tangram-core 0.3.0__cp310-cp310-manylinux_2_28_aarch64.whl

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Files changed (162) hide show
  1. tangram_core/App.vue +441 -0
  2. tangram_core/CommandPalette.vue +200 -0
  3. tangram_core/HighlightText.vue +32 -0
  4. tangram_core/__Timeline.vue +300 -0
  5. tangram_core/__init__.py +5 -0
  6. tangram_core/__main__.py +331 -0
  7. tangram_core/_core.cpython-310-aarch64-linux-gnu.so +0 -0
  8. tangram_core/_core.pyi +38 -0
  9. tangram_core/api.ts +652 -0
  10. tangram_core/backend.py +458 -0
  11. tangram_core/components.ts +2 -0
  12. tangram_core/config.py +167 -0
  13. tangram_core/dist-frontend/aggregation-layers.js +521 -0
  14. tangram_core/dist-frontend/aggregation-layers.js.map +1 -0
  15. tangram_core/dist-frontend/assets/_commonjsHelpers-CqkleIqs.js +2 -0
  16. tangram_core/dist-frontend/assets/_commonjsHelpers-CqkleIqs.js.map +1 -0
  17. tangram_core/dist-frontend/assets/array-utils-flat-BBMak426.js +11 -0
  18. tangram_core/dist-frontend/assets/array-utils-flat-BBMak426.js.map +1 -0
  19. tangram_core/dist-frontend/assets/assert-cyW4mg7q.js +3 -0
  20. tangram_core/dist-frontend/assets/assert-cyW4mg7q.js.map +1 -0
  21. tangram_core/dist-frontend/assets/b612-latin-400-italic-DePNXA0a.woff +0 -0
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  27. tangram_core/dist-frontend/assets/clip-extension-D-rbmFPj.js +26 -0
  28. tangram_core/dist-frontend/assets/clip-extension-D-rbmFPj.js.map +1 -0
  29. tangram_core/dist-frontend/assets/color-CUNNsFV-.js +17 -0
  30. tangram_core/dist-frontend/assets/color-CUNNsFV-.js.map +1 -0
  31. tangram_core/dist-frontend/assets/cube-geometry-v0HQ793i.js +2 -0
  32. tangram_core/dist-frontend/assets/cube-geometry-v0HQ793i.js.map +1 -0
  33. tangram_core/dist-frontend/assets/deep-equal-BTW2ZN6S.js +2 -0
  34. tangram_core/dist-frontend/assets/deep-equal-BTW2ZN6S.js.map +1 -0
  35. tangram_core/dist-frontend/assets/fly-to-interpolator-CIXGjOdo.js +2 -0
  36. tangram_core/dist-frontend/assets/fly-to-interpolator-CIXGjOdo.js.map +1 -0
  37. tangram_core/dist-frontend/assets/geojson-layer-DgMOQ4Qu.js +1010 -0
  38. tangram_core/dist-frontend/assets/geojson-layer-DgMOQ4Qu.js.map +1 -0
  39. tangram_core/dist-frontend/assets/globe-view-Day_n1iB.js +94 -0
  40. tangram_core/dist-frontend/assets/globe-view-Day_n1iB.js.map +1 -0
  41. tangram_core/dist-frontend/assets/globe-viewport-tqhQW7C4.js +2 -0
  42. tangram_core/dist-frontend/assets/globe-viewport-tqhQW7C4.js.map +1 -0
  43. tangram_core/dist-frontend/assets/image-loader-hHJsndO6.js +2 -0
  44. tangram_core/dist-frontend/assets/image-loader-hHJsndO6.js.map +1 -0
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  53. tangram_core/dist-frontend/assets/inconsolata-vietnamese-400-normal-ByiM2lek.woff +0 -0
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  55. tangram_core/dist-frontend/assets/inconsolata-vietnamese-700-normal-DLCFFAUf.woff +0 -0
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  57. tangram_core/dist-frontend/assets/index-CcogpxdD.js +824 -0
  58. tangram_core/dist-frontend/assets/index-CcogpxdD.js.map +1 -0
  59. tangram_core/dist-frontend/assets/index-SSLdizTv.css +1 -0
  60. tangram_core/dist-frontend/assets/layer-DPcO4AXQ.js +555 -0
  61. tangram_core/dist-frontend/assets/layer-DPcO4AXQ.js.map +1 -0
  62. tangram_core/dist-frontend/assets/layer-extension-CYwTXf73.js +2 -0
  63. tangram_core/dist-frontend/assets/layer-extension-CYwTXf73.js.map +1 -0
  64. tangram_core/dist-frontend/assets/mesh-layers-wiqredoy.js +1123 -0
