@sakuzu/maplibre-gl-draw 1.0.0

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Files changed (636) hide show
  1. package/CHANGELOG.md +43 -0
  2. package/LICENSE +661 -0
  3. package/README.ja.md +248 -0
  4. package/README.md +255 -0
  5. package/THIRD_PARTY_NOTICES.md +275 -0
  6. package/dist/api/api.d.ts +1259 -0
  7. package/dist/api/api.js +86 -0
  8. package/dist/api/context.d.ts +173 -0
  9. package/dist/api/context.js +193 -0
  10. package/dist/api/display-api.d.ts +1 -0
  11. package/dist/api/display-api.js +23 -0
  12. package/dist/api/event-api.d.ts +13 -0
  13. package/dist/api/event-api.js +17 -0
  14. package/dist/api/extension-api.d.ts +46 -0
  15. package/dist/api/extension-api.js +85 -0
  16. package/dist/api/feature-api.d.ts +11 -0
  17. package/dist/api/feature-api.js +101 -0
  18. package/dist/api/geometry/apply.d.ts +51 -0
  19. package/dist/api/geometry/apply.js +114 -0
  20. package/dist/api/geometry/boolean.d.ts +28 -0
  21. package/dist/api/geometry/boolean.js +65 -0
  22. package/dist/api/geometry/buffer.d.ts +11 -0
  23. package/dist/api/geometry/buffer.js +105 -0
  24. package/dist/api/geometry/split.d.ts +16 -0
  25. package/dist/api/geometry/split.js +75 -0
  26. package/dist/api/geometry/targets.d.ts +76 -0
  27. package/dist/api/geometry/targets.js +158 -0
  28. package/dist/api/geometry/types.d.ts +31 -0
  29. package/dist/api/geometry/types.js +3 -0
  30. package/dist/api/geometry-operations.d.ts +162 -0
  31. package/dist/api/geometry-operations.js +94 -0
  32. package/dist/api/group-api.d.ts +10 -0
  33. package/dist/api/group-api.js +78 -0
  34. package/dist/api/import-export/constants.d.ts +29 -0
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  36. package/dist/api/import-export/embedded-file.d.ts +13 -0
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  38. package/dist/api/import-export/file-name.d.ts +10 -0
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  40. package/dist/api/import-export/format-detection.d.ts +12 -0
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  42. package/dist/api/import-export/geojson-export.d.ts +19 -0
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  44. package/dist/api/import-export/geojson-import.d.ts +34 -0
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  46. package/dist/api/import-export/geometry-validation.d.ts +20 -0
  47. package/dist/api/import-export/geometry-validation.js +107 -0
  48. package/dist/api/import-export/image-import.d.ts +12 -0
  49. package/dist/api/import-export/image-import.js +53 -0
  50. package/dist/api/import-export/index.d.ts +9 -0
  51. package/dist/api/import-export/index.js +107 -0
  52. package/dist/api/import-export/native-format.d.ts +15 -0
  53. package/dist/api/import-export/native-format.js +126 -0
  54. package/dist/api/import-export/native-validation.d.ts +28 -0
  55. package/dist/api/import-export/native-validation.js +212 -0
  56. package/dist/api/import-export/own-property.d.ts +10 -0
  57. package/dist/api/import-export/own-property.js +19 -0
  58. package/dist/api/import-export/style-validation.d.ts +27 -0
  59. package/dist/api/import-export/style-validation.js +49 -0
  60. package/dist/api/import-export/types.d.ts +26 -0
  61. package/dist/api/import-export/types.js +3 -0
  62. package/dist/api/index.d.ts +15 -0
  63. package/dist/api/index.js +3 -0
  64. package/dist/api/input-api.d.ts +158 -0
  65. package/dist/api/input-api.js +144 -0
  66. package/dist/api/instance-api.d.ts +38 -0
  67. package/dist/api/instance-api.js +136 -0
  68. package/dist/api/layer-api.d.ts +12 -0
  69. package/dist/api/layer-api.js +62 -0
  70. package/dist/api/selection-api.d.ts +7 -0
  71. package/dist/api/selection-api.js +78 -0
  72. package/dist/api/snapping-api.d.ts +125 -0
  73. package/dist/api/snapping-api.js +50 -0
  74. package/dist/api/topology-api.d.ts +30 -0
  75. package/dist/api/topology-api.js +16 -0
  76. package/dist/api/tracing-api.d.ts +31 -0
  77. package/dist/api/tracing-api.js +16 -0
  78. package/dist/dispatcher/hit-test/box-strategies.d.ts +19 -0
  79. package/dist/dispatcher/hit-test/box-strategies.js +275 -0
  80. package/dist/dispatcher/hit-test/box-strategy.d.ts +59 -0
