maplibre-gl 6.2.0 → 6.4.0

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Files changed (150) hide show
  1. package/dist/maplibre-gl-dev.mjs +1108 -427
  2. package/dist/maplibre-gl-dev.mjs.map +1 -1
  3. package/dist/maplibre-gl-shared-dev.mjs +359 -291
  4. package/dist/maplibre-gl-shared-dev.mjs.map +1 -1
  5. package/dist/maplibre-gl-shared.mjs +2 -2
  6. package/dist/maplibre-gl-shared.mjs.map +1 -1
  7. package/dist/maplibre-gl-worker-dev.mjs +23 -49
  8. package/dist/maplibre-gl-worker-dev.mjs.map +1 -1
  9. package/dist/maplibre-gl-worker.mjs +2 -2
  10. package/dist/maplibre-gl-worker.mjs.map +1 -1
  11. package/dist/maplibre-gl.css +1 -1
  12. package/dist/maplibre-gl.d.ts +467 -151
  13. package/dist/maplibre-gl.mjs +49 -49
  14. package/dist/maplibre-gl.mjs.map +1 -1
  15. package/package.json +12 -22
  16. package/src/data/bucket/fill_extrusion_bucket.ts +1 -13
  17. package/src/data/bucket/round_polygon_corners.test.ts +84 -36
  18. package/src/data/bucket/round_polygon_corners.ts +90 -39
  19. package/src/data/extent_bounds.ts +28 -1
  20. package/src/data/feature_index.bench.ts +21 -0
  21. package/src/data/segment.test.ts +2 -2
  22. package/src/geo/edge_insets.test.ts +1 -1
  23. package/src/geo/lng_lat.test.ts +7 -7
  24. package/src/geo/lng_lat_bounds.test.ts +4 -4
  25. package/src/geo/mercator_coordinate.test.ts +2 -2
  26. package/src/geo/projection/camera_helper.ts +5 -0
  27. package/src/geo/projection/globe_transform.test.ts +154 -1
  28. package/src/geo/projection/globe_transform.ts +7 -3
  29. package/src/geo/projection/globe_utils.ts +189 -2
  30. package/src/geo/projection/mercator_camera_helper.ts +1 -1
  31. package/src/geo/projection/mercator_transform.ts +21 -5
  32. package/src/geo/projection/vertical_perspective_camera_helper.test.ts +24 -0
  33. package/src/geo/projection/vertical_perspective_camera_helper.ts +71 -41
  34. package/src/geo/projection/vertical_perspective_transform.ts +7 -1
  35. package/src/geo/transform_interface.ts +13 -1
  36. package/src/index.ts +7 -2
  37. package/src/render/image_atlas.test.ts +180 -0
  38. package/src/render/image_atlas.ts +52 -6
  39. package/src/render/image_manager.test.ts +111 -0
  40. package/src/render/image_manager.ts +143 -144
  41. package/src/render/painter.ts +6 -14
  42. package/src/render/pattern_atlas.test.ts +131 -0
  43. package/src/render/pattern_atlas.ts +144 -0
  44. package/src/render/update_pattern_positions_in_program.test.ts +1 -1
  45. package/src/shaders/glsl/_prelude.vertex.glsl +10 -11
  46. package/src/shaders/glsl/_prelude.vertex.glsl.g.ts +1 -1
  47. package/src/shaders/glsl/circle.vertex.glsl +4 -4
  48. package/src/shaders/glsl/circle.vertex.glsl.g.ts +1 -1
  49. package/src/shaders/glsl/color_relief.fragment.glsl +1 -2
  50. package/src/shaders/glsl/color_relief.fragment.glsl.g.ts +1 -1
  51. package/src/shaders/glsl/fill_extrusion.vertex.glsl +3 -3
  52. package/src/shaders/glsl/fill_extrusion.vertex.glsl.g.ts +1 -1
  53. package/src/shaders/glsl/fill_extrusion_pattern.vertex.glsl +5 -5
  54. package/src/shaders/glsl/fill_extrusion_pattern.vertex.glsl.g.ts +1 -1
  55. package/src/shaders/glsl/heatmap.vertex.glsl +4 -4
  56. package/src/shaders/glsl/heatmap.vertex.glsl.g.ts +1 -1
  57. package/src/shaders/glsl/hillshade_prepare.fragment.glsl +12 -12
  58. package/src/shaders/glsl/hillshade_prepare.fragment.glsl.g.ts +1 -1
  59. package/src/shaders/glsl/line.vertex.glsl +7 -7
  60. package/src/shaders/glsl/line.vertex.glsl.g.ts +1 -1
  61. package/src/shaders/glsl/line_gradient.vertex.glsl +6 -6
  62. package/src/shaders/glsl/line_gradient.vertex.glsl.g.ts +1 -1
  63. package/src/shaders/glsl/line_gradient_sdf.vertex.glsl +7 -7
  64. package/src/shaders/glsl/line_gradient_sdf.vertex.glsl.g.ts +1 -1
  65. package/src/shaders/glsl/line_pattern.vertex.glsl +7 -7
  66. package/src/shaders/glsl/line_pattern.vertex.glsl.g.ts +1 -1
  67. package/src/shaders/glsl/line_sdf.vertex.glsl +7 -7
  68. package/src/shaders/glsl/line_sdf.vertex.glsl.g.ts +1 -1
  69. package/src/shaders/glsl/raster.fragment.glsl +4 -4
  70. package/src/shaders/glsl/raster.fragment.glsl.g.ts +1 -1
  71. package/src/shaders/glsl/raster.vertex.glsl +11 -6
  72. package/src/shaders/glsl/raster.vertex.glsl.g.ts +1 -1
  73. package/src/shaders/glsl/symbol_icon.vertex.glsl +5 -5
  74. package/src/shaders/glsl/symbol_icon.vertex.glsl.g.ts +1 -1
  75. package/src/shaders/glsl/symbol_sdf.vertex.glsl +5 -5
  76. package/src/shaders/glsl/symbol_sdf.vertex.glsl.g.ts +1 -1
  77. package/src/shaders/glsl/symbol_text_and_icon.vertex.glsl +6 -6
  78. package/src/shaders/glsl/symbol_text_and_icon.vertex.glsl.g.ts +1 -1
  79. package/src/source/canvas_source.test.ts +31 -0
  80. package/src/source/canvas_source.ts +2 -1
  81. package/src/source/geojson_worker_source.test.ts +88 -0
  82. package/src/source/geojson_worker_source.ts +22 -39
  83. package/src/source/image_source.test.ts +246 -38
  84. package/src/source/image_source.ts +132 -19
  85. package/src/source/raster_dem_tile_source.test.ts +37 -3
  86. package/src/source/raster_dem_tile_source.ts +1 -2
  87. package/src/source/raster_dem_tile_worker_source.test.ts +1 -1
  88. package/src/source/raster_tile_source.test.ts +5 -26
  89. package/src/source/raster_tile_source.ts +4 -3
  90. package/src/source/vector_tile_worker_source.test.ts +94 -2
  91. package/src/source/vector_tile_worker_source.ts +18 -27
  92. package/src/source/video_source.test.ts +12 -8
  93. package/src/source/worker_tile.bench.ts +10 -0
  94. package/src/source/worker_tile.ts +0 -3
  95. package/src/style/create_style_layer.bench.ts +15 -0
  96. package/src/style/properties.bench.ts +81 -0
  97. package/src/style/style.test.ts +75 -10
  98. package/src/style/style.ts +37 -64
  99. package/src/style/style_image.ts +67 -9
  100. package/src/style/style_layer.bench.ts +65 -0
  101. package/src/style/style_layer.test.ts +1 -1
  102. package/src/style/style_layer.ts +2 -2
  103. package/src/style/validate_style.bench.ts +11 -0
  104. package/src/style/validate_style.test.ts +2 -2
  105. package/src/symbol/anchor.test.ts +2 -2
  106. package/src/symbol/collision_index.bench.ts +116 -0
  107. package/src/symbol/cross_tile_symbol_index.bench.ts +49 -0
  108. package/src/symbol/cross_tile_symbol_index.test.ts +31 -0
  109. package/src/symbol/cross_tile_symbol_index.ts +67 -37
  110. package/src/symbol/shaping.test.ts +2 -1
  111. package/src/symbol/symbol_layout.bench.ts +30 -0
  112. package/src/tile/tile_id.test.ts +1 -1
  113. package/src/tile/tile_manager.test.ts +69 -1
  114. package/src/tile/tile_manager.ts +16 -11
  115. package/src/ui/control/fullscreen_control.test.ts +10 -10
  116. package/src/ui/control/geolocate_control.test.ts +3 -5
  117. package/src/ui/control/globe_control.test.ts +6 -6
  118. package/src/ui/events.ts +1 -1
  119. package/src/ui/handler/scroll_zoom.test.ts +50 -0
  120. package/src/ui/handler/two_fingers_touch.test.ts +17 -6
  121. package/src/ui/handler_inertia.test.ts +91 -0
  122. package/src/ui/handler_inertia.ts +65 -14
  123. package/src/ui/handler_manager.test.ts +243 -3
  124. package/src/ui/handler_manager.ts +79 -16
  125. package/src/ui/map.ts +17 -3
  126. package/src/ui/map_tests/map_cross_window.test.ts +2 -2
  127. package/src/ui/map_tests/map_events.test.ts +3 -3
