@deck.gl/extensions 9.2.8 → 9.2.9
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.d.ts +1 -1
- package/dist/brushing/brushing-extension.d.ts.map +1 -1
- package/dist/clip/clip-extension.d.ts +2 -2
- package/dist/clip/clip-extension.d.ts.map +1 -1
- package/dist/data-filter/data-filter-extension.d.ts +2 -2
- package/dist/data-filter/data-filter-extension.d.ts.map +1 -1
- package/dist/dist.dev.js +18 -11
- package/dist/fill-style/fill-style-extension.d.ts +1 -1
- package/dist/fill-style/fill-style-extension.d.ts.map +1 -1
- package/dist/index.cjs +18 -11
- package/dist/index.cjs.map +2 -2
- package/dist/path-style/path-style-extension.d.ts +2 -2
- package/dist/path-style/path-style-extension.d.ts.map +1 -1
- package/dist/path-style/path-style-extension.js +12 -11
- package/dist/path-style/path-style-extension.js.map +1 -1
- package/dist/path-style/shaders.glsl.d.ts +6 -0
- package/dist/path-style/shaders.glsl.d.ts.map +1 -1
- package/dist/path-style/shaders.glsl.js +6 -0
- package/dist/path-style/shaders.glsl.js.map +1 -1
- package/dist.min.js +19 -13
- package/package.json +2 -2
- package/src/brushing/brushing-extension.ts +1 -1
- package/src/clip/clip-extension.ts +2 -2
- package/src/data-filter/data-filter-extension.ts +2 -2
- package/src/fill-style/fill-style-extension.ts +1 -1
- package/src/path-style/path-style-extension.ts +15 -14
- package/src/path-style/shaders.glsl.ts +14 -0
package/dist/index.cjs.map
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"version": 3,
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"sources": ["../src/index.ts", "../src/brushing/brushing-extension.ts", "../src/brushing/shader-module.ts", "../src/data-filter/data-filter-extension.ts", "../src/data-filter/shader-module.ts", "../src/data-filter/aggregator.ts", "../src/fp64/fp64-extension.ts", "../src/fp64/project64.ts", "../src/fp64/project64.glsl.ts", "../src/path-style/path-style-extension.ts", "../src/path-style/shaders.glsl.ts", "../src/fill-style/fill-style-extension.ts", "../src/fill-style/shader-module.ts", "../src/clip/clip-extension.ts", "../src/collision-filter/collision-filter-extension.ts", "../src/collision-filter/shader-module.ts", "../src/collision-filter/collision-filter-effect.ts", "../src/collision-filter/collision-filter-pass.ts", "../src/mask/mask-extension.ts", "../src/mask/shader-module.ts", "../src/mask/mask-effect.ts", "../src/mask/mask-pass.ts", "../src/utils/projection-utils.ts", "../src/terrain/terrain-extension.ts", "../src/terrain/terrain-effect.ts", "../src/terrain/shader-module.ts", "../src/terrain/utils.ts", "../src/terrain/terrain-cover.ts", "../src/terrain/terrain-pass.ts", "../src/terrain/terrain-picking-pass.ts", "../src/terrain/height-map-builder.ts"],
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"sourcesContent": ["// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nexport {default as BrushingExtension} from './brushing/brushing-extension';\nexport {default as DataFilterExtension} from './data-filter/data-filter-extension';\nexport {default as Fp64Extension} from './fp64/fp64-extension';\nexport {default as PathStyleExtension} from './path-style/path-style-extension';\nexport {default as FillStyleExtension} from './fill-style/fill-style-extension';\nexport {default as ClipExtension} from './clip/clip-extension';\nexport {default as CollisionFilterExtension} from './collision-filter/collision-filter-extension';\nexport {default as MaskExtension} from './mask/mask-extension';\nexport {default as _TerrainExtension} from './terrain/terrain-extension';\n\n// Shader module\nexport {default as project64} from './fp64/project64';\n\n// Types\nexport type {BrushingExtensionProps} from './brushing/brushing-extension';\nexport type {\n DataFilterExtensionProps,\n DataFilterExtensionOptions\n} from './data-filter/data-filter-extension';\nexport type {\n PathStyleExtensionProps,\n PathStyleExtensionOptions\n} from './path-style/path-style-extension';\nexport type {\n FillStyleExtensionProps,\n FillStyleExtensionOptions\n} from './fill-style/fill-style-extension';\nexport type {ClipExtensionProps} from './clip/clip-extension';\nexport type {CollisionFilterExtensionProps} from './collision-filter/collision-filter-extension';\nexport type {MaskExtensionProps} from './mask/mask-extension';\nexport type {TerrainExtensionProps} from './terrain/terrain-extension';\nexport type {TerrainModuleProps} from './terrain/shader-module';\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {LayerExtension} from '@deck.gl/core';\nimport shaderModule, {BrushingModuleProps} from './shader-module';\n\nimport type {Layer, LayerContext, Accessor} from '@deck.gl/core';\n\nconst defaultProps = {\n getBrushingTarget: {type: 'accessor', value: [0, 0]},\n\n brushingTarget: 'source',\n brushingEnabled: true,\n brushingRadius: 10000\n};\n\nexport type BrushingExtensionProps<DataT = any> = {\n /**\n * Called to retrieve an arbitrary position for each object that it will be filtered by.\n * Only effective if `brushingTarget` is set to `custom`.\n */\n getBrushingTarget?: Accessor<DataT, [number, number]>;\n /**\n * Enable/disable brushing. If brushing is disabled, all objects are rendered.\n * @default true\n */\n brushingEnabled?: boolean;\n /**\n * The position used to filter each object by.\n */\n brushingTarget?: 'source' | 'target' | 'source_target' | 'custom';\n /** The brushing radius centered at the pointer, in meters. If a data object is within this circle, it is rendered; otherwise it is hidden.\n * @default 10000\n */\n brushingRadius?: number;\n};\n\n/** Adds GPU-based data brushing functionalities to layers. It allows the layer to show/hide objects based on the current pointer position. */\nexport default class BrushingExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'BrushingExtension';\n\n getShaders(): any {\n return {\n modules: [shaderModule]\n };\n }\n\n initializeState(this: Layer<BrushingExtensionProps>, context: LayerContext, extension: this) {\n const attributeManager = this.getAttributeManager();\n if (attributeManager) {\n attributeManager.add({\n brushingTargets: {\n size: 2,\n stepMode: 'dynamic',\n accessor: 'getBrushingTarget'\n }\n });\n }\n\n // Trigger redraw when mouse moves\n const onMouseMove = () => {\n this.getCurrentLayer()?.setNeedsRedraw();\n };\n // TODO - expose this in a better way\n this.state.onMouseMove = onMouseMove;\n if (context.deck) {\n // @ts-expect-error (2446) accessing protected property\n context.deck.eventManager.on({\n pointermove: onMouseMove,\n pointerleave: onMouseMove\n });\n }\n }\n\n finalizeState(this: Layer<BrushingExtensionProps>, context: LayerContext, extension: this) {\n // Remove event listeners\n if (context.deck) {\n const onMouseMove = this.state.onMouseMove as () => void;\n // @ts-expect-error (2446) accessing protected property\n context.deck.eventManager.off({\n pointermove: onMouseMove,\n pointerleave: onMouseMove\n });\n }\n }\n\n draw(this: Layer<BrushingExtensionProps>, params: any, extension: this) {\n const {viewport, mousePosition} = params.context;\n const {brushingEnabled, brushingRadius, brushingTarget} = this.props;\n const brushingProps: BrushingModuleProps = {\n viewport,\n mousePosition,\n brushingEnabled,\n brushingRadius,\n brushingTarget\n };\n this.setShaderModuleProps({brushing: brushingProps});\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\n/* eslint-disable camelcase */\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project} from '@deck.gl/core';\nimport type {Viewport} from '@deck.gl/core';\n\nimport type {BrushingExtensionProps} from './brushing-extension';\n\nexport type BrushingModuleProps = {\n // From layer context\n viewport: Viewport;\n mousePosition?: {x: number; y: number};\n} & BrushingExtensionProps;\n\ntype BrushingModuleUniforms = {\n enabled?: boolean;\n target?: number;\n mousePos?: [number, number];\n radius?: number;\n};\n\nconst uniformBlock = /* glsl */ `\\\nuniform brushingUniforms {\n bool enabled;\n highp int target;\n vec2 mousePos;\n float radius;\n} brushing;\n`;\n\nconst vertex = /* glsl */ `\n in vec2 brushingTargets;\n\n out float brushing_isVisible;\n\n bool brushing_isPointInRange(vec2 position) {\n if (!brushing.enabled) {\n return true;\n }\n vec2 source_commonspace = project_position(position);\n vec2 target_commonspace = project_position(brushing.mousePos);\n float distance = length((target_commonspace - source_commonspace) / project.commonUnitsPerMeter.xy);\n\n return distance <= brushing.radius;\n }\n\n bool brushing_arePointsInRange(vec2 sourcePos, vec2 targetPos) {\n return brushing_isPointInRange(sourcePos) || brushing_isPointInRange(targetPos);\n }\n\n void brushing_setVisible(bool visible) {\n brushing_isVisible = float(visible);\n }\n`;\n\nconst vs = `\n${uniformBlock}\n${vertex}\n`;\n\nconst fragment = /* glsl */ `\n in float brushing_isVisible;\n`;\n\nconst fs = `\n${uniformBlock}\n${fragment}\n`;\n\nconst TARGET = {\n source: 0,\n target: 1,\n custom: 2,\n source_target: 3\n};\n\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n vec2 brushingTarget;\n vec2 brushingSource;\n if (brushing.target == 3) {\n brushingTarget = geometry.worldPositionAlt.xy;\n brushingSource = geometry.worldPosition.xy;\n } else if (brushing.target == 0) {\n brushingTarget = geometry.worldPosition.xy;\n } else if (brushing.target == 1) {\n brushingTarget = geometry.worldPositionAlt.xy;\n } else {\n brushingTarget = brushingTargets;\n }\n bool visible;\n if (brushing.target == 3) {\n visible = brushing_arePointsInRange(brushingSource, brushingTarget);\n } else {\n visible = brushing_isPointInRange(brushingTarget);\n }\n brushing_setVisible(visible);\n `,\n\n 'fs:DECKGL_FILTER_COLOR': `\n if (brushing.enabled && brushing_isVisible < 0.5) {\n discard;\n }\n `\n};\n\nexport default {\n name: 'brushing',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: (opts?: BrushingModuleProps | {}): BrushingModuleUniforms => {\n if (!opts || !('viewport' in opts)) {\n return {};\n }\n const {\n brushingEnabled = true,\n brushingRadius = 10000,\n brushingTarget = 'source',\n mousePosition,\n viewport\n } = opts;\n return {\n enabled: Boolean(brushingEnabled && mousePosition && viewport.containsPixel(mousePosition)),\n radius: brushingRadius,\n target: TARGET[brushingTarget] || 0,\n mousePos: mousePosition\n ? (viewport.unproject([mousePosition.x - viewport.x, mousePosition.y - viewport.y]) as [\n number,\n number\n ])\n : [0, 0]\n };\n },\n uniformTypes: {\n enabled: 'i32',\n target: 'i32',\n mousePos: 'vec2<f32>',\n radius: 'f32'\n }\n} as ShaderModule<BrushingModuleProps, BrushingModuleUniforms, {}>;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {Buffer, Framebuffer} from '@luma.gl/core';\nimport type {Model} from '@luma.gl/engine';\nimport type {Layer, LayerContext, Accessor, UpdateParameters} from '@deck.gl/core';\nimport {_deepEqual as deepEqual, LayerExtension, log} from '@deck.gl/core';\nimport {\n CategoryBitMask,\n DataFilterModuleProps,\n Defines,\n dataFilter,\n dataFilter64\n} from './shader-module';\nimport * as aggregator from './aggregator';\nimport {NumberArray4} from '@math.gl/core';\n\nconst defaultProps = {\n getFilterValue: {type: 'accessor', value: 0},\n getFilterCategory: {type: 'accessor', value: 0},\n onFilteredItemsChange: {type: 'function', value: null, optional: true},\n\n filterEnabled: true,\n filterRange: [-1, 1],\n filterSoftRange: null,\n filterCategories: [0],\n filterTransformSize: true,\n filterTransformColor: true\n};\n\ntype FilterCategory = number | string;\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 * Accessor to retrieve the category (`number | string`) for each object that it will be filtered by.\n * Returns either a single category (if `filterSize: 1`) or an array of categories.\n */\n getFilterCategory?: Accessor<DataT, FilterCategory | FilterCategory[]>;\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 * The categories which define whether an object should be rendered.\n * @default []\n */\n filterCategories?: FilterCategory[] | FilterCategory[][];\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\nexport type DataFilterExtensionOptions = {\n /**\n * The size of the category filter (number of columns to filter by). The category filter can show/hide data based on 1-4 properties of each object. Set to `0` to disable category filtering.\n * @default 0\n */\n categorySize?: 0 | 1 | 2 | 3 | 4;\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. Set to `0` to disable numeric filtering.\n * @default 1\n */\n filterSize?: 0 | 1 | 2 | 3 | 4;\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 defaultOptions: Required<DataFilterExtensionOptions> = {\n categorySize: 0,\n filterSize: 1,\n fp64: false,\n countItems: false\n};\n\nconst CATEGORY_TYPE_FROM_SIZE = {\n 1: 'uint' as const,\n 2: 'uvec2' as const,\n 3: 'uvec3' as const,\n 4: 'uvec4' as const\n};\nconst DATA_TYPE_FROM_SIZE = {\n 1: 'float' as const,\n 2: 'vec2' as const,\n 3: 'vec3' as const,\n 4: 'vec4' as const\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<\n Required<DataFilterExtensionOptions>\n> {\n static defaultProps = defaultProps;\n static extensionName = 'DataFilterExtension';\n\n constructor(opts: DataFilterExtensionOptions = {}) {\n super({...defaultOptions, ...opts});\n }\n\n getShaders(this: Layer<DataFilterExtensionProps>, extension: this): any {\n const {categorySize, filterSize, fp64} = extension.opts;\n const defines: Defines = {};\n if (categorySize) {\n defines.DATACATEGORY_TYPE = CATEGORY_TYPE_FROM_SIZE[categorySize];\n defines.DATACATEGORY_CHANNELS = categorySize;\n }\n if (filterSize) {\n defines.DATAFILTER_TYPE = DATA_TYPE_FROM_SIZE[filterSize];\n defines.DATAFILTER_DOUBLE = Boolean(fp64);\n }\n\n const module = fp64 ? dataFilter64 : dataFilter;\n module.uniformTypes = module.uniformTypesFromOptions(extension.opts);\n\n return {modules: [module], defines};\n }\n\n initializeState(this: Layer<DataFilterExtensionProps>, context: LayerContext, extension: this) {\n const attributeManager = this.getAttributeManager();\n const {categorySize, filterSize, fp64} = extension.opts;\n\n if (attributeManager) {\n if (filterSize) {\n attributeManager.add({\n filterValues: {\n size: filterSize,\n type: fp64 ? 'float64' : 'float32',\n stepMode: 'dynamic',\n accessor: 'getFilterValue'\n }\n });\n }\n\n if (categorySize) {\n attributeManager.add({\n filterCategoryValues: {\n size: categorySize,\n stepMode: 'dynamic',\n accessor: 'getFilterCategory',\n type: 'uint32',\n transform:\n categorySize === 1\n ? d => extension._getCategoryKey.call(this, d, 0)\n : d => d.map((x, i) => extension._getCategoryKey.call(this, x, i))\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 filterVertexIndices: {\n size: useFloatTarget ? 1 : 2,\n vertexOffset: 1,\n type: 'unorm8',\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 attributeManager.getBufferLayouts({isInstanced: false}),\n extension.getShaders.call(this, extension),\n useFloatTarget\n );\n this.setState({filterFBO, filterModel});\n }\n }\n\n // eslint-disable-next-line complexity\n updateState(\n this: Layer<DataFilterExtensionProps>,\n {props, oldProps, changeFlags}: UpdateParameters<Layer<DataFilterExtensionProps>>,\n extension: this\n ) {\n const attributeManager = this.getAttributeManager();\n const {categorySize} = extension.opts;\n if (this.state.filterModel) {\n const filterNeedsUpdate =\n // attributeManager must be defined for filterModel to be set\n attributeManager!.attributes.filterValues?.needsUpdate() ||\n attributeManager!.attributes.filterCategoryValues?.needsUpdate() ||\n props.filterEnabled !== oldProps.filterEnabled ||\n props.filterRange !== oldProps.filterRange ||\n props.filterSoftRange !== oldProps.filterSoftRange ||\n props.filterCategories !== oldProps.filterCategories;\n if (filterNeedsUpdate) {\n this.setState({filterNeedsUpdate});\n }\n }\n if (attributeManager?.attributes.filterCategoryValues) {\n // Update bitmask if accessor or selected categories has changed\n const categoryBitMaskNeedsUpdate =\n attributeManager.attributes.filterCategoryValues.needsUpdate() ||\n !deepEqual(props.filterCategories, oldProps.filterCategories, 2);\n if (categoryBitMaskNeedsUpdate) {\n this.setState({categoryBitMask: null});\n }\n\n // Need to recreate category map if categorySize has changed\n const resetCategories = changeFlags.dataChanged;\n if (resetCategories) {\n this.setState({\n categoryMap: Array(categorySize)\n .fill(0)\n .map(() => ({}))\n });\n attributeManager.attributes.filterCategoryValues.setNeedsUpdate('categoryMap');\n }\n }\n }\n\n // eslint-disable-next-line max-statements\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 if (!this.state.categoryBitMask) {\n extension._updateCategoryBitMask.call(this, params, extension);\n }\n\n const {\n onFilteredItemsChange,\n extensions,\n filterEnabled,\n filterRange,\n filterSoftRange,\n filterTransformSize,\n filterTransformColor,\n filterCategories\n } = this.props;\n const dataFilterProps: DataFilterModuleProps = {\n extensions,\n filterEnabled,\n filterRange,\n filterSoftRange,\n filterTransformSize,\n filterTransformColor,\n filterCategories\n };\n if (this.state.categoryBitMask) {\n dataFilterProps.categoryBitMask = this.state.categoryBitMask as CategoryBitMask;\n }\n this.setShaderModuleProps({dataFilter: dataFilterProps});\n\n /* eslint-disable-next-line camelcase */\n if (filterNeedsUpdate && onFilteredItemsChange && filterModel) {\n const attributeManager = this.getAttributeManager()!;\n const {\n attributes: {filterValues, filterCategoryValues, filterVertexIndices}\n } = attributeManager;\n filterModel.setVertexCount(this.getNumInstances());\n\n // @ts-expect-error filterValue and filterVertexIndices should always have buffer value\n const attributes: Record<string, Buffer> = {\n ...filterValues?.getValue(),\n ...filterCategoryValues?.getValue(),\n ...filterVertexIndices?.getValue()\n };\n filterModel.setAttributes(attributes);\n filterModel.shaderInputs.setProps({\n dataFilter: dataFilterProps\n });\n\n const viewport = [0, 0, filterFBO.width, filterFBO.height] as NumberArray4;\n\n const renderPass = filterModel.device.beginRenderPass({\n id: 'data-filter-aggregation',\n framebuffer: filterFBO,\n parameters: {viewport},\n clearColor: [0, 0, 0, 0]\n });\n filterModel.setParameters(aggregator.parameters);\n filterModel.draw(renderPass);\n renderPass.end();\n\n const color = filterModel.device.readPixelsToArrayWebGL(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 /**\n * Updates the bitmask used on the GPU to perform the filter based on the\n * `filterCategories` prop. The mapping between categories and bit in the bitmask\n * is performed by `_getCategoryKey()`\n */\n _updateCategoryBitMask(\n this: Layer<DataFilterExtensionProps>,\n params: any,\n extension: this\n ): void {\n const {categorySize} = extension.opts;\n if (!categorySize) return;\n const {filterCategories} = this.props;\n const categoryBitMask: CategoryBitMask = new Uint32Array([0, 0, 0, 0]);\n const categoryFilters = (\n categorySize === 1 ? [filterCategories] : filterCategories\n ) as FilterCategory[][];\n const maxCategories = categorySize === 1 ? 128 : categorySize === 2 ? 64 : 32;\n for (let c = 0; c < categoryFilters.length; c++) {\n const categoryFilter = categoryFilters[c];\n for (const category of categoryFilter) {\n const key = extension._getCategoryKey.call(this, category, c);\n if (key < maxCategories) {\n const channel = c * (maxCategories / 32) + Math.floor(key / 32);\n categoryBitMask[channel] += Math.pow(2, key % 32); // 1 << key fails for key > 30\n } else {\n log.warn(`Exceeded maximum number of categories (${maxCategories})`)();\n }\n }\n }\n this.state.categoryBitMask = categoryBitMask;\n }\n\n /**\n * Returns an index of bit in the bitmask for a given category. If the category has\n * not yet been assigned a bit, a new one is assigned.\n */\n _getCategoryKey(\n this: Layer<DataFilterExtensionProps>,\n category: FilterCategory,\n channel: number\n ) {\n const categoryMap = (this.state.categoryMap as Record<FilterCategory, number>[])[channel];\n if (!(category in categoryMap)) {\n categoryMap[category] = Object.keys(categoryMap).length;\n }\n return categoryMap[category];\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport type {DataFilterExtensionOptions, DataFilterExtensionProps} from './data-filter-extension';\nimport {UniformFormat} from '@luma.gl/shadertools/dist/types';\n\n/*\n * data filter shader module\n */\nexport type Defines = {\n // Defines passed externally\n /**\n * Primitive type of parameter used for category filtering. If undefined, category filtering disabled.\n */\n DATACATEGORY_TYPE?: 'uint' | 'uvec2' | 'uvec3' | 'uvec4';\n /**\n * Number of category filtering channels. Must match dimension of `DATACATEGORY_TYPE`\n */\n DATACATEGORY_CHANNELS?: 1 | 2 | 3 | 4;\n\n /**\n * Primitive type of parameter used for numeric filtering. If undefined, numeric filtering disabled.\n */\n DATAFILTER_TYPE?: 'float' | 'vec2' | 'vec3' | 'vec4';\n\n /**\n * Enable 64-bit precision in numeric filter.