@sakuzu/maplibre-gl-draw 2.1.2 → 2.1.4

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@@ -0,0 +1,352 @@
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+ // SPDX-FileCopyrightText: 2026 SAKAIDA Atsushi
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+ // SPDX-License-Identifier: AGPL-3.0-only
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+ import { getDashPattern, RENDERING_DEFAULTS } from '../../shared/math/index.js';
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+ import { resolvePixelRatio } from '../../shared/utils/pixel-ratio.js';
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+ import { calculateLngLatOffset, createProgram, getProjectionTransitionUniform, OFFSET_MODE_GLSL, } from '../shaders/helpers.js';
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+ import { ProjectionUniformManager } from '../shaders/projection.js';
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+ import { TerrainContext } from '../terrain/context.js';
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+ import { drawBillboardsWithoutDepth } from './point/billboard-depth.js';
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+ /** Floats per vertex: the offset (x, y in device px), the signed distance across, the distance along */
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+ const FLOATS_PER_VERTEX = 4;
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+ const STRIDE = FLOATS_PER_VERTEX * 4;
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+ /**
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+ * The vertices of a closed outline as a triangle strip: two per corner (the two sides of the
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+ * line) and the first corner again at the end
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+ *
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+ * Each vertex is the corner moved along the miter of its two edges by half the width plus one
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+ * pixel (the band the HHAA coverage fades in), the same join as StrokeRenderer: a miter longer
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+ * than the limit becomes a bevel along the edge that arrives. The distance along the outline is
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+ * in CSS px, the unit of the dash patterns.
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+ *
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+ * @param corners The corners relative to the anchor, in CSS px, in order (not closed)
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+ * @param widthPx The width of the line in device px
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+ * @param pixelRatio Device px per CSS px
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+ * @param miterLimit The longest miter, in half widths
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+ * @returns The interleaved vertices (x, y, signed distance, distance), empty for fewer than two
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+ * distinct corners
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+ * @internal
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+ */
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+ export function buildOutlineStrip(corners, widthPx, pixelRatio, miterLimit = RENDERING_DEFAULTS.MITER_LIMIT) {
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+ // Repeated corners make no edge
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+ const ring = corners.filter((corner, i) => {
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+ const next = corners[(i + 1) % corners.length];
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+ return corners.length === 1 || corner.x !== next.x || corner.y !== next.y;
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+ });
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+ const n = ring.length;
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+ if (n < 2)
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+ return new Float32Array(0);
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+ const expanded = widthPx / 2 + 1;
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+ const unit = (from, to) => {
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+ const dx = to.x - from.x;
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+ const dy = to.y - from.y;
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+ const length = Math.hypot(dx, dy);
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+ return { x: dx / length, y: dy / length };
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+ };
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+ const data = new Float32Array((n + 1) * 2 * FLOATS_PER_VERTEX);
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+ let along = 0;
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+ for (let i = 0; i <= n; i++) {
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+ const corner = ring[i % n];
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+ if (i > 0) {
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+ const before = ring[i - 1];
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+ along += Math.hypot(corner.x - before.x, corner.y - before.y);
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+ }
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+ const arriving = unit(ring[(i + n - 1) % n], corner);
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+ const leaving = unit(corner, ring[(i + 1) % n]);
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+ const n1 = { x: -arriving.y, y: arriving.x };
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+ const n2 = { x: -leaving.y, y: leaving.x };
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+ let normal = n1;
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+ let scale = 1;
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+ const sum = { x: n1.x + n2.x, y: n1.y + n2.y };
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+ const sumLength = Math.hypot(sum.x, sum.y);
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+ if (sumLength > 0.001) {
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+ const miter = { x: sum.x / sumLength, y: sum.y / sumLength };
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+ const cosHalf = miter.x * n1.x + miter.y * n1.y;
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+ if (cosHalf > 0.001 && 1 / cosHalf <= miterLimit) {
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+ normal = miter;
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+ scale = 1 / cosHalf;
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+ }
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+ }
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+ for (const side of [1, -1]) {
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+ const base = (i * 2 + (side === 1 ? 0 : 1)) * FLOATS_PER_VERTEX;
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+ data[base] = corner.x * pixelRatio + normal.x * side * expanded * scale;
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+ data[base + 1] = corner.y * pixelRatio + normal.y * side * expanded * scale;
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+ data[base + 2] = side * expanded;
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+ data[base + 3] = along;
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+ }
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+ }
