@scoova/mgl 1.0.0

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Files changed (565) hide show
  1. package/LICENSE.txt +116 -0
  2. package/README.md +174 -0
  3. package/build/banner.ts +12 -0
  4. package/build/bump-version-changelog.js +26 -0
  5. package/build/check-bundle-size.js +77 -0
  6. package/build/generate-dist-package.js +26 -0
  7. package/build/generate-doc-images.ts +78 -0
  8. package/build/generate-docs.ts +190 -0
  9. package/build/generate-shaders.ts +68 -0
  10. package/build/generate-struct-arrays.ts +438 -0
  11. package/build/generate-style-code.ts +283 -0
  12. package/build/readme.md +56 -0
  13. package/build/release-notes.js +45 -0
  14. package/build/rollup/bundle_prelude.js +29 -0
  15. package/build/rollup/maplibregl.js +22 -0
  16. package/build/rollup_plugins.ts +58 -0
  17. package/dist/LICENSE.txt +116 -0
  18. package/dist/maplibre-gl.css +1 -0
  19. package/dist/maplibre-gl.d.ts +13304 -0
  20. package/dist/maplibre-gl.js +59 -0
  21. package/dist/maplibre-gl.js.map +1 -0
  22. package/dist/package.json +1 -0
  23. package/package.json +192 -0
  24. package/src/css/maplibre-gl.css +854 -0
  25. package/src/css/svg/maplibregl-ctrl-attrib.svg +3 -0
  26. package/src/css/svg/maplibregl-ctrl-compass.svg +4 -0
  27. package/src/css/svg/maplibregl-ctrl-fullscreen.svg +3 -0
  28. package/src/css/svg/maplibregl-ctrl-geolocate.svg +5 -0
  29. package/src/css/svg/maplibregl-ctrl-logo.svg +11 -0
  30. package/src/css/svg/maplibregl-ctrl-shrink.svg +3 -0
  31. package/src/css/svg/maplibregl-ctrl-terrain.svg +3 -0
  32. package/src/css/svg/maplibregl-ctrl-zoom-in.svg +3 -0
  33. package/src/css/svg/maplibregl-ctrl-zoom-out.svg +3 -0
  34. package/src/data/array_types.g.ts +1130 -0
  35. package/src/data/bucket/circle_attributes.ts +8 -0
  36. package/src/data/bucket/circle_bucket.ts +197 -0
  37. package/src/data/bucket/fill_attributes.ts +8 -0
  38. package/src/data/bucket/fill_bucket.test.ts +95 -0
  39. package/src/data/bucket/fill_bucket.ts +228 -0
  40. package/src/data/bucket/fill_extrusion_attributes.ts +13 -0
  41. package/src/data/bucket/fill_extrusion_bucket.ts +305 -0
  42. package/src/data/bucket/heatmap_bucket.ts +12 -0
  43. package/src/data/bucket/line_attributes.ts +8 -0
  44. package/src/data/bucket/line_attributes_ext.ts +8 -0
  45. package/src/data/bucket/line_bucket.test.ts +142 -0
  46. package/src/data/bucket/line_bucket.ts +592 -0
  47. package/src/data/bucket/pattern_attributes.ts +9 -0
  48. package/src/data/bucket/pattern_bucket_features.ts +57 -0
  49. package/src/data/bucket/symbol_attributes.ts +122 -0
  50. package/src/data/bucket/symbol_bucket.test.ts +243 -0
  51. package/src/data/bucket/symbol_bucket.ts +975 -0
  52. package/src/data/bucket.ts +123 -0
  53. package/src/data/dem_data.test.ts +237 -0
  54. package/src/data/dem_data.ts +171 -0
  55. package/src/data/evaluation_feature.ts +18 -0
  56. package/src/data/extent.ts +13 -0
  57. package/src/data/feature_index.ts +337 -0
  58. package/src/data/feature_position_map.test.ts +33 -0
  59. package/src/data/feature_position_map.ts +126 -0
  60. package/src/data/index_array_type.ts +9 -0
  61. package/src/data/load_geometry.test.ts +49 -0
  62. package/src/data/load_geometry.ts +44 -0
  63. package/src/data/pos3d_attributes.ts +5 -0
  64. package/src/data/pos_attributes.ts +5 -0
  65. package/src/data/program_configuration.ts +735 -0
  66. package/src/data/raster_bounds_attributes.ts +6 -0
  67. package/src/data/segment.ts +89 -0
  68. package/src/geo/edge_insets.test.ts +83 -0
  69. package/src/geo/edge_insets.ts +146 -0
  70. package/src/geo/lng_lat.test.ts +65 -0
  71. package/src/geo/lng_lat.ts +169 -0
  72. package/src/geo/lng_lat_bounds.test.ts +357 -0
  73. package/src/geo/lng_lat_bounds.ts +356 -0
  74. package/src/geo/mercator_coordinate.test.ts +34 -0
  75. package/src/geo/mercator_coordinate.ts +157 -0
  76. package/src/geo/projection/projection.ts +72 -0
  77. package/src/geo/transform.test.ts +509 -0
  78. package/src/geo/transform.ts +1072 -0
  79. package/src/gl/color_mode.ts +31 -0
  80. package/src/gl/context.ts +321 -0
  81. package/src/gl/cull_face_mode.ts +22 -0
  82. package/src/gl/depth_mode.ts +26 -0
  83. package/src/gl/framebuffer.ts +48 -0
  84. package/src/gl/index_buffer.ts +55 -0
  85. package/src/gl/render_pool.test.ts +69 -0
  86. package/src/gl/render_pool.ts +93 -0
  87. package/src/gl/state.test.ts +125 -0
  88. package/src/gl/stencil_mode.ts +27 -0
  89. package/src/gl/types.ts +59 -0
  90. package/src/gl/value.ts +534 -0
  91. package/src/gl/vertex_buffer.test.ts +57 -0
  92. package/src/gl/vertex_buffer.ts +111 -0
  93. package/src/gl/webgl2.ts +12 -0
  94. package/src/index.test.ts +121 -0
  95. package/src/index.ts +250 -0
  96. package/src/render/draw_background.ts +53 -0
  97. package/src/render/draw_circle.ts +113 -0
  98. package/src/render/draw_collision_debug.ts +168 -0
  99. package/src/render/draw_custom.test.ts +73 -0
  100. package/src/render/draw_custom.ts +45 -0
  101. package/src/render/draw_debug.test.ts +122 -0
  102. package/src/render/draw_debug.ts +148 -0
  103. package/src/render/draw_fill.test.ts +137 -0
  104. package/src/render/draw_fill.ts +128 -0
  105. package/src/render/draw_fill_extrusion.ts +97 -0
  106. package/src/render/draw_heatmap.ts +228 -0
  107. package/src/render/draw_hillshade.ts +119 -0
  108. package/src/render/draw_line.ts +125 -0
  109. package/src/render/draw_raster.ts +133 -0
  110. package/src/render/draw_sky.ts +44 -0
  111. package/src/render/draw_symbol.test.ts +223 -0
  112. package/src/render/draw_symbol.ts +499 -0
  113. package/src/render/draw_terrain.ts +99 -0
  114. package/src/render/glyph_atlas.ts +83 -0
  115. package/src/render/glyph_manager.test.ts +147 -0
  116. package/src/render/glyph_manager.ts +198 -0
  117. package/src/render/image_atlas.ts +159 -0
  118. package/src/render/image_manager.ts +337 -0
  119. package/src/render/line_atlas.test.ts +38 -0
  120. package/src/render/line_atlas.ts +214 -0
  121. package/src/render/mesh.ts +25 -0
  122. package/src/render/painter.test.ts +51 -0
  123. package/src/render/painter.ts +666 -0
  124. package/src/render/program/background_program.ts +100 -0
  125. package/src/render/program/circle_program.ts +61 -0
  126. package/src/render/program/clipping_mask_program.ts +19 -0
  127. package/src/render/program/collision_program.ts +47 -0
  128. package/src/render/program/debug_program.ts +29 -0
  129. package/src/render/program/fill_extrusion_program.ts +120 -0
  130. package/src/render/program/fill_program.ts +121 -0
  131. package/src/render/program/heatmap_program.ts +76 -0
  132. package/src/render/program/hillshade_program.ts +116 -0
  133. package/src/render/program/line_program.ts +207 -0
  134. package/src/render/program/pattern.ts +102 -0
  135. package/src/render/program/program_uniforms.ts +46 -0
  136. package/src/render/program/raster_program.ts +88 -0
  137. package/src/render/program/sky_program.ts +28 -0
  138. package/src/render/program/symbol_program.ts +266 -0
  139. package/src/render/program/terrain_program.ts +116 -0
  140. package/src/render/program.ts +233 -0
  141. package/src/render/render_to_texture.test.ts +151 -0
  142. package/src/render/render_to_texture.ts +197 -0
