@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 +1,249 @@
1
+ /**
2
+ * Analytic drape for textured quads
3
+ *
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+ * An Image (a picture pasted onto the map) and a quad with a fill and text are features that
5
+ * "fill the inside of a rectangle determined by four corners". Previously only
6
+ * those 4 vertices were drawn as a TRIANGLE_STRIP, so wherever the terrain rose
7
+ * above the plane spanned by the four corners it always cut through. The essence
8
+ * of the problem is the absence of subdivision, so turning off the depth test does
9
+ * not fix it (turning it off instead makes images behind a ridge show through).
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+ *
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+ * Here we solve it with the same idea as for polygons and lines. We draw a terrain
12
+ * mesh built by the same rules as MapLibre's, and for each pixel solve "is this
13
+ * ground point inside the quad" by inverse bilinear interpolation; if it is inside,
14
+ * the resulting (u, v) determines the content. Because it is painted as ground
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+ * pixels, burying and dropouts cannot occur by construction, occlusion follows
16
+ * directly from the depth of the terrain mesh, and shading is applied with the same
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+ * formula as the fill.
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+ *
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+ * There are two ways of deciding the content.
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+ *
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+ * - Image (`drawQuad`). The texture is looked up with (u, v)
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+ * - Fill + text (`drawSurface`). The fill is a rectangle (color + border)
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+ * produced analytically, and the text looks up the glyph's occupancy rectangle
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+ * from (u, v) within the same per-pixel evaluation and references the SDF atlas.
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+ * Because the fill and the text become pixels of a single surface, no
26
+ * subdivision mismatch between the two can occur, and since SDF is
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+ * resolution-independent the text stays crisp even on a huge quad
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+ *
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+ * Because quads are few in number, textures are bound one at a time in draw order
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+ * (there is no need to pack styles into a texture as for polygons and lines).
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+ */
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+ import type { ProjectionData } from 'maplibre-gl';
33
+ import type { ShaderData } from '../../shaders/helpers.js';
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+ import type { RenderableTerrainTile, TerrainTileData } from '../detect.js';
35
+ import { type DrapeLight } from './renderer.js';
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+ /** The four corners of a quad to drape on the terrain, each `[lng, lat]` in degrees. */
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+ export interface DrapeQuadCorners {
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+ /** The corner at local (0, 0) */
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+ readonly topLeft: readonly [number, number];
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+ /** The corner at local (1, 0) */
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+ readonly topRight: readonly [number, number];
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+ /** The corner at local (0, 1) */
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+ readonly bottomLeft: readonly [number, number];
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+ /** The corner at local (1, 1) */
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+ readonly bottomRight: readonly [number, number];
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+ }
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+ /** A color as RGBA, each 0..1, not premultiplied. */
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+ export type QuadDrapeColor = readonly [number, number, number, number];
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+ /**
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+ * The fill of a draped quad: a background color and a border.
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+ *
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+ * Painted analytically instead of being baked into a Canvas. The border occupies
53
+ * "borderWidth inward", the same extent as Canvas's
54
+ * `strokeRect(bw/2, bw/2, w - bw, h - bw)`.
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+ */
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+ export interface QuadDrapeFill {
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+ /** Background color */
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+ readonly color: QuadDrapeColor;
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+ /** Border color */
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+ readonly borderColor: QuadDrapeColor;
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+ /** Border width (in the quad's local 0..1 coordinates. Separate for x and y) */
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+ readonly border: readonly [number, number];
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+ }
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+ /**
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+ * The text of a draped quad, as glyphs of an SDF atlas the caller owns.
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+ *
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+ * The glyph atlas owned by the caller is referenced as is. It is not
68
+ * held a second time here.
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+ */
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+ export interface QuadDrapeGlyphs {
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+ /** The texture of the SDF atlas */
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+ readonly atlas: WebGLTexture;
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+ /** Width of the atlas (texels) */
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+ readonly atlasWidth: number;
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+ /** Height of the atlas (texels) */
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+ readonly atlasHeight: number;
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+ /**
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+ * Glyph array (8 elements per glyph)
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+ *
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+ * The occupancy rectangle (x0, y0, x1, y1) is in the quad's local 0..1
81
+ * coordinates, and the following 4 elements are the atlas UV (u0, v0, u1, v1).