  128. package/src/ui/map_tests/map_images.test.ts +55 -0
  129. package/src/ui/map_tests/map_style.test.ts +9 -8
  130. package/src/ui/map_tests/map_webgl.test.ts +30 -0
  131. package/src/ui/marker.test.ts +177 -42
  132. package/src/ui/marker.ts +120 -10
  133. package/src/ui/popup.test.ts +14 -14
  134. package/src/util/evented.test.ts +33 -28
  135. package/src/util/evented.ts +69 -43
  136. package/src/util/image_request.ts +31 -1
  137. package/src/util/test/null_gl.ts +10 -0
  138. package/src/util/test/util.ts +2 -1
  139. package/src/util/util.test.ts +1 -1
  140. package/src/util/web_worker_transfer.test.ts +5 -5
  141. package/src/webgl/context.ts +20 -0
  142. package/src/webgl/draw/draw_background.ts +1 -1
  143. package/src/webgl/draw/draw_raster.ts +11 -6
  144. package/src/webgl/program/pattern.ts +3 -3
  145. package/src/webgl/program/raster_program.ts +11 -0
  146. package/src/webgl/program.ts +31 -16
  147. package/src/webgl/texture.test.ts +16 -1
  148. package/src/webgl/texture.ts +3 -0
  149. package/src/webgl/vertex_buffer.test.ts +17 -2
  150. package/src/webgl/vertex_buffer.ts +24 -13
@@ -1,2 +1,2 @@
1
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\nlayout(location=0) in vec2 a_pos_normal;layout(location=1) in vec4 a_data;layout(location=2) in float a_uv_x;layout(location=3) in float a_split_index;uniform vec2 u_translation;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;uniform vec2 u_units_to_pixels;uniform float u_image_height;uniform float u_tileratio;uniform float u_crossfade_from;uniform float u_crossfade_to;uniform float u_lineatlas_height;out vec2 v_normal;flat out vec2 v_width2;out float v_gamma_scale;out highp vec2 v_uv;out vec2 v_tex_a;out vec2 v_tex_b;\n#ifdef GLOBE\nout float v_depth;\n#endif\n#pragma maplibre: define lowp float blur\n#pragma maplibre: define lowp float opacity\n#pragma maplibre: define mediump float gapwidth\n#pragma maplibre: define lowp float offset\n#pragma maplibre: define mediump float width\n#pragma maplibre: define lowp float floorwidth\n#pragma maplibre: define mediump vec4 dasharray_from\n#pragma maplibre: define mediump vec4 dasharray_to\nvoid main() {\n#pragma maplibre: initialize lowp float blur\n#pragma maplibre: initialize lowp float opacity\n#pragma maplibre: initialize mediump float gapwidth\n#pragma maplibre: initialize lowp float offset\n#pragma maplibre: initialize mediump float width\n#pragma maplibre: initialize lowp float floorwidth\n#pragma maplibre: initialize mediump vec4 dasharray_from\n#pragma maplibre: initialize mediump vec4 dasharray_to\nif (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}float 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;float texel_height=1.0/u_image_height;float half_texel_height=0.5*texel_height;v_uv=vec2(a_uv_x,a_split_index*texel_height-half_texel_height);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);float adjustedThickness=projectLineThickness(pos.y);vec4 projected_no_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation);vec4 projected_with_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation+dist/u_ratio*adjustedThickness);gl_Position=projected_with_extrude;\n#ifdef GLOBE\nv_depth=gl_Position.z/gl_Position.w;\n#endif\n#ifdef TERRAIN3D\nv_gamma_scale=1.0;\n#else\nfloat extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length((projected_with_extrude.xy-projected_no_extrude.xy)/projected_with_extrude.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;\n#endif\nfloat u_patternscale_a_x=u_tileratio/dasharray_from.w/u_crossfade_from;float u_patternscale_a_y=-dasharray_from.z/2.0/u_lineatlas_height;float u_patternscale_b_x=u_tileratio/dasharray_to.w/u_crossfade_to;float u_patternscale_b_y=-dasharray_to.z/2.0/u_lineatlas_height;v_tex_a=vec2(a_linesofar*u_patternscale_a_x/floorwidth,normal.y*u_patternscale_a_y+(float(dasharray_from.y)+0.5)/u_lineatlas_height);v_tex_b=vec2(a_linesofar*u_patternscale_b_x/floorwidth,normal.y*u_patternscale_b_y+(float(dasharray_to.y)+0.5)/u_lineatlas_height);v_width2=vec2(outset,inset);}';
2
+ export default '\n#define scale 0.015873016\n#define LINE_DISTANCE_SCALE 2.0\nlayout(location=0) in ivec2 a_pos_normal;layout(location=1) in uvec4 a_data;layout(location=2) in float a_uv_x;layout(location=3) in float a_split_index;uniform vec2 u_translation;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;uniform vec2 u_units_to_pixels;uniform float u_image_height;uniform float u_tileratio;uniform float u_crossfade_from;uniform float u_crossfade_to;uniform float u_lineatlas_height;out vec2 v_normal;flat out vec2 v_width2;out float v_gamma_scale;out highp vec2 v_uv;out vec2 v_tex_a;out vec2 v_tex_b;\n#ifdef GLOBE\nout float v_depth;\n#endif\n#pragma maplibre: define lowp float blur\n#pragma maplibre: define lowp float opacity\n#pragma maplibre: define mediump float gapwidth\n#pragma maplibre: define lowp float offset\n#pragma maplibre: define mediump float width\n#pragma maplibre: define lowp float floorwidth\n#pragma maplibre: define mediump vec4 dasharray_from\n#pragma maplibre: define mediump vec4 dasharray_to\nvoid main() {\n#pragma maplibre: initialize lowp float blur\n#pragma maplibre: initialize lowp float opacity\n#pragma maplibre: initialize mediump float gapwidth\n#pragma maplibre: initialize lowp float offset\n#pragma maplibre: initialize mediump float width\n#pragma maplibre: initialize lowp float floorwidth\n#pragma maplibre: initialize mediump vec4 dasharray_from\n#pragma maplibre: initialize mediump vec4 dasharray_to\nif (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}float ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=vec2(ivec2(a_data.xy)-128);float a_direction=float(int(a_data.z & 3u)-1);float a_linesofar=float((a_data.z >> 2u)+a_data.w*64u)*LINE_DISTANCE_SCALE;float texel_height=1.0/u_image_height;float half_texel_height=0.5*texel_height;v_uv=vec2(a_uv_x,a_split_index*texel_height-half_texel_height);vec2 pos=vec2(a_pos_normal >> 1);mediump vec2 normal=vec2(a_pos_normal & 1);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);float adjustedThickness=projectLineThickness(pos.y);vec4 projected_no_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation);vec4 projected_with_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation+dist/u_ratio*adjustedThickness);gl_Position=projected_with_extrude;\n#ifdef GLOBE\nv_depth=gl_Position.z/gl_Position.w;\n#endif\n#ifdef TERRAIN3D\nv_gamma_scale=1.0;\n#else\nfloat extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length((projected_with_extrude.xy-projected_no_extrude.xy)/projected_with_extrude.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;\n#endif\nfloat u_patternscale_a_x=u_tileratio/dasharray_from.w/u_crossfade_from;float u_patternscale_a_y=-dasharray_from.z/2.0/u_lineatlas_height;float u_patternscale_b_x=u_tileratio/dasharray_to.w/u_crossfade_to;float u_patternscale_b_y=-dasharray_to.z/2.0/u_lineatlas_height;v_tex_a=vec2(a_linesofar*u_patternscale_a_x/floorwidth,normal.y*u_patternscale_a_y+(float(dasharray_from.y)+0.5)/u_lineatlas_height);v_tex_b=vec2(a_linesofar*u_patternscale_b_x/floorwidth,normal.y*u_patternscale_b_y+(float(dasharray_to.y)+0.5)/u_lineatlas_height);v_width2=vec2(outset,inset);}';
@@ -10,8 +10,8 @@
10
10
  // long distances for long segments. Use this value to unscale the distance.
11
11
  #define LINE_DISTANCE_SCALE 2.0
12
12
 
