAA,MAJa;AAKba,EAAAA,WAAW,EAAEZ;AALA,CAAf","sourcesContent":["import {Framebuffer, Texture} from '@luma.gl/core';\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project} from '@deck.gl/core';\n\nconst vs = `\n#ifdef NON_INSTANCED_MODEL\nin float collisionPriorities;\n#else\nin 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 = texture(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 outside clip space bounds to discard\n position = vec4(0.0, 0.0, 2.0, 1.0);\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?: Texture;\n};\n\n/* eslint-disable camelcase */\ntype CollisionUniforms = {collision_sort?: boolean; collision_texture?: Texture};\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:\n !drawToCollisionMap && collisionFBO ? collisionFBO.colorAttachments[0] : dummyCollisionMap\n };\n};\n\n// @ts-expect-error\nexport default {\n name: 'collision',\n dependencies: [project],\n vs,\n inject,\n getUniforms: getCollisionUniforms\n} as ShaderModule<CollisionModuleSettings>;\n"],"file":"shader-module.js"}
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#version 300 es
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#define SHADER_NAME data-filter-vertex-shader
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{"version":3,"sources":["../../../src/data-filter/aggregator.ts"],"names":["Model","GL","AGGREGATE_VS","AGGREGATE_FS","supportsFloatTarget","device","gl","Boolean","getExtension","getFramebuffer","useFloatTarget","createFramebuffer","width","height","colorAttachments","createTexture","format","info","type","mipmaps","getModel","shaderOptions","defines","NON_INSTANCED_MODEL","FLOAT_TARGET","id","vertexCount","isInstanced","drawMode","vs","fs","parameters","blend","blendFunc","blendEquation","depthTest"],"mappings":"AACA,SAAQA,KAAR,QAAoB,iBAApB;AACA,SAAQC,EAAR,QAAiB,oBAAjB;AAEA,MAAMC,YAAY,GAAI;AACtB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAhCA;AAkCA,MAAMC,YAAY,GAAI;AACtB;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA;AACA,CAfA;AAiBA,OAAO,SAASC,mBAAT,CAA6BC,MAA7B,EAAsD;AAE3D,QAAMC,EAAE,GAAGD,MAAM,CAACC,EAAlB;AAGA,SAAOC,OAAO,CACZD,EAAE,CAACE,YAAH,CAAgB,iBAAhB,MAEGF,EAAE,CAACE,YAAH,CAAgB,wBAAhB,KAECF,EAAE,CAACE,YAAH,CAAgB,0BAAhB,CAJJ,CADY,CAAd;AAOD;AAGD,OAAO,SAASC,cAAT,CAAwBJ,MAAxB,EAAwCK,cAAxC,EAA8E;AACnF,MAAIA,cAAJ,EAAoB;AAClB,WAAOL,MAAM,CAACM,iBAAP,CAAyB;AAC9BC,MAAAA,KAAK,EAAE,CADuB;AAE9BC,MAAAA,MAAM,EAAE,CAFsB;AAG9BC,MAAAA,gBAAgB,EAAE,CAChBT,MAAM,CAACU,aAAP,CAAqB;AACnBC,QAAAA,MAAM,EAAEX,MAAM,CAACY,IAAP,CAAYC,IAAZ,KAAqB,QAArB,GAAgC,aAAhC,GAAgD,YADrC;AAEnBA,QAAAA,IAAI,MAFe;AAGnBC,QAAAA,OAAO,EAAE;AAHU,OAArB,CADgB;AAHY,KAAzB,CAAP;AAWD;;AACD,SAAOd,MAAM,CAACM,iBAAP,CAAyB;AAC9BC,IAAAA,KAAK,EAAE,GADuB;AAE9BC,IAAAA,MAAM,EAAE,EAFsB;AAG9BC,IAAAA,gBAAgB,EAAE,CAACT,MAAM,CAACU,aAAP,CAAqB;AAACC,MAAAA,MAAM,EAAE,YAAT;AAAuBE,MAAAA,IAAI,MAA3B;AAAuCC,MAAAA,OAAO,EAAE;AAAhD,KAArB,CAAD;AAHY,GAAzB,CAAP;AAKD;AAGD,OAAO,SAASC,QAAT,CAAkBf,MAAlB,EAAkCgB,aAAlC,EAAsDX,cAAtD,EAAsF;AAC3FW,EAAAA,aAAa,CAACC,OAAd,CAAsBC,mBAAtB,GAA4C,CAA5C;;AACA,MAAIb,cAAJ,EAAoB;AAClBW,IAAAA,aAAa,CAACC,OAAd,CAAsBE,YAAtB,GAAqC,CAArC;AACD;;AAED,SAAO,IAAIxB,KAAJ,CAAUK,MAAV,EAAkB;AACvBoB,IAAAA,EAAE,EAAE,+BADmB;AAEvBC,IAAAA,WAAW,EAAE,CAFU;AAGvBC,IAAAA,WAAW,EAAE,KAHU;AAIvBC,IAAAA,QAAQ,GAJe;AAKvBC,IAAAA,EAAE,EAAE3B,YALmB;AAMvB4B,IAAAA,EAAE,EAAE3B,YANmB;AAOvB,OAAGkB;AAPoB,GAAlB,CAAP;AASD;AAED,OAAO,MAAMU,UAAU,GAAG;AACxBC,EAAAA,KAAK,EAAE,IADiB;AAExBC,EAAAA,SAAS,EAAE,YAFa;AAGxBC,EAAAA,aAAa,EAAE,cAHS;AAIxBC,EAAAA,SAAS,EAAE;AAJa,CAAnB","sourcesContent":["import {Device, Framebuffer} from '@luma.gl/core';\nimport {Model} from '@luma.gl/engine';\nimport {GL} from '@luma.gl/constants';\n\nconst AGGREGATE_VS = `\\\n#version 300 es\n#define SHADER_NAME data-filter-vertex-shader\n\n#ifdef FLOAT_TARGET\n in float filterIndices;\n in float filterPrevIndices;\n#else\n in vec2 filterIndices;\n in vec2 filterPrevIndices;\n#endif\n\nout vec4 vColor;\nconst float component = 1.0 / 255.0;\n\nvoid main() {\n #ifdef FLOAT_TARGET\n dataFilter_value *= float(filterIndices != filterPrevIndices);\n gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n vColor = vec4(0.0, 0.0, 0.0, 1.0);\n #else\n // Float texture is not supported: pack result into 4 channels x 256 px x 64px\n dataFilter_value *= float(filterIndices.x != filterPrevIndices.x);\n float col = filterIndices.x;\n float row = filterIndices.y * 