82
+ */
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+ readonly glyphs: Float32Array;
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+ /** Number of glyphs */
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+ readonly glyphCount: number;
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+ /** Key telling whether repacking is needed (content, style, size, atlas version) */
87
+ readonly key: string;
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+ /** Number of atlas texels per 1 unit of local coordinates (x, y) */
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+ readonly atlasTexelsPerUnit: readonly [number, number];
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+ /** Color of the letterform */
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+ readonly color: QuadDrapeColor;
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+ /** Color of the halo (outline) */
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+ readonly haloColor: QuadDrapeColor;
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+ /** Width of the halo (in units of the SDF value. 0 means no halo) */
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+ readonly haloWidth: number;
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+ /** Isosurface of the letterform (SDF value) */
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+ readonly edge: number;
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+ /** Change of the SDF value per atlas texel (= 1 / the radius of the distance field) */
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+ readonly valuePerTexel: number;
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+ /** Bias for mip selection (negative is toward the sharper side) */
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+ readonly lodBias: number;
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+ }
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+ /** What {@link drawQuadSurfaceOnTerrain} paints inside a quad: a fill and optional text. */
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+ export interface QuadDrapeSurface {
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+ /** The fill (background and border) */
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+ readonly fill: QuadDrapeFill;
107
+ /** Text (null if there is none) */
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+ readonly text: QuadDrapeGlyphs | null;
109
+ }
110
+ /**
111
+ * What is required in this frame to paste a quad onto the ground surface
112
+ *
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+ * CustomLayer assembles it every frame and puts it into `terrain/state`, and
114
+ * QuadShader reads it when drawing. The per-tile DEM and ProjectionData are passed
115
+ * as "lookup functions". While the DEM of the target zoom has not arrived MapLibre
116
+ * returns the parent tile's texture and matrix, and replaces them the moment the
117
+ * real one arrives, so they must not be baked in (the polygon and line drape fell
118
+ * into the same trap).
119
+ */
120
+ export interface QuadDrapeFrame {
121
+ /** Owner of the GPU resources (owned by CustomLayer) */
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+ readonly renderer: QuadDrapeRenderer;
123
+ /** The shader variant for this frame */
124
+ readonly shaderData: ShaderData;
125
+ /** The terrain tiles to draw */
126
+ readonly tiles: readonly RenderableTerrainTile[];
127
+ /** The DEM of a single tile (null if it has not arrived) */
128
+ getTerrainData(tile: RenderableTerrainTile): TerrainTileData | null;
129
+ /** The ProjectionData of a single tile (null if it cannot be obtained) */
130
+ getProjectionData(tile: RenderableTerrainTile): ProjectionData | null;
131
+ /** Subdivision count of the terrain mesh */
132
+ readonly meshSize: number;
133
+ /** Light source of the shading (the same one as the polygon fill) */
134
+ readonly light: DrapeLight;
135
+ /**
136
+ * Whether to leave the depth test enabled after drawing has finished
137
+ *
138
+ * It changes partway through a frame (on through the layer drawing, off from the
139
+ * selection UI onward), so only this field is mutable.
140
+ */
141
+ keepDepthTest: boolean;
142
+ }
143
+ /**
144
+ * Converts the four corners into Mercator coordinates (in the order top left,
145
+ * top right, bottom right, bottom left)
146
+ *
147
+ * This order corresponds to (u, v) = (0,0), (1,0), (1,1), (0,1) of the inverse
148
+ * bilinear interpolation.