13
- layout(location = 0) in vec2 a_pos_normal;
14
- layout(location = 1) in vec4 a_data;
13
+ layout(location = 0) in ivec2 a_pos_normal;
14
+ layout(location = 1) in uvec4 a_data;
15
15
 
16
16
  uniform vec2 u_translation;
17
17
  uniform vec2 u_units_to_pixels;
@@ -60,16 +60,16 @@ void main() {
60
60
  // Retina devices need a smaller distance to avoid aliasing.
61
61
  float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
62
62
 
63
- vec2 a_extrude = a_data.xy - 128.0;
64
- float a_direction = mod(a_data.z, 4.0) - 1.0;
65
- float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
63
+ vec2 a_extrude = vec2(ivec2(a_data.xy) - 128);
64
+ float a_direction = float(int(a_data.z & 3u) - 1);
65
+ float a_linesofar = float((a_data.z >> 2u) + a_data.w * 64u) * LINE_DISTANCE_SCALE;
66
66
  // float tileRatio = u_scale.x;
67
- vec2 pos = floor(a_pos_normal * 0.5);
67
+ vec2 pos = vec2(a_pos_normal >> 1);
68
68
 
69
69
  // x is 1 if it's a round cap, 0 otherwise
70
70
  // y is 1 if the normal points up, and -1 if it points down
71
71
  // We store these in the least significant bit of a_pos_normal
72
- mediump vec2 normal = a_pos_normal - 2.0 * pos;
72
+ mediump vec2 normal = vec2(a_pos_normal & 1);
73
73
  normal.y = normal.y * 2.0 - 1.0;
74
74
  v_normal = normal;
75
75
 
@@ -1,2 +1,2 @@
1
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\nlayout(location=0) in vec2 a_pos_normal;layout(location=1) in vec4 a_data;uniform vec2 u_translation;uniform vec2 u_units_to_pixels;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;out vec2 v_normal;flat out vec2 v_width2;out float v_linesofar;out float v_gamma_scale;flat out float v_width;\n#ifdef GLOBE\nout float v_depth;\n#endif\n#pragma maplibre: define lowp float blur\n#pragma maplibre: define lowp float opacity\n#pragma maplibre: define lowp float offset\n#pragma maplibre: define mediump float gapwidth\n#pragma maplibre: define mediump float width\n#pragma maplibre: define lowp float floorwidth\n#pragma maplibre: define lowp vec4 pattern_from\n#pragma maplibre: define lowp vec4 pattern_to\n#pragma maplibre: define lowp float pixel_ratio_from\n#pragma maplibre: define lowp float pixel_ratio_to\nvoid main() {\n#pragma maplibre: initialize lowp float blur\n#pragma maplibre: initialize lowp float opacity\n#pragma maplibre: initialize lowp float offset\n#pragma maplibre: initialize mediump float gapwidth\n#pragma maplibre: initialize mediump float width\n#pragma maplibre: initialize lowp float floorwidth\n#pragma maplibre: initialize mediump vec4 pattern_from\n#pragma maplibre: initialize mediump vec4 pattern_to\n#pragma maplibre: initialize lowp float pixel_ratio_from\n#pragma maplibre: initialize lowp float pixel_ratio_to\nif (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}float 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);float adjustedThickness=projectLineThickness(pos.y);vec4 projected_no_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation);vec4 projected_with_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation+dist/u_ratio*adjustedThickness);gl_Position=projected_with_extrude;\n#ifdef GLOBE\nv_depth=gl_Position.z/gl_Position.w;\n#endif\n#ifdef TERRAIN3D\nv_gamma_scale=1.0;\n#else\nfloat extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length((projected_with_extrude.xy-projected_no_extrude.xy)/projected_with_extrude.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;\n#endif\nv_linesofar=a_linesofar;v_width2=vec2(outset,inset);v_width=floorwidth;}';
2
+ export default '\n#define scale 0.015873016\n#define LINE_DISTANCE_SCALE 2.0\nlayout(location=0) in ivec2 a_pos_normal;layout(location=1) in uvec4 a_data;uniform vec2 u_translation;uniform vec2 u_units_to_pixels;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;out vec2 v_normal;flat out vec2 v_width2;out float v_linesofar;out float v_gamma_scale;flat out float v_width;\n#ifdef GLOBE\nout float v_depth;\n#endif\n#pragma maplibre: define lowp float blur\n#pragma maplibre: define lowp float opacity\n#pragma maplibre: define lowp float offset\n#pragma maplibre: define mediump float gapwidth\n#pragma maplibre: define mediump float width\n#pragma maplibre: define lowp float floorwidth\n#pragma maplibre: define lowp vec4 pattern_from\n#pragma maplibre: define lowp vec4 pattern_to\n#pragma maplibre: define lowp float pixel_ratio_from\n#pragma maplibre: define lowp float pixel_ratio_to\nvoid main() {\n#pragma maplibre: initialize lowp float blur\n#pragma maplibre: initialize lowp float opacity\n#pragma maplibre: initialize lowp float offset\n#pragma maplibre: initialize mediump float gapwidth\n#pragma maplibre: initialize mediump float width\n#pragma maplibre: initialize lowp float floorwidth\n#pragma maplibre: initialize mediump vec4 pattern_from\n#pragma maplibre: initialize mediump vec4 pattern_to\n#pragma maplibre: initialize lowp float pixel_ratio_from\n#pragma maplibre: initialize lowp float pixel_ratio_to\nif (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}float ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=vec2(ivec2(a_data.xy)-128);float a_direction=float(int(a_data.z & 3u)-1);float a_linesofar=float((a_data.z >> 2u)+a_data.w*64u)*LINE_DISTANCE_SCALE;vec2 pos=vec2(a_pos_normal >> 1);mediump vec2 normal=vec2(a_pos_normal & 1);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);float adjustedThickness=projectLineThickness(pos.y);vec4 projected_no_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation);vec4 projected_with_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation+dist/u_ratio*adjustedThickness);gl_Position=projected_with_extrude;\n#ifdef GLOBE\nv_depth=gl_Position.z/gl_Position.w;\n#endif\n#ifdef TERRAIN3D\nv_gamma_scale=1.0;\n#else\nfloat extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length((projected_with_extrude.xy-projected_no_extrude.xy)/projected_with_extrude.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;\n#endif\nv_linesofar=a_linesofar;v_width2=vec2(outset,inset);v_width=floorwidth;}';
@@ -10,8 +10,8 @@
10
10
  // long distances for long segments. Use this value to unscale the distance.
11
11
  #define LINE_DISTANCE_SCALE 2.0
12
12
 
13
- layout(location = 0) in vec2 a_pos_normal;
14
- layout(location = 1) in vec4 a_data;
13
+ layout(location = 0) in ivec2 a_pos_normal;
14
+ layout(location = 1) in uvec4 a_data;
15
15
 
16
16
  uniform vec2 u_translation;
17
17
  uniform mediump float u_ratio;
@@ -62,16 +62,16 @@ void main() {
62
62
  // Retina devices need a smaller distance to avoid aliasing.
63
63
  float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;
64
64
 
65
- vec2 a_extrude = a_data.xy - 128.0;
66
- float a_direction = mod(a_data.z, 4.0) - 1.0;
67
- float a_linesofar = (floor(a_data.z / 4.0) + a_data.w * 64.0) * LINE_DISTANCE_SCALE;
65
+ vec2 a_extrude = vec2(ivec2(a_data.xy) - 128);
66
+ float a_direction = float(int(a_data.z & 3u) - 1);
67
+ float a_linesofar = float((a_data.z >> 2u) + a_data.w * 64u) * LINE_DISTANCE_SCALE;
68
68
 