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+ return data;
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+ }
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+ /**
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+ * Draws closed outlines laid in pixels around an anchor projected like a marker
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+ *
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+ * @internal
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+ */
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+ export class AnchoredOutlineRenderer {
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+ constructor(_map, gl, pixelRatio, terrain = new TerrainContext()) {
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+ Object.defineProperty(this, "gl", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "program", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ Object.defineProperty(this, "variantName", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: ''
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+ });
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+ Object.defineProperty(this, "projectionUniformManager", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "offsetUniforms", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ /** The injected device pixel ratio (read from window each time when not injected) */
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+ Object.defineProperty(this, "pixelRatio", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "colorLoc", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ Object.defineProperty(this, "widthLoc", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ Object.defineProperty(this, "pixelToClipLoc", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ Object.defineProperty(this, "anchorOffsetLoc", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ Object.defineProperty(this, "anchorElevationLoc", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ Object.defineProperty(this, "dashArrayLoc", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ Object.defineProperty(this, "dashEnabledLoc", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ Object.defineProperty(this, "vao", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "vertexBuffer", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ this.gl = gl;
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+ this.pixelRatio = pixelRatio;
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+ // An outline around an anchor is a symbol: it keeps the height of its anchor on the frames
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+ // that lay the surfaces flat, as the marker does
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+ this.projectionUniformManager = new ProjectionUniformManager(gl).useTerrainState(terrain);
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+ this.vertexBuffer = gl.createBuffer();
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+ this.vao = gl.createVertexArray();
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+ gl.bindVertexArray(this.vao);
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+ gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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+ gl.enableVertexAttribArray(0);
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+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, STRIDE, 0); // a_offset
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+ gl.enableVertexAttribArray(1);
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+ gl.vertexAttribPointer(1, 1, gl.FLOAT, false, STRIDE, 8); // a_side_dist
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+ gl.enableVertexAttribArray(2);
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+ gl.vertexAttribPointer(2, 1, gl.FLOAT, false, STRIDE, 12); // a_distance
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+ gl.bindVertexArray(null);
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+ }
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+ /** Makes sure the shader of the projection variant exists */
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+ ensureShader(shaderData) {
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+ if (this.variantName === shaderData.variantName)
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+ return;
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+ if (this.program)
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+ this.gl.deleteProgram(this.program);
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+ this.program = this.createShaderProgram(shaderData.vertexShaderPrelude, shaderData.define);
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+ this.variantName = shaderData.variantName;
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+ this.projectionUniformManager.getLocations(this.program);
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+ const gl = this.gl;
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+ this.colorLoc = gl.getUniformLocation(this.program, 'u_color');
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+ this.widthLoc = gl.getUniformLocation(this.program, 'u_width');
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+ this.pixelToClipLoc = gl.getUniformLocation(this.program, 'u_pixel_to_clip');
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+ this.anchorOffsetLoc = gl.getUniformLocation(this.program, 'u_anchor_offset');
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+ this.anchorElevationLoc = gl.getUniformLocation(this.program, 'u_anchor_elevation_m');
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+ this.dashArrayLoc = gl.getUniformLocation(this.program, 'u_dashArray');
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+ this.dashEnabledLoc = gl.getUniformLocation(this.program, 'u_dashEnabled');
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+ }
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+ /** Sets the uniforms of the offset mode (the camera of the copy of the world being drawn) */
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+ setOffsetUniforms(uniforms) {
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+ this.offsetUniforms = uniforms;
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+ }
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+ createShaderProgram(prelude, define) {
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+ const projTransitionUniform = getProjectionTransitionUniform(prelude);
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+ const vertexSource = `#version 300 es
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+ ${prelude}
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+ ${define}
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+ ${projTransitionUniform}${OFFSET_MODE_GLSL}
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+ layout(location = 0) in vec2 a_offset; // the vertex around the anchor (device px, y down)
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+ layout(location = 1) in float a_side_dist; // the signed distance across the line (device px)
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+ layout(location = 2) in float a_distance; // the distance along the outline (CSS px)
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+
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+ uniform vec2 u_anchor_offset; // the anchor relative to the center (64-bit on the CPU)