149
+ */
150
+ export declare function quadMercatorCorners(corners: DrapeQuadCorners): Float64Array;
151
+ /** The range of mesh rows to draw (rows that are not visible are not drawn) */
152
+ export interface MeshRowRange {
153
+ readonly start: number;
154
+ readonly count: number;
155
+ }
156
+ /**
157
+ * A y range within a tile -> a range of terrain mesh rows
158
+ *
159
+ * The mesh indices are in row-major order, with the 6 * meshSize indices of row k
160
+ * laid out contiguously (the generation rule of `mesh.ts`). Simply dropping the
161
+ * rows the quad does not cover narrows the range while keeping a single
162
+ * drawElements call.
163
+ */
164
+ export declare function meshRowRange(y0: number, y1: number, meshSize: number): MeshRowRange | null;
165
+ /**
166
+ * Inverse bilinear interpolation on the CPU side (a mirror of the shader. For
167
+ * tests and diagnostics)
168
+ *
169
+ * @param quad The four corners (x, y in the order top left, top right, bottom
170
+ * right, bottom left)
171
+ * @returns The (u, v) inside the quad. null if there is no solution
172
+ */
173
+ export declare function solveQuadUV(px: number, py: number, quad: ArrayLike<number>): [number, number] | null;
174
+ /**
175
+ * The renderer that pastes textured quads onto the ground surface
176
+ */
177
+ export declare class QuadDrapeRenderer {
178
+ private gl;
179
+ private imageSlot;
180
+ private surfaceSlot;
181
+ private mesh;
182
+ private glyphCache;
183
+ /** A 1x1 texture bound to the samplers in frames that have no text */
184
+ private placeholderTex;
185
+ private useCounter;
186
+ /** The most recent failure reason (for diagnostics) */
187
+ lastError: string;
188
+ constructor(gl: WebGL2RenderingContext);
189
+ /**
190
+ * Allocates the terrain mesh
191
+ */
192
+ private ensureMesh;
193
+ /**
194
+ * Allocates a shader (one per fragment shader body)
195
+ */
196
+ private ensureProgram;
197
+ /**
198
+ * Allocates the shader and the mesh (the image path. Kept for existing callers)
199
+ */
200
+ ensure(shaderData: ShaderData, meshSize: number): boolean;
201
+ /**
202
+ * Allocates the shader and the mesh of the fill and text path
203
+ */
204
+ ensureSurface(shaderData: ShaderData, meshSize: number): boolean;
205
+ /**
206
+ * Pastes an image onto a single quad
207
+ *
208
+ * @returns true if it could be pasted (the caller then does not perform the
209
+ * conventional flat drawing). false is returned only when the resources
210
+ * cannot be prepared, in which case the caller falls back to the degraded
211
+ * path.
212
+ */
213
+ drawQuad(corners: DrapeQuadCorners, texture: WebGLTexture, opacity: number, frame: QuadDrapeFrame): boolean;
214
+ /**
215
+ * Paints fill and text onto a single quad
216
+ *
217
+ * The fill is a rectangular fill, and the text looks up the SDF atlas within
218
+ * the same per-pixel evaluation.
219
+ *
220
+ * @returns true if it could be painted. false is returned only when the
221
+ * resources cannot be prepared.
222
+ */
223
+ drawSurface(corners: DrapeQuadCorners, surface: QuadDrapeSurface, opacity: number, frame: QuadDrapeFrame): boolean;
224
+ /**
225
+ * Binds a 1x1 texture to the samplers when there is no text
226
+ *
227
+ * If drawing happens with a sampler left unbound and a texture of a different
228
+ * type remains on that unit, it is regarded as incomplete and the whole draw
229
+ * call is dropped. Even for pixels that do not read text, having something
230
+ * bound is safer.
231
+ */
232
+ private bindPlaceholderSamplers;
233
+ /**
234
+ * Draws the tiles the quad covers (the skeleton shared by image and fill)
235
+ */
236
+ private drawTiles;
237
+ /**
238
+ * Allocates the glyph data textures (no repacking if the key is the same)
239
+ */
240
+ private ensureGlyphBuffers;
241
+ /**
242
+ * Discards glyph data textures that are not in use (LRU)
243
+ */
244
+ private evictGlyphBuffers;
245
+ /**
246
+ * Releases the resources
247
+ */
248
+ dispose(): void;
249
+ }