  81. package/dist/dispatcher/hit-test/box-strategy.js +37 -0
  82. package/dist/dispatcher/hit-test/globe-shape.d.ts +46 -0
  83. package/dist/dispatcher/hit-test/globe-shape.js +70 -0
  84. package/dist/dispatcher/hit-test/index.d.ts +14 -0
  85. package/dist/dispatcher/hit-test/index.js +9 -0
  86. package/dist/dispatcher/hit-test/local-frame.d.ts +77 -0
  87. package/dist/dispatcher/hit-test/local-frame.js +112 -0
  88. package/dist/dispatcher/hit-test/segment-grid.d.ts +32 -0
  89. package/dist/dispatcher/hit-test/segment-grid.js +79 -0
  90. package/dist/dispatcher/hit-test/service.d.ts +120 -0
  91. package/dist/dispatcher/hit-test/service.js +333 -0
  92. package/dist/dispatcher/hit-test/strategies/base.d.ts +136 -0
  93. package/dist/dispatcher/hit-test/strategies/base.js +66 -0
  94. package/dist/dispatcher/hit-test/strategies/circle.d.ts +10 -0
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  96. package/dist/dispatcher/hit-test/strategies/image.d.ts +22 -0
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  98. package/dist/dispatcher/hit-test/strategies/index.d.ts +11 -0
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  104. package/dist/dispatcher/hit-test/strategies/point.d.ts +20 -0
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  106. package/dist/dispatcher/hit-test/strategies/polygon.d.ts +52 -0
  107. package/dist/dispatcher/hit-test/strategies/polygon.js +138 -0
  108. package/dist/dispatcher/hit-test/topmost.d.ts +48 -0
  109. package/dist/dispatcher/hit-test/topmost.js +157 -0
  110. package/dist/dispatcher/hit-test/visibility-lookup.d.ts +23 -0
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  112. package/dist/dispatcher/index.d.ts +15 -0
  113. package/dist/dispatcher/index.js +3 -0
  114. package/dist/dispatcher/input-router.d.ts +1 -0
  115. package/dist/dispatcher/input-router.js +288 -0
  116. package/dist/dispatcher/normalizer.d.ts +1 -0
  117. package/dist/dispatcher/normalizer.js +513 -0
  118. package/dist/dispatcher/types.d.ts +144 -0
  119. package/dist/dispatcher/types.js +15 -0
  120. package/dist/display/chunk-set.d.ts +24 -0
  121. package/dist/display/chunk-set.js +533 -0
  122. package/dist/display/chunk.d.ts +1 -0
  123. package/dist/display/chunk.js +104 -0
  124. package/dist/display/columnar/index.d.ts +12 -0
  125. package/dist/display/columnar/index.js +13 -0
  126. package/dist/display/columnar/prepare.d.ts +42 -0
  127. package/dist/display/columnar/prepare.js +116 -0
  128. package/dist/display/columnar/source.d.ts +1 -0
  129. package/dist/display/columnar/source.js +531 -0
  130. package/dist/display/columnar/table.d.ts +1 -0
  131. package/dist/display/columnar/table.js +471 -0
  132. package/dist/display/columnar/types.d.ts +223 -0
  133. package/dist/display/columnar/types.js +3 -0
  134. package/dist/display/dataset.d.ts +2 -0
  135. package/dist/display/dataset.js +891 -0
  136. package/dist/display/index.d.ts +13 -0
  137. package/dist/display/index.js +3 -0
  138. package/dist/display/interaction.d.ts +1 -0
  139. package/dist/display/interaction.js +90 -0
  140. package/dist/display/manager.d.ts +1 -0
  141. package/dist/display/manager.js +440 -0
  142. package/dist/display/packed-rtree.d.ts +1 -0
  143. package/dist/display/packed-rtree.js +244 -0
  144. package/dist/display/partition.d.ts +1 -0
  145. package/dist/display/partition.js +226 -0
  146. package/dist/display/provider.d.ts +1 -0
  147. package/dist/display/provider.js +342 -0
  148. package/dist/display/retained.d.ts +40 -0
  149. package/dist/display/retained.js +898 -0
  150. package/dist/display/selection.d.ts +13 -0
  151. package/dist/display/selection.js +226 -0
  152. package/dist/display/source.d.ts +1 -0
  153. package/dist/display/source.js +119 -0
  154. package/dist/display/spatial.d.ts +1 -0
  155. package/dist/display/spatial.js +71 -0
  156. package/dist/display/style.d.ts +1 -0
  157. package/dist/display/style.js +126 -0
  158. package/dist/display/thinning.d.ts +65 -0
  159. package/dist/display/thinning.js +910 -0
  160. package/dist/display/triangulation.d.ts +1 -0
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  162. package/dist/display/types.d.ts +561 -0