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+ uniform float u_anchor_elevation_m; // the height of the anchor, from the CPU as for a marker
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+ uniform vec2 u_pixel_to_clip; // device px to clip space
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+ uniform float u_width; // the width of the line (device px)
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+
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+ out float v_dist;
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+ out float v_width;
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+ out float v_distance;
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+
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+ void main() {
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+ // The height comes from the CPU, the source hit testing and the marker use
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+ g_anchor_elevation_m = u_anchor_elevation_m;
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+ g_anchor_elevation_on = 1.0;
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+ vec4 centerClip = project_position_to_clipspace_from_offset(u_anchor_offset, u_projection_matrix);
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+ // The depth of the anchor for every vertex: the far side of the globe clips the outline
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+ // with its anchor, as it clips a marker
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+ gl_Position = vec4(
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+ centerClip.xy / centerClip.w + vec2(a_offset.x, -a_offset.y) * u_pixel_to_clip,
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+ centerClip.z / centerClip.w,
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+ 1.0
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+ );
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+ v_dist = a_side_dist;
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+ v_width = u_width / 2.0;
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+ v_distance = a_distance;
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+ }`;
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+ const fragmentSource = `#version 300 es
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+ precision highp float;
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+
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+ uniform vec4 u_color;
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+ uniform vec4 u_dashArray; // [dashLength, gapLength, patternLength, 0]
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+ uniform float u_dashEnabled;
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+
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+ in float v_dist;
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+ in float v_width;
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+ in float v_distance;
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+
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+ out vec4 fragColor;
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+
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+ // HHAA: the part of the pixel on the inner side of a half plane
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+ float pixelLine(float x) {
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+ return clamp(x + 0.5, 0.0, 1.0);
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+ }
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+
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+ void main() {
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+ if (u_dashEnabled > 0.5) {
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+ float patternLength = u_dashArray.z;
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+ if (patternLength > 0.0 && mod(v_distance, patternLength) > u_dashArray.x) discard;
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+ }
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+ float coverage = pixelLine(v_dist + v_width) - pixelLine(v_dist - v_width);
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+ // Blending is non-premultiplied, so the coverage goes to the alpha only
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+ fragColor = vec4(u_color.rgb, u_color.a * coverage);
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+ }`;
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+ return createProgram(this.gl, vertexSource, fragmentSource);
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+ }
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+ /**
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+ * Draws a closed outline around an anchor
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+ *
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+ * @param anchor The position the outline is laid around, `[lng, lat]`
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+ * @param elevationMeters The height of the anchor (the height its marker is drawn at)
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+ * @param corners The corners relative to the anchor's point on the screen, in CSS px
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+ * @param style The line (its width is in CSS px)
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+ * @param opacity A factor on the opacity of the line (the terrain's ghost of the marker)
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+ * @param zoom The zoom of the frame
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+ * @param projectionData The projection of the copy of the world being drawn
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+ */
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+ draw(anchor, elevationMeters, corners, style, opacity, zoom, projectionData) {
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+ if (!this.program)
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+ return;
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+ const gl = this.gl;
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+ const pixelRatio = resolvePixelRatio(this.pixelRatio);
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+ const widthPx = style.width * pixelRatio;
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+ const data = buildOutlineStrip(corners, widthPx, pixelRatio);
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+ if (data.length === 0)
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+ return;
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+ gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
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+ gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW);
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+ gl.bindVertexArray(this.vao);
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+ gl.useProgram(this.program);
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+ this.projectionUniformManager.setUniforms(projectionData, zoom, this.offsetUniforms);
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+ const center = this.offsetUniforms?.centerLngLat ?? [0, 0];
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+ const offset = calculateLngLatOffset([anchor[0], anchor[1]], center);
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+ if (this.anchorOffsetLoc)
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+ gl.uniform2f(this.anchorOffsetLoc, offset[0], offset[1]);