69
- vec2 pos = floor(a_pos_normal * 0.5);
69
+ vec2 pos = vec2(a_pos_normal >> 1);
70
70
 
71
71
  // x is 1 if it's a round cap, 0 otherwise
72
72
  // y is 1 if the normal points up, and -1 if it points down
73
73
  // We store these in the least significant bit of a_pos_normal
74
- mediump vec2 normal = a_pos_normal - 2.0 * pos;
74
+ mediump vec2 normal = vec2(a_pos_normal & 1);
75
75
  normal.y = normal.y * 2.0 - 1.0;
76
76
  v_normal = normal;
77
77
 
@@ -1,2 +1,2 @@
1
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\nlayout(location=0) in vec2 a_pos_normal;layout(location=1) in vec4 a_data;uniform vec2 u_translation;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;uniform vec2 u_units_to_pixels;uniform float u_tileratio;uniform float u_crossfade_from;uniform float u_crossfade_to;uniform float u_lineatlas_height;out vec2 v_normal;flat out vec2 v_width2;out vec2 v_tex_a;out vec2 v_tex_b;out float v_gamma_scale;\n#ifdef GLOBE\nout float v_depth;\n#endif\n#pragma maplibre: define highp vec4 color\n#pragma maplibre: define lowp float blur\n#pragma maplibre: define lowp float opacity\n#pragma maplibre: define mediump float gapwidth\n#pragma maplibre: define lowp float offset\n#pragma maplibre: define mediump float width\n#pragma maplibre: define lowp float floorwidth\n#pragma maplibre: define mediump vec4 dasharray_from\n#pragma maplibre: define mediump vec4 dasharray_to\nvoid main() {\n#pragma maplibre: initialize highp vec4 color\n#pragma maplibre: initialize lowp float blur\n#pragma maplibre: initialize lowp float opacity\n#pragma maplibre: initialize mediump float gapwidth\n#pragma maplibre: initialize lowp float offset\n#pragma maplibre: initialize mediump float width\n#pragma maplibre: initialize lowp float floorwidth\n#pragma maplibre: initialize mediump vec4 dasharray_from\n#pragma maplibre: initialize mediump vec4 dasharray_to\nif (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}float 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);float adjustedThickness=projectLineThickness(pos.y);vec4 projected_no_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation);vec4 projected_with_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation+dist/u_ratio*adjustedThickness);gl_Position=projected_with_extrude;\n#ifdef GLOBE\nv_depth=gl_Position.z/gl_Position.w;\n#endif\n#ifdef TERRAIN3D\nv_gamma_scale=1.0;\n#else\nfloat extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length((projected_with_extrude.xy-projected_no_extrude.xy)/projected_with_extrude.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;\n#endif\nfloat u_patternscale_a_x=u_tileratio/dasharray_from.w/u_crossfade_from;float u_patternscale_a_y=-dasharray_from.z/2.0/u_lineatlas_height;float u_patternscale_b_x=u_tileratio/dasharray_to.w/u_crossfade_to;float u_patternscale_b_y=-dasharray_to.z/2.0/u_lineatlas_height;v_tex_a=vec2(a_linesofar*u_patternscale_a_x/floorwidth,normal.y*u_patternscale_a_y+(float(dasharray_from.y)+0.5)/u_lineatlas_height);v_tex_b=vec2(a_linesofar*u_patternscale_b_x/floorwidth,normal.y*u_patternscale_b_y+(float(dasharray_to.y)+0.5)/u_lineatlas_height);v_width2=vec2(outset,inset);}';
2
+ export default '\n#define scale 0.015873016\n#define LINE_DISTANCE_SCALE 2.0\nlayout(location=0) in ivec2 a_pos_normal;layout(location=1) in uvec4 a_data;uniform vec2 u_translation;uniform mediump float u_ratio;uniform lowp float u_device_pixel_ratio;uniform vec2 u_units_to_pixels;uniform float u_tileratio;uniform float u_crossfade_from;uniform float u_crossfade_to;uniform float u_lineatlas_height;out vec2 v_normal;flat out vec2 v_width2;out vec2 v_tex_a;out vec2 v_tex_b;out float v_gamma_scale;\n#ifdef GLOBE\nout float v_depth;\n#endif\n#pragma maplibre: define highp vec4 color\n#pragma maplibre: define lowp float blur\n#pragma maplibre: define lowp float opacity\n#pragma maplibre: define mediump float gapwidth\n#pragma maplibre: define lowp float offset\n#pragma maplibre: define mediump float width\n#pragma maplibre: define lowp float floorwidth\n#pragma maplibre: define mediump vec4 dasharray_from\n#pragma maplibre: define mediump vec4 dasharray_to\nvoid main() {\n#pragma maplibre: initialize highp vec4 color\n#pragma maplibre: initialize lowp float blur\n#pragma maplibre: initialize lowp float opacity\n#pragma maplibre: initialize mediump float gapwidth\n#pragma maplibre: initialize lowp float offset\n#pragma maplibre: initialize mediump float width\n#pragma maplibre: initialize lowp float floorwidth\n#pragma maplibre: initialize mediump vec4 dasharray_from\n#pragma maplibre: initialize mediump vec4 dasharray_to\nif (opacity < 0.01) {gl_Position=vec4(-2.0,-2.0,-2.0,1.0);return;}float ANTIALIASING=1.0/u_device_pixel_ratio/2.0;vec2 a_extrude=vec2(ivec2(a_data.xy)-128);float a_direction=float(int(a_data.z & 3u)-1);float a_linesofar=float((a_data.z >> 2u)+a_data.w*64u)*LINE_DISTANCE_SCALE;vec2 pos=vec2(a_pos_normal >> 1);mediump vec2 normal=vec2(a_pos_normal & 1);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);float adjustedThickness=projectLineThickness(pos.y);vec4 projected_no_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation);vec4 projected_with_extrude=projectTile(pos+offset2/u_ratio*adjustedThickness+u_translation+dist/u_ratio*adjustedThickness);gl_Position=projected_with_extrude;\n#ifdef GLOBE\nv_depth=gl_Position.z/gl_Position.w;\n#endif\n#ifdef TERRAIN3D\nv_gamma_scale=1.0;\n#else\nfloat extrude_length_without_perspective=length(dist);float extrude_length_with_perspective=length((projected_with_extrude.xy-projected_no_extrude.xy)/projected_with_extrude.w*u_units_to_pixels);v_gamma_scale=extrude_length_without_perspective/extrude_length_with_perspective;\n#endif\nfloat u_patternscale_a_x=u_tileratio/dasharray_from.w/u_crossfade_from;float u_patternscale_a_y=-dasharray_from.z/2.0/u_lineatlas_height;float u_patternscale_b_x=u_tileratio/dasharray_to.w/u_crossfade_to;float u_patternscale_b_y=-dasharray_to.z/2.0/u_lineatlas_height;v_tex_a=vec2(a_linesofar*u_patternscale_a_x/floorwidth,normal.y*u_patternscale_a_y+(float(dasharray_from.y)+0.5)/u_lineatlas_height);v_tex_b=vec2(a_linesofar*u_patternscale_b_x/floorwidth,normal.y*u_patternscale_b_y+(float(dasharray_to.y)+0.5)/u_lineatlas_height);v_width2=vec2(outset,inset);}';
@@ -3,8 +3,8 @@ uniform float u_opacity;
3
3
  uniform sampler2D u_image0;
4
4
  uniform sampler2D u_image1;
5
5
 
6
- in vec2 v_pos0;
7
- in vec2 v_pos1;
6
+ in vec3 v_pos0;
7
+ in vec3 v_pos1;
8
8
 
9
9
  uniform float u_brightness_low;
10
10
  uniform float u_brightness_high;
@@ -16,8 +16,8 @@ uniform vec3 u_spin_weights;
16
16
  void main() {
17
17
 