  143. package/src/render/terrain.test.ts +322 -0
  144. package/src/render/terrain.ts +464 -0
  145. package/src/render/texture.ts +114 -0
  146. package/src/render/uniform_binding.test.ts +122 -0
  147. package/src/render/uniform_binding.ts +157 -0
  148. package/src/render/update_pattern_positions_in_program.test.ts +74 -0
  149. package/src/render/update_pattern_positions_in_program.ts +50 -0
  150. package/src/render/vertex_array_object.ts +163 -0
  151. package/src/shaders/README.md +42 -0
  152. package/src/shaders/_prelude.fragment.glsl +19 -0
  153. package/src/shaders/_prelude.fragment.glsl.g.ts +2 -0
  154. package/src/shaders/_prelude.vertex.glsl +148 -0
  155. package/src/shaders/_prelude.vertex.glsl.g.ts +2 -0
  156. package/src/shaders/background.fragment.glsl +10 -0
  157. package/src/shaders/background.fragment.glsl.g.ts +2 -0
  158. package/src/shaders/background.vertex.glsl +7 -0
  159. package/src/shaders/background.vertex.glsl.g.ts +2 -0
  160. package/src/shaders/background_pattern.fragment.glsl +28 -0
  161. package/src/shaders/background_pattern.fragment.glsl.g.ts +2 -0
  162. package/src/shaders/background_pattern.vertex.glsl +19 -0
  163. package/src/shaders/background_pattern.vertex.glsl.g.ts +2 -0
  164. package/src/shaders/circle.fragment.glsl +34 -0
  165. package/src/shaders/circle.fragment.glsl.g.ts +2 -0
  166. package/src/shaders/circle.vertex.glsl +68 -0
  167. package/src/shaders/circle.vertex.glsl.g.ts +2 -0
  168. package/src/shaders/clipping_mask.fragment.glsl +3 -0
  169. package/src/shaders/clipping_mask.fragment.glsl.g.ts +2 -0
  170. package/src/shaders/clipping_mask.vertex.glsl +7 -0
  171. package/src/shaders/clipping_mask.vertex.glsl.g.ts +2 -0
  172. package/src/shaders/collision_box.fragment.glsl +20 -0
  173. package/src/shaders/collision_box.fragment.glsl.g.ts +2 -0
  174. package/src/shaders/collision_box.vertex.glsl +27 -0
  175. package/src/shaders/collision_box.vertex.glsl.g.ts +2 -0
  176. package/src/shaders/collision_circle.fragment.glsl +17 -0
  177. package/src/shaders/collision_circle.fragment.glsl.g.ts +2 -0
  178. package/src/shaders/collision_circle.vertex.glsl +59 -0
  179. package/src/shaders/collision_circle.vertex.glsl.g.ts +2 -0
  180. package/src/shaders/debug.fragment.glsl +9 -0
  181. package/src/shaders/debug.fragment.glsl.g.ts +2 -0
  182. package/src/shaders/debug.vertex.glsl +12 -0
  183. package/src/shaders/debug.vertex.glsl.g.ts +2 -0
  184. package/src/shaders/encode_attribute.test.ts +11 -0
  185. package/src/shaders/encode_attribute.ts +13 -0
  186. package/src/shaders/fill.fragment.glsl +13 -0
  187. package/src/shaders/fill.fragment.glsl.g.ts +2 -0
  188. package/src/shaders/fill.vertex.glsl +13 -0
  189. package/src/shaders/fill.vertex.glsl.g.ts +2 -0
  190. package/src/shaders/fill_extrusion.fragment.glsl +9 -0
  191. package/src/shaders/fill_extrusion.fragment.glsl.g.ts +2 -0
  192. package/src/shaders/fill_extrusion.vertex.glsl +84 -0
  193. package/src/shaders/fill_extrusion.vertex.glsl.g.ts +2 -0
  194. package/src/shaders/fill_extrusion_pattern.fragment.glsl +47 -0
  195. package/src/shaders/fill_extrusion_pattern.fragment.glsl.g.ts +2 -0
  196. package/src/shaders/fill_extrusion_pattern.vertex.glsl +96 -0
  197. package/src/shaders/fill_extrusion_pattern.vertex.glsl.g.ts +2 -0
  198. package/src/shaders/fill_outline.fragment.glsl +17 -0
  199. package/src/shaders/fill_outline.fragment.glsl.g.ts +2 -0
  200. package/src/shaders/fill_outline.vertex.glsl +17 -0
  201. package/src/shaders/fill_outline.vertex.glsl.g.ts +2 -0
  202. package/src/shaders/fill_outline_pattern.fragment.glsl +43 -0
  203. package/src/shaders/fill_outline_pattern.fragment.glsl.g.ts +2 -0
  204. package/src/shaders/fill_outline_pattern.vertex.glsl +44 -0
  205. package/src/shaders/fill_outline_pattern.vertex.glsl.g.ts +2 -0
  206. package/src/shaders/fill_pattern.fragment.glsl +39 -0
  207. package/src/shaders/fill_pattern.fragment.glsl.g.ts +2 -0
  208. package/src/shaders/fill_pattern.vertex.glsl +39 -0
  209. package/src/shaders/fill_pattern.vertex.glsl.g.ts +2 -0
  210. package/src/shaders/heatmap.fragment.glsl +22 -0
  211. package/src/shaders/heatmap.fragment.glsl.g.ts +2 -0
  212. package/src/shaders/heatmap.vertex.glsl +54 -0
  213. package/src/shaders/heatmap.vertex.glsl.g.ts +2 -0
  214. package/src/shaders/heatmap_texture.fragment.glsl +15 -0
  215. package/src/shaders/heatmap_texture.fragment.glsl.g.ts +2 -0
  216. package/src/shaders/heatmap_texture.vertex.glsl +11 -0
  217. package/src/shaders/heatmap_texture.vertex.glsl.g.ts +2 -0
  218. package/src/shaders/hillshade.fragment.glsl +52 -0
  219. package/src/shaders/hillshade.fragment.glsl.g.ts +2 -0
  220. package/src/shaders/hillshade.vertex.glsl +11 -0
  221. package/src/shaders/hillshade.vertex.glsl.g.ts +2 -0
  222. package/src/shaders/hillshade_prepare.fragment.glsl +77 -0
  223. package/src/shaders/hillshade_prepare.fragment.glsl.g.ts +2 -0
  224. package/src/shaders/hillshade_prepare.vertex.glsl +15 -0
  225. package/src/shaders/hillshade_prepare.vertex.glsl.g.ts +2 -0
  226. package/src/shaders/line.fragment.glsl +30 -0
  227. package/src/shaders/line.fragment.glsl.g.ts +2 -0
  228. package/src/shaders/line.vertex.glsl +89 -0
  229. package/src/shaders/line.vertex.glsl.g.ts +2 -0
  230. package/src/shaders/line_gradient.fragment.glsl +34 -0
  231. package/src/shaders/line_gradient.fragment.glsl.g.ts +2 -0
  232. package/src/shaders/line_gradient.vertex.glsl +92 -0
  233. package/src/shaders/line_gradient.vertex.glsl.g.ts +2 -0
  234. package/src/shaders/line_pattern.fragment.glsl +77 -0
  235. package/src/shaders/line_pattern.fragment.glsl.g.ts +2 -0
  236. package/src/shaders/line_pattern.vertex.glsl +103 -0
  237. package/src/shaders/line_pattern.vertex.glsl.g.ts +2 -0
  238. package/src/shaders/line_sdf.fragment.glsl +45 -0
  239. package/src/shaders/line_sdf.fragment.glsl.g.ts +2 -0
  240. package/src/shaders/line_sdf.vertex.glsl +101 -0
  241. package/src/shaders/line_sdf.vertex.glsl.g.ts +2 -0
  242. package/src/shaders/raster.fragment.glsl +53 -0
  243. package/src/shaders/raster.fragment.glsl.g.ts +2 -0
  244. package/src/shaders/raster.vertex.glsl +21 -0
  245. package/src/shaders/raster.vertex.glsl.g.ts +2 -0
  246. package/src/shaders/shaders.ts +197 -0
  247. package/src/shaders/sky.fragment.glsl +17 -0
  248. package/src/shaders/sky.fragment.glsl.g.ts +2 -0
  249. package/src/shaders/sky.vertex.glsl +5 -0
  250. package/src/shaders/sky.vertex.glsl.g.ts +2 -0
  251. package/src/shaders/symbol_icon.fragment.glsl +17 -0
  252. package/src/shaders/symbol_icon.fragment.glsl.g.ts +2 -0
  253. package/src/shaders/symbol_icon.vertex.glsl +117 -0
  254. package/src/shaders/symbol_icon.vertex.glsl.g.ts +2 -0
  255. package/src/shaders/symbol_sdf.fragment.glsl +58 -0
  256. package/src/shaders/symbol_sdf.fragment.glsl.g.ts +2 -0
  257. package/src/shaders/symbol_sdf.vertex.glsl +142 -0
  258. package/src/shaders/symbol_sdf.vertex.glsl.g.ts +2 -0
  259. package/src/shaders/symbol_text_and_icon.fragment.glsl +68 -0
  260. package/src/shaders/symbol_text_and_icon.fragment.glsl.g.ts +2 -0
  261. package/src/shaders/symbol_text_and_icon.vertex.glsl +140 -0
  262. package/src/shaders/symbol_text_and_icon.vertex.glsl.g.ts +2 -0