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  164. package/dist/extension/feature-handler.d.ts +182 -0
  165. package/dist/extension/feature-handler.js +3 -0
  166. package/dist/extension/index.d.ts +9 -0
  167. package/dist/extension/index.js +3 -0
  168. package/dist/extension/renderers.d.ts +208 -0
  169. package/dist/extension/renderers.js +3 -0
  170. package/dist/geometry/angle.d.ts +47 -0
  171. package/dist/geometry/angle.js +44 -0
  172. package/dist/geometry/bbox.d.ts +48 -0
  173. package/dist/geometry/bbox.js +83 -0
  174. package/dist/geometry/boolean.d.ts +162 -0
  175. package/dist/geometry/boolean.js +331 -0
  176. package/dist/geometry/buffer.d.ts +72 -0
  177. package/dist/geometry/buffer.js +218 -0
  178. package/dist/geometry/circle.d.ts +55 -0
  179. package/dist/geometry/circle.js +107 -0
  180. package/dist/geometry/coords.d.ts +97 -0
  181. package/dist/geometry/coords.js +149 -0
  182. package/dist/geometry/distance.d.ts +79 -0
  183. package/dist/geometry/distance.js +111 -0
  184. package/dist/geometry/errors.d.ts +74 -0
  185. package/dist/geometry/errors.js +104 -0
  186. package/dist/geometry/index.d.ts +28 -0
  187. package/dist/geometry/index.js +38 -0
  188. package/dist/geometry/measure.d.ts +81 -0
  189. package/dist/geometry/measure.js +236 -0
  190. package/dist/geometry/predicates.d.ts +62 -0
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  192. package/dist/geometry/simplify.d.ts +74 -0
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  194. package/dist/geometry/split.d.ts +68 -0
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  196. package/dist/geometry/types.d.ts +95 -0
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  198. package/dist/geometry/units.d.ts +35 -0
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  200. package/dist/index.d.ts +72 -0
  201. package/dist/index.js +20 -0
  202. package/dist/maplibre-gl-draw.d.ts +47 -0
  203. package/dist/maplibre-gl-draw.js +407 -0
  204. package/dist/messages.d.ts +64 -0
  205. package/dist/messages.js +36 -0
  206. package/dist/modes/cursor.d.ts +1 -0
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  208. package/dist/modes/draw/circle.d.ts +1 -0
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  210. package/dist/modes/draw/commit-layer.d.ts +26 -0
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  212. package/dist/modes/draw/freehand.d.ts +1 -0
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  216. package/dist/modes/draw/index.d.ts +9 -0
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  220. package/dist/modes/draw/point.d.ts +1 -0
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  224. package/dist/modes/draw/trace-support.d.ts +79 -0
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  230. package/dist/modes/manager.d.ts +15 -0
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  232. package/dist/modes/select/box-selection.d.ts +52 -0
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  234. package/dist/modes/select/click-handler.d.ts +32 -0
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  236. package/dist/modes/select/cursor-handler.d.ts +15 -0
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  238. package/dist/modes/select/drag/auxiliary.d.ts +26 -0
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  242. package/dist/modes/select/drag/move.d.ts +24 -0
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@@ -0,0 +1,128 @@
1
+ // SPDX-FileCopyrightText: 2026 SAKAIDA Atsushi
2
+ // SPDX-License-Identifier: AGPL-3.0-only
3
+ /**
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+ * Subdivision of a textured quad (the degraded path)
5
+ *
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+ * On frames where the analytic drape (`terrain/drape/quad.ts`) cannot be used,
7
+ * the quad is split to a fineness close to the grid of the terrain mesh. The
8
+ * resulting vertices are lifted by the shared GLSL
9
+ * (`terrain_elevation_from_offset` in `OFFSET_MODE_GLSL`), which looks up the
10
+ * elevation from the DEM atlas, so unlike a billboard with only four corners
11
+ * the terrain never pokes through from the inside.