4.0;\n float channel = floor(row);\n row = fract(row);\n vColor = component * vec4(bvec4(channel == 0.0, channel == 1.0, channel == 2.0, channel == 3.0));\n gl_Position = vec4(col * 2.0 - 1.0, row * 2.0 - 1.0, 0.0, 1.0);\n #endif\n gl_PointSize = 1.0;\n}\n`;\n\nconst AGGREGATE_FS = `\\\n#version 300 es\n#define SHADER_NAME data-filter-fragment-shader\nprecision highp float;\n\nin vec4 vColor;\n\nout vec4 fragColor;\n\nvoid main() {\n if (dataFilter_value < 0.5) {\n discard;\n }\n fragColor = vColor;\n}\n`;\n\nexport function supportsFloatTarget(device: Device): boolean {\n // @ts-expect-error\n const gl = device.gl;\n\n // https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices#Support_for_float_textures_doesnt_mean_you_can_render_into_them!\n return Boolean(\n gl.getExtension('EXT_float_blend') &&\n // WebGL 2\n (gl.getExtension('EXT_color_buffer_float') ||\n // WebGL 1\n gl.getExtension('WEBGL_color_buffer_float'))\n );\n}\n\n// A 1x1 framebuffer object that encodes the total count of filtered items\nexport function getFramebuffer(device: Device, useFloatTarget: boolean): Framebuffer {\n if (useFloatTarget) {\n return device.createFramebuffer({\n width: 1,\n height: 1,\n colorAttachments: [\n device.createTexture({\n format: device.info.type === 'webgl2' ? 'rgba32float' : 'rgba8unorm',\n type: GL.FLOAT,\n mipmaps: false\n })\n ]\n });\n }\n return device.createFramebuffer({\n width: 256,\n height: 64,\n colorAttachments: [device.createTexture({format: 'rgba8unorm', type: GL.FLOAT, mipmaps: false})]\n });\n}\n\n// Increments the counter based on dataFilter_value\nexport function getModel(device: Device, shaderOptions: any, useFloatTarget: boolean): Model {\n shaderOptions.defines.NON_INSTANCED_MODEL = 1;\n if (useFloatTarget) {\n shaderOptions.defines.FLOAT_TARGET = 1;\n }\n\n return new Model(device, {\n id: 'data-filter-aggregation-model',\n vertexCount: 1,\n isInstanced: false,\n drawMode: GL.POINTS,\n vs: AGGREGATE_VS,\n fs: AGGREGATE_FS,\n ...shaderOptions\n });\n}\n\nexport const parameters = {\n blend: true,\n blendFunc: [GL.ONE, GL.ONE, GL.ONE, GL.ONE],\n blendEquation: [GL.FUNC_ADD, GL.FUNC_ADD],\n depthTest: false\n} as const;\n"],"file":"aggregator.js"}
|
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import { readPixelsToArray, clear, withGLParameters } from '@luma.gl/webgl';
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import { GL } from '@luma.gl/constants';
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import { LayerExtension } from '@deck.gl/core';
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import { shaderModule, shaderModule64 } from './shader-module';
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import * as aggregator from './aggregator';
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const defaultProps = {
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getFilterValue: {
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type: 'accessor',
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value: 0
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value: null,
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optional: true
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filterEnabled: true,
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filterRange: [-1, 1],
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filterSoftRange: null,
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filterTransformSize: true,
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filterTransformColor: true
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};
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const DATA_TYPE_FROM_SIZE = {
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};
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export default class DataFilterExtension extends LayerExtension {
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constructor({
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filterSize = 1,
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}
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super({
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countItems
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});
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}
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getShaders(extension) {