18
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);
19
+ vec4 color0 = texture(u_image0, v_pos0.xy / v_pos0.z);
20
+ vec4 color1 = texture(u_image1, v_pos1.xy / v_pos1.z);
21
21
  if (color0.a > 0.0) {
22
22
  color0.rgb = color0.rgb / color0.a;
23
23
  }
@@ -1,2 +1,2 @@
1
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;in vec2 v_pos0;in 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=texture(u_image0,v_pos0);vec4 color1=texture(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);fragColor=vec4(mix(u_high_vec,u_low_vec,rgb)*color.a,color.a);\n#ifdef OVERDRAW_INSPECTOR\nfragColor=vec4(1.0);\n#endif\n}';
2
+ export default 'uniform float u_fade_t;uniform float u_opacity;uniform sampler2D u_image0;uniform sampler2D u_image1;in vec3 v_pos0;in vec3 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=texture(u_image0,v_pos0.xy/v_pos0.z);vec4 color1=texture(u_image1,v_pos1.xy/v_pos1.z);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);fragColor=vec4(mix(u_high_vec,u_low_vec,rgb)*color.a,color.a);\n#ifdef OVERDRAW_INSPECTOR\nfragColor=vec4(1.0);\n#endif\n}';
@@ -1,13 +1,14 @@
1
1
  uniform vec2 u_tl_parent;
2
2
  uniform float u_scale_parent;
3
3
  uniform float u_buffer_scale;
4
+ uniform vec3 u_perspective_transform;
4
5
  uniform vec4 u_coords_top; // xy = left, zw = right
5
6
  uniform vec4 u_coords_bottom;
6
7
 
7
8
  layout(location = 0) in vec2 a_pos;
8
9
 
9
- out vec2 v_pos0;
10
- out vec2 v_pos1;
10
+ out vec3 v_pos0;
11
+ out vec3 v_pos1;
11
12
 
12
13
  void main() {
13
14
  // in a_pos always forms a (sometimes subdivided) quad in 0..EXTENT, but actual corner coords may be different.
@@ -21,19 +22,23 @@ void main() {
21
22
  // as an arbitrarily high number to preserve adequate precision when rendering.
22
23
  // This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,
23
24
  // so math for modifying either is consistent.
24
- v_pos0 = ((fractionalPos - 0.5) / u_buffer_scale) + 0.5;
25
+ vec2 texturePos = ((fractionalPos - 0.5) / u_buffer_scale) + 0.5;
25
26
 
26
27
  // When globe rendering is enabled, pole vertices need special handling to get nice texture coordinates.
27
28
  #ifdef GLOBE
28
29
  // North pole
29
30
  if (a_pos.y < -32767.5) {
30
- v_pos0.y = 0.0;
31
+ texturePos.y = 0.0;
31
32
  }
32
33
  // South pole
33
34
  if (a_pos.y > 32766.5) {
34
- v_pos0.y = 1.0;
35
+ texturePos.y = 1.0;
35
36
  }
36
37
  #endif
37
38
 
38
- v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;
39
+ float perspectiveRatio = dot(u_perspective_transform, vec3(position, 1.0));
40
+ v_pos0 = vec3(texturePos * perspectiveRatio, perspectiveRatio);
41
+
42
+ vec2 parentPos = (texturePos * u_scale_parent) + u_tl_parent;
43
+ v_pos1 = vec3(parentPos * perspectiveRatio, perspectiveRatio);
39
44
  }
@@ -1,2 +1,2 @@
1
1
  // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
- export default 'uniform vec2 u_tl_parent;uniform float u_scale_parent;uniform float u_buffer_scale;uniform vec4 u_coords_top;uniform vec4 u_coords_bottom;layout(location=0) in vec2 a_pos;out vec2 v_pos0;out vec2 v_pos1;void main() {vec2 fractionalPos=a_pos/8192.0;vec2 position=mix(mix(u_coords_top.xy,u_coords_top.zw,fractionalPos.x),mix(u_coords_bottom.xy,u_coords_bottom.zw,fractionalPos.x),fractionalPos.y);gl_Position=projectTile(position,position);v_pos0=((fractionalPos-0.5)/u_buffer_scale)+0.5;\n#ifdef GLOBE\nif (a_pos.y <-32767.5) {v_pos0.y=0.0;}if (a_pos.y > 32766.5) {v_pos0.y=1.0;}\n#endif\nv_pos1=(v_pos0*u_scale_parent)+u_tl_parent;}';
2
+ export default 'uniform vec2 u_tl_parent;uniform float u_scale_parent;uniform float u_buffer_scale;uniform vec3 u_perspective_transform;uniform vec4 u_coords_top;uniform vec4 u_coords_bottom;layout(location=0) in vec2 a_pos;out vec3 v_pos0;out vec3 v_pos1;void main() {vec2 fractionalPos=a_pos/8192.0;vec2 position=mix(mix(u_coords_top.xy,u_coords_top.zw,fractionalPos.x),mix(u_coords_bottom.xy,u_coords_bottom.zw,fractionalPos.x),fractionalPos.y);gl_Position=projectTile(position,position);vec2 texturePos=((fractionalPos-0.5)/u_buffer_scale)+0.5;\n#ifdef GLOBE\nif (a_pos.y <-32767.5) {texturePos.y=0.0;}if (a_pos.y > 32766.5) {texturePos.y=1.0;}\n#endif\nfloat perspectiveRatio=dot(u_perspective_transform,vec3(position,1.0));v_pos0=vec3(texturePos*perspectiveRatio,perspectiveRatio);vec2 parentPos=(texturePos*u_scale_parent)+u_tl_parent;v_pos1=vec3(parentPos*perspectiveRatio,perspectiveRatio);}';
@@ -1,8 +1,8 @@
1
1
  layout(location = 0) in vec4 a_pos_offset;
2
- layout(location = 1) in vec4 a_data;
2
+ layout(location = 1) in uvec4 a_data;
3
3
  layout(location = 2) in vec4 a_pixeloffset;
4
4
  layout(location = 3) in vec3 a_projected_pos;
5
- layout(location = 4) in float a_fade_opacity;
5
+ layout(location = 4) in uint a_fade_opacity;
6
6
 
7
7
  uniform bool u_is_size_zoom_constant;
8
8
  uniform bool u_is_size_feature_constant;
@@ -35,10 +35,10 @@ void main() {
35
35
  vec2 a_pos = a_pos_offset.xy;
36
36
  vec2 a_offset = a_pos_offset.zw;
37
37
 
38
- vec2 a_tex = a_data.xy;
39
- vec2 a_size = a_data.zw;
38
+ vec2 a_tex = vec2(a_data.xy);
39
+ vec2 a_size = vec2(a_data.zw);
40
40
 
41
- float a_size_min = floor(a_size[0] * 0.5);
41
+ float a_size_min = float(a_data.z >> 1u);
42
42
  vec2 a_pxoffset = a_pixeloffset.xy;
43
43
  vec2 a_minFontScale = a_pixeloffset.zw / 256.0;
44
44
 
@@ -1,2 +1,2 @@
1
1
  // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
- export default 'layout(location=0) in vec4 a_pos_offset;layout(location=1) in vec4 a_data;layout(location=2) in vec4 a_pixeloffset;layout(location=3) in vec3 a_projected_pos;layout(location=4) in 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_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;uniform bool u_is_offset;out vec2 v_tex;flat out float v_total_opacity;\n#pragma maplibre: define lowp float opacity\nvoid main() {\n#pragma maplibre: 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);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_total_opacity=opacity*max(0.0,min(visibility,fade_opacity[0]+fade_change));if (v_total_opacity < 0.1){gl_Position=vec4(-2.,-2.,-2.,1.);return;}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);if (!u_is_offset) {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;\n#ifdef GLOBE\nif(u_pitch_with_map) {float anchor_pos_tile_y=(u_coord_matrix*vec4(projected_pos.xy/projected_pos.w,z,1.0)).y;projectionScaling=mix(projectionScaling,1.0/circumferenceRatioAtTileY(anchor_pos_tile_y)*u_pitched_scale,u_projection_transition);}\n#endif\nvec4 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;}';
2
+ export default 'layout(location=0) in vec4 a_pos_offset;layout(location=1) in uvec4 a_data;layout(location=2) in vec4 a_pixeloffset;layout(location=3) in vec3 a_projected_pos;layout(location=4) in uint 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_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;uniform bool u_is_offset;out vec2 v_tex;flat out float v_total_opacity;\n#pragma maplibre: define lowp float opacity\nvoid main() {\n#pragma maplibre: initialize lowp float opacity\nvec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=vec2(a_data.xy);vec2 a_size=vec2(a_data.zw);float a_size_min=float(a_data.z >> 1u);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);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_total_opacity=opacity*max(0.0,min(visibility,fade_opacity[0]+fade_change));if (v_total_opacity < 0.1){gl_Position=vec4(-2.,-2.,-2.,1.);return;}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);if (!u_is_offset) {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;\n#ifdef GLOBE\nif(u_pitch_with_map) {float anchor_pos_tile_y=(u_coord_matrix*vec4(projected_pos.xy/projected_pos.w,z,1.0)).y;projectionScaling=mix(projectionScaling,1.0/circumferenceRatioAtTileY(anchor_pos_tile_y)*u_pitched_scale,u_projection_transition);}\n#endif\nvec4 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;}';
@@ -1,8 +1,8 @@
1
1
  layout(location = 0) in vec4 a_pos_offset;
2
- layout(location = 1) in vec4 a_data;
2
+ layout(location = 1) in uvec4 a_data;
3
3
  layout(location = 2) in vec4 a_pixeloffset;
4
4
  layout(location = 3) in vec3 a_projected_pos;
5
- layout(location = 4) in float a_fade_opacity;
5
+ layout(location = 4) in uint a_fade_opacity;
6
6
 