  65. tangram_core/dist-frontend/assets/mesh-layers-wiqredoy.js.map +1 -0
  66. tangram_core/dist-frontend/assets/orthographic-viewport-B4nCj5tn.js +2 -0
  67. tangram_core/dist-frontend/assets/orthographic-viewport-B4nCj5tn.js.map +1 -0
  68. tangram_core/dist-frontend/assets/pick-layers-pass-C-3k0wbN.js +2 -0
  69. tangram_core/dist-frontend/assets/pick-layers-pass-C-3k0wbN.js.map +1 -0
  70. tangram_core/dist-frontend/assets/project-BTjD2Imj.js +760 -0
  71. tangram_core/dist-frontend/assets/project-BTjD2Imj.js.map +1 -0
  72. tangram_core/dist-frontend/assets/roboto-condensed-cyrillic-400-italic-4qS3_zkX.woff2 +0 -0
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  120. tangram_core/dist-frontend/assets/shader-Cbdysp2j.js +843 -0
  121. tangram_core/dist-frontend/assets/shader-Cbdysp2j.js.map +1 -0
  122. tangram_core/dist-frontend/assets/solid-polygon-layer-DJFl_7Ca.js +392 -0
  123. tangram_core/dist-frontend/assets/solid-polygon-layer-DJFl_7Ca.js.map +1 -0
  124. tangram_core/dist-frontend/assets/tesselator-CENyUZ2p.js +2 -0
  125. tangram_core/dist-frontend/assets/tesselator-CENyUZ2p.js.map +1 -0
  126. tangram_core/dist-frontend/assets/webgl-developer-tools-utTNOsNf.js +7 -0
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  128. tangram_core/dist-frontend/assets/webgl-device-BYRB-GQX.js +3 -0
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  130. tangram_core/dist-frontend/assets/widget-BjgEeHAL.js +2 -0
  131. tangram_core/dist-frontend/assets/widget-BjgEeHAL.js.map +1 -0
  132. tangram_core/dist-frontend/core.js +60 -0
  133. tangram_core/dist-frontend/core.js.map +1 -0
  134. tangram_core/dist-frontend/extensions.js +609 -0
  135. tangram_core/dist-frontend/extensions.js.map +1 -0
  136. tangram_core/dist-frontend/favicon.ico +0 -0
  137. tangram_core/dist-frontend/favicon.png +0 -0
  138. tangram_core/dist-frontend/geo-layers.js +115 -0
  139. tangram_core/dist-frontend/geo-layers.js.map +1 -0
  140. tangram_core/dist-frontend/index.html +39 -0
  141. tangram_core/dist-frontend/json.js +3 -0
  142. tangram_core/dist-frontend/json.js.map +1 -0
  143. tangram_core/dist-frontend/layers.js +268 -0
  144. tangram_core/dist-frontend/layers.js.map +1 -0
  145. tangram_core/dist-frontend/mapbox.js +2 -0
  146. tangram_core/dist-frontend/mapbox.js.map +1 -0
  147. tangram_core/dist-frontend/mesh-layers.js +2 -0
  148. tangram_core/dist-frontend/mesh-layers.js.map +1 -0
  149. tangram_core/dist-frontend/widgets.js +3 -0
  150. tangram_core/dist-frontend/widgets.js.map +1 -0
  151. tangram_core/main.ts +28 -0
  152. tangram_core/package.json +62 -0
  153. tangram_core/plugin.py +109 -0
  154. tangram_core/plugin.ts +47 -0
  155. tangram_core/redis.py +89 -0
  156. tangram_core/user.css +114 -0
  157. tangram_core/utils.ts +143 -0
  158. tangram_core/vite-plugin-tangram.mjs +155 -0
  159. tangram_core-0.3.0.dist-info/METADATA +101 -0
  160. tangram_core-0.3.0.dist-info/RECORD +162 -0
  161. tangram_core-0.3.0.dist-info/WHEEL +4 -0
  162. tangram_core-0.3.0.dist-info/entry_points.txt +2 -0