  263. package/src/shaders/terrain.fragment.glsl +32 -0
  264. package/src/shaders/terrain.fragment.glsl.g.ts +2 -0
  265. package/src/shaders/terrain.vertex.glsl +17 -0
  266. package/src/shaders/terrain.vertex.glsl.g.ts +2 -0
  267. package/src/shaders/terrain_coords.fragment.glsl +11 -0
  268. package/src/shaders/terrain_coords.fragment.glsl.g.ts +2 -0
  269. package/src/shaders/terrain_coords.vertex.glsl +13 -0
  270. package/src/shaders/terrain_coords.vertex.glsl.g.ts +2 -0
  271. package/src/shaders/terrain_depth.fragment.glsl +15 -0
  272. package/src/shaders/terrain_depth.fragment.glsl.g.ts +2 -0
  273. package/src/shaders/terrain_depth.vertex.glsl +13 -0
  274. package/src/shaders/terrain_depth.vertex.glsl.g.ts +2 -0
  275. package/src/source/canvas_source.test.ts +210 -0
  276. package/src/source/canvas_source.ts +227 -0
  277. package/src/source/geojson_source.test.ts +492 -0
  278. package/src/source/geojson_source.ts +431 -0
  279. package/src/source/geojson_source_diff.test.ts +364 -0
  280. package/src/source/geojson_source_diff.ts +172 -0
  281. package/src/source/geojson_worker_source.test.ts +399 -0
  282. package/src/source/geojson_worker_source.ts +303 -0
  283. package/src/source/geojson_wrapper.test.ts +32 -0
  284. package/src/source/geojson_wrapper.ts +81 -0
  285. package/src/source/image_source.test.ts +235 -0
  286. package/src/source/image_source.ts +338 -0
  287. package/src/source/load_tilejson.ts +47 -0
  288. package/src/source/pixels_to_tile_units.ts +25 -0
  289. package/src/source/protocol_crud.ts +48 -0
  290. package/src/source/query_features.test.ts +31 -0
  291. package/src/source/query_features.ts +252 -0
  292. package/src/source/raster_dem_tile_source.test.ts +158 -0
  293. package/src/source/raster_dem_tile_source.ts +166 -0
  294. package/src/source/raster_dem_tile_worker_source.test.ts +36 -0
  295. package/src/source/raster_dem_tile_worker_source.ts +38 -0
  296. package/src/source/raster_tile_source.test.ts +206 -0
  297. package/src/source/raster_tile_source.ts +227 -0
  298. package/src/source/rtl_text_plugin_main_thread.test.ts +170 -0
  299. package/src/source/rtl_text_plugin_main_thread.ts +89 -0
  300. package/src/source/rtl_text_plugin_status.ts +33 -0
  301. package/src/source/rtl_text_plugin_worker.ts +49 -0
  302. package/src/source/source.test.ts +41 -0
  303. package/src/source/source.ts +186 -0
  304. package/src/source/source_cache.test.ts +2069 -0
  305. package/src/source/source_cache.ts +1102 -0
  306. package/src/source/source_state.ts +157 -0
  307. package/src/source/terrain_source_cache.test.ts +105 -0
  308. package/src/source/terrain_source_cache.ts +204 -0
  309. package/src/source/tile.test.ts +290 -0
  310. package/src/source/tile.ts +478 -0
  311. package/src/source/tile_bounds.ts +34 -0
  312. package/src/source/tile_cache.test.ts +130 -0
  313. package/src/source/tile_cache.ts +208 -0
  314. package/src/source/tile_id.test.ts +112 -0
  315. package/src/source/tile_id.ts +221 -0
  316. package/src/source/vector_tile_source.test.ts +401 -0
  317. package/src/source/vector_tile_source.ts +283 -0
  318. package/src/source/vector_tile_worker_source.test.ts +396 -0
  319. package/src/source/vector_tile_worker_source.ts +199 -0
  320. package/src/source/video_source.test.ts +124 -0
  321. package/src/source/video_source.ts +204 -0
  322. package/src/source/worker.test.ts +233 -0
  323. package/src/source/worker.ts +301 -0
  324. package/src/source/worker_source.ts +117 -0
  325. package/src/source/worker_tile.test.ts +226 -0
  326. package/src/source/worker_tile.ts +208 -0
  327. package/src/style/create_style_layer.ts +39 -0
  328. package/src/style/evaluation_parameters.ts +62 -0
  329. package/src/style/format_section_override.test.ts +62 -0
  330. package/src/style/format_section_override.ts +50 -0
  331. package/src/style/light.test.ts +86 -0
  332. package/src/style/light.ts +135 -0
  333. package/src/style/load_glyph_range.test.ts +40 -0
  334. package/src/style/load_glyph_range.ts +32 -0
  335. package/src/style/load_sprite.test.ts +227 -0
  336. package/src/style/load_sprite.ts +71 -0
  337. package/src/style/parse_glyph_pbf.ts +42 -0
  338. package/src/style/pauseable_placement.ts +138 -0
  339. package/src/style/properties.ts +726 -0
  340. package/src/style/query_utils.test.ts +107 -0
  341. package/src/style/query_utils.ts +70 -0
  342. package/src/style/sky.ts +127 -0
  343. package/src/style/style.test.ts +2654 -0
  344. package/src/style/style.ts +1814 -0
  345. package/src/style/style_glyph.ts +25 -0
  346. package/src/style/style_image.ts +188 -0
  347. package/src/style/style_layer/background_style_layer.ts +17 -0
  348. package/src/style/style_layer/background_style_layer_properties.g.ts +40 -0
  349. package/src/style/style_layer/circle_style_layer.ts +98 -0
  350. package/src/style/style_layer/circle_style_layer_properties.g.ts +76 -0
  351. package/src/style/style_layer/custom_style_layer.ts +233 -0
  352. package/src/style/style_layer/fill_extrusion_style_layer.ts +224 -0
  353. package/src/style/style_layer/fill_extrusion_style_layer_properties.g.ts +55 -0
  354. package/src/style/style_layer/fill_style_layer.test.ts +37 -0
  355. package/src/style/style_layer/fill_style_layer.ts +65 -0
  356. package/src/style/style_layer/fill_style_layer_properties.g.ts +64 -0
  357. package/src/style/style_layer/heatmap_style_layer.ts +74 -0
  358. package/src/style/style_layer/heatmap_style_layer_properties.g.ts +46 -0
  359. package/src/style/style_layer/hillshade_style_layer.ts +21 -0
  360. package/src/style/style_layer/hillshade_style_layer_properties.g.ts +49 -0
  361. package/src/style/style_layer/line_style_layer.test.ts +50 -0
  362. package/src/style/style_layer/line_style_layer.ts +131 -0
  363. package/src/style/style_layer/line_style_layer_properties.g.ts +88 -0
  364. package/src/style/style_layer/overlap_mode.test.ts +57 -0
  365. package/src/style/style_layer/overlap_mode.ts +25 -0
  366. package/src/style/style_layer/raster_style_layer.ts +17 -0
  367. package/src/style/style_layer/raster_style_layer_properties.g.ts +55 -0
  368. package/src/style/style_layer/symbol_style_layer.ts +195 -0
  369. package/src/style/style_layer/symbol_style_layer_properties.g.ts +218 -0
  370. package/src/style/style_layer/typed_style_layer.ts +9 -0
  371. package/src/style/style_layer/variable_text_anchor.test.ts +117 -0
  372. package/src/style/style_layer/variable_text_anchor.ts +163 -0
  373. package/src/style/style_layer.test.ts +372 -0
  374. package/src/style/style_layer.ts +287 -0
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  379. package/src/symbol/anchor.test.ts +14 -0
  380. package/src/symbol/anchor.ts +22 -0
  381. package/src/symbol/check_max_angle.test.ts +54 -0
  382. package/src/symbol/check_max_angle.ts +76 -0
  383. package/src/symbol/clip_line.test.ts +154 -0
  384. package/src/symbol/clip_line.ts +66 -0
  385. package/src/symbol/collision_feature.test.ts +98 -0
  386. package/src/symbol/collision_feature.ts +114 -0
  387. package/src/symbol/collision_index.test.ts +19 -0
  388. package/src/symbol/collision_index.ts +618 -0
  389. package/src/symbol/cross_tile_symbol_index.test.ts +260 -0
  390. package/src/symbol/cross_tile_symbol_index.ts +367 -0