7
7
  // contents of a_size vary based on the type of property value
8
8
  // used for {text,icon}-size.
@@ -50,10 +50,10 @@ void main() {
50
50
  vec2 a_pos = a_pos_offset.xy;
51
51
  vec2 a_offset = a_pos_offset.zw;
52
52
 
53
- vec2 a_tex = a_data.xy;
54
- vec2 a_size = a_data.zw;
53
+ vec2 a_tex = vec2(a_data.xy);
54
+ vec2 a_size = vec2(a_data.zw);
55
55
 
56
- float a_size_min = floor(a_size[0] * 0.5);
56
+ float a_size_min = float(a_data.z >> 1u);
57
57
  vec2 a_pxoffset = a_pixeloffset.xy / 16.0;
58
58
  vec2 a_minFontScale = a_pixeloffset.zw / 256.0;
59
59
 
@@ -1,2 +1,2 @@
1
1
  // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
- export default 'layout(location=0) in vec4 a_pos_offset;layout(location=1) in vec4 a_data;layout(location=2) in vec4 a_pixeloffset;layout(location=3) in vec3 a_projected_pos;layout(location=4) in 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 mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform bool u_is_along_line;uniform bool u_is_variable_anchor;uniform highp float u_pitch;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform highp float u_camera_to_center_distance;uniform float u_fade_change;uniform vec2 u_texsize;uniform vec2 u_translation;uniform float u_pitched_scale;uniform bool u_is_offset;out vec2 v_data0;out vec3 v_data1;\n#pragma maplibre: define highp vec4 fill_color\n#pragma maplibre: define highp vec4 halo_color\n#pragma maplibre: define lowp float opacity\n#pragma maplibre: define lowp float halo_width\n#pragma maplibre: define lowp float halo_blur\nvoid main() {\n#pragma maplibre: initialize highp vec4 fill_color\n#pragma maplibre: initialize highp vec4 halo_color\n#pragma maplibre: initialize lowp float opacity\n#pragma maplibre: initialize lowp float halo_width\n#pragma maplibre: initialize lowp float halo_blur\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/16.0;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);vec2 fade_opacity=unpack_opacity(a_fade_opacity);float visibility=calculate_visibility(projectedPoint);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;float interpolated_fade_opacity=max(0.0,min(visibility,fade_opacity[0]+fade_change));float total_opacity=opacity*interpolated_fade_opacity;if (total_opacity < 0.1){gl_Position=vec4(-2.,-2.,-2.,1.);return;}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);if (!u_is_offset) {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;\n#ifdef GLOBE\nif(u_pitch_with_map) {float anchor_pos_tile_y=(u_coord_matrix*vec4(projected_pos.xy/projected_pos.w,z,1.0)).y;projectionScaling=mix(projectionScaling,1.0/circumferenceRatioAtTileY(anchor_pos_tile_y)*u_pitched_scale,u_projection_transition);}\n#endif\nvec4 finalPos=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*max(a_minFontScale,fontScale)+a_pxoffset)*projectionScaling,z,1.0);if(u_pitch_with_map) {finalPos=projectTileWithElevation(finalPos.xy,finalPos.z);}float gamma_scale=finalPos.w;gl_Position=finalPos;v_data0=a_tex/u_texsize;v_data1=vec3(gamma_scale,size,total_opacity);}';
2
+ export default 'layout(location=0) in vec4 a_pos_offset;layout(location=1) in uvec4 a_data;layout(location=2) in vec4 a_pixeloffset;layout(location=3) in vec3 a_projected_pos;layout(location=4) in uint 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 mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform bool u_is_along_line;uniform bool u_is_variable_anchor;uniform highp float u_pitch;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform highp float u_camera_to_center_distance;uniform float u_fade_change;uniform vec2 u_texsize;uniform vec2 u_translation;uniform float u_pitched_scale;uniform bool u_is_offset;out vec2 v_data0;out vec3 v_data1;\n#pragma maplibre: define highp vec4 fill_color\n#pragma maplibre: define highp vec4 halo_color\n#pragma maplibre: define lowp float opacity\n#pragma maplibre: define lowp float halo_width\n#pragma maplibre: define lowp float halo_blur\nvoid main() {\n#pragma maplibre: initialize highp vec4 fill_color\n#pragma maplibre: initialize highp vec4 halo_color\n#pragma maplibre: initialize lowp float opacity\n#pragma maplibre: initialize lowp float halo_width\n#pragma maplibre: initialize lowp float halo_blur\nvec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=vec2(a_data.xy);vec2 a_size=vec2(a_data.zw);float a_size_min=float(a_data.z >> 1u);vec2 a_pxoffset=a_pixeloffset.xy/16.0;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);vec2 fade_opacity=unpack_opacity(a_fade_opacity);float visibility=calculate_visibility(projectedPoint);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;float interpolated_fade_opacity=max(0.0,min(visibility,fade_opacity[0]+fade_change));float total_opacity=opacity*interpolated_fade_opacity;if (total_opacity < 0.1){gl_Position=vec4(-2.,-2.,-2.,1.);return;}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);if (!u_is_offset) {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;\n#ifdef GLOBE\nif(u_pitch_with_map) {float anchor_pos_tile_y=(u_coord_matrix*vec4(projected_pos.xy/projected_pos.w,z,1.0)).y;projectionScaling=mix(projectionScaling,1.0/circumferenceRatioAtTileY(anchor_pos_tile_y)*u_pitched_scale,u_projection_transition);}\n#endif\nvec4 finalPos=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*max(a_minFontScale,fontScale)+a_pxoffset)*projectionScaling,z,1.0);if(u_pitch_with_map) {finalPos=projectTileWithElevation(finalPos.xy,finalPos.z);}float gamma_scale=finalPos.w;gl_Position=finalPos;v_data0=a_tex/u_texsize;v_data1=vec3(gamma_scale,size,total_opacity);}';
@@ -1,7 +1,7 @@
1
1
  layout(location = 0) in vec4 a_pos_offset;
2
- layout(location = 1) in vec4 a_data;
2
+ layout(location = 1) in uvec4 a_data;
3
3
  layout(location = 2) in vec3 a_projected_pos;
4
- layout(location = 3) in float a_fade_opacity;
4
+ layout(location = 3) in uint a_fade_opacity;
5
5
 
6
6
  // contents of a_size vary based on the type of property value
7
7
  // used for {text,icon}-size.
@@ -51,11 +51,11 @@ void main() {
51
51
  vec2 a_pos = a_pos_offset.xy;
52
52
  vec2 a_offset = a_pos_offset.zw;
53
53
 
54
- vec2 a_tex = a_data.xy;
55
- vec2 a_size = a_data.zw;
54
+ vec2 a_tex = vec2(a_data.xy);
55
+ vec2 a_size = vec2(a_data.zw);
56
56
 
57
- float a_size_min = floor(a_size[0] * 0.5);
58
- float is_sdf = a_size[0] - 2.0 * a_size_min;
57
+ float a_size_min = float(a_data.z >> 1u);
58
+ float is_sdf = float(a_data.z & 1u);
59
59
 