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const {
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filterSize,
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return {
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|
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}
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accessor: 'getFilterValue',
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filterValues: {
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divisor: 0
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},
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});
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}
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const {
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device
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} = this.context;
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const useFloatTarget = aggregator.supportsFloatTarget(device);
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attributeManager.add({
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filterIndices: {
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vertexOffset: 1,
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type: 5121,
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normalized: true,
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accessor: (object, {
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}) => {
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const i = object && object.__source ? object.__source.index : index;
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return useFloatTarget ? (i + 1) % 255 : [(i + 1) % 255, Math.floor(i / 255) % 255];
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},
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filterPrevIndices: {
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vertexOffset: 0
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},
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filterIndices: {
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vertexOffset: 1
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}
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}
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}
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});
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|
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const filterFBO = aggregator.getFramebuffer(device, useFloatTarget);
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|
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const filterModel = aggregator.getModel(device, extension.getShaders.call(this, extension), useFloatTarget);
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|
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this.setState({
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filterFBO,
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filterModel
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});
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}
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}
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updateState({
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oldProps
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|
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}) {
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if (this.state.filterModel) {
|
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const attributeManager = this.getAttributeManager();
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|
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const filterNeedsUpdate = attributeManager.attributes.filterValues.needsUpdate() || props.filterEnabled !== oldProps.filterEnabled || props.filterRange !== oldProps.filterRange || props.filterSoftRange !== oldProps.filterSoftRange;
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if (filterNeedsUpdate) {
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this.setState({
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filterNeedsUpdate
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});
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}
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}