12
+ *
13
+ * The step is aimed at half the node spacing of the terrain mesh. In theory,
14
+ * splitting to match the nodes themselves would be best, but a quad is a
15
+ * rotated rectangle, so cutting it along the grid produces trapezoids. With a
16
+ * half step, the amount by which a chord dips below the terrain inside a cell
17
+ * drops to about 1/4 of the node-aligned case and falls within the depth bias
18
+ * (`TERRAIN_DEPTH_BIAS`) applied to the whole frame.
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+ *
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+ * There is an upper limit on the total number of cells. This is so that the
21
+ * cost does not diverge even for a huge quad that covers a whole country;
22
+ * when the limit is hit, the caller reports the coarsening factor via
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+ * `reportTerrainCoarsening` and the depth bias grows by the same amount (it
24
+ * rides directly on the same mechanism as the subdivision of polygons and
25
+ * lines).
26
+ */
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+ /** The maximum number of divisions per side */
28
+ export const QUAD_GRID_MAX_DIVISIONS = 128;
29
+ /** The upper limit on the total number of cells */
30
+ export const QUAD_GRID_MAX_CELLS = 16384;
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+ /** The target step relative to the terrain mesh node spacing (half the fineness) */
32
+ const QUAD_GRID_STEP_RATIO = 0.5;
33
+ /**
34
+ * Decides the number of divisions
35
+ *
36
+ * @param quad The four corners in Mercator coordinates (x, y in the order top-left, top-right,
37
+ * bottom-right, bottom-left)
38
+ * @param stepGrid The node spacing of the terrain mesh (Mercator). No subdivision if 0 or less
39
+ * @param stepRatio The target step relative to `stepGrid` (half of it on terrain; the globe
40
+ * passes 1 to cut at its cell, `view/globe-subdivision.ts`)
41
+ */
42
+ export function computeQuadGridSize(quad, stepGrid, stepRatio = QUAD_GRID_STEP_RATIO) {
43
+ if (!(stepGrid > 0))
44
+ return { nx: 1, ny: 1, coarsening: 1 };
45
+ const lengthU = Math.max(edgeLength(quad, 0, 1), edgeLength(quad, 3, 2));
46
+ const lengthV = Math.max(edgeLength(quad, 0, 3), edgeLength(quad, 1, 2));
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+ const target = stepGrid * stepRatio;
48
+ let nx = clampDivisions(Math.ceil(lengthU / target));
49
+ let ny = clampDivisions(Math.ceil(lengthV / target));
50
+ if (nx * ny > QUAD_GRID_MAX_CELLS) {
51
+ const scale = Math.sqrt(QUAD_GRID_MAX_CELLS / (nx * ny));
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+ nx = Math.max(1, Math.floor(nx * scale));
53
+ ny = Math.max(1, Math.floor(ny * scale));
54
+ }
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+ const coarsening = Math.max(1, lengthU / nx / stepGrid, lengthV / ny / stepGrid);
56
+ return { nx, ny, coarsening };
57
+ }
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+ /**
59
+ * Builds a grid by subdividing the four corners
60
+ *
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+ * The interpolation is done on the Mercator plane. The interpolation of the
62
+ * texture coordinates when the GPU draws the four-corner billboard is also
63
+ * linear on the Mercator plane, so the appearance does not change when
64
+ * subdivided (interpolating on the lng/lat plane would introduce a slight
65
+ * stretch in the latitude direction).