60
60
  float ele = get_elevation(a_pos);
61
61
  highp float segment_angle = -a_projected_pos[2];
@@ -1,2 +1,2 @@
1
1
  // This file is generated. Edit build/generate-shaders.ts, then run `npm run codegen`.
2
- export default 'layout(location=0) in vec4 a_pos_offset;layout(location=1) in vec4 a_data;layout(location=2) in vec3 a_projected_pos;layout(location=3) in 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 mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform highp float u_pitch;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform highp float u_camera_to_center_distance;uniform float u_fade_change;uniform vec2 u_texsize;uniform vec2 u_texsize_icon;uniform bool u_is_along_line;uniform bool u_is_variable_anchor;uniform vec2 u_translation;uniform float u_pitched_scale;uniform bool u_is_offset;out vec4 v_data0;out vec3 v_data1;flat out float v_is_sdf;\n#pragma maplibre: define highp vec4 fill_color\n#pragma maplibre: define highp vec4 halo_color\n#pragma maplibre: define lowp float opacity\n#pragma maplibre: define lowp float halo_width\n#pragma maplibre: define lowp float halo_blur\nvoid main() {\n#pragma maplibre: initialize highp vec4 fill_color\n#pragma maplibre: initialize highp vec4 halo_color\n#pragma maplibre: initialize lowp float opacity\n#pragma maplibre: initialize lowp float halo_width\n#pragma maplibre: initialize lowp float halo_blur\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);float is_sdf=a_size[0]-2.0*a_size_min;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);vec2 fade_opacity=unpack_opacity(a_fade_opacity);float visibility=calculate_visibility(projectedPoint);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;float interpolated_fade_opacity=max(0.0,min(visibility,fade_opacity[0]+fade_change));float total_opacity=opacity*interpolated_fade_opacity;if (total_opacity < 0.1){gl_Position=vec4(-2.,-2.,-2.,1.);return;}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);if (!u_is_offset) {size*=perspective_ratio;}float fontScale=size/24.0;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;\n#ifdef GLOBE\nif(u_pitch_with_map && !u_is_along_line) {float anchor_pos_tile_y=(u_coord_matrix*vec4(projected_pos.xy/projected_pos.w,z,1.0)).y;projectionScaling=mix(projectionScaling,1.0/circumferenceRatioAtTileY(anchor_pos_tile_y)*u_pitched_scale,u_projection_transition);}\n#endif\nvec4 finalPos=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*fontScale)*projectionScaling,z,1.0);if(u_pitch_with_map) {finalPos=projectTileWithElevation(finalPos.xy,finalPos.z);}float gamma_scale=finalPos.w;gl_Position=finalPos;v_data0.xy=a_tex/u_texsize;v_data0.zw=a_tex/u_texsize_icon;v_data1=vec3(gamma_scale,size,total_opacity);v_is_sdf=is_sdf;}';
2
+ export default 'layout(location=0) in vec4 a_pos_offset;layout(location=1) in uvec4 a_data;layout(location=2) in vec3 a_projected_pos;layout(location=3) in uint 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 mat4 u_label_plane_matrix;uniform mat4 u_coord_matrix;uniform bool u_is_text;uniform bool u_pitch_with_map;uniform highp float u_pitch;uniform bool u_rotate_symbol;uniform highp float u_aspect_ratio;uniform highp float u_camera_to_center_distance;uniform float u_fade_change;uniform vec2 u_texsize;uniform vec2 u_texsize_icon;uniform bool u_is_along_line;uniform bool u_is_variable_anchor;uniform vec2 u_translation;uniform float u_pitched_scale;uniform bool u_is_offset;out vec4 v_data0;out vec3 v_data1;flat out float v_is_sdf;\n#pragma maplibre: define highp vec4 fill_color\n#pragma maplibre: define highp vec4 halo_color\n#pragma maplibre: define lowp float opacity\n#pragma maplibre: define lowp float halo_width\n#pragma maplibre: define lowp float halo_blur\nvoid main() {\n#pragma maplibre: initialize highp vec4 fill_color\n#pragma maplibre: initialize highp vec4 halo_color\n#pragma maplibre: initialize lowp float opacity\n#pragma maplibre: initialize lowp float halo_width\n#pragma maplibre: initialize lowp float halo_blur\nvec2 a_pos=a_pos_offset.xy;vec2 a_offset=a_pos_offset.zw;vec2 a_tex=vec2(a_data.xy);vec2 a_size=vec2(a_data.zw);float a_size_min=float(a_data.z >> 1u);float is_sdf=float(a_data.z & 1u);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);vec2 fade_opacity=unpack_opacity(a_fade_opacity);float visibility=calculate_visibility(projectedPoint);float fade_change=fade_opacity[1] > 0.5 ? u_fade_change :-u_fade_change;float interpolated_fade_opacity=max(0.0,min(visibility,fade_opacity[0]+fade_change));float total_opacity=opacity*interpolated_fade_opacity;if (total_opacity < 0.1){gl_Position=vec4(-2.,-2.,-2.,1.);return;}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);if (!u_is_offset) {size*=perspective_ratio;}float fontScale=size/24.0;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;\n#ifdef GLOBE\nif(u_pitch_with_map && !u_is_along_line) {float anchor_pos_tile_y=(u_coord_matrix*vec4(projected_pos.xy/projected_pos.w,z,1.0)).y;projectionScaling=mix(projectionScaling,1.0/circumferenceRatioAtTileY(anchor_pos_tile_y)*u_pitched_scale,u_projection_transition);}\n#endif\nvec4 finalPos=u_coord_matrix*vec4(projected_pos.xy/projected_pos.w+rotation_matrix*(a_offset/32.0*fontScale)*projectionScaling,z,1.0);if(u_pitch_with_map) {finalPos=projectTileWithElevation(finalPos.xy,finalPos.z);}float gamma_scale=finalPos.w;gl_Position=finalPos;v_data0.xy=a_tex/u_texsize;v_data0.zw=a_tex/u_texsize_icon;v_data1=vec3(gamma_scale,size,total_opacity);v_is_sdf=is_sdf;}';
@@ -201,6 +201,37 @@ describe('CanvasSource', () => {
201
201
  expect(tile.state).toBe('loaded');
202
202
  });
203
203
 
204
+ test('deletes its texture when a static source is removed', () => {
205
+ const source = createSource({animate: false});
206
+ source.onAdd(map);
207
+
208
+ const texture = {update: vi.fn(), destroy: vi.fn()} as any;
209
+ source.texture = texture;
210
+
211
+ source.onRemove();
212
+
213
+ expect(texture.destroy).toHaveBeenCalledTimes(1);
214
+ expect(source.texture).toBeNull();
215
+ });
216
+
217
+ test('deletes its texture when an animating source is removed, without uploading the canvas into it first', () => {
218
+ const source = createSource({animate: true});
219
+ const tile = new Tile(new OverscaledTileID(1, 0, 1, 0, 0), 512);
220
+ source.onAdd(map);
221
+ source.tiles[String(tile.tileID.wrap)] = tile;
222
+
223
+ const texture = {update: vi.fn(), destroy: vi.fn()} as any;
224
+ source.texture = texture;
225
+
226
+ expect(source.hasTransition()).toBe(true);
227
+
228
+ source.onRemove();
229
+
230
+ expect(texture.update).not.toHaveBeenCalled();
231
+ expect(texture.destroy).toHaveBeenCalledTimes(1);
232
+ expect(source.texture).toBeNull();
233
+ expect(source.hasTransition()).toBe(false);
234
+ });
204
235
  });
205
236
 
206
237
  test('CanvasSource.serialize', () => {
@@ -154,7 +154,8 @@ export class CanvasSource extends ImageSource {
154
154
  }
155
155
 
156
156
  onRemove(): void {
157
- this.pause();
157
+ this._playing = false;
158
+ super.onRemove();
158
159
  }
159
160
 
160
161
  prepare(): void {
@@ -219,6 +219,94 @@ describe('geojson tile worker source', () => {
219
219
  expect(res.rawTileData).toBeDefined();
220
220
  });
221
221
 