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}
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draw(params, extension) {
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|
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const filterFBO = this.state.filterFBO;
|
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|
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const filterModel = this.state.filterModel;
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|
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const filterNeedsUpdate = this.state.filterNeedsUpdate;
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|
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const {
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|
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onFilteredItemsChange
|
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|
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} = this.props;
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|
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|
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|
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if (filterNeedsUpdate && onFilteredItemsChange && filterModel) {
|
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|
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const {
|
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|
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attributes: {
|
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|
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filterValues,
|
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|
-
filterIndices
|
|
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|
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}
|
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|
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} = this.getAttributeManager();
|
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|
-
filterModel.setVertexCount(this.getNumInstances());
|
|
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|
-
clear(this.context.device, {
|
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framebuffer: filterFBO,
|
|
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|
-
color: [0, 0, 0, 0]
|
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|
-
});
|
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|
-
filterModel.updateModuleSettings(params.moduleParameters);
|
|
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|
-
filterModel.setAttributes({ ...filterValues.getValue(),
|
|
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|
-
...(filterIndices === null || filterIndices === void 0 ? void 0 : filterIndices.getValue())
|
|
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|
-
});
|
|
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|
-
withGLParameters(filterModel.device, {
|
|
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|
-
framebuffer: filterFBO,
|
|
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|
-
...aggregator.parameters,
|
|
160
|
-
viewport: [0, 0, filterFBO.width, filterFBO.height]
|
|
161
|
-
}, () => {
|
|
162
|
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filterModel.draw(this.context.renderPass);
|
|
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|
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});
|
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|
-
const color = readPixelsToArray(filterFBO);
|
|
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|
-
let count = 0;
|
|
166
|
-
|
|
167
|
-
for (let i = 0; i < color.length; i++) {
|
|
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|
-
count += color[i];
|
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|
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}
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|
-
|
|
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|
-
onFilteredItemsChange({
|
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|
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id: this.id,
|
|
173
|
-
count
|
|
174
|
-
});
|
|
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|
-
this.state.filterNeedsUpdate = false;
|
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|
-
}
|
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|
-
}