  391. package/src/symbol/get_anchors.test.ts +113 -0
  392. package/src/symbol/get_anchors.ts +167 -0
  393. package/src/symbol/grid_index.test.ts +75 -0
  394. package/src/symbol/grid_index.ts +414 -0
  395. package/src/symbol/merge_lines.test.ts +30 -0
  396. package/src/symbol/merge_lines.ts +80 -0
  397. package/src/symbol/one_em.ts +3 -0
  398. package/src/symbol/opacity_state.ts +23 -0
  399. package/src/symbol/path_interpolator.test.ts +134 -0
  400. package/src/symbol/path_interpolator.ts +55 -0
  401. package/src/symbol/placement.ts +1371 -0
  402. package/src/symbol/projection.test.ts +171 -0
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  404. package/src/symbol/quads.test.ts +157 -0
  405. package/src/symbol/quads.ts +349 -0
  406. package/src/symbol/shaping.test.ts +360 -0
  407. package/src/symbol/shaping.ts +911 -0
  408. package/src/symbol/symbol_layout.ts +739 -0
  409. package/src/symbol/symbol_size.ts +129 -0
  410. package/src/symbol/symbol_style_layer.test.ts +103 -0
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  412. package/src/ui/anchor.ts +27 -0
  413. package/src/ui/camera.test.ts +2301 -0
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  415. package/src/ui/control/attribution_control.test.ts +543 -0
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  432. package/src/ui/handler/box_zoom.test.ts +163 -0
  433. package/src/ui/handler/box_zoom.ts +171 -0
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  435. package/src/ui/handler/cooperative_gestures.test.ts +338 -0
  436. package/src/ui/handler/cooperative_gestures.ts +111 -0
  437. package/src/ui/handler/dblclick_zoom.test.ts +151 -0
  438. package/src/ui/handler/drag_handler.ts +174 -0
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  440. package/src/ui/handler/drag_pan.test.ts +487 -0
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  442. package/src/ui/handler/handler_util.ts +10 -0
  443. package/src/ui/handler/keyboard.test.ts +235 -0
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  448. package/src/ui/handler/mouse_handler_interface.test.ts +111 -0
  449. package/src/ui/handler/mouse_rotate.test.ts +62 -0
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  470. package/src/ui/map.ts +3393 -0
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  554. package/src/util/util.test.ts +414 -0
  555. package/src/util/util.ts +724 -0
  556. package/src/util/vectortile_to_geojson.ts +72 -0
  557. package/src/util/verticalize_punctuation.ts +110 -0
  558. package/src/util/web_worker.ts +16 -0
  559. package/src/util/web_worker_transfer.test.ts +153 -0
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  565. package/src/util/world_bounds.ts +46 -0
@@ -0,0 +1,45 @@
1
+
2
+ uniform lowp float u_device_pixel_ratio;
3
+ uniform sampler2D u_image;
4
+ uniform float u_sdfgamma;
5
+ uniform float u_mix;
6
+
7
+ in vec2 v_normal;
8
+ in vec2 v_width2;
9
+ in vec2 v_tex_a;
10
+ in vec2 v_tex_b;
11
+ in float v_gamma_scale;
12
+
13
+ #pragma mapbox: define highp vec4 color
14
+ #pragma mapbox: define lowp float blur
15
+ #pragma mapbox: define lowp float opacity
16
+ #pragma mapbox: define mediump float width
17
+ #pragma mapbox: define lowp float floorwidth
18
+
19
+ void main() {
20
+ #pragma mapbox: initialize highp vec4 color
21
+ #pragma mapbox: initialize lowp float blur
22
+ #pragma mapbox: initialize lowp float opacity
23
+ #pragma mapbox: initialize mediump float width
24
+ #pragma mapbox: initialize lowp float floorwidth
25
+
26
+ // Calculate the distance of the pixel from the line in pixels.
27
+ float dist = length(v_normal) * v_width2.s;
28
+
29
+ // Calculate the antialiasing fade factor. This is either when fading in
30
+ // the line in case of an offset line (v_width2.t) or when fading out
31
+ // (v_width2.s)
32
+ float blur2 = (blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;
33
+ float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);
34
+
35
+ float sdfdist_a = texture(u_image, v_tex_a).a;
36
+ float sdfdist_b = texture(u_image, v_tex_b).a;
37
+ float sdfdist = mix(sdfdist_a, sdfdist_b, u_mix);
38
+ alpha *= smoothstep(0.5 - u_sdfgamma / floorwidth, 0.5 + u_sdfgamma / floorwidth, sdfdist);
39
+
40
+ fragColor = color * (alpha * opacity);
41
+
42
+ #ifdef OVERDRAW_INSPECTOR
43
+ fragColor = vec4(1.0);
44
+ #endif
45
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform lowp float u_device_pixel_ratio;uniform sampler2D u_image;uniform float u_sdfgamma;uniform float u_mix;varying vec2 v_normal;varying vec2 v_width2;varying vec2 v_tex_a;varying vec2 v_tex_b;varying float v_gamma_scale;\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define mediump float width\n#pragma mapbox: define lowp float floorwidth\nvoid main() {\n#pragma mapbox: initialize highp vec4 color\n#pragma mapbox: initialize lowp float blur\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize mediump float width\n#pragma mapbox: initialize lowp float floorwidth\nfloat dist=length(v_normal)*v_width2.s;float blur2=(blur+1.0/u_device_pixel_ratio)*v_gamma_scale;float alpha=clamp(min(dist-(v_width2.t-blur2),v_width2.s-dist)/blur2,0.0,1.0);float sdfdist_a=texture2D(u_image,v_tex_a).a;float sdfdist_b=texture2D(u_image,v_tex_b).a;float sdfdist=mix(sdfdist_a,sdfdist_b,u_mix);alpha*=smoothstep(0.5-u_sdfgamma/floorwidth,0.5+u_sdfgamma/floorwidth,sdfdist);gl_FragColor=color*(alpha*opacity);\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -0,0 +1,101 @@
1
+ // floor(127 / 2) == 63.0
2
+ // the maximum allowed miter limit is 2.0 at the moment. the extrude normal is
3
+ // stored in a byte (-128..127). we scale regular normals up to length 63, but
4
+ // there are also "special" normals that have a bigger length (of up to 126 in
5
+ // this case).
6
+ // #define scale 63.0
7
+ #define scale 0.015873016
8
+
9
+ // We scale the distance before adding it to the buffers so that we can store
10
+ // long distances for long segments. Use this value to unscale the distance.
11
+ #define LINE_DISTANCE_SCALE 2.0
12
+
13
+ in vec2 a_pos_normal;
14
+ in vec4 a_data;
15
+
16
+ uniform mat4 u_matrix;
17
+ uniform mediump float u_ratio;
18
+ uniform lowp float u_device_pixel_ratio;
19
+ uniform vec2 u_patternscale_a;
20
+ uniform float u_tex_y_a;
21
+ uniform vec2 u_patternscale_b;
22
+ uniform float u_tex_y_b;
23
+ uniform vec2 u_units_to_pixels;
24
+
25
+ out vec2 v_normal;
26
+ out vec2 v_width2;
27
+ out vec2 v_tex_a;
28
+ out vec2 v_tex_b;
29
+ out float v_gamma_scale;
30
+
31
+ #pragma mapbox: define highp vec4 color
32
+ #pragma mapbox: define lowp float blur
33
+ #pragma mapbox: define lowp float opacity
34
+ #pragma mapbox: define mediump float gapwidth
35
+ #pragma mapbox: define lowp float offset
36
+ #pragma mapbox: define mediump float width
37
+ #pragma mapbox: define lowp float floorwidth
38
+
39
+ void main() {
40
+ #pragma mapbox: initialize highp vec4 color
41
+ #pragma mapbox: initialize lowp float blur
42
+ #pragma mapbox: initialize lowp float opacity
43
+ #pragma mapbox: initialize mediump float gapwidth
44
+ #pragma mapbox: initialize lowp float offset
45
+ #pragma mapbox: initialize mediump float width
46
+ #pragma mapbox: initialize lowp float floorwidth
47
+
48
+ // the distance over which the line edge fades out.