\n */\n DATAFILTER_DOUBLE?: boolean;\n};\n\nconst uniformBlock = /* glsl */ `\\\nuniform dataFilterUniforms {\n bool useSoftMargin;\n bool enabled;\n bool transformSize;\n bool transformColor;\n#ifdef DATAFILTER_TYPE\n DATAFILTER_TYPE min;\n DATAFILTER_TYPE softMin;\n DATAFILTER_TYPE softMax;\n DATAFILTER_TYPE max;\n#ifdef DATAFILTER_DOUBLE\n DATAFILTER_TYPE min64High;\n DATAFILTER_TYPE max64High;\n#endif\n#endif\n#ifdef DATACATEGORY_TYPE\n highp uvec4 categoryBitMask;\n#endif\n} dataFilter;\n`;\n\nconst vertex = /* glsl */ `\n#ifdef DATAFILTER_TYPE\n in DATAFILTER_TYPE filterValues;\n#ifdef DATAFILTER_DOUBLE\n in DATAFILTER_TYPE filterValues64Low;\n#endif\n#endif\n\n#ifdef DATACATEGORY_TYPE\n in DATACATEGORY_TYPE filterCategoryValues;\n#endif\n\nout float dataFilter_value;\n\nfloat dataFilter_reduceValue(float value) {\n return value;\n}\nfloat dataFilter_reduceValue(vec2 value) {\n return min(value.x, value.y);\n}\nfloat dataFilter_reduceValue(vec3 value) {\n return min(min(value.x, value.y), value.z);\n}\nfloat dataFilter_reduceValue(vec4 value) {\n return min(min(value.x, value.y), min(value.z, value.w));\n}\n\n#ifdef DATAFILTER_TYPE\n void dataFilter_setValue(DATAFILTER_TYPE valueFromMin, DATAFILTER_TYPE valueFromMax) {\n if (dataFilter.useSoftMargin) {\n // smoothstep results are undefined if edge0 \u2265 edge1\n // Fallback to ignore filterSoftRange if it is truncated by filterRange\n DATAFILTER_TYPE leftInRange = mix(\n smoothstep(dataFilter.min, dataFilter.softMin, valueFromMin),\n step(dataFilter.min, valueFromMin),\n step(dataFilter.softMin, dataFilter.min)\n );\n DATAFILTER_TYPE rightInRange = mix(\n 1.0 - smoothstep(dataFilter.softMax, dataFilter.max, valueFromMax),\n step(valueFromMax, dataFilter.max),\n step(dataFilter.max, dataFilter.softMax)\n );\n dataFilter_value = dataFilter_reduceValue(leftInRange * rightInRange);\n } else {\n dataFilter_value = dataFilter_reduceValue(\n step(dataFilter.min, valueFromMin) * step(valueFromMax, dataFilter.max)\n );\n }\n }\n#endif\n\n#ifdef DATACATEGORY_TYPE\n void dataFilter_setCategoryValue(DATACATEGORY_TYPE category) {\n #if DATACATEGORY_CHANNELS == 1 // One 128-bit mask\n uint dataFilter_masks = dataFilter.categoryBitMask[category / 32u];\n #elif DATACATEGORY_CHANNELS == 2 // Two 64-bit masks\n uvec2 dataFilter_masks = uvec2(\n dataFilter.categoryBitMask[category.x / 32u],\n dataFilter.categoryBitMask[category.y / 32u + 2u]\n );\n #elif DATACATEGORY_CHANNELS == 3 // Three 32-bit masks\n uvec3 dataFilter_masks = dataFilter.categoryBitMask.xyz;\n #else // Four 32-bit masks\n uvec4 dataFilter_masks = dataFilter.categoryBitMask;\n #endif\n\n // Shift mask and extract relevant bits\n DATACATEGORY_TYPE dataFilter_bits = DATACATEGORY_TYPE(dataFilter_masks) >> (category & 31u);\n dataFilter_bits &= 1u;\n\n #if DATACATEGORY_CHANNELS == 1\n if(dataFilter_bits == 0u) dataFilter_value = 0.0;\n #else\n if(any(equal(dataFilter_bits, DATACATEGORY_TYPE(0u)))) dataFilter_value = 0.0;\n #endif\n }\n#endif\n`;\n\nconst vs = `\n${uniformBlock}\n${vertex}\n`;\n\nconst fragment = /* glsl */ `\nin float dataFilter_value;\n`;\n\nconst fs = `\n${uniformBlock}\n${fragment}\n`;\n\nexport type CategoryBitMask = Uint32Array;\nexport type DataFilterModuleProps = {\n extensions: any[]; // used to detect if layer props are present\n categoryBitMask?: CategoryBitMask;\n} & DataFilterExtensionProps;\n\n/* eslint-disable camelcase */\nfunction getUniforms(opts?: DataFilterModuleProps | {}): Record<string, any> {\n if (!opts || !('extensions' in opts)) {\n return {};\n }\n const {\n filterRange = [-1, 1],\n filterEnabled = true,\n filterTransformSize = true,\n filterTransformColor = true,\n categoryBitMask\n } = opts;\n const filterSoftRange = opts.filterSoftRange || filterRange;\n\n return {\n ...(Number.isFinite(filterRange[0])\n ? {\n min: filterRange[0],\n softMin: filterSoftRange[0],\n softMax: filterSoftRange[1],\n max: filterRange[1]\n }\n : {\n min: filterRange.map(r => r[0]),\n softMin: filterSoftRange.map(r => r[0]),\n softMax: filterSoftRange.map(r => r[1]),\n max: filterRange.map(r => r[1])\n }),\n enabled: filterEnabled,\n useSoftMargin: Boolean(opts.filterSoftRange),\n transformSize: filterEnabled && filterTransformSize,\n transformColor: filterEnabled && filterTransformColor,\n ...(categoryBitMask && {categoryBitMask})\n };\n}\n\nfunction getUniforms64(opts?: DataFilterModuleProps | {}): Record<string, any> {\n if (!opts || !('extensions' in opts)) {\n return {};\n }\n const uniforms = getUniforms(opts);\n if (Number.isFinite(uniforms.min)) {\n const min64High = Math.fround(uniforms.min);\n uniforms.min -= min64High;\n uniforms.softMin -= min64High;\n uniforms.min64High = min64High;\n\n const max64High = Math.fround(uniforms.max);\n uniforms.max -= max64High;\n uniforms.softMax -= max64High;\n uniforms.max64High = max64High;\n } else {\n const min64High = uniforms.min.map(Math.fround);\n uniforms.min = uniforms.min.map((x, i) => x - min64High[i]);\n uniforms.softMin = uniforms.softMin.map((x, i) => x - min64High[i]);\n uniforms.min64High = min64High;\n\n const max64High = uniforms.max.map(Math.fround);\n uniforms.max = uniforms.max.map((x, i) => x - max64High[i]);\n uniforms.softMax = uniforms.softMax.map((x, i) => x - max64High[i]);\n uniforms.max64High = max64High;\n }\n return uniforms;\n}\n\nconst inject = {\n 'vs:#main-start': /* glsl */ `\n dataFilter_value = 1.0;\n if (dataFilter.enabled) {\n #ifdef DATAFILTER_TYPE\n #ifdef DATAFILTER_DOUBLE\n dataFilter_setValue(\n filterValues - dataFilter.min64High + filterValues64Low,\n filterValues - dataFilter.max64High + filterValues64Low\n );\n #else\n dataFilter_setValue(filterValues, filterValues);\n #endif\n #endif\n\n #ifdef DATACATEGORY_TYPE\n dataFilter_setCategoryValue(filterCategoryValues);\n #endif\n }\n `,\n\n 'vs:#main-end': /* glsl */ `\n if (dataFilter_value == 0.0) {\n gl_Position = vec4(0.);\n }\n `,\n\n 'vs:DECKGL_FILTER_SIZE': /* glsl */ `\n if (dataFilter.transformSize) {\n size = size * dataFilter_value;\n }\n `,\n\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (dataFilter_value == 0.0) discard;\n if (dataFilter.transformColor) {\n color.a *= dataFilter_value;\n }\n `\n};\n\ntype UniformTypesFunc = (opts: DataFilterExtensionOptions) => any;\nfunction uniformTypesFromOptions(opts: DataFilterExtensionOptions): any {\n const {categorySize, filterSize, fp64} = opts;\n const uniformTypes: Record<string, UniformFormat> = {\n useSoftMargin: 'i32',\n enabled: 'i32',\n transformSize: 'i32',\n transformColor: 'i32'\n };\n\n if (filterSize) {\n const uniformFormat: UniformFormat = filterSize === 1 ? 'f32' : `vec${filterSize}<f32>`;\n uniformTypes.min = uniformFormat;\n uniformTypes.softMin = uniformFormat;\n uniformTypes.softMax = uniformFormat;\n uniformTypes.max = uniformFormat;\n if (fp64) {\n uniformTypes.min64High = uniformFormat;\n uniformTypes.max64High = uniformFormat;\n }\n }\n\n if (categorySize) {\n uniformTypes.categoryBitMask = 'vec4<i32>';\n }\n\n return uniformTypes;\n}\n\nexport const dataFilter: ShaderModule<DataFilterModuleProps> & {\n uniformTypesFromOptions: UniformTypesFunc;\n} = {\n name: 'dataFilter',\n vs,\n fs,\n inject,\n getUniforms,\n uniformTypesFromOptions\n};\n\nexport const dataFilter64: ShaderModule<DataFilterModuleProps> & {\n uniformTypesFromOptions: UniformTypesFunc;\n} = {\n name: 'dataFilter',\n vs,\n fs,\n inject,\n getUniforms: getUniforms64,\n uniformTypesFromOptions\n};\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Device, DeviceFeature, Framebuffer, RenderPipelineParameters} from '@luma.gl/core';\nimport {Model, ModelProps} from '@luma.gl/engine';\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\nconst FLOAT_TARGET_FEATURES: DeviceFeature[] = [\n 'float32-renderable-webgl', // ability to render to float texture\n 'texture-blend-float-webgl' // ability to blend when rendering to float texture\n];\n\nexport function supportsFloatTarget(device: Device): boolean {\n return FLOAT_TARGET_FEATURES.every(feature => device.features.has(feature));\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: 'rgba32float',\n dimension: '2d',\n width: 1,\n height: 1\n })\n ]\n });\n }\n return device.createFramebuffer({\n width: 256,\n height: 64,\n colorAttachments: [\n device.createTexture({format: 'rgba8unorm', dimension: '2d', width: 256, height: 64})\n ]\n });\n}\n\n// Increments the counter based on dataFilter_value\nexport function getModel(\n device: Device,\n bufferLayout: ModelProps['bufferLayout'],\n shaderOptions: any,\n useFloatTarget: boolean\n): 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 topology: 'point-list',\n disableWarnings: true,\n vs: AGGREGATE_VS,\n fs: AGGREGATE_FS,\n bufferLayout,\n ...shaderOptions\n });\n}\n\nexport const parameters: RenderPipelineParameters = {\n blend: true,\n blendColorSrcFactor: 'one',\n blendColorDstFactor: 'one',\n blendAlphaSrcFactor: 'one',\n blendAlphaDstFactor: 'one',\n blendColorOperation: 'add',\n blendAlphaOperation: 'add',\n depthCompare: 'never'\n} as const;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {LayerExtension, COORDINATE_SYSTEM} from '@deck.gl/core';\nimport project64 from './project64';\n\nimport type {Layer} from '@deck.gl/core';\n\n/** @deprecated Adds the legacy 64-bit precision to geospatial layers. */\nexport default class Fp64Extension extends LayerExtension {\n static extensionName = 'Fp64Extension';\n\n getShaders(this: Layer): any {\n const {coordinateSystem} = this.props;\n if (\n coordinateSystem !== COORDINATE_SYSTEM.LNGLAT &&\n coordinateSystem !== COORDINATE_SYSTEM.DEFAULT\n ) {\n throw new Error('fp64: coordinateSystem must be LNGLAT');\n }\n\n return {\n modules: [project64]\n };\n }\n\n draw(this: Layer, params: any, extension: this): void {\n const {viewport} = params.context;\n this.setShaderModuleProps({project64: {viewport}});\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\n/* eslint-disable camelcase */\nimport {fp64} from '@luma.gl/shadertools';\nimport type {ShaderModule} from '@luma.gl/shadertools';\nconst {fp64ify, fp64ifyMatrix4} = fp64;\nimport {project, _memoize as memoize} from '@deck.gl/core';\n\nimport type {Viewport} from '@deck.gl/core';\nimport project64Shader from './project64.glsl';\n\ntype Project64ModuleProps = {\n viewport: Viewport;\n};\n\nexport default {\n name: 'project64',\n dependencies: [project, fp64],\n vs: project64Shader,\n getUniforms,\n uniformTypes: {\n scale: 'vec2<f32>',\n // Cannot pass as vec2[16], so instead split into 2 mat4x4\n viewProjectionMatrix: 'mat4x4<f32>',\n viewProjectionMatrix64Low: 'mat4x4<f32>'\n }\n} as ShaderModule<Project64ModuleProps>;\n\n// TODO - this module should calculate the 64 bit uniforms\n// It is currently done by project to minimize duplicated work\n\nconst getMemoizedUniforms = memoize(calculateUniforms);\n\nfunction getUniforms(opts?: Project64ModuleProps | {}): Record<string, any> {\n if (opts && 'viewport' in opts) {\n const {viewProjectionMatrix, scale} = opts.viewport;\n // We only need to update fp64 uniforms if fp32 projection is being updated\n return getMemoizedUniforms({viewProjectionMatrix, scale});\n }\n return {};\n}\n\nfunction calculateUniforms({\n viewProjectionMatrix,\n scale\n}: {\n viewProjectionMatrix: number[];\n scale: number;\n}) {\n const glViewProjectionMatrixFP64 = fp64ifyMatrix4(viewProjectionMatrix);\n const viewProjectionMatrix64High = new Float32Array(16);\n const viewProjectionMatrix64Low = new Float32Array(16);\n for (let i = 0; i < 4; i++) {\n for (let j = 0; j < 4; j++) {\n // Match order used in project.viewProjectionMatrix\n const from = 4 * i + j;\n const to = 4 * j + i;\n viewProjectionMatrix64High[to] = glViewProjectionMatrixFP64[2 * from];\n viewProjectionMatrix64Low[to] = glViewProjectionMatrixFP64[2 * from + 1];\n }\n }\n return {\n scale: fp64ify(scale),\n viewProjectionMatrix: [...viewProjectionMatrix64High],\n viewProjectionMatrix64Low: [...viewProjectionMatrix64Low]\n };\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nexport default `\\\n\nconst vec2 WORLD_SCALE_FP64 = vec2(81.4873275756836, 0.0000032873668232014097);\n\nuniform project64Uniforms {\n vec2 scale;\n mat4 viewProjectionMatrix;\n mat4 viewProjectionMatrix64Low;\n} project64;\n\n// longitude: lnglat_fp64.xy; latitude: lnglat_fp64.zw\nvoid mercatorProject_fp64(vec4 lnglat_fp64, out vec2 out_val[2]) {\n\n#if defined(NVIDIA_FP64_WORKAROUND)\n out_val[0] = sum_fp64(radians_fp64(lnglat_fp64.xy), PI_FP64 * ONE);\n#else\n out_val[0] = sum_fp64(radians_fp64(lnglat_fp64.xy), PI_FP64);\n#endif\n out_val[1] = sum_fp64(PI_FP64,\n log_fp64(tan_fp64(sum_fp64(PI_4_FP64, radians_fp64(lnglat_fp64.zw) / 2.0))));\n return;\n}\n\nvoid project_position_fp64(vec4 position_fp64, out vec2 out_val[2]) {\n vec2 pos_fp64[2];\n mercatorProject_fp64(position_fp64, pos_fp64);\n out_val[0] = mul_fp64(pos_fp64[0], WORLD_SCALE_FP64);\n out_val[1] = mul_fp64(pos_fp64[1], WORLD_SCALE_FP64);\n\n return;\n}\n\nvoid project_position_fp64(vec2 position, vec2 position64xyLow, out vec2 out_val[2]) {\n vec4 position64xy = vec4(\n position.x, position64xyLow.x,\n position.y, position64xyLow.y);\n\n project_position_fp64(position64xy, out_val);\n}\n\nvec4 project_common_position_to_clipspace_fp64(vec2 vertex_pos_modelspace[4]) {\n vec2 vertex_pos_clipspace[4];\n vec2 viewProjectionMatrixFP64[16];\n for (int i = 0; i < 4; i++) {\n for (int j = 0; j < 4; j++) {\n viewProjectionMatrixFP64[4 * i + j] = vec2(\n project64.viewProjectionMatrix[j][i],\n project64.viewProjectionMatrix64Low[j][i]\n );\n } \n }\n mat4_vec4_mul_fp64(viewProjectionMatrixFP64, vertex_pos_modelspace,\n vertex_pos_clipspace);\n return vec4(\n vertex_pos_clipspace[0].x,\n vertex_pos_clipspace[1].x,\n vertex_pos_clipspace[2].x,\n vertex_pos_clipspace[3].x\n );\n}\n\nvec4 project_position_to_clipspace(\n vec3 position, vec3 position64xyLow, vec3 offset, out vec4 commonPosition\n) {\n // This is the local offset to the instance position\n vec2 offset64[4];\n vec4_fp64(vec4(offset, 0.0), offset64);\n\n float z = project_size(position.z);\n\n // Apply web mercator projection (depends on coordinate system imn use)\n vec2 projectedPosition64xy[2];\n project_position_fp64(position.xy, position64xyLow.xy, projectedPosition64xy);\n\n vec2 commonPosition64[4];\n commonPosition64[0] = sum_fp64(offset64[0], projectedPosition64xy[0]);\n commonPosition64[1] = sum_fp64(offset64[1], projectedPosition64xy[1]);\n commonPosition64[2] = sum_fp64(offset64[2], vec2(z, 0.0));\n commonPosition64[3] = vec2(1.0, 0.0);\n\n commonPosition = vec4(projectedPosition64xy[0].x, projectedPosition64xy[1].x, z, 1.0);\n\n return project_common_position_to_clipspace_fp64(commonPosition64);\n}\n\nvec4 project_position_to_clipspace(\n vec3 position, vec3 position64xyLow, vec3 offset\n) {\n vec4 commonPosition;\n return project_position_to_clipspace(\n position, position64xyLow, offset, commonPosition\n );\n}\n`;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {LayerExtension, _mergeShaders as mergeShaders} from '@deck.gl/core';\nimport {vec3} from '@math.gl/core';\nimport {dashShaders, offsetShaders} from './shaders.glsl';\n\nimport type {Layer, LayerContext, Accessor, UpdateParameters} from '@deck.gl/core';\nimport type {ShaderModule} from '@luma.gl/shadertools';\n\nconst defaultProps = {\n getDashArray: {type: 'accessor', value: [0, 0]},\n getOffset: {type: 'accessor', value: 0},\n dashJustified: false,\n dashGapPickable: false\n};\n\ntype PathStyleProps = {\n dashAlignMode: number;\n dashGapPickable: boolean;\n};\n\nexport type PathStyleExtensionProps<DataT = any> = {\n /**\n * Accessor for the dash array to draw each path with: `[dashSize, gapSize]` relative to the width of the path.\n * Requires the `dash` option to be on.\n */\n getDashArray?: Accessor<DataT, [number, number]>;\n /**\n * Accessor for the offset to draw each path with, relative to the width of the path.\n * Negative offset is to the left hand side, and positive offset is to the right hand side.\n * @default 0\n */\n getOffset?: Accessor<DataT, number>;\n /**\n * If `true`, adjust gaps for the dashes to align at both ends.\n * @default false\n */\n dashJustified?: boolean;\n /**\n * If `true`, gaps between solid strokes are pickable. If `false`, only the solid strokes are pickable.\n * @default false\n */\n dashGapPickable?: boolean;\n};\n\nexport type PathStyleExtensionOptions = {\n /**\n * Add capability to render dashed lines.\n * @default false\n */\n dash: boolean;\n /**\n * Add capability to offset lines.\n * @default false\n */\n offset: boolean;\n /**\n * Improve dash rendering quality in certain circumstances. Note that this option introduces additional performance overhead.\n * @default false\n */\n highPrecisionDash: boolean;\n};\n\n/** Adds selected features to the `PathLayer` and composite layers that render the `PathLayer`. */\nexport default class PathStyleExtension extends LayerExtension<PathStyleExtensionOptions> {\n static defaultProps = defaultProps;\n static extensionName = 'PathStyleExtension';\n\n constructor({\n dash = false,\n offset = false,\n highPrecisionDash = false\n }: Partial<PathStyleExtensionOptions> = {}) {\n super({dash: dash || highPrecisionDash, offset, highPrecisionDash});\n }\n\n isEnabled(layer: Layer<PathStyleExtensionProps>): boolean {\n return 'pathTesselator' in layer.state;\n }\n\n getShaders(this: Layer<PathStyleExtensionProps>, extension: this): any {\n if (!extension.isEnabled(this)) {\n return null;\n }\n\n // Merge shader injection\n let result = {} as {inject: Record<string, string>};\n if (extension.opts.dash) {\n result = mergeShaders(result, dashShaders);\n }\n if (extension.opts.offset) {\n result = mergeShaders(result, offsetShaders);\n }\n\n const {inject} = result;\n const pathStyle: ShaderModule<PathStyleProps> = {\n name: 'pathStyle',\n inject,\n uniformTypes: {\n dashAlignMode: 'f32',\n dashGapPickable: 'i32'\n }\n };\n return {\n modules: [pathStyle]\n };\n }\n\n initializeState(this: Layer<PathStyleExtensionProps>, context: LayerContext, extension: this) {\n const attributeManager = this.getAttributeManager();\n if (!attributeManager || !extension.isEnabled(this)) {\n // This extension only works with the PathLayer\n return;\n }\n\n if (extension.opts.dash) {\n attributeManager.addInstanced({\n instanceDashArrays: {size: 2, accessor: 'getDashArray'},\n instanceDashOffsets: extension.opts.highPrecisionDash\n ? {\n size: 1,\n accessor: 'getPath',\n transform: extension.getDashOffsets.bind(this)\n }\n : {\n size: 1,\n update: attribute => {\n attribute.constant = true;\n attribute.value = [0];\n }\n }\n });\n }\n if (extension.opts.offset) {\n attributeManager.addInstanced({\n instanceOffsets: {size: 1, accessor: 'getOffset'}\n });\n }\n }\n\n updateState(\n this: Layer<PathStyleExtensionProps>,\n params: UpdateParameters<Layer<PathStyleExtensionProps>>,\n extension: this\n ) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n if (extension.opts.dash) {\n const pathStyleProps: PathStyleProps = {\n dashAlignMode: this.props.dashJustified ? 1 : 0,\n dashGapPickable: Boolean(this.props.dashGapPickable)\n };\n this.setShaderModuleProps({pathStyle: pathStyleProps});\n }\n }\n\n getDashOffsets(this: Layer<PathStyleExtensionProps>, path: number[] | number[][]): number[] {\n const result = [0];\n const positionSize = this.props.positionFormat === 'XY' ? 2 : 3;\n const isNested = Array.isArray(path[0]);\n const geometrySize = isNested ? path.length : path.length / positionSize;\n\n let p;\n let prevP;\n for (let i = 0; i < geometrySize - 1; i++) {\n p = isNested ? path[i] : path.slice(i * positionSize, i * positionSize + positionSize);\n p = this.projectPosition(p);\n\n if (i > 0) {\n result[i] = result[i - 1] + vec3.dist(prevP, p);\n }\n\n prevP = p;\n }\n result[geometrySize - 1] = 0;\n return result;\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nexport const dashShaders = {\n inject: {\n 'vs:#decl': `\nin vec2 instanceDashArrays;\nin float instanceDashOffsets;\nout vec2 vDashArray;\nout float vDashOffset;\n`,\n\n 'vs:#main-end': `\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n`,\n\n 'fs:#decl': `\nuniform pathStyleUniforms {\n float dashAlignMode;\n bool dashGapPickable;\n} pathStyle;\n\nin vec2 vDashArray;\nin float vDashOffset;\n`,\n\n // if given position is in the gap part of the dashed line\n // dashArray.x: solid stroke length, relative to width\n // dashArray.y: gap length, relative to width\n // alignMode:\n // 0 - no adjustment\n // o---- ---- ---- ---- o---- -o---- ---- o\n // 1 - stretch to fit, draw half dash at each end for nicer joints\n // o-- ---- ---- ---- --o-- --o-- ---- --o\n 'fs:#main-start': `\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (pathStyle.dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(vPathPosition.y + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (path.capType <= 0.5) {\n if (!(pathStyle.dashGapPickable && bool(picking.isActive))) {\n discard;\n }\n } else {\n // caps are rounded, test the distance to solid ends\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(pathStyle.dashGapPickable && bool(picking.isActive))) {\n discard;\n }\n }\n }\n }\n }\n`\n }\n};\n\nexport const offsetShaders = {\n inject: {\n 'vs:#decl': `\nin float instanceOffsets;\n`,\n 'vs:DECKGL_FILTER_SIZE': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n`,\n 'vs:#main-end': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n float offsetDir = sign(instanceOffsets);\n vPathPosition.x = (vPathPosition.x + offsetDir) * offsetWidth - offsetDir;\n vPathPosition.y *= offsetWidth;\n vPathLength *= offsetWidth;\n`,\n 'fs:#main-start': `\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n`\n }\n};\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {LayerExtension} from '@deck.gl/core';\n\nimport {FillStyleModuleProps, patternShaders} from './shader-module';\n\nimport type {\n Layer,\n LayerContext,\n DefaultProps,\n Accessor,\n AccessorFunction,\n TextureSource,\n UpdateParameters\n} from '@deck.gl/core';\nimport type {Texture} from '@luma.gl/core';\n\nconst defaultProps: DefaultProps<FillStyleExtensionProps> = {\n fillPatternEnabled: true,\n fillPatternAtlas: {\n type: 'image',\n value: null,\n async: true,\n parameters: {lodMaxClamp: 0}\n },\n fillPatternMapping: {type: 'object', value: {}, async: true},\n fillPatternMask: true,\n getFillPattern: {type: 'accessor', value: d => d.pattern},\n getFillPatternScale: {type: 'accessor', value: 1},\n getFillPatternOffset: {type: 'accessor', value: [0, 0]}\n};\n\nexport type FillStyleExtensionProps<DataT = any> = {\n /** Cheap toggle to enable/disable pattern fill. Requires the `pattern` option to be on.