|
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|
-
|
|
179
|
-
finalizeState() {
|
|
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|
-
const filterFBO = this.state.filterFBO;
|
|
181
|
-
const filterModel = this.state.filterModel;
|
|
182
|
-
filterFBO === null || filterFBO === void 0 ? void 0 : filterFBO.destroy();
|
|
183
|
-
filterModel === null || filterModel === void 0 ? void 0 : filterModel.destroy();
|
|
184
|
-
}
|
|
185
|
-
|
|
186
|
-
}
|
|
187
|
-
DataFilterExtension.defaultProps = defaultProps;
|
|
188
|
-
DataFilterExtension.extensionName = 'DataFilterExtension';
|
|
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|
-
//# sourceMappingURL=data-filter-extension.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
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Copyright (c) 2015 - 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {readPixelsToArray, clear, withGLParameters} from '@luma.gl/webgl';\nimport {GL} from '@luma.gl/constants';\nimport type {Framebuffer} from '@luma.gl/core';\nimport type {Model} from '@luma.gl/engine';\nimport type {Layer, LayerContext, Accessor, UpdateParameters} from '@deck.gl/core';\nimport {LayerExtension} from '@deck.gl/core';\nimport {shaderModule, shaderModule64} from './shader-module';\nimport * as aggregator from './aggregator';\n\nconst defaultProps = {\n getFilterValue: {type: 'accessor', value: 0},\n onFilteredItemsChange: {type: 'function', value: null, optional: true},\n\n filterEnabled: true,\n filterRange: [-1, 1],\n filterSoftRange: null,\n filterTransformSize: true,\n filterTransformColor: true\n};\n\nexport type DataFilterExtensionProps<DataT = any> = {\n /**\n * Accessor to retrieve the value for each object that it will be filtered by.\n * Returns either a number (if `filterSize: 1`) or an array of numbers.\n */\n getFilterValue?: Accessor<DataT, number | number[]>;\n /**\n * Enable/disable the data filter. If the data filter is disabled, all objects are rendered.\n * @default true\n */\n filterEnabled?: boolean;\n /**\n * The [min, max] bounds which defines whether an object should be rendered.\n * If an object's filtered value is within the bounds, the object will be rendered; otherwise it will be hidden.\n * @default [-1, 1]\n */\n filterRange?: [number, number] | [number, number][];\n /**\n * If specified, objects will be faded in/out instead of abruptly shown/hidden.\n * When the filtered value is outside of the bounds defined by `filterSoftRange` but still within the bounds defined by `filterRange`, the object will be rendered as \"faded.\"\n * @default null\n */\n filterSoftRange?: [number, number] | [number, number][] | null;\n /**\n * When an object is \"faded\", manipulate its size so that it appears smaller or thinner. Only works if `filterSoftRange` is specified.\n * @default true\n */\n filterTransformSize?: boolean;\n /**\n * When an object is \"faded\", manipulate its opacity so that it appears more translucent. Only works if `filterSoftRange` is specified.\n * @default true\n */\n filterTransformColor?: boolean;\n /**\n * Only called if the `countItems` option is enabled.\n */\n onFilteredItemsChange?: (evt: {\n /** The id of the source layer. */\n id: string;\n /** The number of data objects that pass the filter. */\n count: number;\n }) => void;\n};\n\ntype DataFilterExtensionOptions = {\n /**\n * The size of the filter (number of columns to filter by). The data filter can show/hide data based on 1-4 numeric properties of each object.\n * @default 1\n */\n filterSize: number;\n /**\n * Use 64-bit precision instead of 32-bit.\n * @default false\n */\n fp64: boolean;\n /**\n * If `true`, reports the number of filtered objects with the `onFilteredItemsChange` callback.\n * @default `false`.