49
+ // Retina devices need a smaller distance to avoid aliasing.
50
+ float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
51
+
52
+ vec2 a_extrude = a_data.xy - 128.0;
53
+ float a_direction = mod(a_data.z, 4.0) - 1.0;
54
+ float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
55
+
56
+ vec2 pos = floor(a_pos_normal * 0.5);
57
+
58
+ // x is 1 if it's a round cap, 0 otherwise
59
+ // y is 1 if the normal points up, and -1 if it points down
60
+ // We store these in the least significant bit of a_pos_normal
61
+ mediump vec2 normal = a_pos_normal - 2.0 * pos;
62
+ normal.y = normal.y * 2.0 - 1.0;
63
+ v_normal = normal;
64
+
65
+ // these transformations used to be applied in the JS and native code bases.
66
+ // moved them into the shader for clarity and simplicity.
67
+ gapwidth = gapwidth / 2.0;
68
+ float halfwidth = width / 2.0;
69
+ offset = -1.0 * offset;
70
+
71
+ float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);
72
+ float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);
73
+
74
+ // Scale the extrusion vector down to a normal and then up by the line width
75
+ // of this vertex.
76
+ mediump vec2 dist =outset * a_extrude * scale;
77
+
78
+ // Calculate the offset when drawing a line that is to the side of the actual line.
79
+ // We do this by creating a vector that points towards the extrude, but rotate
80
+ // it when we're drawing round end points (a_direction = -1 or 1) since their
81
+ // extrude vector points in another direction.
82
+ mediump float u = 0.5 * a_direction;
83
+ mediump float t = 1.0 - abs(u);
84
+ mediump vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);
85
+
86
+ vec4 projected_extrude = u_matrix * vec4(dist / u_ratio, 0.0, 0.0);
87
+ gl_Position = u_matrix * vec4(pos + offset2 / u_ratio, 0.0, 1.0) + projected_extrude;
88
+
89
+ // calculate how much the perspective view squishes or stretches the extrude
90
+ #ifdef TERRAIN3D
91
+ v_gamma_scale = 1.0; // not needed, because this is done automatically via the mesh
92
+ #else
93
+ float extrude_length_without_perspective = length(dist);
94
+ float extrude_length_with_perspective = length(projected_extrude.xy / gl_Position.w * u_units_to_pixels);
95
+ v_gamma_scale = extrude_length_without_perspective / extrude_length_with_perspective;
96
+ #endif
97
+
98
+ v_tex_a = vec2(a_linesofar * u_patternscale_a.x / floorwidth, normal.y * u_patternscale_a.y + u_tex_y_a);
99
+ v_tex_b = vec2(a_linesofar * u_patternscale_b.x / floorwidth, normal.y * u_patternscale_b.y + u_tex_y_b);
100
+ v_width2 = vec2(outset, inset);
101
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default '\n#define scale 0.015873016\n#define LINE_DISTANCE_SCALE 2.0\nattribute vec2 a_pos_normal;attribute vec4 a_data;uniform mat4 u_matrix;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;uniform vec2 u_patternscale_a;uniform float u_tex_y_a;uniform vec2 u_patternscale_b;uniform float u_tex_y_b;uniform vec2 u_units_to_pixels;varying vec2 v_normal;varying vec2 v_width2;varying vec2 v_tex_a;varying vec2 v_tex_b;varying float v_gamma_scale;\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define mediump float gapwidth\n#pragma mapbox: define lowp float offset\n#pragma mapbox: define mediump float width\n#pragma mapbox: define lowp float floorwidth\nvoid main() {\n#pragma mapbox: initialize highp vec4 color\n#pragma mapbox: initialize lowp float blur\n#pragma mapbox: initialize lowp float opacity\n#pragma mapbox: initialize mediump float gapwidth\n#pragma mapbox: initialize lowp float offset\n#pragma mapbox: initialize mediump float width\n#pragma mapbox: initialize lowp float floorwidth\nfloat ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=a_data.xy-128.0;float a_direction=mod(a_data.z,4.0)-1.0;float a_linesofar=(floor(a_data.z/4.0)+a_data.w*64.0)*LINE_DISTANCE_SCALE;vec2 pos=floor(a_pos_normal*0.5);mediump vec2 normal=a_pos_normal-2.0*pos;normal.y=normal.y*2.0-1.0;v_normal=normal;gapwidth=gapwidth/2.0;float halfwidth=width/2.0;offset=-1.0*offset;float inset=gapwidth+(gapwidth > 0.0 ? ANTIALIASING : 0.0);float outset=gapwidth+halfwidth*(gapwidth > 0.0 ? 2.0 : 1.0)+(halfwidth==0.0 ? 0.0 : ANTIALIASING);mediump vec2 dist=outset*a_extrude*scale;mediump float u=0.5*a_direction;mediump float t=1.0-abs(u);mediump vec2 offset2=offset*a_extrude*scale*normal.y*mat2(t,-u,u,t);vec4 projected_extrude=u_matrix*vec4(dist/u_ratio,0.0,0.0);gl_Position=u_matrix*vec4(pos+offset2/u_ratio,0.0,1.0)+projected_extrude;\n#ifdef TERRAIN3D\nv_gamma_scale=1.0;\n#else\nfloat extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length(projected_extrude.xy/gl_Position.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;\n#endif\nv_tex_a=vec2(a_linesofar*u_patternscale_a.x/floorwidth,normal.y*u_patternscale_a.y+u_tex_y_a);v_tex_b=vec2(a_linesofar*u_patternscale_b.x/floorwidth,normal.y*u_patternscale_b.y+u_tex_y_b);v_width2=vec2(outset,inset);}';
@@ -0,0 +1,53 @@
1
+ uniform float u_fade_t;
2
+ uniform float u_opacity;
3
+ uniform sampler2D u_image0;
4
+ uniform sampler2D u_image1;
5
+
6
+ in vec2 v_pos0;
7
+ in vec2 v_pos1;
8
+
9
+ uniform float u_brightness_low;
10
+ uniform float u_brightness_high;
11
+
12
+ uniform float u_saturation_factor;
13
+ uniform float u_contrast_factor;
14
+ uniform vec3 u_spin_weights;
15
+
16
+ void main() {
17
+
18
+ // read and cross-fade colors from the main and parent tiles
19
+ vec4 color0 = texture(u_image0, v_pos0);
20
+ vec4 color1 = texture(u_image1, v_pos1);
21
+ if (color0.a > 0.0) {
22
+ color0.rgb = color0.rgb / color0.a;
23
+ }
24
+ if (color1.a > 0.0) {
25
+ color1.rgb = color1.rgb / color1.a;
26
+ }
27
+ vec4 color = mix(color0, color1, u_fade_t);
28
+ color.a *= u_opacity;
29
+ vec3 rgb = color.rgb;
30
+
31
+ // spin
32
+ rgb = vec3(
33
+ dot(rgb, u_spin_weights.xyz),
34
+ dot(rgb, u_spin_weights.zxy),
35
+ dot(rgb, u_spin_weights.yzx));
36
+
37
+ // saturation
38
+ float average = (color.r + color.g + color.b) / 3.0;
39
+ rgb += (average - rgb) * u_saturation_factor;
40
+
41
+ // contrast
42
+ rgb = (rgb - 0.5) * u_contrast_factor + 0.5;
43
+
44
+ // brightness
45
+ vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);
46
+ vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);
47
+
48
+ fragColor = vec4(mix(u_high_vec, u_low_vec, rgb) * color.a, color.a);
49
+
50
+ #ifdef OVERDRAW_INSPECTOR
51
+ fragColor = vec4(1.0);
52
+ #endif
53
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform float u_fade_t;uniform float u_opacity;uniform sampler2D u_image0;uniform sampler2D u_image1;varying vec2 v_pos0;varying vec2 v_pos1;uniform float u_brightness_low;uniform float u_brightness_high;uniform float u_saturation_factor;uniform float u_contrast_factor;uniform vec3 u_spin_weights;void main() {vec4 color0=texture2D(u_image0,v_pos0);vec4 color1=texture2D(u_image1,v_pos1);if (color0.a > 0.0) {color0.rgb=color0.rgb/color0.a;}if (color1.a > 0.0) {color1.rgb=color1.rgb/color1.a;}vec4 color=mix(color0,color1,u_fade_t);color.a*=u_opacity;vec3 rgb=color.rgb;rgb=vec3(dot(rgb,u_spin_weights.xyz),dot(rgb,u_spin_weights.zxy),dot(rgb,u_spin_weights.yzx));float average=(color.r+color.g+color.b)/3.0;rgb+=(average-rgb)*u_saturation_factor;rgb=(rgb-0.5)*u_contrast_factor+0.5;vec3 u_high_vec=vec3(u_brightness_low,u_brightness_low,u_brightness_low);vec3 u_low_vec=vec3(u_brightness_high,u_brightness_high,u_brightness_high);gl_FragColor=vec4(mix(u_high_vec,u_low_vec,rgb)*color.a,color.a);\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -0,0 +1,21 @@
1
+ uniform mat4 u_matrix;
2
+ uniform vec2 u_tl_parent;
3
+ uniform float u_scale_parent;
4
+ uniform float u_buffer_scale;
5
+
6
+ in vec2 a_pos;
7
+ in vec2 a_texture_pos;
8
+
9
+ out vec2 v_pos0;
10
+ out vec2 v_pos1;
11
+
12
+ void main() {
13
+ gl_Position = u_matrix * vec4(a_pos, 0, 1);
14
+ // We are using Int16 for texture position coordinates to give us enough precision for
15
+ // fractional coordinates. We use 8192 to scale the texture coordinates in the buffer
16
+ // as an arbitrarily high number to preserve adequate precision when rendering.