\n * @default true\n */\n fillPatternEnabled?: boolean;\n /** Sprite image url or texture that packs all your patterns into one layout. */\n fillPatternAtlas?: string | TextureSource;\n /** Pattern names mapped to pattern definitions, or a url that points to a JSON file. */\n fillPatternMapping?:\n | string\n | Record<\n string,\n {\n /** Left position of the pattern on the atlas */\n x: number;\n /** Top position of the pattern on the atlas */\n y: number;\n /** Width of the pattern */\n width: number;\n /** Height of the pattern */\n height: number;\n }\n >;\n /**\n * Whether to treat the patterns as transparency masks.\n * @default true\n */\n fillPatternMask?: boolean;\n /** Accessor for the name of the pattern. */\n getFillPattern?: AccessorFunction<DataT, string>;\n /** Accessor for the scale of the pattern, relative to the original size. If the pattern is 24 x 24 pixels, scale `1` roughly yields 24 meters.\n * @default 1\n */\n getFillPatternScale?: Accessor<DataT, number>;\n /**\n * Accessor for the offset of the pattern, relative to the original size. Offset `[0.5, 0.5]` shifts the pattern alignment by half.\n * @default [0, 0]\n */\n getFillPatternOffset?: Accessor<DataT, [number, number]>;\n};\n\nexport type FillStyleExtensionOptions = {\n /** If `true`, adds the ability to tile the filled area with a pattern.\n * @default false\n */\n pattern: boolean;\n};\n\n/** Adds selected features to layers that render a \"fill\", such as the `PolygonLayer` and `ScatterplotLayer`. */\nexport default class FillStyleExtension extends LayerExtension<FillStyleExtensionOptions> {\n static defaultProps = defaultProps;\n static extensionName = 'FillStyleExtension';\n\n constructor({pattern = false}: Partial<FillStyleExtensionOptions> = {}) {\n super({pattern});\n }\n\n isEnabled(layer: Layer<FillStyleExtensionProps>): boolean {\n return layer.getAttributeManager() !== null && !('pathTesselator' in layer.state);\n }\n\n getShaders(this: Layer<FillStyleExtensionProps>, extension: this): any {\n if (!extension.isEnabled(this)) {\n return null;\n }\n\n return {\n modules: [extension.opts.pattern && patternShaders].filter(Boolean)\n };\n }\n\n initializeState(this: Layer<FillStyleExtensionProps>, context: LayerContext, extension: this) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n const attributeManager = this.getAttributeManager();\n\n if (extension.opts.pattern) {\n attributeManager!.add({\n fillPatternFrames: {\n size: 4,\n stepMode: 'dynamic',\n accessor: 'getFillPattern',\n transform: extension.getPatternFrame.bind(this)\n },\n fillPatternScales: {\n size: 1,\n stepMode: 'dynamic',\n accessor: 'getFillPatternScale',\n defaultValue: 1\n },\n fillPatternOffsets: {\n size: 2,\n stepMode: 'dynamic',\n accessor: 'getFillPatternOffset'\n }\n });\n }\n this.setState({\n emptyTexture: this.context.device.createTexture({\n data: new Uint8Array(4),\n width: 1,\n height: 1\n })\n });\n }\n\n updateState(\n this: Layer<FillStyleExtensionProps>,\n {props, oldProps}: UpdateParameters<Layer<FillStyleExtensionProps>>,\n extension: this\n ) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n if (props.fillPatternMapping && props.fillPatternMapping !== oldProps.fillPatternMapping) {\n this.getAttributeManager()!.invalidate('getFillPattern');\n }\n }\n\n draw(this: Layer<FillStyleExtensionProps>, params: any, extension: this) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n const {fillPatternAtlas, fillPatternEnabled, fillPatternMask} = this.props;\n const fillProps: FillStyleModuleProps = {\n project: params.shaderModuleProps.project,\n fillPatternEnabled,\n fillPatternMask,\n fillPatternTexture: (fillPatternAtlas || this.state.emptyTexture) as Texture\n };\n this.setShaderModuleProps({fill: fillProps});\n }\n\n finalizeState(this: Layer<FillStyleExtensionProps>) {\n const emptyTexture = this.state.emptyTexture as Texture;\n emptyTexture?.delete();\n }\n\n getPatternFrame(this: Layer<FillStyleExtensionProps>, name: string) {\n const {fillPatternMapping} = this.getCurrentLayer()!.props;\n const def = fillPatternMapping && fillPatternMapping[name];\n return def ? [def.x, def.y, def.width, def.height] : [0, 0, 0, 0];\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project, fp64LowPart} from '@deck.gl/core';\nimport type {ProjectProps, ProjectUniforms} from '@deck.gl/core';\n\nimport type {Texture} from '@luma.gl/core';\n\nconst uniformBlock = /* glsl */ `\\\nuniform fillUniforms {\n vec2 patternTextureSize;\n bool patternEnabled;\n bool patternMask;\n vec2 uvCoordinateOrigin;\n vec2 uvCoordinateOrigin64Low;\n} fill;\n`;\n\n/*\n * fill pattern shader module\n */\nconst patternVs = /* glsl */ `\nin vec4 fillPatternFrames;\nin float fillPatternScales;\nin vec2 fillPatternOffsets;\n\nout vec2 fill_uv;\nout vec4 fill_patternBounds;\nout vec4 fill_patternPlacement;\n`;\n\nconst vs = `\n${uniformBlock}\n${patternVs}\n`;\n\nconst patternFs = /* glsl */ `\nuniform sampler2D fill_patternTexture;\n\nin vec4 fill_patternBounds;\nin vec4 fill_patternPlacement;\nin vec2 fill_uv;\n\nconst float FILL_UV_SCALE = 512.0 / 40000000.0;\n`;\n\nconst fs = `\n${uniformBlock}\n${patternFs}\n`;\n\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n fill_uv = geometry.position.xy;\n `,\n\n 'vs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (fill.patternEnabled) {\n fill_patternBounds = fillPatternFrames / vec4(fill.patternTextureSize, fill.patternTextureSize);\n fill_patternPlacement.xy = fillPatternOffsets;\n fill_patternPlacement.zw = fillPatternScales * fillPatternFrames.zw;\n }\n `,\n\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (fill.patternEnabled) {\n vec2 scale = FILL_UV_SCALE * fill_patternPlacement.zw;\n vec2 patternUV = mod(mod(fill.uvCoordinateOrigin, scale) + fill.uvCoordinateOrigin64Low + fill_uv, scale) / scale;\n patternUV = mod(fill_patternPlacement.xy + patternUV, 1.0);\n\n vec2 texCoords = fill_patternBounds.xy + fill_patternBounds.zw * patternUV;\n\n vec4 patternColor = texture(fill_patternTexture, texCoords);\n color.a *= patternColor.a;\n if (!fill.patternMask) {\n color.rgb = patternColor.rgb;\n }\n }\n `\n};\n\nexport type FillStyleModuleProps = {\n project: ProjectProps;\n fillPatternEnabled?: boolean;\n fillPatternMask?: boolean;\n fillPatternTexture: Texture;\n};\n\ntype FillStyleModuleUniforms = {\n patternTextureSize?: [number, number];\n patternEnabled?: boolean;\n patternMask?: boolean;\n uvCoordinateOrigin?: [number, number];\n uvCoordinateOrigin64Low?: [number, number];\n};\n\ntype FillStyleModuleBindings = {\n fill_patternTexture?: Texture;\n};\n\n/* eslint-disable camelcase */\nfunction getPatternUniforms(\n opts?: FillStyleModuleProps | {}\n): FillStyleModuleBindings & FillStyleModuleUniforms {\n if (!opts) {\n return {};\n }\n const uniforms: FillStyleModuleBindings & FillStyleModuleUniforms = {};\n if ('fillPatternTexture' in opts) {\n const {fillPatternTexture} = opts;\n uniforms.fill_patternTexture = fillPatternTexture;\n uniforms.patternTextureSize = [fillPatternTexture.width, fillPatternTexture.height];\n }\n if ('project' in opts) {\n const {fillPatternMask = true, fillPatternEnabled = true} = opts;\n const projectUniforms = project.getUniforms(opts.project) as ProjectUniforms;\n const {commonOrigin: coordinateOriginCommon} = projectUniforms;\n\n const coordinateOriginCommon64Low: [number, number] = [\n fp64LowPart(coordinateOriginCommon[0]),\n fp64LowPart(coordinateOriginCommon[1])\n ];\n\n uniforms.uvCoordinateOrigin = coordinateOriginCommon.slice(0, 2) as [number, number];\n uniforms.uvCoordinateOrigin64Low = coordinateOriginCommon64Low;\n uniforms.patternMask = fillPatternMask;\n uniforms.patternEnabled = fillPatternEnabled;\n }\n return uniforms;\n}\n\nexport const patternShaders = {\n name: 'fill',\n vs,\n fs,\n inject,\n dependencies: [project],\n getUniforms: getPatternUniforms,\n uniformTypes: {\n patternTextureSize: 'vec2<f32>',\n patternEnabled: 'i32',\n patternMask: 'i32',\n uvCoordinateOrigin: 'vec2<f32>',\n uvCoordinateOrigin64Low: 'vec2<f32>'\n }\n} as const satisfies ShaderModule<\n FillStyleModuleProps,\n FillStyleModuleUniforms,\n FillStyleModuleBindings\n>;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {LayerExtension} from '@deck.gl/core';\n\nimport type {Layer} from '@deck.gl/core';\n\nconst defaultProps = {\n clipBounds: [0, 0, 1, 1],\n clipByInstance: undefined\n};\n\nexport type ClipExtensionProps = {\n /** Rectangular bounds to be used for clipping the rendered region, in `[left, bottom, right, top]`.\n * @default [0, 0, 1, 1]\n */\n clipBounds?: [number, number, number, number];\n /**\n * Controls whether an object is clipped by its anchor (e.g. icon, point) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n clipByInstance?: boolean;\n};\n\nconst shaderFunction = /* glsl */ `\nuniform clipUniforms {\n vec4 bounds;\n} clip;\n\nbool clip_isInBounds(vec2 position) {\n return position.x >= clip.bounds[0] && position.y >= clip.bounds[1] && position.x < clip.bounds[2] && position.y < clip.bounds[3];\n}\n`;\n\nexport type ClipModuleProps = {\n bounds: [number, number, number, number];\n};\n\n/*\n * The vertex-shader version clips geometries by their anchor position\n * e.g. ScatterplotLayer - show if the center of a circle is within bounds\n */\nconst shaderModuleVs: ShaderModule<ClipModuleProps> = {\n name: 'clip',\n vs: shaderFunction,\n uniformTypes: {\n bounds: 'vec4<f32>'\n }\n};\n\nconst injectionVs = {\n 'vs:#decl': /* glsl */ `\nout float clip_isVisible;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n clip_isVisible = float(clip_isInBounds(geometry.worldPosition.xy));\n`,\n 'fs:#decl': /* glsl */ `\nin float clip_isVisible;\n`,\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (clip_isVisible < 0.5) discard;\n`\n};\n\n/*\n * The fragment-shader version clips pixels at the bounds\n * e.g. PolygonLayer - show the part of the polygon that intersect with the bounds\n */\nconst shaderModuleFs: ShaderModule<ClipModuleProps> = {\n name: 'clip',\n fs: shaderFunction,\n uniformTypes: {\n bounds: 'vec4<f32>'\n }\n};\n\nconst injectionFs = {\n 'vs:#decl': /* glsl */ `\nout vec2 clip_commonPosition;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n clip_commonPosition = geometry.position.xy;\n`,\n 'fs:#decl': /* glsl */ `\nin vec2 clip_commonPosition;\n`,\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (!clip_isInBounds(clip_commonPosition)) discard;\n`\n};\n\n/** Adds support for clipping rendered layers by rectangular bounds. */\nexport default class ClipExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'ClipExtension';\n\n getShaders(this: Layer<ClipExtensionProps>) {\n // If `clipByInstance: true`, the entire object is shown/hidden based on its anchor position (done by vertex shader)\n // Otherwise, the object is trimmed by the clip bounds (done by fragment shader)\n\n // Default behavior: consider a layer instanced if it has attribute `instancePositions`\n let clipByInstance = 'instancePositions' in this.getAttributeManager()!.attributes;\n // Users can override by setting the `clipByInstance` prop\n if (this.props.clipByInstance !== undefined) {\n clipByInstance = Boolean(this.props.clipByInstance);\n }\n this.state.clipByInstance = clipByInstance;\n\n return clipByInstance\n ? {\n modules: [shaderModuleVs],\n inject: injectionVs\n }\n : {\n modules: [shaderModuleFs],\n inject: injectionFs\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<Required<ClipExtensionProps>>): void {\n const {clipBounds} = this.props;\n const clipProps = {} as ClipModuleProps;\n if (this.state.clipByInstance) {\n clipProps.bounds = clipBounds;\n } else {\n const corner0 = this.projectPosition([clipBounds[0], clipBounds[1], 0]);\n const corner1 = this.projectPosition([clipBounds[2], clipBounds[3], 0]);\n\n clipProps.bounds = [\n Math.min(corner0[0], corner1[0]),\n Math.min(corner0[1], corner1[1]),\n Math.max(corner0[0], corner1[0]),\n Math.max(corner0[1], corner1[1])\n ];\n }\n\n this.setShaderModuleProps({clip: clipProps});\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {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>, {shaderModuleProps}: any) {\n if (shaderModuleProps.collision?.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 stepMode: 'dynamic',\n accessor: 'getCollisionPriority'\n }\n });\n }\n\n getNeedsPickingBuffer(this: Layer<CollisionFilterExtensionProps>): boolean {\n return this.props.collisionEnabled;\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Framebuffer, Texture, TextureView} from '@luma.gl/core';\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project} from '@deck.gl/core';\n\nconst vs = /* glsl */ `\nin float collisionPriorities;\n\nuniform sampler2D collision_texture;\n\nuniform collisionUniforms {\n bool sort;\n bool enabled;\n} collision;\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.viewportSize);\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': /* glsl */ `\n float collision_fade = 1.0;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n if (collision.sort) {\n float collisionPriority = collisionPriorities;\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': /* glsl */ `\n color.a *= collision_fade;\n `\n};\n\nexport type CollisionModuleProps = {\n enabled: boolean;\n collisionFBO?: Framebuffer;\n drawToCollisionMap?: boolean;\n dummyCollisionMap?: Texture;\n};\n\n/* eslint-disable camelcase */\ntype CollisionUniforms = {\n enabled?: boolean;\n sort?: boolean;\n};\n\ntype CollisionBindings = {\n collision_texture?: TextureView | Texture;\n};\n\nconst getCollisionUniforms = (\n opts: CollisionModuleProps | {}\n): CollisionBindings & CollisionUniforms => {\n if (!opts || !('dummyCollisionMap' in opts)) {\n return {};\n }\n const {enabled, collisionFBO, drawToCollisionMap, dummyCollisionMap} = opts;\n return {\n enabled: enabled && !drawToCollisionMap,\n sort: Boolean(drawToCollisionMap),\n collision_texture:\n !drawToCollisionMap && collisionFBO ? collisionFBO.colorAttachments[0] : dummyCollisionMap\n };\n};\n\n// @ts-ignore\nexport default {\n name: 'collision',\n dependencies: [project],\n vs,\n inject,\n getUniforms: getCollisionUniforms,\n uniformTypes: {\n sort: 'i32',\n enabled: 'i32'\n }\n} as ShaderModule<CollisionModuleProps>;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Device, Framebuffer, Texture} from '@luma.gl/core';\nimport {equals} from '@math.gl/core';\nimport {_deepEqual as deepEqual} from '@deck.gl/core';\nimport type {Effect, EffectContext, Layer, PreRenderOptions, Viewport} from '@deck.gl/core';\nimport CollisionFilterPass from './collision-filter-pass';\nimport {MaskPreRenderStats} from '../mask/mask-effect';\n// import {debugFBO} from '../utils/debug';\n\nimport type {CollisionFilterExtensionProps} from './collision-filter-extension';\nimport type {CollisionModuleProps} from './shader-module';\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 context?: EffectContext;\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 setup(context: EffectContext) {\n this.context = context;\n const {device} = context;\n this.dummyCollisionMap = device.createTexture({width: 1, height: 1});\n this.collisionFilterPass = new CollisionFilterPass(device, {id: 'default-collision-filter'});\n }\n\n preRender({\n effects: allEffects,\n layers,\n layerFilter,\n viewports,\n onViewportActive,\n views,\n isPicking,\n preRenderStats = {}\n }: PreRenderOptions): void {\n // This can only be called in preRender() after setup() where context is populated\n const {device} = this.context!;\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 // Detect if mask has rendered. TODO: better dependency system for Effects\n const effects = allEffects?.filter(e => e.useInPicking && preRenderStats[e.id]);\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 shaderModuleProps: {\n collision: {\n enabled: true,\n // To avoid feedback loop forming between Framebuffer and active Texture.\n dummyCollisionMap: this.dummyCollisionMap\n },\n project: {\n // @ts-expect-error TODO - assuming WebGL context\n devicePixelRatio: collisionFBO.device.canvasContext.getDevicePixelRatio() / DOWNSCALE\n }\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.collisionGroup!;\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 getShaderModuleProps(layer: Layer): {\n collision: CollisionModuleProps;\n } {\n const {collisionGroup, collisionEnabled} = (layer as Layer<CollisionFilterExtensionProps>)\n .props;\n const {collisionFBOs, dummyCollisionMap} = this;\n const collisionFBO = collisionFBOs[collisionGroup!];\n const enabled = collisionEnabled && Boolean(collisionFBO);\n return {\n collision: {\n enabled,\n collisionFBO,\n dummyCollisionMap: dummyCollisionMap!\n }\n };\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 const {width, height} = device.getDefaultCanvasContext().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 depthStencilAttachment = device.createTexture({\n format: 'depth16unorm',\n width,\n height\n });\n this.collisionFBOs[collisionGroup] = device.createFramebuffer({\n id: `collision-${collisionGroup}`,\n width,\n height,\n colorAttachments: [collisionMap],\n depthStencilAttachment\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", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Framebuffer, Parameters} from '@luma.gl/core';\nimport {Layer, _LayersPass as LayersPass, LayersPassRenderOptions, Viewport} 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 const scissorRect = [padding, padding, target.width - 2 * padding, target.height - 2 * padding];\n\n this.render({...options, clearColor, scissorRect, target, pass: 'collision'});\n }\n\n protected getLayerParameters(layer: Layer, layerIndex: number, viewport: Viewport): Parameters {\n return {\n ...layer.props.parameters,\n blend: false,\n depthWriteEnabled: true,\n depthCompare: 'less-equal'\n };\n }\n\n getShaderModuleProps() {\n // Draw picking colors into collision FBO\n return {\n collision: {\n drawToCollisionMap: true\n },\n picking: {\n isActive: 1,\n isAttribute: false\n },\n lighting: {enabled: false}\n };\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {COORDINATE_SYSTEM, Layer, LayerExtension, log} from '@deck.gl/core';\nimport mask, {MaskProps} from './shader-module';\nimport MaskEffect from './mask-effect';\n\nconst defaultProps = {\n maskId: '',\n maskByInstance: undefined,\n maskInverted: false\n};\n\nexport type MaskExtensionProps = {\n /**\n * Id of the layer that defines the mask. The mask layer must use the prop `operation: 'mask'`.\n * Masking is disabled if `maskId` is empty or no valid mask layer with the specified id is found.\n */\n maskId?: string;\n /**\n * controls whether an object is clipped 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 maskByInstance?: boolean;\n /**\n * Inverts the masking operation\n */\n maskInverted?: boolean;\n};\n\n/** Allows layers to show/hide objects by a geofence. */\nexport default class MaskExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'MaskExtension';\n\n initializeState(this: Layer<MaskExtensionProps>) {\n this.context.deck?._addDefaultEffect(new MaskEffect());\n }\n\n getShaders(this: Layer<MaskExtensionProps>): any {\n // Infer by geometry if 'maskByInstance' prop isn't explictly set\n let maskByInstance = 'instancePositions' in this.getAttributeManager()!.attributes;\n // Users can override by setting the `maskByInstance` prop\n if (this.props.maskByInstance !