222
+ test('GeoJSONWorkerSource.reloadTile should include rawTileData in result when loadTile and reloadTile were aborted', async () => {
223
+ // Simulates scenario where loadTile + reloadTile + reloadTile all fire before the previous call can resolve
224
+
225
+ const layerIndex = new StyleLayerIndex([{
226
+ id: 'test',
227
+ source: 'source',
228
+ 'source-layer': '_geojsonTileLayer',
229
+ type: 'symbol',
230
+ layout: {
231
+ 'icon-image': 'hello',
232
+ 'text-font': ['StandardFont-Bold'],
233
+ 'text-field': '{name}'
234
+ }
235
+ }]);
236
+
237
+ let sendAsyncShouldAbort = false;
238
+ const actor = {
239
+ sendAsync: (message: {type: string; data: unknown}, abortController: AbortController) => {
240
+ if (sendAsyncShouldAbort) {
241
+ return new Promise((_resolve, reject) => {
242
+ reject('aborted by test');
243
+ });
244
+ }
245
+
246
+ return new Promise((resolve, reject) => {
247
+ const res = setTimeout(() => {
248
+ const response = message.type === 'getImages' ?
249
+ {'hello': {width: 1, height: 1, data: new Uint8Array([0])}} :
250
+ {'StandardFont-Bold': {width: 1, height: 1, data: new Uint8Array([0])}};
251
+ resolve(response);
252
+ }, 100);
253
+ abortController.signal.addEventListener('abort', () => {
254
+ clearTimeout(res);
255
+ reject('aborted by abortController');
256
+ });
257
+ });
258
+ }
259
+ };
260
+
261
+ // Step 1: Create source and load data
262
+ const source = new GeoJSONWorkerSource(actor, layerIndex, ['hello']);
263
+ const geoJson = {
264
+ type: 'FeatureCollection',
265
+ features: [{
266
+ type: 'Feature',
267
+ id: 1,
268
+ geometry: {
269
+ type: 'Point',
270
+ coordinates: [0, 0]
271
+ },
272
+ properties: {
273
+ name: 'test'
274
+ }
275
+ }]
276
+ } as GeoJSON.GeoJSON;
277
+ await source.loadData({source: 'source', data: geoJson, geojsonVtOptions: {}} as LoadGeoJSONParameters);
278
+
279
+ // Step 2: Call loadTile and have it abort
280
+ sendAsyncShouldAbort = true;
281
+ await expect(source.loadTile({
282
+ source: 'source',
283
+ uid: 0,
284
+ tileID: {overscaledZ: 0, wrap: 0, canonical: {x: 0, y: 0, z: 0, w: 0}},
285
+ subdivisionGranularity: SubdivisionGranularitySetting.noSubdivision,
286
+ } as any as WorkerTileParameters)).rejects.toThrow(/aborted/);
287
+
288
+ // Step 3: Call reloadTile and have it abort
289
+ sendAsyncShouldAbort = true;
290
+ await expect(source.reloadTile({
291
+ source: 'source',
292
+ uid: 0,
293
+ tileID: {overscaledZ: 0, wrap: 0, canonical: {x: 0, y: 0, z: 0, w: 0}},
294
+ subdivisionGranularity: SubdivisionGranularitySetting.noSubdivision,
295
+ } as any as WorkerTileParameters)).rejects.toThrow(/aborted/);
296
+
297
+ // Step 4: Call reloadTile
298
+ sendAsyncShouldAbort = false;
299
+ const res = await source.reloadTile({
300
+ source: 'source',
301
+ uid: 0,
302
+ tileID: {overscaledZ: 0, wrap: 0, canonical: {x: 0, y: 0, z: 0, w: 0}},
303
+ subdivisionGranularity: SubdivisionGranularitySetting.noSubdivision,
304
+ } as any as WorkerTileParameters) as WorkerTileWithData;
305
+
306
+ expect(res).toBeDefined();
307
+ expect(res.rawTileData).toBeDefined();
308
+ });
309
+
222
310
  test('GeoJSONWorkerSource.loadTile returns null for an empty tile', async () => {
223
311
  const source = new GeoJSONWorkerSource(actor, new StyleLayerIndex(), []);
224
312
  await source.loadData({source: 'source', data: {type: 'FeatureCollection', features: []}, geojsonVtOptions: {}} as LoadGeoJSONParameters);
@@ -6,7 +6,7 @@ import {GeoJSONVT, type GeoJSONVTOptions} from '@maplibre/geojson-vt';
6
6
  import {createExpression, type FilterSpecification} from '@maplibre/maplibre-gl-style-spec';
7
7
  import {isAbortError} from '../util/abort_error.ts';
8
8
  import {WorkerTile} from './worker_tile.ts';
9
- import {WorkerTileState, type ParsingState} from './worker_tile_state.ts';
9
+ import {WorkerTileState} from './worker_tile_state.ts';
10
10
  import {extend, JSON_PREFIX} from '../util/util.ts';
11
11
 
12
12
  import type {GeoJSONSourceDiff} from './geojson_source_diff.ts';
@@ -113,52 +113,29 @@ export class GeoJSONWorkerSource implements WorkerSource {
113
113
 
114
114
  workerTile.vectorTile = vectorTile;
115
115
  this.tileState.markLoaded(uid, workerTile);
116
+ const parsingState = {rawData};
117
+ this.tileState.setParsing(uid, parsingState);
116
118
 
117
- const parseState = {rawData};
118
- this.tileState.setParsing(uid, parseState); // Keep data so reloadTile can access if parse is canceled.
119
- try {
120
- return await this._parseWorkerTile(workerTile, params, parseState);
121
- } finally {
122
- this.tileState.removeParsing(uid);
123
- }
119
+ return await this._parseWorkerTile(workerTile, params);
124
120
  } catch (err) {
125
- workerTile.status = 'done';
126
121
  this.tileState.markLoaded(uid, workerTile);
127
122
  throw err;
128
123
  }
129
124
  }
130
125
 
131
- private async _reloadLoadedTile(params: WorkerTileParameters): Promise<WorkerTileResult> {
132
- const uid = params.uid;
126
+ async _parseWorkerTile(workerTile: WorkerTile, params: WorkerTileParameters): Promise<WorkerTileResult> {
127
+ const parseState = this.tileState.getParsing(workerTile.uid);
133
128
 
134
- const workerTile = this.tileState.getLoaded(uid);
135
- if (!workerTile) throw new Error('Should not be trying to reload a tile that was never loaded or has been removed');
136
-
137
- workerTile.showCollisionBoxes = params.showCollisionBoxes;
138
-
139
- if (workerTile.status === 'parsing') {
140
- // If we are cancelling the original parse, make sure to pass the rawData from the original parse.
141
- const parseState = this.tileState.getParsing(uid);
142
- try {
143
- return await this._parseWorkerTile(workerTile, params, parseState);
144
- } finally {
145
- this.tileState.removeParsing(uid);
146
- }
147
- }
148
-
149
- // If there was no vector tile data on the initial load, don't try and reparse the tile.
150
- if (workerTile.status === 'done' && workerTile.vectorTile) {
151
- return await this._parseWorkerTile(workerTile, params);
152
- }
153
- }
154
-
155
- async _parseWorkerTile(workerTile: WorkerTile, params: WorkerTileParameters, parseState?: ParsingState): Promise<WorkerTileResult> {
156
129
  let result = await workerTile.parse(workerTile.vectorTile, this.layerIndex, this.availableImages, this.actor, params.subdivisionGranularity);
157
130
 
131
+ // We need to pass rawTileData back to the main thread so that it can be stored in the Tile and FeatureIndex.
132
+ // After the main thread has successfully received and stored rawTileData,
133
+ // we no longer need to store it in the worker or transfer additional copies of it.
158
134
  if (parseState) {
159
135
  const {rawData} = parseState;
160
- // Transferring a copy of rawTileData because the worker needs to retain its copy.
136
+ // Return a copy of rawData to the main thread to avoid clearing the worker's buffer
161
137
  result = extend({rawTileData: rawData.slice(0), encoding: 'mvt'}, result);
138
+ this.tileState.removeParsing(workerTile.uid);
162
139
  }
163
140
 
164
141
  return result;
@@ -241,14 +218,20 @@ export class GeoJSONWorkerSource implements WorkerSource {
241
218
  * @param params - the parameters
242
219
  * @returns A promise that resolves when the tile is reloaded
243
220
  */
244
- reloadTile(params: WorkerTileParameters): Promise<WorkerTileResult> {
245
- const tile = this.tileState.getLoaded(params.uid);
221
+ async reloadTile(params: WorkerTileParameters): Promise<WorkerTileResult> {
222
+ const uid = params.uid;
223
+ const workerTile = this.tileState.getLoaded(uid);
224
+ if (!workerTile) {
225
+ return await this.loadTile(params);
226
+ }
246
227
 
247
- if (tile) {
248
- return this._reloadLoadedTile(params);
228
+ // If there was no vector tile data on the initial load, don't try to reparse the tile.
229
+ if (!workerTile.vectorTile) {
230
+ return;
249
231
  }
250
232
 
251
- return this.loadTile(params);
233
+ workerTile.showCollisionBoxes = params.showCollisionBoxes;
234
+ return await this._parseWorkerTile(workerTile, params);
252
235
  }
253
236
 
254
237
  /**