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+ if (this.anchorElevationLoc)
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+ gl.uniform1f(this.anchorElevationLoc, elevationMeters);
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+ if (this.pixelToClipLoc) {
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+ gl.uniform2f(this.pixelToClipLoc, 2 / gl.drawingBufferWidth, 2 / gl.drawingBufferHeight);
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+ }
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+ if (this.widthLoc)
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+ gl.uniform1f(this.widthLoc, widthPx);
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+ if (this.colorLoc) {
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+ gl.uniform4fv(this.colorLoc, [
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+ style.color[0],
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+ style.color[1],
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+ style.color[2],
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+ style.color[3] * style.opacity * opacity,
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+ ]);
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+ }
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+ const dashPattern = style.dashArray ?? getDashPattern(style.lineStyle);
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+ const dashed = style.lineStyle !== 'solid' && dashPattern.length >= 2;
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+ if (this.dashEnabledLoc)
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+ gl.uniform1f(this.dashEnabledLoc, dashed ? 1 : 0);
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+ if (dashed && this.dashArrayLoc) {
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+ const [dash, gap] = dashPattern;
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+ gl.uniform4fv(this.dashArrayLoc, [dash, gap, dash + gap, 0]);
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+ }
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+ drawBillboardsWithoutDepth(gl, () => {
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+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, data.length / FLOATS_PER_VERTEX);
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+ });
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+ gl.bindVertexArray(null);
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+ }
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+ /** Releases the GPU resources */
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+ dispose() {
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+ if (this.program) {
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+ this.gl.deleteProgram(this.program);
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+ this.program = null;
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+ }
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+ if (this.vao) {
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+ this.gl.deleteVertexArray(this.vao);
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+ this.vao = null;
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+ }
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+ if (this.vertexBuffer) {
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+ this.gl.deleteBuffer(this.vertexBuffer);
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+ this.vertexBuffer = null;
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+ }
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+ }
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+ }
@@ -6,7 +6,7 @@ import { getCircleRadius, getCreatedZoom } from '../../shared/utils/property.js'
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  import { densifyPathForGlobe } from '../globe-subdivision.js';
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  import { TerrainContext } from '../terrain/context.js';
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  import { anchorGhostOpacity } from '../terrain/occlusion.js';
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- import { layerDrawFactors, NEUTRAL_DRAW_FACTORS, } from './draw-factors.js';
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+ import { combineDrawFactors, layerDrawFactors, NEUTRAL_DRAW_FACTORS, } from './draw-factors.js';
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  import { getStrokeDashPattern, splitIntoDashes } from './line/dash.js';
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  import { toInstancedPointShape, } from './point/point-instance.js';
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  /**
@@ -310,12 +310,15 @@ export class BatchManager {
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  *
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  * @param layer The layer to draw (used to evaluate the style rules, and its opacity is
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  * multiplied into everything the frame draws; no factor when omitted)
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+ * @param factors The draw factors of the frame itself (a dataset passes those of its
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+ * `zoomScale`). They are combined with the factors of the layer and multiplied into
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+ * everything the frame draws, the same as on the retained path; no factor when omitted
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  */
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- beginFrame(projectionData, zoom, layer) {
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+ beginFrame(projectionData, zoom, layer, factors = NEUTRAL_DRAW_FACTORS) {
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  this.projectionData = projectionData;
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  this.zoom = zoom;
317
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  this.layer = layer;
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- this.factors = layerDrawFactors(layer);
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+ this.factors = combineDrawFactors(layerDrawFactors(layer), factors);
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  this.currentBatchType = null;
320
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  }
321
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  /**
@@ -408,7 +411,7 @@ export class BatchManager {
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  }
409
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  // Shapes that do not support instancing are drawn individually, one point at a time
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  // (MultiPoint comes into this function part by part, so they are drawn per point)
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- this.featureDrawer.drawPointShape(coord, this.withLayerOpacity(style), this.zoom, feature.id);
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+ this.featureDrawer.drawPointShape(coord, this.withFrameFactors(style), this.zoom, feature.id);
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  }
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  else {
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  // Color, size and stroke are instance attributes, so the batch key only needs the shape
@@ -474,8 +477,9 @@ export class BatchManager {
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  // the look does not change).