== undefined) {\n maskByInstance = Boolean(this.props.maskByInstance);\n }\n this.state.maskByInstance = maskByInstance;\n\n return {\n modules: [mask]\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<Required<MaskExtensionProps>>, {context, shaderModuleProps}: any) {\n const maskProps = {} as MaskProps;\n maskProps.maskByInstance = Boolean(this.state.maskByInstance);\n const {maskId, maskInverted} = this.props;\n const {maskChannels} = shaderModuleProps.mask || {};\n const {viewport} = context;\n if (maskChannels && maskChannels[maskId]) {\n const {index, bounds, coordinateOrigin: fromCoordinateOrigin} = maskChannels[maskId];\n let {coordinateSystem: fromCoordinateSystem} = maskChannels[maskId];\n maskProps.enabled = true;\n maskProps.channel = index;\n maskProps.inverted = maskInverted;\n\n if (fromCoordinateSystem === COORDINATE_SYSTEM.DEFAULT) {\n fromCoordinateSystem = viewport.isGeospatial\n ? COORDINATE_SYSTEM.LNGLAT\n : COORDINATE_SYSTEM.CARTESIAN;\n }\n const opts = {modelMatrix: null, fromCoordinateOrigin, fromCoordinateSystem};\n const bl = this.projectPosition([bounds[0], bounds[1], 0], opts);\n const tr = this.projectPosition([bounds[2], bounds[3], 0], opts);\n maskProps.bounds = [bl[0], bl[1], tr[0], tr[1]];\n } else {\n if (maskId) {\n log.warn(`Could not find a mask layer with id: ${maskId}`)();\n }\n maskProps.enabled = false;\n }\n\n this.setShaderModuleProps({mask: maskProps});\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project} from '@deck.gl/core';\nimport type {Texture} from '@luma.gl/core';\n\nconst uniformBlock = /* glsl */ `\\\nuniform maskUniforms {\n vec4 bounds;\n highp int channel;\n bool enabled;\n bool inverted;\n bool maskByInstance;\n} mask;\n`;\n\nconst vertex = /* glsl */ `\nvec2 mask_getCoords(vec4 position) {\n return (position.xy - mask.bounds.xy) / (mask.bounds.zw - mask.bounds.xy);\n}\n`;\n\nconst vs = `\n${uniformBlock}\n${vertex}\n`;\n\nconst fragment = /* glsl */ `\nuniform sampler2D mask_texture;\n\nbool mask_isInBounds(vec2 texCoords) {\n if (!mask.enabled) {\n return true;\n }\n vec4 maskColor = texture(mask_texture, texCoords);\n float maskValue = 1.0;\n if (mask.channel == 0) {\n maskValue = maskColor.r;\n } else if (mask.channel == 1) {\n maskValue = maskColor.g;\n } else if (mask.channel == 2) {\n maskValue = maskColor.b;\n } else if (mask.channel == 3) {\n maskValue = maskColor.a;\n }\n\n if (mask.inverted) {\n return maskValue >= 0.5;\n } else {\n return maskValue < 0.5;\n }\n}\n`;\n\nconst fs = `\n${uniformBlock}\n${fragment}\n`;\n\nconst inject = {\n 'vs:#decl': /* glsl */ `\nout vec2 mask_texCoords;\n`,\n 'vs:#main-end': /* glsl */ `\n vec4 mask_common_position;\n if (mask.maskByInstance) {\n mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n } else {\n mask_common_position = geometry.position;\n }\n mask_texCoords = mask_getCoords(mask_common_position);\n`,\n 'fs:#decl': /* glsl */ `\nin vec2 mask_texCoords;\n`,\n 'fs:#main-start': /* glsl */ `\n if (mask.enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // fragColor = vec4(mask_texCoords, 0.0, 1.0);\n // fragColor = texture(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n`\n};\n\ntype MaskBindingProps = {\n maskMap?: Texture;\n};\n\ntype MaskUniformProps = {\n bounds: [number, number, number, number];\n channel: number;\n enabled: boolean;\n inverted: boolean;\n maskByInstance: boolean;\n};\n\nexport type MaskProps = MaskBindingProps & MaskUniformProps;\n\n/* eslint-disable camelcase */\nconst getMaskUniforms = (opts?: MaskProps | {}): Record<string, any> => {\n if (opts && 'maskMap' in opts) {\n return {\n mask_texture: opts.maskMap\n };\n }\n return opts || {};\n};\n\nexport default {\n name: 'mask',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: getMaskUniforms,\n uniformTypes: {\n bounds: 'vec4<f32>',\n channel: 'i32',\n enabled: 'i32',\n inverted: 'i32',\n maskByInstance: 'i32'\n }\n} as const satisfies ShaderModule<MaskProps>;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {\n Layer,\n Viewport,\n Effect,\n EffectContext,\n PreRenderOptions,\n CoordinateSystem,\n log\n} from '@deck.gl/core';\nimport type {Texture} from '@luma.gl/core';\nimport {equals} from '@math.gl/core';\nimport MaskPass from './mask-pass';\nimport {joinLayerBounds, getRenderBounds, makeViewport, Bounds} from '../utils/projection-utils';\n// import {debugFBO} from '../utils/debug';\n\ntype Mask = {\n /** The channel index */\n index: 0 | 1 | 2 | 3;\n bounds: Bounds;\n coordinateOrigin: [number, number, number];\n coordinateSystem: CoordinateSystem;\n};\n\ntype Channel = {\n id: string;\n index: 0 | 1 | 2 | 3;\n layers: Layer[];\n bounds: Bounds | null;\n maskBounds: Bounds;\n layerBounds: Bounds[];\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?: Texture;\n private channels: (Channel | null)[] = [];\n private masks: Record<string, Mask> | null = null;\n private maskPass?: MaskPass;\n private maskMap?: Texture;\n private lastViewport?: Viewport;\n\n setup({device}: EffectContext) {\n this.dummyMaskMap = device.createTexture({\n width: 1,\n height: 1\n });\n\n this.maskPass = new MaskPass(device, {id: 'default-mask'});\n this.maskMap = this.maskPass.maskMap;\n }\n\n preRender({\n layers,\n layerFilter,\n viewports,\n onViewportActive,\n views,\n isPicking\n }: PreRenderOptions): MaskPreRenderStats {\n let didRender = false;\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 // 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 /* eslint-disable-next-line complexity */\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 channelInfo.layers.length !== oldChannelInfo.layers.length ||\n channelInfo.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 mask layer,\n // for example getRadius+updateTriggers, radiusScale, modelMatrix\n layer !== oldChannelInfo.layers[i] ||\n // Some prop is in transition\n layer.props.transitions\n ) ||\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 shaderModuleProps: {\n project: {\n devicePixelRatio: 1\n }\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 getShaderModuleProps(): {\n mask: {\n maskMap: Texture;\n maskChannels: Record<string, Mask> | null;\n };\n } {\n return {\n mask: {\n maskMap: this.masks ? this.maskMap! : this.dummyMaskMap!,\n maskChannels: this.masks\n }\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", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {\n Device,\n Framebuffer,\n Parameters,\n RenderPipelineParameters,\n Texture\n} from '@luma.gl/core';\nimport {Layer, _LayersPass as LayersPass, LayersPassRenderOptions, Viewport} from '@deck.gl/core';\n\ntype MaskPassRenderOptions = LayersPassRenderOptions & {\n /** The channel to render into, 0:red, 1:green, 2:blue, 3:alpha */\n channel: 0 | 1 | 2 | 3;\n};\n\nconst MASK_BLENDING: RenderPipelineParameters = {\n blendColorOperation: 'subtract',\n blendColorSrcFactor: 'zero',\n blendColorDstFactor: 'one',\n blendAlphaOperation: 'subtract',\n blendAlphaSrcFactor: 'zero',\n blendAlphaDstFactor: 'one'\n};\n\nexport default class MaskPass extends LayersPass {\n maskMap: Texture;\n fbo: Framebuffer;\n\n constructor(device: Device, props: {id: string; mapSize?: number}) {\n super(device, props);\n\n const {mapSize = 2048} = props;\n\n this.maskMap = device.createTexture({\n format: 'rgba8unorm',\n width: mapSize,\n height: mapSize,\n sampler: {\n minFilter: 'linear',\n magFilter: 'linear',\n addressModeU: 'clamp-to-edge',\n addressModeV: 'clamp-to-edge'\n }\n });\n\n this.fbo = device.createFramebuffer({\n id: 'maskmap',\n width: mapSize,\n height: mapSize,\n colorAttachments: [this.maskMap]\n });\n }\n\n render(options: MaskPassRenderOptions) {\n const colorMask = 2 ** options.channel;\n const clearColor = [255, 255, 255, 255];\n super.render({...options, clearColor, colorMask, target: this.fbo, pass: 'mask'});\n }\n\n protected getLayerParameters(\n layer: Layer<{}>,\n layerIndex: number,\n viewport: Viewport\n ): Parameters {\n return {\n ...layer.props.parameters,\n blend: true,\n depthCompare: 'always',\n ...MASK_BLENDING\n };\n }\n\n shouldDrawLayer(layer) {\n return layer.props.operation.includes('mask');\n }\n\n delete() {\n this.fbo.delete();\n this.maskMap.delete();\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {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 id: viewport.id,\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 id: viewport.id,\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", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {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", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Texture} from '@luma.gl/core';\nimport {log} from '@deck.gl/core';\n\nimport {terrainModule, TerrainModuleProps} 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, EffectContext, 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?: Texture;\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 setup({device, deck}: EffectContext) {\n this.dummyHeightMap = device.createTexture({\n width: 1,\n height: 1,\n data: new Uint8Array([0, 0, 0, 0])\n });\n this.terrainPass = new TerrainPass(device, {id: 'terrain'});\n this.terrainPickingPass = new TerrainPickingPass(device, {id: 'terrain-picking'});\n\n if (HeightMapBuilder.isSupported(device)) {\n this.heightMap = new HeightMapBuilder(device);\n } else {\n log.warn('Terrain offset mode is not supported by this browser')();\n }\n\n deck._addDefaultShaderModule(terrainModule);\n }\n\n preRender(opts: PreRenderOptions): void {\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} = opts;\n const isPicking = opts.pass.startsWith('picking');\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 getShaderModuleProps(\n layer: Layer,\n otherShaderModuleProps: Record<string, any>\n ): {terrain: TerrainModuleProps} {\n const {terrainDrawMode} = layer.state;\n\n return {\n terrain: {\n project: otherShaderModuleProps.project,\n isPicking: this.isPicking,\n heightMap: this.heightMap?.getRenderFramebuffer()?.colorAttachments[0].texture || null,\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\n cleanup({deck}: EffectContext): 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 deck._removeDefaultShaderModule(terrainModule);\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 shaderModuleProps: {\n terrain: {\n heightMapBounds: this.heightMap.bounds,\n dummyHeightMap: this.dummyHeightMap,\n drawToTerrainHeightMap: true\n },\n project: {\n devicePixelRatio: 1\n }\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 shaderModuleProps: {\n terrain: {\n dummyHeightMap: this.dummyHeightMap,\n terrainSkipRender: false\n },\n project: {\n devicePixelRatio: 1\n }\n }\n });\n\n if (!this.isPicking) {\n // IsDirty refers to the normal fbo, not the picking fbo.\n // Only mark it as not dirty if the normal fbo was updated.\n terrainCover.isDirty = false;\n }\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", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\n/* eslint-disable camelcase */\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project, ProjectProps, ProjectUniforms} from '@deck.gl/core';\n\nimport type {Texture} 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 TerrainModuleProps = {\n project: ProjectProps;\n isPicking: boolean;\n heightMap: Texture | null;\n heightMapBounds?: Bounds | null;\n dummyHeightMap: Texture;\n terrainCover?: TerrainCover | null;\n drawToTerrainHeightMap?: boolean;\n useTerrainHeightMap?: boolean;\n terrainSkipRender?: boolean;\n};\n\ntype TerrainModuleUniforms = {\n mode: number;\n bounds: [number, number, number, number];\n};\n\ntype TerrainModuleBindings = {\n terrain_map: Texture;\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\nconst uniformBlock =\n // eslint-disable-next-line prefer-template\n TERRAIN_MODE_CONSTANTS +\n /* glsl */ `\nuniform terrainUniforms {\n float mode;\n vec4 bounds;\n} terrain;\n\nuniform sampler2D terrain_map;\n`;\n\nexport const terrainModule = {\n name: 'terrain',\n dependencies: [project],\n // eslint-disable-next-line prefer-template\n vs: uniformBlock + /* glsl */ 'out vec3 commonPos;',\n // eslint-disable-next-line prefer-template\n fs: uniformBlock + /* glsl */ 'in vec3 commonPos;',\n inject: {\n 'vs:#main-start': /* glsl */ `\nif (terrain.mode == TERRAIN_MODE_SKIP) {\n gl_Position = vec4(0.0);\n return;\n}\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\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 commonPos.z += project.commonOrigin.z;\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 = texture(terrain_map, texCoords).r;\n geometry.position.z += terrainZ;\n position = project_common_position_to_clipspace(geometry.position);\n }\n}\n `,\n 'fs:#main-start': /* glsl */ `\nif (terrain.mode == TERRAIN_MODE_WRITE_HEIGHT_MAP) {\n fragColor = vec4(commonPos.z, 0.0, 0.0, 1.0);\n return;\n}\n `,\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\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 = texture(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: Partial<TerrainModuleProps> = {}) => {\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 projectUniforms = project.getUniforms(opts.project) as ProjectUniforms;\n const {commonOrigin} = projectUniforms;\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: Texture | undefined = dummyHeightMap as Texture;\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 fbo = opts.isPicking\n ? terrainCover.getPickingFramebuffer()\n : terrainCover.getRenderFramebuffer();\n sampler = fbo?.colorAttachments[0].texture;\n if (opts.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 mode,\n terrain_map: sampler,\n // Convert bounds to the common space, as [minX, minY, width, height]\n bounds: bounds\n ? [\n bounds[0] - commonOrigin[0],\n bounds[1] - commonOrigin[1],\n bounds[2] - bounds[0],\n bounds[3] - bounds[1]\n ]\n : [0, 0, 0, 0]\n };\n }\n return {};\n },\n uniformTypes: {\n mode: 'f32',\n bounds: 'vec4<f32>'\n }\n} as const satisfies ShaderModule<TerrainModuleProps, TerrainModuleUniforms, TerrainModuleBindings>;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {Device} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\n\nexport function createRenderTarget(\n device: Device,\n opts: {\n id: string;\n float?: boolean;\n interpolate?: boolean;\n }\n) {\n return device.createFramebuffer({\n id: opts.id,\n colorAttachments: [\n device.createTexture({\n id: opts.id,\n ...(opts.float && {\n format: 'rgba32float',\n type: GL.FLOAT\n }),\n dimension: '2d',\n width: 1,\n height: 1,\n sampler:\n opts.interpolate === false\n ? {\n minFilter: 'nearest',\n magFilter: 'nearest'\n }\n : {\n minFilter: 'linear',\n magFilter: 'linear'\n }\n })\n ]\n });\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {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\ntype TileHeader = {\n boundingBox: [min: number[], max: number[]];\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: TileHeader | 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 // eslint-disable-next-line max-statements\n private _updateViewport(viewport: Viewport): boolean {\n const targetLayer = this.targetLayer;\n let shouldRedraw = false;\n\n if (this.tile && 'boundingBox' in this.tile) {\n if (!this.targetBounds) {\n shouldRedraw = true;\n this.targetBounds = this.tile.boundingBox;\n\n const bottomLeftCommon = viewport.projectPosition(this.targetBounds[0]);\n const topRightCommon = viewport.projectPosition(this.targetBounds[1]);\n this.targetBoundsCommon = [\n bottomLeftCommon[0],\n bottomLeftCommon[1],\n topRightCommon[0],\n topRightCommon[1]\n ];\n }\n } else 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.device, {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.device, {\n id: `${this.id}-picking`,\n interpolate: false\n });\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.colorAttachments[0].destroy();\n fbo.destroy();\n }\n if (pickingFbo) {\n pickingFbo.colorAttachments[0].destroy();\n pickingFbo.destroy();\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: TileHeader, layers: Layer[]): Layer[] {\n return layers.filter(layer => {\n const tile = getTile(layer);\n if (tile) {\n return intersect(sourceTile.boundingBox, tile.boundingBox);\n }\n return true;\n });\n}\n\n/** If layer is the descendent of a TileLayer, return the corresponding tile. */\nfunction getTile(layer: Layer): TileHeader | 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(b1?: [number[], number[]], b2?: [number[], number[]]): boolean {\n if (b1 && b2) {\n return b1[0][0] < b2[1][0] && b2[0][0] < b1[1][0] && b1[0][1] < b2[1][1] && b2[0][1] < b1[1][1];\n }\n return false;\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Parameters, RenderPipelineParameters} from '@luma.gl/core';\nimport {Layer, Viewport, _LayersPass as LayersPass, LayersPassRenderOptions} from '@deck.gl/core';\nimport type {HeightMapBuilder} from './height-map-builder';\nimport type {TerrainCover} from './terrain-cover';\n\nexport type TerrainPassRenderOptions = LayersPassRenderOptions;\n\nconst TERRAIN_BLENDING: RenderPipelineParameters = {\n blendColorOperation: 'max',\n blendColorSrcFactor: 'one',\n blendColorDstFactor: 'one',\n blendAlphaOperation: 'max',\n blendAlphaSrcFactor: 'one',\n blendAlphaDstFactor: 'one'\n};\n\n/** Renders textures used by the TerrainEffect render pass */\nexport class TerrainPass extends LayersPass {\n getRenderableLayers(viewport: Viewport, opts: TerrainPassRenderOptions): Layer[] {\n const {layers} = opts;\n const result: Layer[] = [];\n const drawParamsByIndex = this._getDrawLayerParams(viewport, opts, true);\n for (let i = 0; i < layers.length; i++) {\n const layer = layers[i];\n if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {\n result.push(layer);\n }\n }\n\n return result;\n }\n\n renderHeightMap(heightMap: HeightMapBuilder, opts: Partial<TerrainPassRenderOptions>) {\n // console.log('Updating height map')\n const target = heightMap.getRenderFramebuffer();\n const viewport = heightMap.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n target.resize(viewport);\n\n this.render({\n ...opts,\n target,\n pass: 'terrain-height-map',\n layers: opts.layers!,\n viewports: [viewport],\n effects: [],\n clearColor: [0, 0, 0, 0]\n });\n }\n\n renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPassRenderOptions>) {\n // console.log('Updating terrain cover ' + terrainCover.id)\n const target = terrainCover.getRenderFramebuffer();\n const viewport = terrainCover.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n const layers = terrainCover.filterLayers(opts.layers!);\n target.resize(viewport);\n\n this.render({\n ...opts,\n target,\n pass: `terrain-cover-${terrainCover.id}`,\n layers,\n effects: [],\n viewports: [viewport],\n clearColor: [0, 0, 0, 0]\n });\n }\n\n protected getLayerParameters(\n layer: Layer<{}>,\n layerIndex: number,\n viewport: Viewport\n ): Parameters {\n return {\n ...layer.props.parameters,\n blend: true,\n depthCompare: 'always',\n ...(layer.props.operation.includes('terrain') && TERRAIN_BLENDING)\n };\n }\n\n getShaderModuleProps(layer: Layer, effects: any, otherShaderModuleProps: Record<string, any>) {\n return {\n terrain: {\n project: otherShaderModuleProps.project\n }\n };\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {\n Layer,\n Viewport,\n LayersPassRenderOptions,\n _PickLayersPass as PickLayersPass\n} from '@deck.gl/core';\nimport type {TerrainCover} from './terrain-cover';\nimport {Parameters} from '@luma.gl/core';\n\nexport type TerrainPickingPassRenderOptions = LayersPassRenderOptions & {\n pickZ: boolean;\n};\n\n/** Renders textures used by the TerrainEffect picking pass */\nexport class TerrainPickingPass extends PickLayersPass {\n /** Save layer index for use when drawing to terrain cover.\n * When a terrain cover's picking buffer is rendered,\n * we need to make sure each layer receives a consistent index (encoded in the alpha channel)\n * so that a picked color can be decoded back to the correct layer.\n * Updated in getRenderableLayers which is called in TerrainEffect.preRender\n */\n drawParameters: Record<string, any> = {};\n\n getRenderableLayers(viewport: Viewport, opts: TerrainPickingPassRenderOptions): Layer[] {\n const {layers} = opts;\n const result: Layer[] = [];\n this.drawParameters = {};\n this._resetColorEncoder(opts.pickZ);\n const drawParamsByIndex = this._getDrawLayerParams(viewport, opts);\n for (let i = 0; i < layers.length; i++) {\n const layer = layers[i];\n if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {\n result.push(layer);\n this.drawParameters[layer.id] = drawParamsByIndex[i].layerParameters;\n }\n }\n\n return result;\n }\n\n renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPickingPassRenderOptions>) {\n // console.log('Updating terrain cover for picking ' + terrainCover.id)\n const target = terrainCover.getPickingFramebuffer();\n const viewport = terrainCover.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n const layers = terrainCover.filterLayers(opts.layers!);\n const terrainLayer = terrainCover.targetLayer;\n if (terrainLayer.props.pickable) {\n layers.unshift(terrainLayer);\n }\n target.resize(viewport);\n\n this.render({\n ...opts,\n pickingFBO: target,\n pass: `terrain-cover-picking-${terrainCover.id}`,\n layers,\n effects: [],\n viewports: [viewport],\n // Disable the default culling because TileLayer would cull sublayers based on the screen viewport,\n // not the viewport of the terrain cover. Culling is already done by `terrainCover.filterLayers`\n cullRect: undefined,\n deviceRect: viewport,\n pickZ: false\n });\n }\n\n protected getLayerParameters(layer: Layer, layerIndex: number, viewport: Viewport): Parameters {\n let parameters: any;\n if (this.drawParameters[layer.id]) {\n parameters = this.drawParameters[layer.id];\n } else {\n parameters = super.getLayerParameters(layer, layerIndex, viewport);\n parameters.blend = true;\n }\n return {...parameters, depthCompare: 'always'};\n }\n\n getShaderModuleProps(layer: Layer, effects: any, otherShaderModuleProps: Record<string, any>) {\n const base = super.getShaderModuleProps(layer, effects, otherShaderModuleProps);\n return {\n ...base,\n terrain: {\n project: otherShaderModuleProps.project\n }\n };\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Device, Framebuffer} from '@luma.gl/core';\nimport {joinLayerBounds, getRenderBounds, makeViewport, Bounds} from '../utils/projection-utils';\nimport {createRenderTarget} from './utils';\n\nimport type {Viewport, Layer} from '@deck.gl/core';\n\nconst MAP_MAX_SIZE = 2048;\n\n/**\n * Manages the lifecycle of the height map (a framebuffer that encodes elevation).\n * One instance of height map is is shared across all layers. 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 device: Device;\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(device: Device): boolean {\n return device.isTextureFormatRenderable('rgba32float');\n }\n\n constructor(device: Device) {\n this.device = device;\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.device, {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 if (bounds[2] <= bounds[0] || bounds[3] <= bounds[1]) {\n this.renderViewport = null;\n return false;\n }\n\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.colorAttachments[0].delete();\n this.fbo.delete();\n }\n }\n}\n"],