17
+ // This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,
18
+ // so math for modifying either is consistent.
19
+ v_pos0 = (((a_texture_pos / 8192.0) - 0.5) / u_buffer_scale ) + 0.5;
20
+ v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
21
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform mat4 u_matrix;uniform vec2 u_tl_parent;uniform float u_scale_parent;uniform float u_buffer_scale;attribute vec2 a_pos;attribute vec2 a_texture_pos;varying vec2 v_pos0;varying vec2 v_pos1;void main() {gl_Position=u_matrix*vec4(a_pos,0,1);v_pos0=(((a_texture_pos/8192.0)-0.5)/u_buffer_scale )+0.5;v_pos1=(v_pos0*u_scale_parent)+u_tl_parent;}';
@@ -0,0 +1,197 @@
1
+
2
+ // Disable Flow annotations here because Flow doesn't support importing GLSL files
3
+
4
+ import preludeFrag from './_prelude.fragment.glsl.g';
5
+ import preludeVert from './_prelude.vertex.glsl.g';
6
+ import backgroundFrag from './background.fragment.glsl.g';
7
+ import backgroundVert from './background.vertex.glsl.g';
8
+ import backgroundPatternFrag from './background_pattern.fragment.glsl.g';
9
+ import backgroundPatternVert from './background_pattern.vertex.glsl.g';
10
+ import circleFrag from './circle.fragment.glsl.g';
11
+ import circleVert from './circle.vertex.glsl.g';
12
+ import clippingMaskFrag from './clipping_mask.fragment.glsl.g';
13
+ import clippingMaskVert from './clipping_mask.vertex.glsl.g';
14
+ import heatmapFrag from './heatmap.fragment.glsl.g';
15
+ import heatmapVert from './heatmap.vertex.glsl.g';
16
+ import heatmapTextureFrag from './heatmap_texture.fragment.glsl.g';
17
+ import heatmapTextureVert from './heatmap_texture.vertex.glsl.g';
18
+ import collisionBoxFrag from './collision_box.fragment.glsl.g';
19
+ import collisionBoxVert from './collision_box.vertex.glsl.g';
20
+ import collisionCircleFrag from './collision_circle.fragment.glsl.g';
21
+ import collisionCircleVert from './collision_circle.vertex.glsl.g';
22
+ import debugFrag from './debug.fragment.glsl.g';
23
+ import debugVert from './debug.vertex.glsl.g';
24
+ import fillFrag from './fill.fragment.glsl.g';
25
+ import fillVert from './fill.vertex.glsl.g';
26
+ import fillOutlineFrag from './fill_outline.fragment.glsl.g';
27
+ import fillOutlineVert from './fill_outline.vertex.glsl.g';
28
+ import fillOutlinePatternFrag from './fill_outline_pattern.fragment.glsl.g';
29
+ import fillOutlinePatternVert from './fill_outline_pattern.vertex.glsl.g';
30
+ import fillPatternFrag from './fill_pattern.fragment.glsl.g';
31
+ import fillPatternVert from './fill_pattern.vertex.glsl.g';
32
+ import fillExtrusionFrag from './fill_extrusion.fragment.glsl.g';
33
+ import fillExtrusionVert from './fill_extrusion.vertex.glsl.g';
34
+ import fillExtrusionPatternFrag from './fill_extrusion_pattern.fragment.glsl.g';
35
+ import fillExtrusionPatternVert from './fill_extrusion_pattern.vertex.glsl.g';
36
+ import hillshadePrepareFrag from './hillshade_prepare.fragment.glsl.g';
37
+ import hillshadePrepareVert from './hillshade_prepare.vertex.glsl.g';
38
+ import hillshadeFrag from './hillshade.fragment.glsl.g';
39
+ import hillshadeVert from './hillshade.vertex.glsl.g';
40
+ import lineFrag from './line.fragment.glsl.g';
41
+ import lineVert from './line.vertex.glsl.g';
42
+ import lineGradientFrag from './line_gradient.fragment.glsl.g';
43
+ import lineGradientVert from './line_gradient.vertex.glsl.g';
44
+ import linePatternFrag from './line_pattern.fragment.glsl.g';
45
+ import linePatternVert from './line_pattern.vertex.glsl.g';
46
+ import lineSDFFrag from './line_sdf.fragment.glsl.g';
47
+ import lineSDFVert from './line_sdf.vertex.glsl.g';
48
+ import rasterFrag from './raster.fragment.glsl.g';
49
+ import rasterVert from './raster.vertex.glsl.g';
50
+ import symbolIconFrag from './symbol_icon.fragment.glsl.g';
51
+ import symbolIconVert from './symbol_icon.vertex.glsl.g';
52
+ import symbolSDFFrag from './symbol_sdf.fragment.glsl.g';
53
+ import symbolSDFVert from './symbol_sdf.vertex.glsl.g';
54
+ import symbolTextAndIconFrag from './symbol_text_and_icon.fragment.glsl.g';
55
+ import symbolTextAndIconVert from './symbol_text_and_icon.vertex.glsl.g';
56
+ import terrainDepthFrag from './terrain_depth.fragment.glsl.g';
57
+ import terrainCoordsFrag from './terrain_coords.fragment.glsl.g';
58
+ import terrainFrag from './terrain.fragment.glsl.g';
59
+ import terrainDepthVert from './terrain_depth.vertex.glsl.g';
60
+ import terrainCoordsVert from './terrain_coords.vertex.glsl.g';
61
+ import terrainVert from './terrain.vertex.glsl.g';
62
+ import skyFrag from './sky.fragment.glsl.g';
63
+ import skyVert from './sky.vertex.glsl.g';
64
+
65
+ export const shaders = {
66
+ prelude: compile(preludeFrag, preludeVert),
67
+ background: compile(backgroundFrag, backgroundVert),
68
+ backgroundPattern: compile(backgroundPatternFrag, backgroundPatternVert),
69
+ circle: compile(circleFrag, circleVert),
70
+ clippingMask: compile(clippingMaskFrag, clippingMaskVert),
71
+ heatmap: compile(heatmapFrag, heatmapVert),
72
+ heatmapTexture: compile(heatmapTextureFrag, heatmapTextureVert),
73
+ collisionBox: compile(collisionBoxFrag, collisionBoxVert),
74
+ collisionCircle: compile(collisionCircleFrag, collisionCircleVert),
75
+ debug: compile(debugFrag, debugVert),
76
+ fill: compile(fillFrag, fillVert),
77
+ fillOutline: compile(fillOutlineFrag, fillOutlineVert),
78
+ fillOutlinePattern: compile(fillOutlinePatternFrag, fillOutlinePatternVert),
79
+ fillPattern: compile(fillPatternFrag, fillPatternVert),
80
+ fillExtrusion: compile(fillExtrusionFrag, fillExtrusionVert),
81
+ fillExtrusionPattern: compile(fillExtrusionPatternFrag, fillExtrusionPatternVert),
82
+ hillshadePrepare: compile(hillshadePrepareFrag, hillshadePrepareVert),
83
+ hillshade: compile(hillshadeFrag, hillshadeVert),
84
+ line: compile(lineFrag, lineVert),
85
+ lineGradient: compile(lineGradientFrag, lineGradientVert),
86
+ linePattern: compile(linePatternFrag, linePatternVert),
87
+ lineSDF: compile(lineSDFFrag, lineSDFVert),
88
+ raster: compile(rasterFrag, rasterVert),
89
+ symbolIcon: compile(symbolIconFrag, symbolIconVert),
90
+ symbolSDF: compile(symbolSDFFrag, symbolSDFVert),
91
+ symbolTextAndIcon: compile(symbolTextAndIconFrag, symbolTextAndIconVert),
92
+ terrain: compile(terrainFrag, terrainVert),
93
+ terrainDepth: compile(terrainDepthFrag, terrainDepthVert),
94
+ terrainCoords: compile(terrainCoordsFrag, terrainCoordsVert),
95
+ sky: compile(skyFrag, skyVert)};
96
+
97
+ // Expand #pragmas to #ifdefs.