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  const fixedWidth = getCreatedZoom(feature) === undefined;
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  const createdZoom = getCreatedZoom(feature) ?? this.zoom;
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- // Compute the effective line width at the current zoom level
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- const effectiveStrokeWidth = strokeStyle.width * 2 ** (this.zoom - createdZoom);
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+ // Compute the effective line width at the current zoom level (with the size factor of the
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+ // frame, which the shader multiplies into the width, so the dashes follow the drawn width)
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+ const effectiveStrokeWidth = strokeStyle.width * 2 ** (this.zoom - createdZoom) * this.factors.scale;
479
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  // For dashed/dotted lines the dashes are computed on the CPU side
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  const dashPattern = getStrokeDashPattern(strokeStyle.lineStyle, effectiveStrokeWidth);
481
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  if (dashPattern) {
@@ -588,7 +592,8 @@ export class BatchManager {
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  // convention as withFixedWidth; collectPolygons in retained mode does the same).
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  const fixedWidth = getCreatedZoom(feature) === undefined;
590
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  const createdZoom = getCreatedZoom(feature) ?? this.zoom;
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- const effectiveStrokeWidth = strokeStyle.width * 2 ** (this.zoom - createdZoom);
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+ // The drawn width of the outline (with the size factor of the frame; the dashes follow it)
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+ const effectiveStrokeWidth = strokeStyle.width * 2 ** (this.zoom - createdZoom) * this.factors.scale;
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  const isDashed = strokeStyle.lineStyle !== 'solid';
593
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  if (strokeStyle.opacity > 0 && !isDashed) {
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  // For a solid line: drawn all at once by SDFPolygonRenderer
@@ -618,7 +623,7 @@ export class BatchManager {
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  if (fillColor[3] > 0) {
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  this.polygonFillBatch.push({
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  coordinates: rings,
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- color: this.colorWithLayerOpacity(fillColor),
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+ color: this.colorWithFrameOpacity(fillColor),
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  featureId: feature.id,
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  partIndex,
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  });
@@ -634,7 +639,7 @@ export class BatchManager {
634
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  if (fillColor[3] > 0) {
635
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  this.polygonFillBatch.push({
636
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  coordinates: rings,
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- color: this.colorWithLayerOpacity(fillColor),
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+ color: this.colorWithFrameOpacity(fillColor),
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  featureId,
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  partIndex,
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  });
@@ -678,23 +683,26 @@ export class BatchManager {
678
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  }
679
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  }
680
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  /**
681
- * A color with the opacity of the layer multiplied into its alpha (for the fill-only polygon
682
- * batch, whose colors are per vertex and which has no factor uniform)
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+ * A color with the opacity factor of the frame multiplied into its alpha (for the fill-only
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+ * polygon batch, whose colors are per vertex and which has no factor uniform)
683
688
  */
684
- colorWithLayerOpacity(color) {
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+ colorWithFrameOpacity(color) {
685
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  const opacity = this.factors.opacity;
686
691
  return opacity === 1 ? color : [color[0], color[1], color[2], color[3] * opacity];
687
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  }
688
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  /**
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- * A point style with the opacity of the layer multiplied in (for the per-point renderer, which
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- * has no factor uniform)
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+ * A point style with the factors of the frame multiplied in (for the per-point renderer, which
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+ * has no factor uniform): the size and the stroke width by the size factor, the opacities by
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+ * the opacity factor
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  */
692
- withLayerOpacity(style) {
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- const opacity = this.factors.opacity;
694
- if (opacity === 1)
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+ withFrameFactors(style) {
699
+ const { scale, opacity } = this.factors;
700
+ if (scale === 1 && opacity === 1)
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  return style;
696
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  return {
697
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  ...style,
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+ size: style.size * scale,
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+ strokeWidth: style.strokeWidth * scale,
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  fillOpacity: style.fillOpacity * opacity,
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  strokeOpacity: style.strokeOpacity * opacity,
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  };
@@ -10,8 +10,11 @@
10
10
  * Conventions:
11
11
  *
12
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  * - The default is `NEUTRAL_DRAW_FACTORS` (1x scale, opacity 1), so calls that
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- * pass no factors (Store rendering, immediate mode) look exactly as before,
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+ * pass no factors (the Store rendering, for example) look exactly as before,
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  * down to the pixel
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+ * - The immediate-mode frame of a dataset takes its factors through
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+ * `BatchManager.beginFrame`, which combines them with the factors of the layer
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+ * (`combineDrawFactors`)
15
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  * - A uniform is per-program residual state, so even rendering paths that do
16
19
  * not use the factors must write 1 (a value left over from a previous draw
17
20
  * makes another draw come out thinner; this is the same family of accident as
@@ -58,3 +61,10 @@ export declare function sanitizeDrawFactors(factors: {
58
61
  export declare function layerDrawFactors(layer: {
59
62
  readonly opacity?: number;
60
63
  } | null | undefined): RetainedDrawFactors;
64
+ /**
65
+ * The product of two sets of factors (the frame's own factors over those of the layer)
66
+ *
67
+ * Both are taken as already rounded (`sanitizeDrawFactors`, `layerDrawFactors`). Neutral
68
+ * factors on either side give the other set itself.