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5
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"sourcesContent": ["// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nexport {default as BrushingExtension} from './brushing/brushing-extension';\nexport {default as DataFilterExtension} from './data-filter/data-filter-extension';\nexport {default as Fp64Extension} from './fp64/fp64-extension';\nexport {default as PathStyleExtension} from './path-style/path-style-extension';\nexport {default as FillStyleExtension} from './fill-style/fill-style-extension';\nexport {default as ClipExtension} from './clip/clip-extension';\nexport {default as CollisionFilterExtension} from './collision-filter/collision-filter-extension';\nexport {default as MaskExtension} from './mask/mask-extension';\nexport {default as _TerrainExtension} from './terrain/terrain-extension';\n\n// Shader module\nexport {default as project64} from './fp64/project64';\n\n// Types\nexport type {BrushingExtensionProps} from './brushing/brushing-extension';\nexport type {\n DataFilterExtensionProps,\n DataFilterExtensionOptions\n} from './data-filter/data-filter-extension';\nexport type {\n PathStyleExtensionProps,\n PathStyleExtensionOptions\n} from './path-style/path-style-extension';\nexport type {\n FillStyleExtensionProps,\n FillStyleExtensionOptions\n} from './fill-style/fill-style-extension';\nexport type {ClipExtensionProps} from './clip/clip-extension';\nexport type {CollisionFilterExtensionProps} from './collision-filter/collision-filter-extension';\nexport type {MaskExtensionProps} from './mask/mask-extension';\nexport type {TerrainExtensionProps} from './terrain/terrain-extension';\nexport type {TerrainModuleProps} from './terrain/shader-module';\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {LayerExtension} from '@deck.gl/core';\nimport shaderModule, {BrushingModuleProps} from './shader-module';\n\nimport type {Layer, LayerContext, Accessor} from '@deck.gl/core';\n\nconst defaultProps = {\n getBrushingTarget: {type: 'accessor', value: [0, 0]},\n\n brushingTarget: 'source',\n brushingEnabled: true,\n brushingRadius: 10000\n};\n\nexport type BrushingExtensionProps<DataT = any> = {\n /**\n * Called to retrieve an arbitrary position for each object that it will be filtered by.\n * Only effective if `brushingTarget` is set to `custom`.\n */\n getBrushingTarget?: Accessor<DataT, Readonly<[number, number]>>;\n /**\n * Enable/disable brushing. If brushing is disabled, all objects are rendered.\n * @default true\n */\n brushingEnabled?: boolean;\n /**\n * The position used to filter each object by.\n */\n brushingTarget?: 'source' | 'target' | 'source_target' | 'custom';\n /** The brushing radius centered at the pointer, in meters. If a data object is within this circle, it is rendered; otherwise it is hidden.\n * @default 10000\n */\n brushingRadius?: number;\n};\n\n/** Adds GPU-based data brushing functionalities to layers. It allows the layer to show/hide objects based on the current pointer position. */\nexport default class BrushingExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'BrushingExtension';\n\n getShaders(): any {\n return {\n modules: [shaderModule]\n };\n }\n\n initializeState(this: Layer<BrushingExtensionProps>, context: LayerContext, extension: this) {\n const attributeManager = this.getAttributeManager();\n if (attributeManager) {\n attributeManager.add({\n brushingTargets: {\n size: 2,\n stepMode: 'dynamic',\n accessor: 'getBrushingTarget'\n }\n });\n }\n\n // Trigger redraw when mouse moves\n const onMouseMove = () => {\n this.getCurrentLayer()?.setNeedsRedraw();\n };\n // TODO - expose this in a better way\n this.state.onMouseMove = onMouseMove;\n if (context.deck) {\n // @ts-expect-error (2446) accessing protected property\n context.deck.eventManager.on({\n pointermove: onMouseMove,\n pointerleave: onMouseMove\n });\n }\n }\n\n finalizeState(this: Layer<BrushingExtensionProps>, context: LayerContext, extension: this) {\n // Remove event listeners\n if (context.deck) {\n const onMouseMove = this.state.onMouseMove as () => void;\n // @ts-expect-error (2446) accessing protected property\n context.deck.eventManager.off({\n pointermove: onMouseMove,\n pointerleave: onMouseMove\n });\n }\n }\n\n draw(this: Layer<BrushingExtensionProps>, params: any, extension: this) {\n const {viewport, mousePosition} = params.context;\n const {brushingEnabled, brushingRadius, brushingTarget} = this.props;\n const brushingProps: BrushingModuleProps = {\n viewport,\n mousePosition,\n brushingEnabled,\n brushingRadius,\n brushingTarget\n };\n this.setShaderModuleProps({brushing: brushingProps});\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\n/* eslint-disable camelcase */\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project} from '@deck.gl/core';\nimport type {Viewport} from '@deck.gl/core';\n\nimport type {BrushingExtensionProps} from './brushing-extension';\n\nexport type BrushingModuleProps = {\n // From layer context\n viewport: Viewport;\n mousePosition?: {x: number; y: number};\n} & BrushingExtensionProps;\n\ntype BrushingModuleUniforms = {\n enabled?: boolean;\n target?: number;\n mousePos?: [number, number];\n radius?: number;\n};\n\nconst uniformBlock = /* glsl */ `\\\nuniform brushingUniforms {\n bool enabled;\n highp int target;\n vec2 mousePos;\n float radius;\n} brushing;\n`;\n\nconst vertex = /* glsl */ `\n in vec2 brushingTargets;\n\n out float brushing_isVisible;\n\n bool brushing_isPointInRange(vec2 position) {\n if (!brushing.enabled) {\n return true;\n }\n vec2 source_commonspace = project_position(position);\n vec2 target_commonspace = project_position(brushing.mousePos);\n float distance = length((target_commonspace - source_commonspace) / project.commonUnitsPerMeter.xy);\n\n return distance <= brushing.radius;\n }\n\n bool brushing_arePointsInRange(vec2 sourcePos, vec2 targetPos) {\n return brushing_isPointInRange(sourcePos) || brushing_isPointInRange(targetPos);\n }\n\n void brushing_setVisible(bool visible) {\n brushing_isVisible = float(visible);\n }\n`;\n\nconst vs = `\n${uniformBlock}\n${vertex}\n`;\n\nconst fragment = /* glsl */ `\n in float brushing_isVisible;\n`;\n\nconst fs = `\n${uniformBlock}\n${fragment}\n`;\n\nconst TARGET = {\n source: 0,\n target: 1,\n custom: 2,\n source_target: 3\n};\n\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n vec2 brushingTarget;\n vec2 brushingSource;\n if (brushing.target == 3) {\n brushingTarget = geometry.worldPositionAlt.xy;\n brushingSource = geometry.worldPosition.xy;\n } else if (brushing.target == 0) {\n brushingTarget = geometry.worldPosition.xy;\n } else if (brushing.target == 1) {\n brushingTarget = geometry.worldPositionAlt.xy;\n } else {\n brushingTarget = brushingTargets;\n }\n bool visible;\n if (brushing.target == 3) {\n visible = brushing_arePointsInRange(brushingSource, brushingTarget);\n } else {\n visible = brushing_isPointInRange(brushingTarget);\n }\n brushing_setVisible(visible);\n `,\n\n 'fs:DECKGL_FILTER_COLOR': `\n if (brushing.enabled && brushing_isVisible < 0.5) {\n discard;\n }\n `\n};\n\nexport default {\n name: 'brushing',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: (opts?: BrushingModuleProps | {}): BrushingModuleUniforms => {\n if (!opts || !('viewport' in opts)) {\n return {};\n }\n const {\n brushingEnabled = true,\n brushingRadius = 10000,\n brushingTarget = 'source',\n mousePosition,\n viewport\n } = opts;\n return {\n enabled: Boolean(brushingEnabled && mousePosition && viewport.containsPixel(mousePosition)),\n radius: brushingRadius,\n target: TARGET[brushingTarget] || 0,\n mousePos: mousePosition\n ? (viewport.unproject([mousePosition.x - viewport.x, mousePosition.y - viewport.y]) as [\n number,\n number\n ])\n : [0, 0]\n };\n },\n uniformTypes: {\n enabled: 'i32',\n target: 'i32',\n mousePos: 'vec2<f32>',\n radius: 'f32'\n }\n} as ShaderModule<BrushingModuleProps, BrushingModuleUniforms, {}>;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {Buffer, Framebuffer} from '@luma.gl/core';\nimport type {Model} from '@luma.gl/engine';\nimport type {Layer, LayerContext, Accessor, UpdateParameters} from '@deck.gl/core';\nimport {_deepEqual as deepEqual, LayerExtension, log} from '@deck.gl/core';\nimport {\n CategoryBitMask,\n DataFilterModuleProps,\n Defines,\n dataFilter,\n dataFilter64\n} from './shader-module';\nimport * as aggregator from './aggregator';\nimport {NumberArray4} from '@math.gl/core';\n\nconst defaultProps = {\n getFilterValue: {type: 'accessor', value: 0},\n getFilterCategory: {type: 'accessor', value: 0},\n onFilteredItemsChange: {type: 'function', value: null, optional: true},\n\n filterEnabled: true,\n filterRange: [-1, 1],\n filterSoftRange: null,\n filterCategories: [0],\n filterTransformSize: true,\n filterTransformColor: true\n};\n\ntype FilterCategory = number | string;\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 * Accessor to retrieve the category (`number | string`) for each object that it will be filtered by.\n * Returns either a single category (if `filterSize: 1`) or an array of categories.\n */\n getFilterCategory?: Accessor<DataT, FilterCategory | FilterCategory[]>;\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?: Readonly<[number, number]> | Readonly<[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?: Readonly<[number, number]> | Readonly<[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 * The categories which define whether an object should be rendered.\n * @default []\n */\n filterCategories?: FilterCategory[] | FilterCategory[][];\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\nexport type DataFilterExtensionOptions = {\n /**\n * The size of the category filter (number of columns to filter by). The category filter can show/hide data based on 1-4 properties of each object. Set to `0` to disable category filtering.\n * @default 0\n */\n categorySize?: 0 | 1 | 2 | 3 | 4;\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. Set to `0` to disable numeric filtering.\n * @default 1\n */\n filterSize?: 0 | 1 | 2 | 3 | 4;\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 defaultOptions: Required<DataFilterExtensionOptions> = {\n categorySize: 0,\n filterSize: 1,\n fp64: false,\n countItems: false\n};\n\nconst CATEGORY_TYPE_FROM_SIZE = {\n 1: 'uint' as const,\n 2: 'uvec2' as const,\n 3: 'uvec3' as const,\n 4: 'uvec4' as const\n};\nconst DATA_TYPE_FROM_SIZE = {\n 1: 'float' as const,\n 2: 'vec2' as const,\n 3: 'vec3' as const,\n 4: 'vec4' as const\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<\n Required<DataFilterExtensionOptions>\n> {\n static defaultProps = defaultProps;\n static extensionName = 'DataFilterExtension';\n\n constructor(opts: DataFilterExtensionOptions = {}) {\n super({...defaultOptions, ...opts});\n }\n\n getShaders(this: Layer<DataFilterExtensionProps>, extension: this): any {\n const {categorySize, filterSize, fp64} = extension.opts;\n const defines: Defines = {};\n if (categorySize) {\n defines.DATACATEGORY_TYPE = CATEGORY_TYPE_FROM_SIZE[categorySize];\n defines.DATACATEGORY_CHANNELS = categorySize;\n }\n if (filterSize) {\n defines.DATAFILTER_TYPE = DATA_TYPE_FROM_SIZE[filterSize];\n defines.DATAFILTER_DOUBLE = Boolean(fp64);\n }\n\n const module = fp64 ? dataFilter64 : dataFilter;\n module.uniformTypes = module.uniformTypesFromOptions(extension.opts);\n\n return {modules: [module], defines};\n }\n\n initializeState(this: Layer<DataFilterExtensionProps>, context: LayerContext, extension: this) {\n const attributeManager = this.getAttributeManager();\n const {categorySize, filterSize, fp64} = extension.opts;\n\n if (attributeManager) {\n if (filterSize) {\n attributeManager.add({\n filterValues: {\n size: filterSize,\n type: fp64 ? 'float64' : 'float32',\n stepMode: 'dynamic',\n accessor: 'getFilterValue'\n }\n });\n }\n\n if (categorySize) {\n attributeManager.add({\n filterCategoryValues: {\n size: categorySize,\n stepMode: 'dynamic',\n accessor: 'getFilterCategory',\n type: 'uint32',\n transform:\n categorySize === 1\n ? d => extension._getCategoryKey.call(this, d, 0)\n : d => d.map((x, i) => extension._getCategoryKey.call(this, x, i))\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 filterVertexIndices: {\n size: useFloatTarget ? 1 : 2,\n vertexOffset: 1,\n type: 'unorm8',\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 attributeManager.getBufferLayouts({isInstanced: false}),\n extension.getShaders.call(this, extension),\n useFloatTarget\n );\n this.setState({filterFBO, filterModel});\n }\n }\n\n // eslint-disable-next-line complexity\n updateState(\n this: Layer<DataFilterExtensionProps>,\n {props, oldProps, changeFlags}: UpdateParameters<Layer<DataFilterExtensionProps>>,\n extension: this\n ) {\n const attributeManager = this.getAttributeManager();\n const {categorySize} = extension.opts;\n if (this.state.filterModel) {\n const filterNeedsUpdate =\n // attributeManager must be defined for filterModel to be set\n attributeManager!.attributes.filterValues?.needsUpdate() ||\n attributeManager!.attributes.filterCategoryValues?.needsUpdate() ||\n props.filterEnabled !== oldProps.filterEnabled ||\n props.filterRange !== oldProps.filterRange ||\n props.filterSoftRange !== oldProps.filterSoftRange ||\n props.filterCategories !== oldProps.filterCategories;\n if (filterNeedsUpdate) {\n this.setState({filterNeedsUpdate});\n }\n }\n if (attributeManager?.attributes.filterCategoryValues) {\n // Update bitmask if accessor or selected categories has changed\n const categoryBitMaskNeedsUpdate =\n attributeManager.attributes.filterCategoryValues.needsUpdate() ||\n !deepEqual(props.filterCategories, oldProps.filterCategories, 2);\n if (categoryBitMaskNeedsUpdate) {\n this.setState({categoryBitMask: null});\n }\n\n // Need to recreate category map if categorySize has changed\n const resetCategories = changeFlags.dataChanged;\n if (resetCategories) {\n this.setState({\n categoryMap: Array(categorySize)\n .fill(0)\n .map(() => ({}))\n });\n attributeManager.attributes.filterCategoryValues.setNeedsUpdate('categoryMap');\n }\n }\n }\n\n // eslint-disable-next-line max-statements\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 if (!this.state.categoryBitMask) {\n extension._updateCategoryBitMask.call(this, params, extension);\n }\n\n const {\n onFilteredItemsChange,\n extensions,\n filterEnabled,\n filterRange,\n filterSoftRange,\n filterTransformSize,\n filterTransformColor,\n filterCategories\n } = this.props;\n const dataFilterProps: DataFilterModuleProps = {\n extensions,\n filterEnabled,\n filterRange,\n filterSoftRange,\n filterTransformSize,\n filterTransformColor,\n filterCategories\n };\n if (this.state.categoryBitMask) {\n dataFilterProps.categoryBitMask = this.state.categoryBitMask as CategoryBitMask;\n }\n this.setShaderModuleProps({dataFilter: dataFilterProps});\n\n /* eslint-disable-next-line camelcase */\n if (filterNeedsUpdate && onFilteredItemsChange && filterModel) {\n const attributeManager = this.getAttributeManager()!;\n const {\n attributes: {filterValues, filterCategoryValues, filterVertexIndices}\n } = attributeManager;\n filterModel.setVertexCount(this.getNumInstances());\n\n // @ts-expect-error filterValue and filterVertexIndices should always have buffer value\n const attributes: Record<string, Buffer> = {\n ...filterValues?.getValue(),\n ...filterCategoryValues?.getValue(),\n ...filterVertexIndices?.getValue()\n };\n filterModel.setAttributes(attributes);\n filterModel.shaderInputs.setProps({\n dataFilter: dataFilterProps\n });\n\n const viewport = [0, 0, filterFBO.width, filterFBO.height] as NumberArray4;\n\n const renderPass = filterModel.device.beginRenderPass({\n id: 'data-filter-aggregation',\n framebuffer: filterFBO,\n parameters: {viewport},\n clearColor: [0, 0, 0, 0]\n });\n filterModel.setParameters(aggregator.parameters);\n filterModel.draw(renderPass);\n renderPass.end();\n\n const color = filterModel.device.readPixelsToArrayWebGL(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 /**\n * Updates the bitmask used on the GPU to perform the filter based on the\n * `filterCategories` prop. The mapping between categories and bit in the bitmask\n * is performed by `_getCategoryKey()`\n */\n _updateCategoryBitMask(\n this: Layer<DataFilterExtensionProps>,\n params: any,\n extension: this\n ): void {\n const {categorySize} = extension.opts;\n if (!categorySize) return;\n const {filterCategories} = this.props;\n const categoryBitMask: CategoryBitMask = new Uint32Array([0, 0, 0, 0]);\n const categoryFilters = (\n categorySize === 1 ? [filterCategories] : filterCategories\n ) as FilterCategory[][];\n const maxCategories = categorySize === 1 ? 128 : categorySize === 2 ? 64 : 32;\n for (let c = 0; c < categoryFilters.length; c++) {\n const categoryFilter = categoryFilters[c];\n for (const category of categoryFilter) {\n const key = extension._getCategoryKey.call(this, category, c);\n if (key < maxCategories) {\n const channel = c * (maxCategories / 32) + Math.floor(key / 32);\n categoryBitMask[channel] += Math.pow(2, key % 32); // 1 << key fails for key > 30\n } else {\n log.warn(`Exceeded maximum number of categories (${maxCategories})`)();\n }\n }\n }\n this.state.categoryBitMask = categoryBitMask;\n }\n\n /**\n * Returns an index of bit in the bitmask for a given category. If the category has\n * not yet been assigned a bit, a new one is assigned.\n */\n _getCategoryKey(\n this: Layer<DataFilterExtensionProps>,\n category: FilterCategory,\n channel: number\n ) {\n const categoryMap = (this.state.categoryMap as Record<FilterCategory, number>[])[channel];\n if (!(category in categoryMap)) {\n categoryMap[category] = Object.keys(categoryMap).length;\n }\n return categoryMap[category];\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport type {DataFilterExtensionOptions, DataFilterExtensionProps} from './data-filter-extension';\nimport {UniformFormat} from '@luma.gl/shadertools/dist/types';\n\n/*\n * data filter shader module\n */\nexport type Defines = {\n // Defines passed externally\n /**\n * Primitive type of parameter used for category filtering. If undefined, category filtering disabled.\n */\n DATACATEGORY_TYPE?: 'uint' | 'uvec2' | 'uvec3' | 'uvec4';\n /**\n * Number of category filtering channels. Must match dimension of `DATACATEGORY_TYPE`\n */\n DATACATEGORY_CHANNELS?: 1 | 2 | 3 | 4;\n\n /**\n * Primitive type of parameter used for numeric filtering. If undefined, numeric filtering disabled.\n */\n DATAFILTER_TYPE?: 'float' | 'vec2' | 'vec3' | 'vec4';\n\n /**\n * Enable 64-bit precision in numeric filter.\n */\n DATAFILTER_DOUBLE?: boolean;\n};\n\nconst uniformBlock = /* glsl */ `\\\nuniform dataFilterUniforms {\n bool useSoftMargin;\n bool enabled;\n bool transformSize;\n bool transformColor;\n#ifdef DATAFILTER_TYPE\n DATAFILTER_TYPE min;\n DATAFILTER_TYPE softMin;\n DATAFILTER_TYPE softMax;\n DATAFILTER_TYPE max;\n#ifdef DATAFILTER_DOUBLE\n DATAFILTER_TYPE min64High;\n DATAFILTER_TYPE max64High;\n#endif\n#endif\n#ifdef DATACATEGORY_TYPE\n highp uvec4 categoryBitMask;\n#endif\n} dataFilter;\n`;\n\nconst vertex = /* glsl */ `\n#ifdef DATAFILTER_TYPE\n in DATAFILTER_TYPE filterValues;\n#ifdef DATAFILTER_DOUBLE\n in DATAFILTER_TYPE filterValues64Low;\n#endif\n#endif\n\n#ifdef DATACATEGORY_TYPE\n in DATACATEGORY_TYPE filterCategoryValues;\n#endif\n\nout float dataFilter_value;\n\nfloat dataFilter_reduceValue(float value) {\n return value;\n}\nfloat dataFilter_reduceValue(vec2 value) {\n return min(value.x, value.y);\n}\nfloat dataFilter_reduceValue(vec3 value) {\n return min(min(value.x, value.y), value.z);\n}\nfloat dataFilter_reduceValue(vec4 value) {\n return min(min(value.x, value.y), min(value.z, value.w));\n}\n\n#ifdef DATAFILTER_TYPE\n void dataFilter_setValue(DATAFILTER_TYPE valueFromMin, DATAFILTER_TYPE valueFromMax) {\n if (dataFilter.useSoftMargin) {\n // smoothstep results are undefined if edge0 \u2265 edge1\n // Fallback to ignore filterSoftRange if it is truncated by filterRange\n DATAFILTER_TYPE leftInRange = mix(\n smoothstep(dataFilter.min, dataFilter.softMin, valueFromMin),\n step(dataFilter.min, valueFromMin),\n step(dataFilter.softMin, dataFilter.min)\n );\n DATAFILTER_TYPE rightInRange = mix(\n 1.0 - smoothstep(dataFilter.softMax, dataFilter.max, valueFromMax),\n step(valueFromMax, dataFilter.max),\n step(dataFilter.max, dataFilter.softMax)\n );\n dataFilter_value = dataFilter_reduceValue(leftInRange * rightInRange);\n } else {\n dataFilter_value = dataFilter_reduceValue(\n step(dataFilter.min, valueFromMin) * step(valueFromMax, dataFilter.max)\n );\n }\n }\n#endif\n\n#ifdef DATACATEGORY_TYPE\n void dataFilter_setCategoryValue(DATACATEGORY_TYPE category) {\n #if DATACATEGORY_CHANNELS == 1 // One 128-bit mask\n uint dataFilter_masks = dataFilter.categoryBitMask[category / 32u];\n #elif DATACATEGORY_CHANNELS == 2 // Two 64-bit masks\n uvec2 dataFilter_masks = uvec2(\n dataFilter.categoryBitMask[category.x / 32u],\n dataFilter.categoryBitMask[category.y / 32u + 2u]\n );\n #elif DATACATEGORY_CHANNELS == 3 // Three 32-bit masks\n uvec3 dataFilter_masks = dataFilter.categoryBitMask.xyz;\n #else // Four 32-bit masks\n uvec4 dataFilter_masks = dataFilter.categoryBitMask;\n #endif\n\n // Shift mask and extract relevant bits\n DATACATEGORY_TYPE dataFilter_bits = DATACATEGORY_TYPE(dataFilter_masks) >> (category & 31u);\n dataFilter_bits &= 1u;\n\n #if DATACATEGORY_CHANNELS == 1\n if(dataFilter_bits == 0u) dataFilter_value = 0.0;\n #else\n if(any(equal(dataFilter_bits, DATACATEGORY_TYPE(0u)))) dataFilter_value = 0.0;\n #endif\n }\n#endif\n`;\n\nconst vs = `\n${uniformBlock}\n${vertex}\n`;\n\nconst fragment = /* glsl */ `\nin float dataFilter_value;\n`;\n\nconst fs = `\n${uniformBlock}\n${fragment}\n`;\n\nexport type CategoryBitMask = Uint32Array;\nexport type DataFilterModuleProps = {\n extensions: any[]; // used to detect if layer props are present\n categoryBitMask?: CategoryBitMask;\n} & DataFilterExtensionProps;\n\n/* eslint-disable camelcase */\nfunction getUniforms(opts?: DataFilterModuleProps | {}): Record<string, any> {\n if (!opts || !