66
+ *
67
+ * @param quad The four corners in Mercator coordinates (x, y in the order top-left, top-right,
68
+ * bottom-right, bottom-left)
69
+ */
70
+ export function buildQuadGrid(quad, nx, ny) {
71
+ const cols = nx + 1;
72
+ const rows = ny + 1;
73
+ const vertexCount = cols * rows;
74
+ const lngLat = new Float64Array(vertexCount * 2);
75
+ const texCoords = new Float32Array(vertexCount * 2);
76
+ for (let j = 0; j < rows; j++) {
77
+ const v = j / ny;
78
+ for (let i = 0; i < cols; i++) {
79
+ const u = i / nx;
80
+ // Bilinear interpolation (a = top-left, b = top-right, c = bottom-right, d = bottom-left)
81
+ const wa = (1 - u) * (1 - v);
82
+ const wb = u * (1 - v);
83
+ const wc = u * v;
84
+ const wd = (1 - u) * v;
85
+ const x = wa * quad[0] + wb * quad[2] + wc * quad[4] + wd * quad[6];
86
+ const y = wa * quad[1] + wb * quad[3] + wc * quad[5] + wd * quad[7];
87
+ const at = (j * cols + i) * 2;
88
+ lngLat[at] = x * 360 - 180;
89
+ lngLat[at + 1] = latFromMercatorY(y);
90
+ texCoords[at] = u;
91
+ texCoords[at + 1] = v;
92
+ }
93
+ }
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+ const indices = new Uint16Array(nx * ny * 6);
95
+ let k = 0;
96
+ for (let j = 0; j < ny; j++) {
97
+ for (let i = 0; i < nx; i++) {
98
+ const topLeft = j * cols + i;
99
+ const topRight = topLeft + 1;
100
+ const bottomLeft = topLeft + cols;
101
+ const bottomRight = bottomLeft + 1;
102
+ indices[k++] = topLeft;
103
+ indices[k++] = bottomLeft;
104
+ indices[k++] = bottomRight;
105
+ indices[k++] = topLeft;
106
+ indices[k++] = bottomRight;
107
+ indices[k++] = topRight;
108
+ }
109
+ }
110
+ return { lngLat, texCoords, indices, vertexCount };
111
+ }
112
+ /** Mercator y -> latitude */
113
+ function latFromMercatorY(y) {
114
+ const n = Math.PI - 2 * Math.PI * y;
115
+ return (180 / Math.PI) * Math.atan(0.5 * (Math.exp(n) - Math.exp(-n)));
116
+ }
117
+ /** The distance between two of the four corners (Mercator) */
118
+ function edgeLength(quad, from, to) {
119
+ const dx = quad[to * 2] - quad[from * 2];
120
+ const dy = quad[to * 2 + 1] - quad[from * 2 + 1];
121
+ return Math.hypot(dx, dy);
122
+ }
123
+ /** Clamps the number of divisions into 1..the upper limit */
124
+ function clampDivisions(value) {
125
+ if (!Number.isFinite(value) || value < 1)
126
+ return 1;
127
+ return Math.min(QUAD_GRID_MAX_DIVISIONS, Math.round(value));
128
+ }
@@ -0,0 +1,189 @@
1
+ /**
2
+ * QuadShader
3
+ *
4
+ * A shader for drawing a textured quad (a quadrilateral).
5
+ * Uses MapLibre's projectTile to support pitch/roll/globe.
6
+ * Avoids coordinate precision problems with offset mode.
7
+ *
8
+ * On frames where terrain (3D) is enabled, a billboard with only four corners
9
+ * lets the terrain poke through from the inside, so the drawing is split into
10
+ * three ways.