69
+ */
70
+ export declare function combineDrawFactors(a: RetainedDrawFactors, b: RetainedDrawFactors): RetainedDrawFactors;
@@ -33,3 +33,16 @@ export function layerDrawFactors(layer) {
33
33
  return NEUTRAL_DRAW_FACTORS;
34
34
  return sanitizeDrawFactors({ scale: 1, opacity });
35
35
  }
36
+ /**
37
+ * The product of two sets of factors (the frame's own factors over those of the layer)
38
+ *
39
+ * Both are taken as already rounded (`sanitizeDrawFactors`, `layerDrawFactors`). Neutral
40
+ * factors on either side give the other set itself.
41
+ */
42
+ export function combineDrawFactors(a, b) {
43
+ if (b === NEUTRAL_DRAW_FACTORS || (b.scale === 1 && b.opacity === 1))
44
+ return a;
45
+ if (a === NEUTRAL_DRAW_FACTORS || (a.scale === 1 && a.opacity === 1))
46
+ return b;
47
+ return { scale: a.scale * b.scale, opacity: a.opacity * b.opacity };
48
+ }
@@ -254,6 +254,11 @@ void main() {
254
254
  float lineWidth = (strokeWidth > 0.0
255
255
  ? strokeWidth * pow(2.0, u_zoom - createdZoom)
256
256
  : (strokeWidth < 0.0 ? -strokeWidth : u_width)) * u_size_scale;
257
+ // Below one pixel the line is drawn one pixel wide and fainter by its width, so the ink per
258
+ // unit of length follows the width and goes to nothing with it (the caps of every dash
259
+ // included, which would otherwise keep a blob of a fixed size)
260
+ float ink = clamp(lineWidth, 0.0, 1.0);
261
+ lineWidth = max(lineWidth, 1.0);
257
262
  float halfWidth = lineWidth / 2.0;
258
263
 
259
264
  // HHAA: expand by w+1 so that partially covered pixels are included too
@@ -298,7 +303,7 @@ void main() {
298
303
  v_linesofar = segmentStart + t * screenSegmentLength; // cumulative distance (for dashes)
299
304
  v_line_pos = linePos; // position along the line
300
305
  v_seg_length = screenSegmentLength; // segment length (computed on the GPU)
301
- v_color = a_color; // line color (instance attribute)
306
+ v_color = a_color * ink; // line color (instance attribute), by the ink
302
307
  }`;
303
308
  }
304
309
  /**
@@ -55,6 +55,15 @@ export interface PointInstanceData {
55
55
  * Cutting the billboard exactly at the outer radius loses the outer half of the antialiasing.
56
56
  */
57
57
  export declare const POINT_AA_PADDING_PX = 1;
58
+ /**
59
+ * The smallest outer radius a point is drawn at (device pixels): a diameter of one pixel
60
+ *
61
+ * A smaller point cannot be drawn smaller, since the antialiasing band alone is a pixel wide: its
62
+ * coverage would tend to a blob of a fixed size as the radius goes to 0, and the point would never
63
+ * fade. Below this radius the shape is drawn at it, fainter by the ratio of the areas
64
+ * (`pointInkFactor`), so the ink it leaves follows its area and goes to nothing with it.