('extensions' in opts)) {\n return {};\n }\n const {\n filterRange = [-1, 1],\n filterEnabled = true,\n filterTransformSize = true,\n filterTransformColor = true,\n categoryBitMask\n } = opts;\n const filterSoftRange = opts.filterSoftRange || filterRange;\n\n return {\n ...(Number.isFinite(filterRange[0])\n ? {\n min: filterRange[0],\n softMin: filterSoftRange[0],\n softMax: filterSoftRange[1],\n max: filterRange[1]\n }\n : {\n min: filterRange.map(r => r[0]),\n softMin: filterSoftRange.map(r => r[0]),\n softMax: filterSoftRange.map(r => r[1]),\n max: filterRange.map(r => r[1])\n }),\n enabled: filterEnabled,\n useSoftMargin: Boolean(opts.filterSoftRange),\n transformSize: filterEnabled && filterTransformSize,\n transformColor: filterEnabled && filterTransformColor,\n ...(categoryBitMask && {categoryBitMask})\n };\n}\n\nfunction getUniforms64(opts?: DataFilterModuleProps | {}): Record<string, any> {\n if (!opts || !('extensions' in opts)) {\n return {};\n }\n const uniforms = getUniforms(opts);\n if (Number.isFinite(uniforms.min)) {\n const min64High = Math.fround(uniforms.min);\n uniforms.min -= min64High;\n uniforms.softMin -= min64High;\n uniforms.min64High = min64High;\n\n const max64High = Math.fround(uniforms.max);\n uniforms.max -= max64High;\n uniforms.softMax -= max64High;\n uniforms.max64High = max64High;\n } else {\n const min64High = uniforms.min.map(Math.fround);\n uniforms.min = uniforms.min.map((x, i) => x - min64High[i]);\n uniforms.softMin = uniforms.softMin.map((x, i) => x - min64High[i]);\n uniforms.min64High = min64High;\n\n const max64High = uniforms.max.map(Math.fround);\n uniforms.max = uniforms.max.map((x, i) => x - max64High[i]);\n uniforms.softMax = uniforms.softMax.map((x, i) => x - max64High[i]);\n uniforms.max64High = max64High;\n }\n return uniforms;\n}\n\nconst inject = {\n 'vs:#main-start': /* glsl */ `\n dataFilter_value = 1.0;\n if (dataFilter.enabled) {\n #ifdef DATAFILTER_TYPE\n #ifdef DATAFILTER_DOUBLE\n dataFilter_setValue(\n filterValues - dataFilter.min64High + filterValues64Low,\n filterValues - dataFilter.max64High + filterValues64Low\n );\n #else\n dataFilter_setValue(filterValues, filterValues);\n #endif\n #endif\n\n #ifdef DATACATEGORY_TYPE\n dataFilter_setCategoryValue(filterCategoryValues);\n #endif\n }\n `,\n\n 'vs:#main-end': /* glsl */ `\n if (dataFilter_value == 0.0) {\n gl_Position = vec4(0.);\n }\n `,\n\n 'vs:DECKGL_FILTER_SIZE': /* glsl */ `\n if (dataFilter.transformSize) {\n size = size * dataFilter_value;\n }\n `,\n\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (dataFilter_value == 0.0) discard;\n if (dataFilter.transformColor) {\n color.a *= dataFilter_value;\n }\n `\n};\n\ntype UniformTypesFunc = (opts: DataFilterExtensionOptions) => any;\nfunction uniformTypesFromOptions(opts: DataFilterExtensionOptions): any {\n const {categorySize, filterSize, fp64} = opts;\n const uniformTypes: Record<string, UniformFormat> = {\n useSoftMargin: 'i32',\n enabled: 'i32',\n transformSize: 'i32',\n transformColor: 'i32'\n };\n\n if (filterSize) {\n const uniformFormat: UniformFormat = filterSize === 1 ? 'f32' : `vec${filterSize}<f32>`;\n uniformTypes.min = uniformFormat;\n uniformTypes.softMin = uniformFormat;\n uniformTypes.softMax = uniformFormat;\n uniformTypes.max = uniformFormat;\n if (fp64) {\n uniformTypes.min64High = uniformFormat;\n uniformTypes.max64High = uniformFormat;\n }\n }\n\n if (categorySize) {\n uniformTypes.categoryBitMask = 'vec4<i32>';\n }\n\n return uniformTypes;\n}\n\nexport const dataFilter: ShaderModule<DataFilterModuleProps> & {\n uniformTypesFromOptions: UniformTypesFunc;\n} = {\n name: 'dataFilter',\n vs,\n fs,\n inject,\n getUniforms,\n uniformTypesFromOptions\n};\n\nexport const dataFilter64: ShaderModule<DataFilterModuleProps> & {\n uniformTypesFromOptions: UniformTypesFunc;\n} = {\n name: 'dataFilter',\n vs,\n fs,\n inject,\n getUniforms: getUniforms64,\n uniformTypesFromOptions\n};\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Device, DeviceFeature, Framebuffer, RenderPipelineParameters} from '@luma.gl/core';\nimport {Model, ModelProps} from '@luma.gl/engine';\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\nconst FLOAT_TARGET_FEATURES: DeviceFeature[] = [\n 'float32-renderable-webgl', // ability to render to float texture\n 'texture-blend-float-webgl' // ability to blend when rendering to float texture\n];\n\nexport function supportsFloatTarget(device: Device): boolean {\n return FLOAT_TARGET_FEATURES.every(feature => device.features.has(feature));\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: 'rgba32float',\n dimension: '2d',\n width: 1,\n height: 1\n })\n ]\n });\n }\n return device.createFramebuffer({\n width: 256,\n height: 64,\n colorAttachments: [\n device.createTexture({format: 'rgba8unorm', dimension: '2d', width: 256, height: 64})\n ]\n });\n}\n\n// Increments the counter based on dataFilter_value\nexport function getModel(\n device: Device,\n bufferLayout: ModelProps['bufferLayout'],\n shaderOptions: any,\n useFloatTarget: boolean\n): 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 topology: 'point-list',\n disableWarnings: true,\n vs: AGGREGATE_VS,\n fs: AGGREGATE_FS,\n bufferLayout,\n ...shaderOptions\n });\n}\n\nexport const parameters: RenderPipelineParameters = {\n blend: true,\n blendColorSrcFactor: 'one',\n blendColorDstFactor: 'one',\n blendAlphaSrcFactor: 'one',\n blendAlphaDstFactor: 'one',\n blendColorOperation: 'add',\n blendAlphaOperation: 'add',\n depthCompare: 'never'\n} as const;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {LayerExtension, COORDINATE_SYSTEM} from '@deck.gl/core';\nimport project64 from './project64';\n\nimport type {Layer} from '@deck.gl/core';\n\n/** @deprecated Adds the legacy 64-bit precision to geospatial layers. */\nexport default class Fp64Extension extends LayerExtension {\n static extensionName = 'Fp64Extension';\n\n getShaders(this: Layer): any {\n const {coordinateSystem} = this.props;\n if (\n coordinateSystem !== COORDINATE_SYSTEM.LNGLAT &&\n coordinateSystem !== COORDINATE_SYSTEM.DEFAULT\n ) {\n throw new Error('fp64: coordinateSystem must be LNGLAT');\n }\n\n return {\n modules: [project64]\n };\n }\n\n draw(this: Layer, params: any, extension: this): void {\n const {viewport} = params.context;\n this.setShaderModuleProps({project64: {viewport}});\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\n/* eslint-disable camelcase */\nimport {fp64} from '@luma.gl/shadertools';\nimport type {ShaderModule} from '@luma.gl/shadertools';\nconst {fp64ify, fp64ifyMatrix4} = fp64;\nimport {project, _memoize as memoize} from '@deck.gl/core';\n\nimport type {Viewport} from '@deck.gl/core';\nimport project64Shader from './project64.glsl';\n\ntype Project64ModuleProps = {\n viewport: Viewport;\n};\n\nexport default {\n name: 'project64',\n dependencies: [project, fp64],\n vs: project64Shader,\n getUniforms,\n uniformTypes: {\n scale: 'vec2<f32>',\n // Cannot pass as vec2[16], so instead split into 2 mat4x4\n viewProjectionMatrix: 'mat4x4<f32>',\n viewProjectionMatrix64Low: 'mat4x4<f32>'\n }\n} as ShaderModule<Project64ModuleProps>;\n\n// TODO - this module should calculate the 64 bit uniforms\n// It is currently done by project to minimize duplicated work\n\nconst getMemoizedUniforms = memoize(calculateUniforms);\n\nfunction getUniforms(opts?: Project64ModuleProps | {}): Record<string, any> {\n if (opts && 'viewport' in opts) {\n const {viewProjectionMatrix, scale} = opts.viewport;\n // We only need to update fp64 uniforms if fp32 projection is being updated\n return getMemoizedUniforms({viewProjectionMatrix, scale});\n }\n return {};\n}\n\nfunction calculateUniforms({\n viewProjectionMatrix,\n scale\n}: {\n viewProjectionMatrix: number[];\n scale: number;\n}) {\n const glViewProjectionMatrixFP64 = fp64ifyMatrix4(viewProjectionMatrix);\n const viewProjectionMatrix64High = new Float32Array(16);\n const viewProjectionMatrix64Low = new Float32Array(16);\n for (let i = 0; i < 4; i++) {\n for (let j = 0; j < 4; j++) {\n // Match order used in project.viewProjectionMatrix\n const from = 4 * i + j;\n const to = 4 * j + i;\n viewProjectionMatrix64High[to] = glViewProjectionMatrixFP64[2 * from];\n viewProjectionMatrix64Low[to] = glViewProjectionMatrixFP64[2 * from + 1];\n }\n }\n return {\n scale: fp64ify(scale),\n viewProjectionMatrix: [...viewProjectionMatrix64High],\n viewProjectionMatrix64Low: [...viewProjectionMatrix64Low]\n };\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nexport default `\\\n\nconst vec2 WORLD_SCALE_FP64 = vec2(81.4873275756836, 0.0000032873668232014097);\n\nuniform project64Uniforms {\n vec2 scale;\n mat4 viewProjectionMatrix;\n mat4 viewProjectionMatrix64Low;\n} project64;\n\n// longitude: lnglat_fp64.xy; latitude: lnglat_fp64.zw\nvoid mercatorProject_fp64(vec4 lnglat_fp64, out vec2 out_val[2]) {\n\n#if defined(NVIDIA_FP64_WORKAROUND)\n out_val[0] = sum_fp64(radians_fp64(lnglat_fp64.xy), PI_FP64 * ONE);\n#else\n out_val[0] = sum_fp64(radians_fp64(lnglat_fp64.xy), PI_FP64);\n#endif\n out_val[1] = sum_fp64(PI_FP64,\n log_fp64(tan_fp64(sum_fp64(PI_4_FP64, radians_fp64(lnglat_fp64.zw) / 2.0))));\n return;\n}\n\nvoid project_position_fp64(vec4 position_fp64, out vec2 out_val[2]) {\n vec2 pos_fp64[2];\n mercatorProject_fp64(position_fp64, pos_fp64);\n out_val[0] = mul_fp64(pos_fp64[0], WORLD_SCALE_FP64);\n out_val[1] = mul_fp64(pos_fp64[1], WORLD_SCALE_FP64);\n\n return;\n}\n\nvoid project_position_fp64(vec2 position, vec2 position64xyLow, out vec2 out_val[2]) {\n vec4 position64xy = vec4(\n position.x, position64xyLow.x,\n position.y, position64xyLow.y);\n\n project_position_fp64(position64xy, out_val);\n}\n\nvec4 project_common_position_to_clipspace_fp64(vec2 vertex_pos_modelspace[4]) {\n vec2 vertex_pos_clipspace[4];\n vec2 viewProjectionMatrixFP64[16];\n for (int i = 0; i < 4; i++) {\n for (int j = 0; j < 4; j++) {\n viewProjectionMatrixFP64[4 * i + j] = vec2(\n project64.viewProjectionMatrix[j][i],\n project64.viewProjectionMatrix64Low[j][i]\n );\n } \n }\n mat4_vec4_mul_fp64(viewProjectionMatrixFP64, vertex_pos_modelspace,\n vertex_pos_clipspace);\n return vec4(\n vertex_pos_clipspace[0].x,\n vertex_pos_clipspace[1].x,\n vertex_pos_clipspace[2].x,\n vertex_pos_clipspace[3].x\n );\n}\n\nvec4 project_position_to_clipspace(\n vec3 position, vec3 position64xyLow, vec3 offset, out vec4 commonPosition\n) {\n // This is the local offset to the instance position\n vec2 offset64[4];\n vec4_fp64(vec4(offset, 0.0), offset64);\n\n float z = project_size(position.z);\n\n // Apply web mercator projection (depends on coordinate system imn use)\n vec2 projectedPosition64xy[2];\n project_position_fp64(position.xy, position64xyLow.xy, projectedPosition64xy);\n\n vec2 commonPosition64[4];\n commonPosition64[0] = sum_fp64(offset64[0], projectedPosition64xy[0]);\n commonPosition64[1] = sum_fp64(offset64[1], projectedPosition64xy[1]);\n commonPosition64[2] = sum_fp64(offset64[2], vec2(z, 0.0));\n commonPosition64[3] = vec2(1.0, 0.0);\n\n commonPosition = vec4(projectedPosition64xy[0].x, projectedPosition64xy[1].x, z, 1.0);\n\n return project_common_position_to_clipspace_fp64(commonPosition64);\n}\n\nvec4 project_position_to_clipspace(\n vec3 position, vec3 position64xyLow, vec3 offset\n) {\n vec4 commonPosition;\n return project_position_to_clipspace(\n position, position64xyLow, offset, commonPosition\n );\n}\n`;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {LayerExtension, _mergeShaders as mergeShaders} from '@deck.gl/core';\nimport {vec3} from '@math.gl/core';\nimport {dashShaders, Defines, offsetShaders} from './shaders.glsl';\n\nimport type {Accessor, Layer, LayerContext, UpdateParameters} from '@deck.gl/core';\nimport type {ShaderModule} from '@luma.gl/shadertools';\n\nconst defaultProps = {\n getDashArray: {type: 'accessor', value: [0, 0]},\n getOffset: {type: 'accessor', value: 0},\n dashJustified: false,\n dashGapPickable: false\n};\n\ntype PathStyleProps = {\n dashAlignMode: number;\n dashGapPickable: boolean;\n};\n\nexport type PathStyleExtensionProps<DataT = any> = {\n /**\n * Accessor for the dash array to draw each path with: `[dashSize, gapSize]` relative to the width of the path.\n * Requires the `dash` option to be on.\n */\n getDashArray?: Accessor<DataT, Readonly<[number, number]>>;\n /**\n * Accessor for the offset to draw each path with, relative to the width of the path.\n * Negative offset is to the left hand side, and positive offset is to the right hand side.\n * @default 0\n */\n getOffset?: Accessor<DataT, number>;\n /**\n * If `true`, adjust gaps for the dashes to align at both ends.\n * @default false\n */\n dashJustified?: boolean;\n /**\n * If `true`, gaps between solid strokes are pickable. If `false`, only the solid strokes are pickable.\n * @default false\n */\n dashGapPickable?: boolean;\n};\n\nexport type PathStyleExtensionOptions = {\n /**\n * Add capability to render dashed lines.\n * @default false\n */\n dash: boolean;\n /**\n * Add capability to offset lines.\n * @default false\n */\n offset: boolean;\n /**\n * Improve dash rendering quality in certain circumstances. Note that this option introduces additional performance overhead.\n * @default false\n */\n highPrecisionDash: boolean;\n};\n\n/** Adds selected features to the `PathLayer` and composite layers that render the `PathLayer`. */\nexport default class PathStyleExtension extends LayerExtension<PathStyleExtensionOptions> {\n static defaultProps = defaultProps;\n static extensionName = 'PathStyleExtension';\n\n constructor({\n dash = false,\n offset = false,\n highPrecisionDash = false\n }: Partial<PathStyleExtensionOptions> = {}) {\n super({dash: dash || highPrecisionDash, offset, highPrecisionDash});\n }\n\n isEnabled(layer: Layer<PathStyleExtensionProps>): boolean {\n return 'pathTesselator' in layer.state;\n }\n\n getShaders(this: Layer<PathStyleExtensionProps>, extension: this): any {\n if (!extension.isEnabled(this)) {\n return null;\n }\n\n // Merge shader injection\n let result = {} as {inject: Record<string, string>};\n const defines: Defines = {};\n if (extension.opts.dash) {\n result = mergeShaders(result, dashShaders);\n if (extension.opts.highPrecisionDash) {\n defines.HIGH_PRECISION_DASH = true;\n }\n }\n if (extension.opts.offset) {\n result = mergeShaders(result, offsetShaders);\n }\n\n const {inject} = result;\n const pathStyle: ShaderModule<PathStyleProps> = {\n name: 'pathStyle',\n inject,\n uniformTypes: {\n dashAlignMode: 'f32',\n dashGapPickable: 'i32'\n }\n };\n return {\n modules: [pathStyle],\n defines\n };\n }\n\n initializeState(this: Layer<PathStyleExtensionProps>, context: LayerContext, extension: this) {\n const attributeManager = this.getAttributeManager();\n if (!attributeManager || !extension.isEnabled(this)) {\n // This extension only works with the PathLayer\n return;\n }\n\n if (extension.opts.dash) {\n attributeManager.addInstanced({\n instanceDashArrays: {size: 2, accessor: 'getDashArray'},\n ...(extension.opts.highPrecisionDash\n ? {\n instanceDashOffsets: {\n size: 1,\n accessor: 'getPath',\n transform: extension.getDashOffsets.bind(this)\n }\n }\n : {})\n });\n }\n if (extension.opts.offset) {\n attributeManager.addInstanced({\n instanceOffsets: {size: 1, accessor: 'getOffset'}\n });\n }\n }\n\n updateState(\n this: Layer<PathStyleExtensionProps>,\n params: UpdateParameters<Layer<PathStyleExtensionProps>>,\n extension: this\n ) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n if (extension.opts.dash) {\n const pathStyleProps: PathStyleProps = {\n dashAlignMode: this.props.dashJustified ? 1 : 0,\n dashGapPickable: Boolean(this.props.dashGapPickable)\n };\n this.setShaderModuleProps({pathStyle: pathStyleProps});\n }\n }\n\n getDashOffsets(this: Layer<PathStyleExtensionProps>, path: number[] | number[][]): number[] {\n const result = [0];\n const positionSize = this.props.positionFormat === 'XY' ? 2 : 3;\n const isNested = Array.isArray(path[0]);\n const geometrySize = isNested ? path.length : path.length / positionSize;\n\n let p;\n let prevP;\n for (let i = 0; i < geometrySize - 1; i++) {\n p = isNested ? path[i] : path.slice(i * positionSize, i * positionSize + positionSize);\n p = this.projectPosition(p);\n\n if (i > 0) {\n result[i] = result[i - 1] + vec3.dist(prevP, p);\n }\n\n prevP = p;\n }\n result[geometrySize - 1] = 0;\n return result;\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nexport type Defines = {\n // Defines passed externally\n /**\n * Enable high precision dash rendering.\n */\n HIGH_PRECISION_DASH?: boolean;\n};\n\nexport const dashShaders = {\n inject: {\n 'vs:#decl': `\nin vec2 instanceDashArrays;\n#ifdef HIGH_PRECISION_DASH\nin float instanceDashOffsets;\n#endif\nout vec2 vDashArray;\nout float vDashOffset;\n`,\n\n 'vs:#main-end': `\nvDashArray = instanceDashArrays;\n#ifdef HIGH_PRECISION_DASH\nvDashOffset = instanceDashOffsets / width.x;\n#else\nvDashOffset = 0.0;\n#endif\n`,\n\n 'fs:#decl': `\nuniform pathStyleUniforms {\n float dashAlignMode;\n bool dashGapPickable;\n} pathStyle;\n\nin vec2 vDashArray;\nin float vDashOffset;\n`,\n\n // if given position is in the gap part of the dashed line\n // dashArray.x: solid stroke length, relative to width\n // dashArray.y: gap length, relative to width\n // alignMode:\n // 0 - no adjustment\n // o---- ---- ---- ---- o---- -o---- ---- o\n // 1 - stretch to fit, draw half dash at each end for nicer joints\n // o-- ---- ---- ---- --o-- --o-- ---- --o\n 'fs:#main-start': `\n float solidLength = vDashArray.x;\n float gapLength = vDashArray.y;\n float unitLength = solidLength + gapLength;\n\n float offset;\n\n if (unitLength > 0.0) {\n if (pathStyle.dashAlignMode == 0.0) {\n offset = vDashOffset;\n } else {\n unitLength = vPathLength / round(vPathLength / unitLength);\n offset = solidLength / 2.0;\n }\n\n float unitOffset = mod(vPathPosition.y + offset, unitLength);\n\n if (gapLength > 0.0 && unitOffset > solidLength) {\n if (path.capType <= 0.5) {\n if (!(pathStyle.dashGapPickable && bool(picking.isActive))) {\n discard;\n }\n } else {\n // caps are rounded, test the distance to solid ends\n float distToEnd = length(vec2(\n min(unitOffset - solidLength, unitLength - unitOffset),\n vPathPosition.x\n ));\n if (distToEnd > 1.0) {\n if (!(pathStyle.dashGapPickable && bool(picking.isActive))) {\n discard;\n }\n }\n }\n }\n }\n`\n }\n};\n\nexport const offsetShaders = {\n inject: {\n 'vs:#decl': `\nin float instanceOffsets;\n`,\n 'vs:DECKGL_FILTER_SIZE': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n size *= offsetWidth;\n`,\n 'vs:#main-end': `\n float offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\n float offsetDir = sign(instanceOffsets);\n vPathPosition.x = (vPathPosition.x + offsetDir) * offsetWidth - offsetDir;\n vPathPosition.y *= offsetWidth;\n vPathLength *= offsetWidth;\n`,\n 'fs:#main-start': `\n float isInside;\n isInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\n if (isInside == 0.0) {\n discard;\n }\n`\n }\n};\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {LayerExtension} from '@deck.gl/core';\n\nimport {FillStyleModuleProps, patternShaders} from './shader-module';\n\nimport type {\n Layer,\n LayerContext,\n DefaultProps,\n Accessor,\n AccessorFunction,\n TextureSource,\n UpdateParameters\n} from '@deck.gl/core';\nimport type {Texture} from '@luma.gl/core';\n\nconst defaultProps: DefaultProps<FillStyleExtensionProps> = {\n fillPatternEnabled: true,\n fillPatternAtlas: {\n type: 'image',\n value: null,\n async: true,\n parameters: {lodMaxClamp: 0}\n },\n fillPatternMapping: {type: 'object', value: {}, async: true},\n fillPatternMask: true,\n getFillPattern: {type: 'accessor', value: d => d.pattern},\n getFillPatternScale: {type: 'accessor', value: 1},\n getFillPatternOffset: {type: 'accessor', value: [0, 0]}\n};\n\nexport type FillStyleExtensionProps<DataT = any> = {\n /** Cheap toggle to enable/disable pattern fill. Requires the `pattern` option to be on.\n * @default true\n */\n fillPatternEnabled?: boolean;\n /** Sprite image url or texture that packs all your patterns into one layout. */\n fillPatternAtlas?: string | TextureSource;\n /** Pattern names mapped to pattern definitions, or a url that points to a JSON file. */\n fillPatternMapping?:\n | string\n | Record<\n string,\n {\n /** Left position of the pattern on the atlas */\n x: number;\n /** Top position of the pattern on the atlas */\n y: number;\n /** Width of the pattern */\n width: number;\n /** Height of the pattern */\n height: number;\n }\n >;\n /**\n * Whether to treat the patterns as transparency masks.\n * @default true\n */\n fillPatternMask?: boolean;\n /** Accessor for the name of the pattern. */\n getFillPattern?: AccessorFunction<DataT, string>;\n /** Accessor for the scale of the pattern, relative to the original size. If the pattern is 24 x 24 pixels, scale `1` roughly yields 24 meters.