98
+
99
+ function compile(fragmentSource, vertexSource) {
100
+ const re = /#pragma mapbox: ([\w]+) ([\w]+) ([\w]+) ([\w]+)/g;
101
+
102
+ const staticAttributes = vertexSource.match(/attribute ([\w]+) ([\w]+)/g);
103
+ const fragmentUniforms = fragmentSource.match(/uniform ([\w]+) ([\w]+)([\s]*)([\w]*)/g);
104
+ const vertexUniforms = vertexSource.match(/uniform ([\w]+) ([\w]+)([\s]*)([\w]*)/g);
105
+ const staticUniforms = vertexUniforms ? vertexUniforms.concat(fragmentUniforms) : fragmentUniforms;
106
+
107
+ const fragmentPragmas = {};
108
+
109
+ fragmentSource = fragmentSource.replace(re, (match, operation, precision, type, name) => {
110
+ fragmentPragmas[name] = true;
111
+ if (operation === 'define') {
112
+ return `
113
+ #ifndef HAS_UNIFORM_u_${name}
114
+ varying ${precision} ${type} ${name};
115
+ #else
116
+ uniform ${precision} ${type} u_${name};
117
+ #endif
118
+ `;
119
+ } else /* if (operation === 'initialize') */ {
120
+ return `
121
+ #ifdef HAS_UNIFORM_u_${name}
122
+ ${precision} ${type} ${name} = u_${name};
123
+ #endif
124
+ `;
125
+ }
126
+ });
127
+
128
+ vertexSource = vertexSource.replace(re, (match, operation, precision, type, name) => {
129
+ const attrType = type === 'float' ? 'vec2' : 'vec4';
130
+ const unpackType = name.match(/color/) ? 'color' : attrType;
131
+
132
+ if (fragmentPragmas[name]) {
133
+ if (operation === 'define') {
134
+ return `
135
+ #ifndef HAS_UNIFORM_u_${name}
136
+ uniform lowp float u_${name}_t;
137
+ attribute ${precision} ${attrType} a_${name};
138
+ varying ${precision} ${type} ${name};
139
+ #else
140
+ uniform ${precision} ${type} u_${name};
141
+ #endif
142
+ `;
143
+ } else /* if (operation === 'initialize') */ {
144
+ if (unpackType === 'vec4') {
145
+ // vec4 attributes are only used for cross-faded properties, and are not packed
146
+ return `
147
+ #ifndef HAS_UNIFORM_u_${name}
148
+ ${name} = a_${name};
149
+ #else
150
+ ${precision} ${type} ${name} = u_${name};
151
+ #endif
152
+ `;
153
+ } else {
154
+ return `
155
+ #ifndef HAS_UNIFORM_u_${name}
156
+ ${name} = unpack_mix_${unpackType}(a_${name}, u_${name}_t);
157
+ #else
158
+ ${precision} ${type} ${name} = u_${name};
159
+ #endif
160
+ `;
161
+ }
162
+ }
163
+ } else {
164
+ if (operation === 'define') {
165
+ return `
166
+ #ifndef HAS_UNIFORM_u_${name}
167
+ uniform lowp float u_${name}_t;
168
+ attribute ${precision} ${attrType} a_${name};
169
+ #else
170
+ uniform ${precision} ${type} u_${name};
171
+ #endif
172
+ `;
173
+ } else /* if (operation === 'initialize') */ {
174
+ if (unpackType === 'vec4') {
175
+ // vec4 attributes are only used for cross-faded properties, and are not packed
176
+ return `
177
+ #ifndef HAS_UNIFORM_u_${name}
178
+ ${precision} ${type} ${name} = a_${name};
179
+ #else
180
+ ${precision} ${type} ${name} = u_${name};
181
+ #endif
182
+ `;
183
+ } else /* */ {
184
+ return `
185
+ #ifndef HAS_UNIFORM_u_${name}
186
+ ${precision} ${type} ${name} = unpack_mix_${unpackType}(a_${name}, u_${name}_t);
187
+ #else
188
+ ${precision} ${type} ${name} = u_${name};
189
+ #endif
190
+ `;
191
+ }
192
+ }
193
+ }
194
+ });
195
+
196
+ return {fragmentSource, vertexSource, staticAttributes, staticUniforms};
197
+ }
@@ -0,0 +1,17 @@
1
+ uniform vec4 u_sky_color;
2
+ uniform vec4 u_horizon_color;
3
+
4
+ uniform float u_horizon;
5
+ uniform float u_sky_horizon_blend;
6
+
7
+ void main() {
8
+ float y = gl_FragCoord.y;
9
+ if (y > u_horizon) {
10
+ float blend = y - u_horizon;
11
+ if (blend < u_sky_horizon_blend) {
12
+ gl_FragColor = mix(u_sky_color, u_horizon_color, pow(1.0 - blend / u_sky_horizon_blend, 2.0));
13
+ } else {
14
+ gl_FragColor = u_sky_color;
15
+ }
16
+ }
17
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform vec4 u_sky_color;uniform vec4 u_horizon_color;uniform float u_horizon;uniform float u_sky_horizon_blend;void main() {float y=gl_FragCoord.y;if (y > u_horizon) {float blend=y-u_horizon;if (blend < u_sky_horizon_blend) {gl_FragColor=mix(u_sky_color,u_horizon_color,pow(1.0-blend/u_sky_horizon_blend,2.0));} else {gl_FragColor=u_sky_color;}}}';
@@ -0,0 +1,5 @@
1
+ attribute vec2 a_pos;
2
+
3
+ void main() {
4
+ gl_Position = vec4(a_pos, 1.0, 1.0);
5
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'attribute vec2 a_pos;void main() {gl_Position=vec4(a_pos,1.0,1.0);}';
@@ -0,0 +1,17 @@
1
+ uniform sampler2D u_texture;
2
+
3
+ in vec2 v_tex;
4
+ in float v_fade_opacity;
5
+
6
+ #pragma mapbox: define lowp float opacity
7
+
8
+ void main() {
9
+ #pragma mapbox: initialize lowp float opacity
10
+
11
+ lowp float alpha = opacity * v_fade_opacity;
12
+ fragColor = texture(u_texture, v_tex) * alpha;
13
+
14
+ #ifdef OVERDRAW_INSPECTOR
15
+ fragColor = vec4(1.0);
16
+ #endif
17
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'uniform sampler2D u_texture;varying vec2 v_tex;varying float v_fade_opacity;\n#pragma mapbox: define lowp float opacity\nvoid main() {\n#pragma mapbox: initialize lowp float opacity\nlowp float alpha=opacity*v_fade_opacity;gl_FragColor=texture2D(u_texture,v_tex)*alpha;\n#ifdef OVERDRAW_INSPECTOR\ngl_FragColor=vec4(1.0);\n#endif\n}';
@@ -0,0 +1,117 @@
1
+ in vec4 a_pos_offset;
2
+ in vec4 a_data;
3
+ in vec4 a_pixeloffset;
4
+ in vec3 a_projected_pos;
5
+ in float a_fade_opacity;
6
+
7
+ uniform bool u_is_size_zoom_constant;
8
+ uniform bool u_is_size_feature_constant;
9
+ uniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function
10
+ uniform highp float u_size; // used when size is both zoom and feature constant
11
+ uniform highp float u_camera_to_center_distance;
12
+ uniform highp float u_pitch;
13
+ uniform bool u_rotate_symbol;
14
+ uniform highp float u_aspect_ratio;
15
+ uniform float u_fade_change;
16
+ uniform mat4 u_matrix;
17
+ uniform mat4 u_label_plane_matrix;
18
+ uniform mat4 u_coord_matrix;
19
+ uniform bool u_is_text;
20
+ uniform bool u_pitch_with_map;
21
+ uniform vec2 u_texsize;
22
+ uniform bool u_is_along_line;
23
+ uniform bool u_is_variable_anchor;
24
+ uniform vec2 u_translation;
25
+ uniform float u_pitched_scale;
26
+
27
+ out vec2 v_tex;
28
+ out float v_fade_opacity;
29
+
30
+ vec4 projectTileWithElevation(vec2 posInTile, float elevation) {
31
+ return u_matrix * vec4(posInTile, elevation, 1.0);
32
+ }
33
+
34
+ #pragma mapbox: define lowp float opacity
35
+
36
+ void main() {
37
+ #pragma mapbox: initialize lowp float opacity
38
+
39
+ vec2 a_pos = a_pos_offset.xy;
40
+ vec2 a_offset = a_pos_offset.zw;
41
+
42
+ vec2 a_tex = a_data.xy;
43
+ vec2 a_size = a_data.zw;
44
+
45
+ float a_size_min = floor(a_size[0] * 0.5);
46
+ vec2 a_pxoffset = a_pixeloffset.xy;
47
+ vec2 a_minFontScale = a_pixeloffset.zw / 256.0;
48
+
49
+ float ele = get_elevation(a_pos);
50
+ highp float segment_angle = -a_projected_pos[2];
51
+ float size;
52
+
53
+ if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {
54
+ size = mix(a_size_min, a_size[1], u_size_t) / 128.0;
55
+ } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {
56
+ size = a_size_min / 128.0;
57
+ } else {
58
+ size = u_size;
59
+ }
60
+
61
+ vec2 translated_a_pos = a_pos + u_translation;
62
+ vec4 projectedPoint = projectTileWithElevation(translated_a_pos, ele);
63
+
64
+ highp float camera_to_anchor_distance = projectedPoint.w;
65
+ // See comments in symbol_sdf.vertex
66
+ highp float distance_ratio = u_pitch_with_map ?