65
+ */
66
+ export declare const POINT_MIN_OUTER_PX = 0.5;
58
67
  /**
59
68
  * SDF boundaries of one instance (device pixels)
60
69
  */
@@ -85,6 +94,16 @@ export interface PointSdfEdges {
85
94
  * @param sizeScale Size factor at draw time (default 1)
86
95
  */
87
96
  export declare function pointSdfEdges(fillSizePx: number, strokeWidthPx: number, sizeScale?: number): PointSdfEdges;
97
+ /**
98
+ * The factor the alpha of a point is multiplied by (the same computation as the shader)
99
+ *
100
+ * 1 at an outer radius of `POINT_MIN_OUTER_PX` and above. Below it the point is drawn at that
101
+ * radius (`pointSdfEdges`), and the factor is the ratio of its true area to the area drawn, so the
102
+ * ink it leaves follows its area and goes to 0 with it. A radius of 0 or below draws nothing (0).
103
+ *
104
+ * @param outerPx The outer radius (radius + stroke width, with the size factor; device pixels)
105
+ */
106
+ export declare function pointInkFactor(outerPx: number): number;
88
107
  /**
89
108
  * Point batch of the retained mode (GPU resources)
90
109
  *
@@ -34,6 +34,15 @@ const AA_HALF_WIDTH_PX = 0.5;
34
34
  * Cutting the billboard exactly at the outer radius loses the outer half of the antialiasing.
35
35
  */
36
36
  export const POINT_AA_PADDING_PX = 1;
37
+ /**
38
+ * The smallest outer radius a point is drawn at (device pixels): a diameter of one pixel
39
+ *
40
+ * A smaller point cannot be drawn smaller, since the antialiasing band alone is a pixel wide: its
41
+ * coverage would tend to a blob of a fixed size as the radius goes to 0, and the point would never
42
+ * fade. Below this radius the shape is drawn at it, fainter by the ratio of the areas
43
+ * (`pointInkFactor`), so the ink it leaves follows its area and goes to nothing with it.
44
+ */
45
+ export const POINT_MIN_OUTER_PX = 0.5;
37
46
  // Stride of the instance data (floats per instance)
38
47
  // position(2) + fillColor(4) + strokeColor(4) + size(1) + strokeWidth(1)
39
48
  // + elevation(1) = 13 floats
@@ -58,8 +67,34 @@ const SHAPE_UNIFORM = POINT_SHAPE_CODE;
58
67
  export function pointSdfEdges(fillSizePx, strokeWidthPx, sizeScale = 1) {
59
68
  const radius = Math.max(0, fillSizePx) * sizeScale;
60
69
  const outer = radius + Math.max(0, strokeWidthPx) * sizeScale;
70
+ // Below a diameter of one pixel the shape is drawn at that diameter (pointInkFactor)
71
+ if (outer > 0 && outer < POINT_MIN_OUTER_PX) {
72
+ const grow = POINT_MIN_OUTER_PX / outer;
73
+ return {
74
+ radius: radius * grow,
75
+ outer: POINT_MIN_OUTER_PX,
76
+ extent: POINT_MIN_OUTER_PX + POINT_AA_PADDING_PX,
77
+ };
78
+ }
61
79
  return { radius, outer, extent: outer + POINT_AA_PADDING_PX };
62
80
  }
81
+ /**
82
+ * The factor the alpha of a point is multiplied by (the same computation as the shader)
83
+ *
84
+ * 1 at an outer radius of `POINT_MIN_OUTER_PX` and above. Below it the point is drawn at that
85
+ * radius (`pointSdfEdges`), and the factor is the ratio of its true area to the area drawn, so the
86
+ * ink it leaves follows its area and goes to 0 with it. A radius of 0 or below draws nothing (0).