\n * @default 1\n */\n getFillPatternScale?: Accessor<DataT, number>;\n /**\n * Accessor for the offset of the pattern, relative to the original size. Offset `[0.5, 0.5]` shifts the pattern alignment by half.\n * @default [0, 0]\n */\n getFillPatternOffset?: Accessor<DataT, Readonly<[number, number]>>;\n};\n\nexport type FillStyleExtensionOptions = {\n /** If `true`, adds the ability to tile the filled area with a pattern.\n * @default false\n */\n pattern: boolean;\n};\n\n/** Adds selected features to layers that render a \"fill\", such as the `PolygonLayer` and `ScatterplotLayer`. */\nexport default class FillStyleExtension extends LayerExtension<FillStyleExtensionOptions> {\n static defaultProps = defaultProps;\n static extensionName = 'FillStyleExtension';\n\n constructor({pattern = false}: Partial<FillStyleExtensionOptions> = {}) {\n super({pattern});\n }\n\n isEnabled(layer: Layer<FillStyleExtensionProps>): boolean {\n return layer.getAttributeManager() !== null && !('pathTesselator' in layer.state);\n }\n\n getShaders(this: Layer<FillStyleExtensionProps>, extension: this): any {\n if (!extension.isEnabled(this)) {\n return null;\n }\n\n return {\n modules: [extension.opts.pattern && patternShaders].filter(Boolean)\n };\n }\n\n initializeState(this: Layer<FillStyleExtensionProps>, context: LayerContext, extension: this) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n const attributeManager = this.getAttributeManager();\n\n if (extension.opts.pattern) {\n attributeManager!.add({\n fillPatternFrames: {\n size: 4,\n stepMode: 'dynamic',\n accessor: 'getFillPattern',\n transform: extension.getPatternFrame.bind(this)\n },\n fillPatternScales: {\n size: 1,\n stepMode: 'dynamic',\n accessor: 'getFillPatternScale',\n defaultValue: 1\n },\n fillPatternOffsets: {\n size: 2,\n stepMode: 'dynamic',\n accessor: 'getFillPatternOffset'\n }\n });\n }\n this.setState({\n emptyTexture: this.context.device.createTexture({\n data: new Uint8Array(4),\n width: 1,\n height: 1\n })\n });\n }\n\n updateState(\n this: Layer<FillStyleExtensionProps>,\n {props, oldProps}: UpdateParameters<Layer<FillStyleExtensionProps>>,\n extension: this\n ) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n if (props.fillPatternMapping && props.fillPatternMapping !== oldProps.fillPatternMapping) {\n this.getAttributeManager()!.invalidate('getFillPattern');\n }\n }\n\n draw(this: Layer<FillStyleExtensionProps>, params: any, extension: this) {\n if (!extension.isEnabled(this)) {\n return;\n }\n\n const {fillPatternAtlas, fillPatternEnabled, fillPatternMask} = this.props;\n const fillProps: FillStyleModuleProps = {\n project: params.shaderModuleProps.project,\n fillPatternEnabled,\n fillPatternMask,\n fillPatternTexture: (fillPatternAtlas || this.state.emptyTexture) as Texture\n };\n this.setShaderModuleProps({fill: fillProps});\n }\n\n finalizeState(this: Layer<FillStyleExtensionProps>) {\n const emptyTexture = this.state.emptyTexture as Texture;\n emptyTexture?.delete();\n }\n\n getPatternFrame(this: Layer<FillStyleExtensionProps>, name: string) {\n const {fillPatternMapping} = this.getCurrentLayer()!.props;\n const def = fillPatternMapping && fillPatternMapping[name];\n return def ? [def.x, def.y, def.width, def.height] : [0, 0, 0, 0];\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project, fp64LowPart} from '@deck.gl/core';\nimport type {ProjectProps, ProjectUniforms} from '@deck.gl/core';\n\nimport type {Texture} from '@luma.gl/core';\n\nconst uniformBlock = /* glsl */ `\\\nuniform fillUniforms {\n vec2 patternTextureSize;\n bool patternEnabled;\n bool patternMask;\n vec2 uvCoordinateOrigin;\n vec2 uvCoordinateOrigin64Low;\n} fill;\n`;\n\n/*\n * fill pattern shader module\n */\nconst patternVs = /* glsl */ `\nin vec4 fillPatternFrames;\nin float fillPatternScales;\nin vec2 fillPatternOffsets;\n\nout vec2 fill_uv;\nout vec4 fill_patternBounds;\nout vec4 fill_patternPlacement;\n`;\n\nconst vs = `\n${uniformBlock}\n${patternVs}\n`;\n\nconst patternFs = /* glsl */ `\nuniform sampler2D fill_patternTexture;\n\nin vec4 fill_patternBounds;\nin vec4 fill_patternPlacement;\nin vec2 fill_uv;\n\nconst float FILL_UV_SCALE = 512.0 / 40000000.0;\n`;\n\nconst fs = `\n${uniformBlock}\n${patternFs}\n`;\n\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n fill_uv = geometry.position.xy;\n `,\n\n 'vs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (fill.patternEnabled) {\n fill_patternBounds = fillPatternFrames / vec4(fill.patternTextureSize, fill.patternTextureSize);\n fill_patternPlacement.xy = fillPatternOffsets;\n fill_patternPlacement.zw = fillPatternScales * fillPatternFrames.zw;\n }\n `,\n\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (fill.patternEnabled) {\n vec2 scale = FILL_UV_SCALE * fill_patternPlacement.zw;\n vec2 patternUV = mod(mod(fill.uvCoordinateOrigin, scale) + fill.uvCoordinateOrigin64Low + fill_uv, scale) / scale;\n patternUV = mod(fill_patternPlacement.xy + patternUV, 1.0);\n\n vec2 texCoords = fill_patternBounds.xy + fill_patternBounds.zw * patternUV;\n\n vec4 patternColor = texture(fill_patternTexture, texCoords);\n color.a *= patternColor.a;\n if (!fill.patternMask) {\n color.rgb = patternColor.rgb;\n }\n }\n `\n};\n\nexport type FillStyleModuleProps = {\n project: ProjectProps;\n fillPatternEnabled?: boolean;\n fillPatternMask?: boolean;\n fillPatternTexture: Texture;\n};\n\ntype FillStyleModuleUniforms = {\n patternTextureSize?: [number, number];\n patternEnabled?: boolean;\n patternMask?: boolean;\n uvCoordinateOrigin?: [number, number];\n uvCoordinateOrigin64Low?: [number, number];\n};\n\ntype FillStyleModuleBindings = {\n fill_patternTexture?: Texture;\n};\n\n/* eslint-disable camelcase */\nfunction getPatternUniforms(\n opts?: FillStyleModuleProps | {}\n): FillStyleModuleBindings & FillStyleModuleUniforms {\n if (!opts) {\n return {};\n }\n const uniforms: FillStyleModuleBindings & FillStyleModuleUniforms = {};\n if ('fillPatternTexture' in opts) {\n const {fillPatternTexture} = opts;\n uniforms.fill_patternTexture = fillPatternTexture;\n uniforms.patternTextureSize = [fillPatternTexture.width, fillPatternTexture.height];\n }\n if ('project' in opts) {\n const {fillPatternMask = true, fillPatternEnabled = true} = opts;\n const projectUniforms = project.getUniforms(opts.project) as ProjectUniforms;\n const {commonOrigin: coordinateOriginCommon} = projectUniforms;\n\n const coordinateOriginCommon64Low: [number, number] = [\n fp64LowPart(coordinateOriginCommon[0]),\n fp64LowPart(coordinateOriginCommon[1])\n ];\n\n uniforms.uvCoordinateOrigin = coordinateOriginCommon.slice(0, 2) as [number, number];\n uniforms.uvCoordinateOrigin64Low = coordinateOriginCommon64Low;\n uniforms.patternMask = fillPatternMask;\n uniforms.patternEnabled = fillPatternEnabled;\n }\n return uniforms;\n}\n\nexport const patternShaders = {\n name: 'fill',\n vs,\n fs,\n inject,\n dependencies: [project],\n getUniforms: getPatternUniforms,\n uniformTypes: {\n patternTextureSize: 'vec2<f32>',\n patternEnabled: 'i32',\n patternMask: 'i32',\n uvCoordinateOrigin: 'vec2<f32>',\n uvCoordinateOrigin64Low: 'vec2<f32>'\n }\n} as const satisfies ShaderModule<\n FillStyleModuleProps,\n FillStyleModuleUniforms,\n FillStyleModuleBindings\n>;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {LayerExtension} from '@deck.gl/core';\n\nimport type {Layer} from '@deck.gl/core';\n\nconst defaultProps = {\n clipBounds: [0, 0, 1, 1],\n clipByInstance: undefined\n};\n\nexport type ClipExtensionProps = {\n /** Rectangular bounds to be used for clipping the rendered region, in `[left, bottom, right, top]`.\n * @default [0, 0, 1, 1]\n */\n clipBounds?: Readonly<[number, number, number, number]>;\n /**\n * Controls whether an object is clipped by its anchor (e.g. icon, point) or by its geometry (e.g. path, polygon).\n * If not specified, it is automatically deduced from the layer.\n */\n clipByInstance?: boolean;\n};\n\nconst shaderFunction = /* glsl */ `\nuniform clipUniforms {\n vec4 bounds;\n} clip;\n\nbool clip_isInBounds(vec2 position) {\n return position.x >= clip.bounds[0] && position.y >= clip.bounds[1] && position.x < clip.bounds[2] && position.y < clip.bounds[3];\n}\n`;\n\nexport type ClipModuleProps = {\n bounds: Readonly<[number, number, number, number]>;\n};\n\n/*\n * The vertex-shader version clips geometries by their anchor position\n * e.g. ScatterplotLayer - show if the center of a circle is within bounds\n */\nconst shaderModuleVs: ShaderModule<ClipModuleProps> = {\n name: 'clip',\n vs: shaderFunction,\n uniformTypes: {\n bounds: 'vec4<f32>'\n }\n};\n\nconst injectionVs = {\n 'vs:#decl': /* glsl */ `\nout float clip_isVisible;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n clip_isVisible = float(clip_isInBounds(geometry.worldPosition.xy));\n`,\n 'fs:#decl': /* glsl */ `\nin float clip_isVisible;\n`,\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (clip_isVisible < 0.5) discard;\n`\n};\n\n/*\n * The fragment-shader version clips pixels at the bounds\n * e.g. PolygonLayer - show the part of the polygon that intersect with the bounds\n */\nconst shaderModuleFs: ShaderModule<ClipModuleProps> = {\n name: 'clip',\n fs: shaderFunction,\n uniformTypes: {\n bounds: 'vec4<f32>'\n }\n};\n\nconst injectionFs = {\n 'vs:#decl': /* glsl */ `\nout vec2 clip_commonPosition;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n clip_commonPosition = geometry.position.xy;\n`,\n 'fs:#decl': /* glsl */ `\nin vec2 clip_commonPosition;\n`,\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (!clip_isInBounds(clip_commonPosition)) discard;\n`\n};\n\n/** Adds support for clipping rendered layers by rectangular bounds. */\nexport default class ClipExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'ClipExtension';\n\n getShaders(this: Layer<ClipExtensionProps>) {\n // If `clipByInstance: true`, the entire object is shown/hidden based on its anchor position (done by vertex shader)\n // Otherwise, the object is trimmed by the clip bounds (done by fragment shader)\n\n // Default behavior: consider a layer instanced if it has attribute `instancePositions`\n let clipByInstance = 'instancePositions' in this.getAttributeManager()!.attributes;\n // Users can override by setting the `clipByInstance` prop\n if (this.props.clipByInstance !== undefined) {\n clipByInstance = Boolean(this.props.clipByInstance);\n }\n this.state.clipByInstance = clipByInstance;\n\n return clipByInstance\n ? {\n modules: [shaderModuleVs],\n inject: injectionVs\n }\n : {\n modules: [shaderModuleFs],\n inject: injectionFs\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<Required<ClipExtensionProps>>): void {\n const {clipBounds} = this.props;\n const clipProps = {} as ClipModuleProps;\n if (this.state.clipByInstance) {\n clipProps.bounds = clipBounds;\n } else {\n const corner0 = this.projectPosition([clipBounds[0], clipBounds[1], 0]);\n const corner1 = this.projectPosition([clipBounds[2], clipBounds[3], 0]);\n\n clipProps.bounds = [\n Math.min(corner0[0], corner1[0]),\n Math.min(corner0[1], corner1[1]),\n Math.max(corner0[0], corner1[0]),\n Math.max(corner0[1], corner1[1])\n ];\n }\n\n this.setShaderModuleProps({clip: clipProps});\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {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>, {shaderModuleProps}: any) {\n if (shaderModuleProps.collision?.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 stepMode: 'dynamic',\n accessor: 'getCollisionPriority'\n }\n });\n }\n\n getNeedsPickingBuffer(this: Layer<CollisionFilterExtensionProps>): boolean {\n return this.props.collisionEnabled;\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Framebuffer, Texture, TextureView} from '@luma.gl/core';\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project} from '@deck.gl/core';\n\nconst vs = /* glsl */ `\nin float collisionPriorities;\n\nuniform sampler2D collision_texture;\n\nuniform collisionUniforms {\n bool sort;\n bool enabled;\n} collision;\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.viewportSize);\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': /* glsl */ `\n float collision_fade = 1.0;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n if (collision.sort) {\n float collisionPriority = collisionPriorities;\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': /* glsl */ `\n color.a *= collision_fade;\n `\n};\n\nexport type CollisionModuleProps = {\n enabled: boolean;\n collisionFBO?: Framebuffer;\n drawToCollisionMap?: boolean;\n dummyCollisionMap?: Texture;\n};\n\n/* eslint-disable camelcase */\ntype CollisionUniforms = {\n enabled?: boolean;\n sort?: boolean;\n};\n\ntype CollisionBindings = {\n collision_texture?: TextureView | Texture;\n};\n\nconst getCollisionUniforms = (\n opts: CollisionModuleProps | {}\n): CollisionBindings & CollisionUniforms => {\n if (!opts || !('dummyCollisionMap' in opts)) {\n return {};\n }\n const {enabled, collisionFBO, drawToCollisionMap, dummyCollisionMap} = opts;\n return {\n enabled: enabled && !drawToCollisionMap,\n sort: Boolean(drawToCollisionMap),\n collision_texture:\n !drawToCollisionMap && collisionFBO ? collisionFBO.colorAttachments[0] : dummyCollisionMap\n };\n};\n\n// @ts-ignore\nexport default {\n name: 'collision',\n dependencies: [project],\n vs,\n inject,\n getUniforms: getCollisionUniforms,\n uniformTypes: {\n sort: 'i32',\n enabled: 'i32'\n }\n} as ShaderModule<CollisionModuleProps>;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Device, Framebuffer, Texture} from '@luma.gl/core';\nimport {equals} from '@math.gl/core';\nimport {_deepEqual as deepEqual} from '@deck.gl/core';\nimport type {Effect, EffectContext, Layer, PreRenderOptions, Viewport} from '@deck.gl/core';\nimport CollisionFilterPass from './collision-filter-pass';\nimport {MaskPreRenderStats} from '../mask/mask-effect';\n// import {debugFBO} from '../utils/debug';\n\nimport type {CollisionFilterExtensionProps} from './collision-filter-extension';\nimport type {CollisionModuleProps} from './shader-module';\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 context?: EffectContext;\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 setup(context: EffectContext) {\n this.context = context;\n const {device} = context;\n this.dummyCollisionMap = device.createTexture({width: 1, height: 1});\n this.collisionFilterPass = new CollisionFilterPass(device, {id: 'default-collision-filter'});\n }\n\n preRender({\n effects: allEffects,\n layers,\n layerFilter,\n viewports,\n onViewportActive,\n views,\n isPicking,\n preRenderStats = {}\n }: PreRenderOptions): void {\n // This can only be called in preRender() after setup() where context is populated\n const {device} = this.context!;\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 // Detect if mask has rendered. TODO: better dependency system for Effects\n const effects = allEffects?.filter(e => e.useInPicking && preRenderStats[e.id]);\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 shaderModuleProps: {\n collision: {\n enabled: true,\n // To avoid feedback loop forming between Framebuffer and active Texture.\n dummyCollisionMap: this.dummyCollisionMap\n },\n project: {\n // @ts-expect-error TODO - assuming WebGL context\n devicePixelRatio: collisionFBO.device.canvasContext.getDevicePixelRatio() / DOWNSCALE\n }\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.collisionGroup!;\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 getShaderModuleProps(layer: Layer): {\n collision: CollisionModuleProps;\n } {\n const {collisionGroup, collisionEnabled} = (layer as Layer<CollisionFilterExtensionProps>)\n .props;\n const {collisionFBOs, dummyCollisionMap} = this;\n const collisionFBO = collisionFBOs[collisionGroup!];\n const enabled = collisionEnabled && Boolean(collisionFBO);\n return {\n collision: {\n enabled,\n collisionFBO,\n dummyCollisionMap: dummyCollisionMap!\n }\n };\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 const {width, height} = device.getDefaultCanvasContext().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 depthStencilAttachment = device.createTexture({\n format: 'depth16unorm',\n width,\n height\n });\n this.collisionFBOs[collisionGroup] = device.createFramebuffer({\n id: `collision-${collisionGroup}`,\n width,\n height,\n colorAttachments: [collisionMap],\n depthStencilAttachment\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", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Framebuffer, Parameters} from '@luma.gl/core';\nimport {Layer, _LayersPass as LayersPass, LayersPassRenderOptions, Viewport} 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 const scissorRect = [padding, padding, target.width - 2 * padding, target.height - 2 * padding];\n\n this.render({...options, clearColor, scissorRect, target, pass: 'collision'});\n }\n\n protected getLayerParameters(layer: Layer, layerIndex: number, viewport: Viewport): Parameters {\n return {\n ...layer.props.parameters,\n blend: false,\n depthWriteEnabled: true,\n depthCompare: 'less-equal'\n };\n }\n\n getShaderModuleProps() {\n // Draw picking colors into collision FBO\n return {\n collision: {\n drawToCollisionMap: true\n },\n picking: {\n isActive: 1,\n isAttribute: false\n },\n lighting: {enabled: false}\n };\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {COORDINATE_SYSTEM, Layer, LayerExtension, log} from '@deck.gl/core';\nimport mask, {MaskProps} from './shader-module';\nimport MaskEffect from './mask-effect';\n\nconst defaultProps = {\n maskId: '',\n maskByInstance: undefined,\n maskInverted: false\n};\n\nexport type MaskExtensionProps = {\n /**\n * Id of the layer that defines the mask. The mask layer must use the prop `operation: 'mask'`.\n * Masking is disabled if `maskId` is empty or no valid mask layer with the specified id is found.\n */\n maskId?: string;\n /**\n * controls whether an object is clipped 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 maskByInstance?: boolean;\n /**\n * Inverts the masking operation\n */\n maskInverted?: boolean;\n};\n\n/** Allows layers to show/hide objects by a geofence. */\nexport default class MaskExtension extends LayerExtension {\n static defaultProps = defaultProps;\n static extensionName = 'MaskExtension';\n\n initializeState(this: Layer<MaskExtensionProps>) {\n this.context.deck?._addDefaultEffect(new MaskEffect());\n }\n\n getShaders(this: Layer<MaskExtensionProps>): any {\n // Infer by geometry if 'maskByInstance' prop isn't explictly set\n let maskByInstance = 'instancePositions' in this.getAttributeManager()!.attributes;\n // Users can override by setting the `maskByInstance` prop\n if (this.props.maskByInstance !== undefined) {\n maskByInstance = Boolean(this.props.maskByInstance);\n }\n this.state.maskByInstance = maskByInstance;\n\n return {\n modules: [mask]\n };\n }\n\n /* eslint-disable camelcase */\n draw(this: Layer<Required<MaskExtensionProps>>, {context, shaderModuleProps}: any) {\n const maskProps = {} as MaskProps;\n maskProps.maskByInstance = Boolean(this.state.maskByInstance);\n const {maskId, maskInverted} = this.props;\n const {maskChannels} = shaderModuleProps.mask || {};\n const {viewport} = context;\n if (maskChannels && maskChannels[maskId]) {\n const {index, bounds, coordinateOrigin: fromCoordinateOrigin} = maskChannels[maskId];\n let {coordinateSystem: fromCoordinateSystem} = maskChannels[maskId];\n maskProps.enabled = true;\n maskProps.channel = index;\n maskProps.inverted = maskInverted;\n\n if (fromCoordinateSystem === COORDINATE_SYSTEM.DEFAULT) {\n fromCoordinateSystem = viewport.isGeospatial\n ? COORDINATE_SYSTEM.LNGLAT\n : COORDINATE_SYSTEM.CARTESIAN;\n }\n const opts = {modelMatrix: null, fromCoordinateOrigin, fromCoordinateSystem};\n const bl = this.projectPosition([bounds[0], bounds[1], 0], opts);\n const tr = this.projectPosition([bounds[2], bounds[3], 0], opts);\n maskProps.bounds = [bl[0], bl[1], tr[0], tr[1]];\n } else {\n if (maskId) {\n log.warn(`Could not find a mask layer with id: ${maskId}`)();\n }\n maskProps.enabled = false;\n }\n\n this.setShaderModuleProps({mask: maskProps});\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project} from '@deck.gl/core';\nimport type {Texture} from '@luma.gl/core';\n\nconst uniformBlock = /* glsl */ `\\\nuniform maskUniforms {\n vec4 bounds;\n highp int channel;\n bool enabled;\n bool inverted;\n bool maskByInstance;\n} mask;\n`;\n\nconst vertex = /* glsl */ `\nvec2 mask_getCoords(vec4 position) {\n return (position.xy - mask.bounds.xy) / (mask.bounds.zw - mask.bounds.xy);\n}\n`;\n\nconst vs = `\n${uniformBlock}\n${vertex}\n`;\n\nconst fragment = /* glsl */ `\nuniform sampler2D mask_texture;\n\nbool mask_isInBounds(vec2 texCoords) {\n if (!mask.enabled) {\n return true;\n }\n vec4 maskColor = texture(mask_texture, texCoords);\n float maskValue = 1.0;\n if (mask.channel == 0) {\n maskValue = maskColor.r;\n } else if (mask.channel == 1) {\n maskValue = maskColor.g;\n } else if (mask.channel == 2) {\n maskValue = maskColor.b;\n } else if (mask.channel == 3) {\n maskValue = maskColor.a;\n }\n\n if (mask.inverted) {\n return maskValue >= 0.5;\n } else {\n return maskValue < 0.5;\n }\n}\n`;\n\nconst fs = `\n${uniformBlock}\n${fragment}\n`;\n\nconst inject = {\n 'vs:#decl': /* glsl */ `\nout vec2 mask_texCoords;\n`,\n 'vs:#main-end': /* glsl */ `\n vec4 mask_common_position;\n if (mask.maskByInstance) {\n mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n } else {\n mask_common_position = geometry.position;\n }\n mask_texCoords = mask_getCoords(mask_common_position);\n`,\n 'fs:#decl': /* glsl */ `\nin vec2 mask_texCoords;\n`,\n 'fs:#main-start': /* glsl */ `\n if (mask.enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // fragColor = vec4(mask_texCoords, 0.0, 1.0);\n // fragColor = texture(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n`\n};\n\ntype MaskBindingProps = {\n maskMap?: Texture;\n};\n\ntype MaskUniformProps = {\n bounds: [number, number, number, number];\n channel: number;\n enabled: boolean;\n inverted: boolean;\n maskByInstance: boolean;\n};\n\nexport type MaskProps = MaskBindingProps & MaskUniformProps;\n\n/* eslint-disable camelcase */\nconst getMaskUniforms = (opts?: MaskProps | {}): Record<string, any> => {\n if (opts && 'maskMap' in opts) {\n return {\n mask_texture: opts.maskMap\n };\n }\n return opts || {};\n};\n\nexport default {\n name: 'mask',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: getMaskUniforms,\n uniformTypes: {\n bounds: 'vec4<f32>',\n channel: 'i32',\n enabled: 'i32',\n inverted: 'i32',\n maskByInstance: 'i32'\n }\n} as const satisfies ShaderModule<MaskProps>;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {\n Layer,\n Viewport,\n Effect,\n EffectContext,\n PreRenderOptions,\n CoordinateSystem,\n log\n} from '@deck.gl/core';\nimport type {Texture} from '@luma.gl/core';\nimport {equals} from '@math.gl/core';\nimport MaskPass from './mask-pass';\nimport {joinLayerBounds, getRenderBounds, makeViewport, Bounds} from '../utils/projection-utils';\n// import {debugFBO} from '../utils/debug';\n\ntype Mask = {\n /** The channel index */\n index: 0 | 1 | 2 | 3;\n bounds: Bounds;\n coordinateOrigin: [number, number, number];\n coordinateSystem: CoordinateSystem;\n};\n\ntype Channel = {\n id: string;\n index: 0 | 1 | 2 | 3;\n layers: Layer[];\n bounds: Bounds | null;\n maskBounds: Bounds;\n layerBounds: Bounds[];\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?: Texture;\n private channels: (Channel | null)[] = [];\n private masks: Record<string, Mask> | null = null;\n private maskPass?: MaskPass;\n private maskMap?: Texture;\n private lastViewport?: Viewport;\n\n setup({device}: EffectContext) {\n this.dummyMaskMap = device.createTexture({\n width: 1,\n height: 1\n });\n\n this.maskPass = new MaskPass(device, {id: 'default-mask'});\n this.maskMap = this.maskPass.maskMap;\n }\n\n preRender({\n layers,\n layerFilter,\n viewports,\n onViewportActive,\n views,\n isPicking\n }: PreRenderOptions): MaskPreRenderStats {\n let didRender = false;\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 // 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 /* eslint-disable-next-line complexity */\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 channelInfo.layers.length !