11
+ *
12
+ * 1. Analytic drape (the preferred one). `terrain/drape/quad.ts` paints it as
13
+ * pixels of the ground surface. Burying and clipping cannot occur by
14
+ * construction, and behind a ridge it is hidden by the depth of the terrain
15
+ * mesh
16
+ * 2. Subdivision (degraded). On frames where the resources for the analytic
17
+ * drape cannot be prepared, the quad is split to the fineness of the
18
+ * terrain mesh grid and an elevation is given per vertex
19
+ * 3. Four corner vertices (no terrain). This path is exactly identical to
20
+ * before on a flat map. On the globe the same grid as 2 is cut along the
21
+ * Mercator plane with the cell of the fills instead (no elevation), so the
22
+ * quad follows the sphere the way maplibre's layers do
23
+ */
24
+ import type { ProjectionData } from 'maplibre-gl';
25
+ import type { TerrainContext } from '../terrain/context.js';
26
+ import type { DrapeQuadCorners, QuadDrapeSurface } from '../terrain/drape/quad.js';
27
+ import type { OffsetUniforms } from './helpers.js';
28
+ /**
29
+ * The four corners of a quad, each `[lng, lat]` in degrees, as {@link computeQuadVertices}
30
+ * returns them.
31
+ */
32
+ export interface QuadVertices {
33
+ /** The top-left corner (texture coordinate (0, 0)) */
34
+ topLeft: [number, number];
35
+ /** The top-right corner (texture coordinate (1, 0)) */
36
+ topRight: [number, number];
37
+ /** The bottom-left corner (texture coordinate (0, 1)) */
38
+ bottomLeft: [number, number];
39
+ /** The bottom-right corner (texture coordinate (1, 1)) */
40
+ bottomRight: [number, number];
41
+ }
42
+ /**
43
+ * Draws a textured quad on the map, such as a picture pasted onto it, following pitch,
44
+ * globe and terrain.
45
+ *
46
+ * Call `ensureShader` with the shader data of the frame and `setOffsetUniforms` before
47
+ * `draw`. On terrain the quad is painted as ground pixels when possible, otherwise it is
48
+ * subdivided to the terrain mesh.
49
+ */
50
+ export declare class QuadShader {
51
+ private gl;
52
+ private program;
53
+ private variantName;
54
+ private vao;
55
+ private positionBuffer;
56
+ private texCoordBuffer;
57
+ private projectionUniformManager;
58
+ private textureLoc;
59
+ private opacityLoc;
60
+ private offsetUniforms;
61
+ private gridVao;
62
+ private gridPositionBuffer;
63
+ private gridTexCoordBuffer;
64
+ private gridIndexBuffer;
65
+ /** The most recently built grid (not rebuilt if the corners and divisions are the same) */
66
+ private grid;
67
+ private gridKey;
68
+ /** The vertex offsets of the grid (a work array re-subtracting the center every frame) */
69
+ private gridOffsets;
70
+ /** The capacity of the vertex buffer allocated on the GPU (number of elements) */
71
+ private gridPositionCapacity;
72
+ /**
73
+ * The terrain state of the draw instance being drawn (null draws without terrain)
74
+ *
75
+ * The CustomLayer passes its instance's context at construction. An extension renderer that
76
+ * owns a QuadShader calls `setTerrain(context.terrain)` with the draw context it receives.