87
+ *
88
+ * @param outerPx The outer radius (radius + stroke width, with the size factor; device pixels)
89
+ */
90
+ export function pointInkFactor(outerPx) {
91
+ if (!(outerPx > 0))
92
+ return 0;
93
+ if (outerPx >= POINT_MIN_OUTER_PX)
94
+ return 1;
95
+ const ratio = outerPx / POINT_MIN_OUTER_PX;
96
+ return ratio * ratio;
97
+ }
63
98
  /**
64
99
  * Rounds the origin of the relative coordinates to Float32
65
100
  */
@@ -326,6 +361,7 @@ flat out vec4 v_stroke_color;
326
361
  out vec2 v_offset_px;
327
362
  flat out float v_radius_px;
328
363
  flat out float v_outer_px;
364
+ flat out float v_ink;
329
365
 
330
366
  void main() {
331
367
  // The anchor elevation comes from the CPU (the same source as hit testing).
@@ -338,6 +374,15 @@ void main() {
338
374
 
339
375
  float radius = max(a_instance_size, 0.0) * u_size_scale;
340
376
  float outer = radius + max(a_instance_stroke_width, 0.0) * u_size_scale;
377
+ // Below a diameter of one pixel the shape is drawn at that diameter, fainter by the ratio of
378
+ // the areas, so the ink it leaves follows its area (pointSdfEdges, pointInkFactor)
379
+ v_ink = 1.0;
380
+ if (outer > 0.0 && outer < ${POINT_MIN_OUTER_PX.toFixed(1)}) {
381
+ float grow = ${POINT_MIN_OUTER_PX.toFixed(1)} / outer;
382
+ v_ink = 1.0 / (grow * grow);
383
+ radius *= grow;
384
+ outer = ${POINT_MIN_OUTER_PX.toFixed(1)};
385
+ }
341
386
  // The billboard is sized as the outer radius plus the antialiasing padding
342
387
  // (so that the edge is not clipped)
343
388
  vec2 offsetPx = a_quad * (outer + ${POINT_AA_PADDING_PX.toFixed(1)});
@@ -357,6 +402,7 @@ flat in vec4 v_stroke_color;
357
402
  in vec2 v_offset_px;
358
403
  flat in float v_radius_px;
359
404
  flat in float v_outer_px;
405
+ flat in float v_ink; // the factor of a point below one pixel (1 otherwise)
360
406
  uniform float u_opacity; // opacity factor at draw time (default 1)
361
407
  uniform float u_shape; // shape (0 = circle, 1 = square, 2 = triangle, 3 = star)
362
408
  out vec4 fragColor;
@@ -384,7 +430,7 @@ void main() {
384
430
  vec4 color = mix(v_stroke_color, v_fill_color, fillMix);
385
431
 
386
432
  // Blending is non-premultiplied, so the factors are applied to the alpha only
387
- fragColor = vec4(color.rgb, color.a * u_opacity * coverage);
433
+ fragColor = vec4(color.rgb, color.a * u_opacity * coverage * v_ink);
388
434
  }`;
389
435
  return createProgram(this.gl, vertexSource, fragmentSource);
390
436
  }
@@ -376,6 +376,10 @@ void main() {
376
376
  float lineWidth = (strokeWidth >= 0.0
377
377
  ? strokeWidth * pow(2.0, u_zoom - createdZoom)
378
378
  : -strokeWidth) * u_size_scale;
379
+ // Below one pixel the outline is drawn one pixel wide and fainter by its width, so the
380
+ // ink per unit of length follows the width and goes to nothing with it
381
+ float ink = clamp(lineWidth, 0.0, 1.0);
382
+ lineWidth = max(lineWidth, 1.0);
379
383
  float halfWidth = lineWidth / 2.0;
380
384
 
381
385
  // Expand by 1 pixel for HHAA
@@ -389,7 +393,7 @@ void main() {
389
393
  vec2 finalNdc = (finalScreenPos / u_viewport) * 2.0 - 1.0;
390
394
  gl_Position = vec4(finalNdc * clipPos.w, clipPos.z, clipPos.w);
391
395
 
392
- v_color = a_color;
396
+ v_color = vec4(a_color.rgb, a_color.a * ink);
393
397
  v_type = 1.0;
394
398
  v_dist = a_side * expandedHalfWidth;
395
399
  v_halfWidth = halfWidth;