== oldChannelInfo.layers.length ||\n channelInfo.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 mask layer,\n // for example getRadius+updateTriggers, radiusScale, modelMatrix\n layer !== oldChannelInfo.layers[i] ||\n // Some prop is in transition\n layer.props.transitions\n ) ||\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 shaderModuleProps: {\n project: {\n devicePixelRatio: 1\n }\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 getShaderModuleProps(): {\n mask: {\n maskMap: Texture;\n maskChannels: Record<string, Mask> | null;\n };\n } {\n return {\n mask: {\n maskMap: this.masks ? this.maskMap! : this.dummyMaskMap!,\n maskChannels: this.masks\n }\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", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {\n Device,\n Framebuffer,\n Parameters,\n RenderPipelineParameters,\n Texture\n} from '@luma.gl/core';\nimport {Layer, _LayersPass as LayersPass, LayersPassRenderOptions, Viewport} from '@deck.gl/core';\n\ntype MaskPassRenderOptions = LayersPassRenderOptions & {\n /** The channel to render into, 0:red, 1:green, 2:blue, 3:alpha */\n channel: 0 | 1 | 2 | 3;\n};\n\nconst MASK_BLENDING: RenderPipelineParameters = {\n blendColorOperation: 'subtract',\n blendColorSrcFactor: 'zero',\n blendColorDstFactor: 'one',\n blendAlphaOperation: 'subtract',\n blendAlphaSrcFactor: 'zero',\n blendAlphaDstFactor: 'one'\n};\n\nexport default class MaskPass extends LayersPass {\n maskMap: Texture;\n fbo: Framebuffer;\n\n constructor(device: Device, props: {id: string; mapSize?: number}) {\n super(device, props);\n\n const {mapSize = 2048} = props;\n\n this.maskMap = device.createTexture({\n format: 'rgba8unorm',\n width: mapSize,\n height: mapSize,\n sampler: {\n minFilter: 'linear',\n magFilter: 'linear',\n addressModeU: 'clamp-to-edge',\n addressModeV: 'clamp-to-edge'\n }\n });\n\n this.fbo = device.createFramebuffer({\n id: 'maskmap',\n width: mapSize,\n height: mapSize,\n colorAttachments: [this.maskMap]\n });\n }\n\n render(options: MaskPassRenderOptions) {\n const colorMask = 2 ** options.channel;\n const clearColor = [255, 255, 255, 255];\n super.render({...options, clearColor, colorMask, target: this.fbo, pass: 'mask'});\n }\n\n protected getLayerParameters(\n layer: Layer<{}>,\n layerIndex: number,\n viewport: Viewport\n ): Parameters {\n return {\n ...layer.props.parameters,\n blend: true,\n depthCompare: 'always',\n ...MASK_BLENDING\n };\n }\n\n shouldDrawLayer(layer) {\n return layer.props.operation.includes('mask');\n }\n\n delete() {\n this.fbo.delete();\n this.maskMap.delete();\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {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 id: viewport.id,\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 id: viewport.id,\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", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {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", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Texture} from '@luma.gl/core';\nimport {log} from '@deck.gl/core';\n\nimport {terrainModule, TerrainModuleProps} 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, EffectContext, 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?: Texture;\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 setup({device, deck}: EffectContext) {\n this.dummyHeightMap = device.createTexture({\n width: 1,\n height: 1,\n data: new Uint8Array([0, 0, 0, 0])\n });\n this.terrainPass = new TerrainPass(device, {id: 'terrain'});\n this.terrainPickingPass = new TerrainPickingPass(device, {id: 'terrain-picking'});\n\n if (HeightMapBuilder.isSupported(device)) {\n this.heightMap = new HeightMapBuilder(device);\n } else {\n log.warn('Terrain offset mode is not supported by this browser')();\n }\n\n deck._addDefaultShaderModule(terrainModule);\n }\n\n preRender(opts: PreRenderOptions): void {\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} = opts;\n const isPicking = opts.pass.startsWith('picking');\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 getShaderModuleProps(\n layer: Layer,\n otherShaderModuleProps: Record<string, any>\n ): {terrain: TerrainModuleProps} {\n const {terrainDrawMode} = layer.state;\n\n return {\n terrain: {\n project: otherShaderModuleProps.project,\n isPicking: this.isPicking,\n heightMap: this.heightMap?.getRenderFramebuffer()?.colorAttachments[0].texture || null,\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\n cleanup({deck}: EffectContext): 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 deck._removeDefaultShaderModule(terrainModule);\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 shaderModuleProps: {\n terrain: {\n heightMapBounds: this.heightMap.bounds,\n dummyHeightMap: this.dummyHeightMap,\n drawToTerrainHeightMap: true\n },\n project: {\n devicePixelRatio: 1\n }\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 shaderModuleProps: {\n terrain: {\n dummyHeightMap: this.dummyHeightMap,\n terrainSkipRender: false\n },\n project: {\n devicePixelRatio: 1\n }\n }\n });\n\n if (!this.isPicking) {\n // IsDirty refers to the normal fbo, not the picking fbo.\n // Only mark it as not dirty if the normal fbo was updated.\n terrainCover.isDirty = false;\n }\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", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\n/* eslint-disable camelcase */\n\nimport type {ShaderModule} from '@luma.gl/shadertools';\nimport {project, ProjectProps, ProjectUniforms} from '@deck.gl/core';\n\nimport type {Texture} 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 TerrainModuleProps = {\n project: ProjectProps;\n isPicking: boolean;\n heightMap: Texture | null;\n heightMapBounds?: Bounds | null;\n dummyHeightMap: Texture;\n terrainCover?: TerrainCover | null;\n drawToTerrainHeightMap?: boolean;\n useTerrainHeightMap?: boolean;\n terrainSkipRender?: boolean;\n};\n\ntype TerrainModuleUniforms = {\n mode: number;\n bounds: [number, number, number, number];\n};\n\ntype TerrainModuleBindings = {\n terrain_map: Texture;\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\nconst uniformBlock =\n // eslint-disable-next-line prefer-template\n TERRAIN_MODE_CONSTANTS +\n /* glsl */ `\nuniform terrainUniforms {\n float mode;\n vec4 bounds;\n} terrain;\n\nuniform sampler2D terrain_map;\n`;\n\nexport const terrainModule = {\n name: 'terrain',\n dependencies: [project],\n // eslint-disable-next-line prefer-template\n vs: uniformBlock + /* glsl */ 'out vec3 commonPos;',\n // eslint-disable-next-line prefer-template\n fs: uniformBlock + /* glsl */ 'in vec3 commonPos;',\n inject: {\n 'vs:#main-start': /* glsl */ `\nif (terrain.mode == TERRAIN_MODE_SKIP) {\n gl_Position = vec4(0.0);\n return;\n}\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\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 commonPos.z += project.commonOrigin.z;\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 = texture(terrain_map, texCoords).r;\n geometry.position.z += terrainZ;\n position = project_common_position_to_clipspace(geometry.position);\n }\n}\n `,\n 'fs:#main-start': /* glsl */ `\nif (terrain.mode == TERRAIN_MODE_WRITE_HEIGHT_MAP) {\n fragColor = vec4(commonPos.z, 0.0, 0.0, 1.0);\n return;\n}\n `,\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\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 = texture(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: Partial<TerrainModuleProps> = {}) => {\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 projectUniforms = project.getUniforms(opts.project) as ProjectUniforms;\n const {commonOrigin} = projectUniforms;\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: Texture | undefined = dummyHeightMap as Texture;\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 fbo = opts.isPicking\n ? terrainCover.getPickingFramebuffer()\n : terrainCover.getRenderFramebuffer();\n sampler = fbo?.colorAttachments[0].texture;\n if (opts.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 mode,\n terrain_map: sampler,\n // Convert bounds to the common space, as [minX, minY, width, height]\n bounds: bounds\n ? [\n bounds[0] - commonOrigin[0],\n bounds[1] - commonOrigin[1],\n bounds[2] - bounds[0],\n bounds[3] - bounds[1]\n ]\n : [0, 0, 0, 0]\n };\n }\n return {};\n },\n uniformTypes: {\n mode: 'f32',\n bounds: 'vec4<f32>'\n }\n} as const satisfies ShaderModule<TerrainModuleProps, TerrainModuleUniforms, TerrainModuleBindings>;\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport type {Device} from '@luma.gl/core';\nimport {GL} from '@luma.gl/constants';\n\nexport function createRenderTarget(\n device: Device,\n opts: {\n id: string;\n float?: boolean;\n interpolate?: boolean;\n }\n) {\n return device.createFramebuffer({\n id: opts.id,\n colorAttachments: [\n device.createTexture({\n id: opts.id,\n ...(opts.float && {\n format: 'rgba32float',\n type: GL.FLOAT\n }),\n dimension: '2d',\n width: 1,\n height: 1,\n sampler:\n opts.interpolate === false\n ? {\n minFilter: 'nearest',\n magFilter: 'nearest'\n }\n : {\n minFilter: 'linear',\n magFilter: 'linear'\n }\n })\n ]\n });\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {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\ntype TileHeader = {\n boundingBox: [min: number[], max: number[]];\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: TileHeader | 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 // eslint-disable-next-line max-statements\n private _updateViewport(viewport: Viewport): boolean {\n const targetLayer = this.targetLayer;\n let shouldRedraw = false;\n\n if (this.tile && 'boundingBox' in this.tile) {\n if (!this.targetBounds) {\n shouldRedraw = true;\n this.targetBounds = this.tile.boundingBox;\n\n const bottomLeftCommon = viewport.projectPosition(this.targetBounds[0]);\n const topRightCommon = viewport.projectPosition(this.targetBounds[1]);\n this.targetBoundsCommon = [\n bottomLeftCommon[0],\n bottomLeftCommon[1],\n topRightCommon[0],\n topRightCommon[1]\n ];\n }\n } else 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.device, {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.device, {\n id: `${this.id}-picking`,\n interpolate: false\n });\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.colorAttachments[0].destroy();\n fbo.destroy();\n }\n if (pickingFbo) {\n pickingFbo.colorAttachments[0].destroy();\n pickingFbo.destroy();\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: TileHeader, layers: Layer[]): Layer[] {\n return layers.filter(layer => {\n const tile = getTile(layer);\n if (tile) {\n return intersect(sourceTile.boundingBox, tile.boundingBox);\n }\n return true;\n });\n}\n\n/** If layer is the descendent of a TileLayer, return the corresponding tile. */\nfunction getTile(layer: Layer): TileHeader | 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(b1?: [number[], number[]], b2?: [number[], number[]]): boolean {\n if (b1 && b2) {\n return b1[0][0] < b2[1][0] && b2[0][0] < b1[1][0] && b1[0][1] < b2[1][1] && b2[0][1] < b1[1][1];\n }\n return false;\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Parameters, RenderPipelineParameters} from '@luma.gl/core';\nimport {Layer, Viewport, _LayersPass as LayersPass, LayersPassRenderOptions} from '@deck.gl/core';\nimport type {HeightMapBuilder} from './height-map-builder';\nimport type {TerrainCover} from './terrain-cover';\n\nexport type TerrainPassRenderOptions = LayersPassRenderOptions;\n\nconst TERRAIN_BLENDING: RenderPipelineParameters = {\n blendColorOperation: 'max',\n blendColorSrcFactor: 'one',\n blendColorDstFactor: 'one',\n blendAlphaOperation: 'max',\n blendAlphaSrcFactor: 'one',\n blendAlphaDstFactor: 'one'\n};\n\n/** Renders textures used by the TerrainEffect render pass */\nexport class TerrainPass extends LayersPass {\n getRenderableLayers(viewport: Viewport, opts: TerrainPassRenderOptions): Layer[] {\n const {layers} = opts;\n const result: Layer[] = [];\n const drawParamsByIndex = this._getDrawLayerParams(viewport, opts, true);\n for (let i = 0; i < layers.length; i++) {\n const layer = layers[i];\n if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {\n result.push(layer);\n }\n }\n\n return result;\n }\n\n renderHeightMap(heightMap: HeightMapBuilder, opts: Partial<TerrainPassRenderOptions>) {\n // console.log('Updating height map')\n const target = heightMap.getRenderFramebuffer();\n const viewport = heightMap.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n target.resize(viewport);\n\n this.render({\n ...opts,\n target,\n pass: 'terrain-height-map',\n layers: opts.layers!,\n viewports: [viewport],\n effects: [],\n clearColor: [0, 0, 0, 0]\n });\n }\n\n renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPassRenderOptions>) {\n // console.log('Updating terrain cover ' + terrainCover.id)\n const target = terrainCover.getRenderFramebuffer();\n const viewport = terrainCover.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n const layers = terrainCover.filterLayers(opts.layers!);\n target.resize(viewport);\n\n this.render({\n ...opts,\n target,\n pass: `terrain-cover-${terrainCover.id}`,\n layers,\n effects: [],\n viewports: [viewport],\n clearColor: [0, 0, 0, 0]\n });\n }\n\n protected getLayerParameters(\n layer: Layer<{}>,\n layerIndex: number,\n viewport: Viewport\n ): Parameters {\n return {\n ...layer.props.parameters,\n blend: true,\n depthCompare: 'always',\n ...(layer.props.operation.includes('terrain') && TERRAIN_BLENDING)\n };\n }\n\n getShaderModuleProps(layer: Layer, effects: any, otherShaderModuleProps: Record<string, any>) {\n return {\n terrain: {\n project: otherShaderModuleProps.project\n }\n };\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {\n Layer,\n Viewport,\n LayersPassRenderOptions,\n _PickLayersPass as PickLayersPass\n} from '@deck.gl/core';\nimport type {TerrainCover} from './terrain-cover';\nimport {Parameters} from '@luma.gl/core';\n\nexport type TerrainPickingPassRenderOptions = LayersPassRenderOptions & {\n pickZ: boolean;\n};\n\n/** Renders textures used by the TerrainEffect picking pass */\nexport class TerrainPickingPass extends PickLayersPass {\n /** Save layer index for use when drawing to terrain cover.\n * When a terrain cover's picking buffer is rendered,\n * we need to make sure each layer receives a consistent index (encoded in the alpha channel)\n * so that a picked color can be decoded back to the correct layer.\n * Updated in getRenderableLayers which is called in TerrainEffect.preRender\n */\n drawParameters: Record<string, any> = {};\n\n getRenderableLayers(viewport: Viewport, opts: TerrainPickingPassRenderOptions): Layer[] {\n const {layers} = opts;\n const result: Layer[] = [];\n this.drawParameters = {};\n this._resetColorEncoder(opts.pickZ);\n const drawParamsByIndex = this._getDrawLayerParams(viewport, opts);\n for (let i = 0; i < layers.length; i++) {\n const layer = layers[i];\n if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {\n result.push(layer);\n this.drawParameters[layer.id] = drawParamsByIndex[i].layerParameters;\n }\n }\n\n return result;\n }\n\n renderTerrainCover(terrainCover: TerrainCover, opts: Partial<TerrainPickingPassRenderOptions>) {\n // console.log('Updating terrain cover for picking ' + terrainCover.id)\n const target = terrainCover.getPickingFramebuffer();\n const viewport = terrainCover.renderViewport;\n\n if (!target || !viewport) {\n return;\n }\n\n const layers = terrainCover.filterLayers(opts.layers!);\n const terrainLayer = terrainCover.targetLayer;\n if (terrainLayer.props.pickable) {\n layers.unshift(terrainLayer);\n }\n target.resize(viewport);\n\n this.render({\n ...opts,\n pickingFBO: target,\n pass: `terrain-cover-picking-${terrainCover.id}`,\n layers,\n effects: [],\n viewports: [viewport],\n // Disable the default culling because TileLayer would cull sublayers based on the screen viewport,\n // not the viewport of the terrain cover. Culling is already done by `terrainCover.filterLayers`\n cullRect: undefined,\n deviceRect: viewport,\n pickZ: false\n });\n }\n\n protected getLayerParameters(layer: Layer, layerIndex: number, viewport: Viewport): Parameters {\n let parameters: any;\n if (this.drawParameters[layer.id]) {\n parameters = this.drawParameters[layer.id];\n } else {\n parameters = super.getLayerParameters(layer, layerIndex, viewport);\n parameters.blend = true;\n }\n return {...parameters, depthCompare: 'always'};\n }\n\n getShaderModuleProps(layer: Layer, effects: any, otherShaderModuleProps: Record<string, any>) {\n const base = super.getShaderModuleProps(layer, effects, otherShaderModuleProps);\n return {\n ...base,\n terrain: {\n project: otherShaderModuleProps.project\n }\n };\n }\n}\n", "// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n\nimport {Device, Framebuffer} from '@luma.gl/core';\nimport {joinLayerBounds, getRenderBounds, makeViewport, Bounds} from '../utils/projection-utils';\nimport {createRenderTarget} from './utils';\n\nimport type {Viewport, Layer} from '@deck.gl/core';\n\nconst MAP_MAX_SIZE = 2048;\n\n/**\n * Manages the lifecycle of the height map (a framebuffer that encodes elevation).\n * One instance of height map is is shared across all layers. 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 device: Device;\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(device: Device): boolean {\n return device.isTextureFormatRenderable('rgba32float');\n }\n\n constructor(device: Device) {\n this.device = device;\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.device, {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 if (bounds[2] <= bounds[0] || bounds[3] <= bounds[1]) {\n this.renderViewport = null;\n return false;\n }\n\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.colorAttachments[0].delete();\n this.fbo.delete();\n }\n }\n}\n"],
|
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5
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+
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|
|
6
6
|
"names": ["import_core", "import_core", "uniformBlock", "vertex", "vs", "fragment", "fs", "inject", "fp64", "defaultProps", "fp64", "module", "deepEqual", "import_core", "import_core", "getUniforms", "memoize", "import_core", "defaultProps", "mergeShaders", "inject", "import_core", "import_core", "uniformBlock", "vs", "fs", "inject", "defaultProps", "import_core", "defaultProps", "import_core", "import_core", "vs", "inject", "shader_module_default", "import_core", "import_core", "LayersPass", "deepEqual", "defaultProps", "shader_module_default", "import_core", "import_core", "uniformBlock", "vertex", "vs", "fragment", "fs", "inject", "shader_module_default", "import_core", "import_core", "LayersPass", "import_core", "defaultProps", "shader_module_default", "import_core", "import_core", "import_core", "uniformBlock", "import_core", "LayersPass", "import_core", "PickLayersPass", "parameters", "defaultProps"]
|
|
7
7
|
}
|