\n */\n countItems: boolean;\n};\n\nconst DATA_TYPE_FROM_SIZE = {\n 1: 'float',\n 2: 'vec2',\n 3: 'vec3',\n 4: 'vec4'\n};\n\n/** Adds GPU-based data filtering functionalities to layers. It allows the layer to show/hide objects based on user-defined properties. */\nexport default class DataFilterExtension extends LayerExtension<DataFilterExtensionOptions> {\n static defaultProps = defaultProps;\n static extensionName = 'DataFilterExtension';\n\n constructor({\n filterSize = 1,\n fp64 = false,\n countItems = false\n }: Partial<DataFilterExtensionOptions> = {}) {\n if (!DATA_TYPE_FROM_SIZE[filterSize]) {\n throw new Error('filterSize out of range');\n }\n\n super({filterSize, fp64, countItems});\n }\n\n getShaders(this: Layer<DataFilterExtensionProps>, extension: this): any {\n const {filterSize, fp64} = extension.opts;\n\n return {\n modules: [fp64 ? shaderModule64 : shaderModule],\n defines: {\n DATAFILTER_TYPE: DATA_TYPE_FROM_SIZE[filterSize],\n DATAFILTER_DOUBLE: Boolean(fp64)\n }\n };\n }\n\n initializeState(this: Layer<DataFilterExtensionProps>, context: LayerContext, extension: this) {\n const attributeManager = this.getAttributeManager();\n if (attributeManager) {\n attributeManager.add({\n filterValues: {\n size: extension.opts.filterSize,\n type: extension.opts.fp64 ? GL.DOUBLE : GL.FLOAT,\n accessor: 'getFilterValue',\n shaderAttributes: {\n filterValues: {\n divisor: 0\n },\n instanceFilterValues: {\n divisor: 1\n }\n }\n }\n });\n }\n\n const {device} = this.context;\n if (attributeManager && extension.opts.countItems) {\n const useFloatTarget = aggregator.supportsFloatTarget(device);\n // This attribute is needed for variable-width data, e.g. Path, SolidPolygon, Text\n // The vertex shader checks if a vertex has the same \"index\" as the previous vertex\n // so that we only write one count cross multiple vertices of the same object\n attributeManager.add({\n filterIndices: {\n size: useFloatTarget ? 1 : 2,\n vertexOffset: 1,\n type: GL.UNSIGNED_BYTE,\n normalized: true,\n accessor: (object, {index}) => {\n const i = object && object.__source ? object.__source.index : index;\n return useFloatTarget ? (i + 1) % 255 : [(i + 1) % 255, Math.floor(i / 255) % 255];\n },\n shaderAttributes: {\n filterPrevIndices: {\n vertexOffset: 0\n },\n filterIndices: {\n vertexOffset: 1\n }\n }\n }\n });\n\n const filterFBO = aggregator.getFramebuffer(device, useFloatTarget);\n const filterModel = aggregator.getModel(\n device,\n extension.getShaders.call(this, extension),\n useFloatTarget\n );\n this.setState({filterFBO, filterModel});\n }\n }\n\n updateState(\n this: Layer<DataFilterExtensionProps>,\n {props, oldProps}: UpdateParameters<Layer<DataFilterExtensionProps>>\n ) {\n if (this.state.filterModel) {\n const attributeManager = this.getAttributeManager();\n const filterNeedsUpdate =\n // attributeManager must be defined for filterModel to be set\n attributeManager!.attributes.filterValues.needsUpdate() ||\n props.filterEnabled !== oldProps.filterEnabled ||\n props.filterRange !== oldProps.filterRange ||\n props.filterSoftRange !== oldProps.filterSoftRange;\n if (filterNeedsUpdate) {\n this.setState({filterNeedsUpdate});\n }\n }\n }\n\n draw(this: Layer<DataFilterExtensionProps>, params: any, extension: this) {\n const filterFBO = this.state.filterFBO as Framebuffer;\n const filterModel = this.state.filterModel as Model;\n const filterNeedsUpdate = this.state.filterNeedsUpdate as boolean;\n\n const {onFilteredItemsChange} = this.props;\n if (filterNeedsUpdate && onFilteredItemsChange && filterModel) {\n const {\n attributes: {filterValues, filterIndices}\n } = this.getAttributeManager()!;\n filterModel.setVertexCount(this.getNumInstances());\n\n clear(this.context.device, {framebuffer: filterFBO, color: [0, 0, 0, 0]});\n\n filterModel.updateModuleSettings(params.moduleParameters);\n // @ts-expect-error filterValue and filterIndices should always have buffer value\n filterModel.setAttributes({\n ...filterValues.getValue(),\n ...filterIndices?.getValue()\n });\n withGLParameters(\n filterModel.device,\n {\n framebuffer: filterFBO,\n // ts-ignore 'readonly' cannot be assigned to the mutable type '[GLBlendEquation, GLBlendEquation]'\n ...(aggregator.parameters as any),\n viewport: [0, 0, filterFBO.width, filterFBO.height]\n },\n () => {\n filterModel.draw(this.context.renderPass);\n }\n );\n const color = readPixelsToArray(filterFBO);\n let count = 0;\n for (let i = 0; i < color.length; i++) {\n count += color[i];\n }\n onFilteredItemsChange({id: this.id, count});\n\n this.state.filterNeedsUpdate = false;\n }\n }\n\n finalizeState(this: Layer<DataFilterExtensionProps>) {\n const filterFBO = this.state.filterFBO as Framebuffer;\n const filterModel = this.state.filterModel as Model;\n\n // filterFBO.color.delete();\n filterFBO?.destroy();\n filterModel?.destroy();\n }\n}\n"],"file":"data-filter-extension.js"}
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