77
+ */
78
+ private terrain;
79
+ constructor(gl: WebGL2RenderingContext, terrain?: TerrainContext | null);
80
+ /**
81
+ * Sets the terrain state the next draws use (null draws without terrain)
82
+ */
83
+ setTerrain(terrain: TerrainContext | null): void;
84
+ /**
85
+ * Initializes the buffers
86
+ */
87
+ private setupBuffers;
88
+ /**
89
+ * Sets the uniforms for offset mode
90
+ */
91
+ setOffsetUniforms(uniforms: OffsetUniforms): void;
92
+ /**
93
+ * Ensures the shader (recreating it when necessary)
94
+ */
95
+ ensureShader(shaderData: {
96
+ vertexShaderPrelude: string;
97
+ define: string;
98
+ variantName: string;
99
+ }): void;
100
+ /**
101
+ * Creates the shader program for a quad (offset mode)
102
+ */
103
+ private createQuadProgram;
104
+ /**
105
+ * Sets the projection uniforms (supporting offset mode + globe mode)
106
+ * @param projectionData MapLibre's ProjectionData
107
+ * @param zoom The current zoom level (used to switch offset mode)
108
+ */
109
+ private setProjectionUniforms;
110
+ /**
111
+ * Draws a quad
112
+ *
113
+ * @param vertices The four vertices of the quad (WGS84 coordinates [lng, lat])
114
+ * @param texture The texture
115
+ * @param opacity The opacity
116
+ * @param projectionData MapLibre's ProjectionData
117
+ * @param zoom The current zoom level
118
+ */
119
+ draw(vertices: QuadVertices, texture: WebGLTexture, opacity: number, projectionData: ProjectionData, zoom: number): void;
120
+ /**
121
+ * Draws with a subdivided grid (the degraded path)
122
+ *
123
+ * Splits the four corners to the fineness of the terrain mesh grid and adds
124
+ * the DEM elevation per vertex. Applying the elevation to the vertices is
125
+ * done by the shared GLSL, so the shader is the same one as the billboard.
126
+ *
127
+ * @returns true if it was drawn. When no subdivision is needed (the terrain
128
+ * step is unavailable) it returns false and the caller draws with the
129
+ * conventional four corner vertices
130
+ */
131
+ private drawSubdivided;
132
+ /**
133
+ * Draws with a grid cut along the Mercator plane on the globe
134
+ *
135
+ * @param cell The cell of the fills on the globe (Mercator; 0 on a flat map)
136
+ * @returns true if it was drawn. A flat map, and a quad inside one cell, return false and
137
+ * the caller draws the four corners
138
+ */
139
+ private drawOnGlobe;
140
+ /**
141
+ * Draws the quad as a grid of `size` interpolated on the Mercator plane (shared by the
142
+ * terrain and the globe)
143
+ */
144
+ private drawGrid;
145
+ /**
146
+ * Uploads the texture coordinates and indices of the grid to the GPU
147
+ */
148
+ private uploadGridStatics;
149
+ /**
150
+ * Disposes of the resources
151
+ */
152
+ dispose(): void;
153
+ }
154
+ /**
155
+ * Paints a quad with a fill and text as pixels of the terrain surface.
156
+ *
157
+ * Used by custom renderers that draw text on a filled quad. The fill is decided by a
158
+ * rectangle fill and the text by an SDF atlas lookup, both within the same
159
+ * fragment, so a mismatch of subdivision between the fill and the text cannot
160
+ * occur.
161
+ *
162
+ * Returns false on frames with no terrain and on frames that have terrain but
163
+ * no entry point for the analytic drape (the DEM has not arrived, the shader
164
+ * cannot be built). The caller falls back to the conventional way of drawing
165
+ * (the fill texture + a separate draw of the text).
166
+ *
167
+ * @param terrain The terrain state of the draw instance being drawn
168
+ * (`CustomRendererDrawContext.terrain`)
169
+ * @param corners The corners of the quad in degrees
170
+ * @param surface The fill and the text
171
+ * @param opacity The opacity, 0..1
172
+ * @returns true if it was painted; false when the caller must draw it another way
173
+ */
174
+ export declare function drawQuadSurfaceOnTerrain(terrain: TerrainContext, corners: DrapeQuadCorners, surface: QuadDrapeSurface, opacity: number): boolean;
175
+ /**
176
+ * Returns the corners of a rectangle of a size in degrees, rotated about its center.
177
+ *
178
+ * When a large image is placed at a low zoom level, the latitude may exceed
179
+ * +/-90 degrees. In that case it is scaled down automatically so that the
180
+ * whole thing is displayed.
181
+ *
182
+ * @param centerLng The center longitude
183
+ * @param centerLat The center latitude
184
+ * @param widthDeg The width (degrees)
185
+ * @param heightDeg The height (degrees)
186
+ * @param rotationRad The rotation angle (radians, counter-clockwise)
187
+ * @returns The four vertices of the quad (WGS84 coordinates [lng, lat])
188
+ */
189
+ export declare function computeQuadVertices(centerLng: number, centerLat: number, widthDeg: number, heightDeg: number, rotationRad: number): QuadVertices;