67
+ camera_to_anchor_distance / u_camera_to_center_distance :
68
+ u_camera_to_center_distance / camera_to_anchor_distance;
69
+ highp float perspective_ratio = clamp(
70
+ 0.5 + 0.5 * distance_ratio,
71
+ 0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles
72
+ 4.0);
73
+
74
+ size *= perspective_ratio;
75
+
76
+ float fontScale = u_is_text ? size / 24.0 : size;
77
+
78
+ highp float symbol_rotation = 0.0;
79
+ if (u_rotate_symbol) {
80
+ // See comments in symbol_sdf.vertex
81
+ vec4 offsetProjectedPoint = projectTileWithElevation(translated_a_pos + vec2(1, 0), ele);
82
+
83
+ vec2 a = projectedPoint.xy / projectedPoint.w;
84
+ vec2 b = offsetProjectedPoint.xy / offsetProjectedPoint.w;
85
+
86
+ symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);
87
+ }
88
+
89
+ highp float angle_sin = sin(segment_angle + symbol_rotation);
90
+ highp float angle_cos = cos(segment_angle + symbol_rotation);
91
+ mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);
92
+
93
+ vec4 projected_pos;
94
+ if (u_is_along_line || u_is_variable_anchor) {
95
+ projected_pos = vec4(a_projected_pos.xy, ele, 1.0);
96
+ } else if (u_pitch_with_map) {
97
+ projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy + u_translation, ele, 1.0);
98
+ } else {
99
+ projected_pos = u_label_plane_matrix * projectTileWithElevation(a_projected_pos.xy + u_translation, ele);
100
+ }
101
+
102
+ float z = float(u_pitch_with_map) * projected_pos.z / projected_pos.w;
103
+
104
+ float projectionScaling = 1.0;
105
+
106
+ vec4 finalPos = u_coord_matrix * vec4(projected_pos.xy / projected_pos.w + rotation_matrix * (a_offset / 32.0 * max(a_minFontScale, fontScale) + a_pxoffset / 16.0) * projectionScaling, z, 1.0);
107
+ if(u_pitch_with_map) {
108
+ finalPos = projectTileWithElevation(finalPos.xy, finalPos.z);
109
+ }
110
+ gl_Position = finalPos;
111
+
112
+ v_tex = a_tex / u_texsize;
113
+ vec2 fade_opacity = unpack_opacity(a_fade_opacity);
114
+ float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;
115
+ float visibility = calculate_visibility(projectedPoint);
116
+ v_fade_opacity = max(0.0, min(visibility, fade_opacity[0] + fade_change));
117
+ }
@@ -0,0 +1,2 @@
1
+ // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
+ export default 'attribute vec4 a_pos_offset;attribute vec4 a_data;attribute vec4 a_pixeloffset;attribute vec3 a_projected_pos;attribute float a_fade_opacity;uniform bool u_is_size_zoom_constant;uniform bool u_is_size_feature_constant;uniform highp float u_size_t;uniform highp float u_size;uniform highp float u_camera_to_center_distance;uniform highp float u_pitch;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform float u_fade_change;uniform mat4 u_matrix;uniform mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform vec2 u_texsize;uniform bool u_is_along_line;uniform bool u_is_variable_anchor;uniform vec2 u_translation;uniform float u_pitched_scale;varying vec2 v_tex;varying float v_fade_opacity;vec4 projectTileWithElevation(vec2 posInTile,float elevation) {return u_matrix*vec4(posInTile,elevation,1.0);}\n#pragma mapbox: define lowp float opacity\nvoid main() {\n#pragma mapbox: initialize lowp float opacity\nvec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=a_data.xy;vec2 a_size=a_data.zw;float a_size_min=floor(a_size[0]*0.5);vec2 a_pxoffset=a_pixeloffset.xy;vec2 a_minFontScale=a_pixeloffset.zw/256.0;float ele=get_elevation(a_pos);highp float segment_angle=-a_projected_pos[2];float size;if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {size=mix(a_size_min,a_size[1],u_size_t)/128.0;} else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {size=a_size_min/128.0;} else {size=u_size;}vec2 translated_a_pos=a_pos+u_translation;vec4 projectedPoint=projectTileWithElevation(translated_a_pos,ele);highp float camera_to_anchor_distance=projectedPoint.w;highp float distance_ratio=u_pitch_with_map ?\ncamera_to_anchor_distance/u_camera_to_center_distance :\nu_camera_to_center_distance/camera_to_anchor_distance;highp float perspective_ratio=clamp(0.5+0.5*distance_ratio,0.0,4.0);size*=perspective_ratio;float fontScale=u_is_text ? size/24.0 : size;highp float symbol_rotation=0.0;if (u_rotate_symbol) {vec4 offsetProjectedPoint=projectTileWithElevation(translated_a_pos+vec2(1,0),ele);vec2 a=projectedPoint.xy/projectedPoint.w;vec2 b=offsetProjectedPoint.xy/offsetProjectedPoint.w;symbol_rotation=atan((b.y-a.y)/u_aspect_ratio,b.x-a.x);}highp float angle_sin=sin(segment_angle+symbol_rotation);highp float angle_cos=cos(segment_angle+symbol_rotation);mat2 rotation_matrix=mat2(angle_cos,-1.0*angle_sin,angle_sin,angle_cos);vec4 projected_pos;if (u_is_along_line || u_is_variable_anchor) {projected_pos=vec4(a_projected_pos.xy,ele,1.0);} else if (u_pitch_with_map) {projected_pos=u_label_plane_matrix*vec4(a_projected_pos.xy+u_translation,ele,1.0);} else {projected_pos=u_label_plane_matrix*projectTileWithElevation(a_projected_pos.xy+u_translation,ele);}float z=float(u_pitch_with_map)*projected_pos.z/projected_pos.w;float projectionScaling=1.0;vec4 finalPos=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*max(a_minFontScale,fontScale)+a_pxoffset/16.0)*projectionScaling,z,1.0);if(u_pitch_with_map) {finalPos=projectTileWithElevation(finalPos.xy,finalPos.z);}gl_Position=finalPos;v_tex=a_tex/u_texsize;vec2 fade_opacity=unpack_opacity(a_fade_opacity);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;float visibility=calculate_visibility(projectedPoint);v_fade_opacity=max(0.0,min(visibility,fade_opacity[0]+fade_change));}';