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deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { project } from '@deck.gl/core';\nconst uniformBlock = /* glsl */ `\\\nuniform brushingUniforms {\n bool enabled;\n highp int target;\n vec2 mousePos;\n float radius;\n} brushing;\n`;\nconst vertex = /* glsl */ `\n in vec2 brushingTargets;\n\n out float brushing_isVisible;\n\n bool brushing_isPointInRange(vec2 position) {\n if (!brushing.enabled) {\n return true;\n }\n vec2 source_commonspace = project_position(position);\n vec2 target_commonspace = project_position(brushing.mousePos);\n float distance = length((target_commonspace - source_commonspace) / project.commonUnitsPerMeter.xy);\n\n return distance <= brushing.radius;\n }\n\n bool brushing_arePointsInRange(vec2 sourcePos, vec2 targetPos) {\n return brushing_isPointInRange(sourcePos) || brushing_isPointInRange(targetPos);\n }\n\n void brushing_setVisible(bool visible) {\n brushing_isVisible = float(visible);\n }\n`;\nconst vs = `\n${uniformBlock}\n${vertex}\n`;\nconst fragment = /* glsl */ `\n in float brushing_isVisible;\n`;\nconst fs = `\n${uniformBlock}\n${fragment}\n`;\nconst TARGET = {\n source: 0,\n target: 1,\n custom: 2,\n source_target: 3\n};\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n vec2 brushingTarget;\n vec2 brushingSource;\n if (brushing.target == 3) {\n brushingTarget = geometry.worldPositionAlt.xy;\n brushingSource = geometry.worldPosition.xy;\n } else if (brushing.target == 0) {\n brushingTarget = geometry.worldPosition.xy;\n } else if (brushing.target == 1) {\n brushingTarget = geometry.worldPositionAlt.xy;\n } else {\n brushingTarget = brushingTargets;\n }\n bool visible;\n if (brushing.target == 3) {\n visible = brushing_arePointsInRange(brushingSource, brushingTarget);\n } else {\n visible = brushing_isPointInRange(brushingTarget);\n }\n brushing_setVisible(visible);\n `,\n 'fs:DECKGL_FILTER_COLOR': `\n if (brushing.enabled && brushing_isVisible < 0.5) {\n discard;\n }\n `\n};\nexport default {\n name: 'brushing',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: (opts) => {\n if (!opts || !('viewport' in opts)) {\n return {};\n }\n const { brushingEnabled = true, brushingRadius = 10000, brushingTarget = 'source', mousePosition, viewport } = opts;\n return {\n enabled: Boolean(brushingEnabled && mousePosition && viewport.containsPixel(mousePosition)),\n radius: brushingRadius,\n target: TARGET[brushingTarget] || 0,\n mousePos: mousePosition\n ? viewport.unproject([mousePosition.x - viewport.x, mousePosition.y - viewport.y])\n : [0, 0]\n };\n },\n uniformTypes: {\n enabled: 'i32',\n target: 'i32',\n mousePos: 'vec2<f32>',\n radius: 'f32'\n }\n};\n//# sourceMappingURL=shader-module.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { LayerExtension } from '@deck.gl/core';\nimport shaderModule from \"./shader-module.js\";\nconst defaultProps = {\n getBrushingTarget: { type: 'accessor', value: [0, 0] },\n brushingTarget: 'source',\n brushingEnabled: true,\n brushingRadius: 10000\n};\n/** Adds GPU-based data brushing functionalities to layers. It allows the layer to show/hide objects based on the current pointer position. */\nclass BrushingExtension extends LayerExtension {\n getShaders() {\n return {\n modules: [shaderModule]\n };\n }\n initializeState(context, extension) {\n const attributeManager = this.getAttributeManager();\n if (attributeManager) {\n attributeManager.add({\n brushingTargets: {\n size: 2,\n stepMode: 'dynamic',\n accessor: 'getBrushingTarget'\n }\n });\n }\n // Trigger redraw when mouse moves\n const onMouseMove = () => {\n this.getCurrentLayer()?.setNeedsRedraw();\n };\n // TODO - expose this in a better way\n this.state.onMouseMove = onMouseMove;\n if (context.deck) {\n // @ts-expect-error (2446) accessing protected property\n context.deck.eventManager.on({\n pointermove: onMouseMove,\n pointerleave: onMouseMove\n });\n }\n }\n finalizeState(context, extension) {\n // Remove event listeners\n if (context.deck) {\n const onMouseMove = this.state.onMouseMove;\n // @ts-expect-error (2446) accessing protected property\n context.deck.eventManager.off({\n pointermove: onMouseMove,\n pointerleave: onMouseMove\n });\n }\n }\n draw(params, extension) {\n const { viewport, mousePosition } = params.context;\n const { brushingEnabled, brushingRadius, brushingTarget } = this.props;\n const brushingProps = {\n viewport,\n mousePosition,\n brushingEnabled,\n brushingRadius,\n brushingTarget\n };\n this.setShaderModuleProps({ brushing: brushingProps });\n }\n}\nBrushingExtension.defaultProps = defaultProps;\nBrushingExtension.extensionName = 'BrushingExtension';\nexport default BrushingExtension;\n//# sourceMappingURL=brushing-extension.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nconst uniformBlock = /* glsl */ `\\\nuniform dataFilterUniforms {\n bool useSoftMargin;\n bool enabled;\n bool transformSize;\n bool transformColor;\n#ifdef DATAFILTER_TYPE\n DATAFILTER_TYPE min;\n DATAFILTER_TYPE softMin;\n DATAFILTER_TYPE softMax;\n DATAFILTER_TYPE max;\n#ifdef DATAFILTER_DOUBLE\n DATAFILTER_TYPE min64High;\n DATAFILTER_TYPE max64High;\n#endif\n#endif\n#ifdef DATACATEGORY_TYPE\n highp uvec4 categoryBitMask;\n#endif\n} dataFilter;\n`;\nconst vertex = /* glsl */ `\n#ifdef DATAFILTER_TYPE\n in DATAFILTER_TYPE filterValues;\n#ifdef DATAFILTER_DOUBLE\n in DATAFILTER_TYPE filterValues64Low;\n#endif\n#endif\n\n#ifdef DATACATEGORY_TYPE\n in DATACATEGORY_TYPE filterCategoryValues;\n#endif\n\nout float dataFilter_value;\n\nfloat dataFilter_reduceValue(float value) {\n return value;\n}\nfloat dataFilter_reduceValue(vec2 value) {\n return min(value.x, value.y);\n}\nfloat dataFilter_reduceValue(vec3 value) {\n return min(min(value.x, value.y), value.z);\n}\nfloat dataFilter_reduceValue(vec4 value) {\n return min(min(value.x, value.y), min(value.z, value.w));\n}\n\n#ifdef DATAFILTER_TYPE\n void dataFilter_setValue(DATAFILTER_TYPE valueFromMin, DATAFILTER_TYPE valueFromMax) {\n if (dataFilter.useSoftMargin) {\n // smoothstep results are undefined if edge0 ≥ edge1\n // Fallback to ignore filterSoftRange if it is truncated by filterRange\n DATAFILTER_TYPE leftInRange = mix(\n smoothstep(dataFilter.min, dataFilter.softMin, valueFromMin),\n step(dataFilter.min, valueFromMin),\n step(dataFilter.softMin, dataFilter.min)\n );\n DATAFILTER_TYPE rightInRange = mix(\n 1.0 - smoothstep(dataFilter.softMax, dataFilter.max, valueFromMax),\n step(valueFromMax, dataFilter.max),\n step(dataFilter.max, dataFilter.softMax)\n );\n dataFilter_value = dataFilter_reduceValue(leftInRange * rightInRange);\n } else {\n dataFilter_value = dataFilter_reduceValue(\n step(dataFilter.min, valueFromMin) * step(valueFromMax, dataFilter.max)\n );\n }\n }\n#endif\n\n#ifdef DATACATEGORY_TYPE\n void dataFilter_setCategoryValue(DATACATEGORY_TYPE category) {\n #if DATACATEGORY_CHANNELS == 1 // One 128-bit mask\n uint dataFilter_masks = dataFilter.categoryBitMask[category / 32u];\n #elif DATACATEGORY_CHANNELS == 2 // Two 64-bit masks\n uvec2 dataFilter_masks = uvec2(\n dataFilter.categoryBitMask[category.x / 32u],\n dataFilter.categoryBitMask[category.y / 32u + 2u]\n );\n #elif DATACATEGORY_CHANNELS == 3 // Three 32-bit masks\n uvec3 dataFilter_masks = dataFilter.categoryBitMask.xyz;\n #else // Four 32-bit masks\n uvec4 dataFilter_masks = dataFilter.categoryBitMask;\n #endif\n\n // Shift mask and extract relevant bits\n DATACATEGORY_TYPE dataFilter_bits = DATACATEGORY_TYPE(dataFilter_masks) >> (category & 31u);\n dataFilter_bits &= 1u;\n\n #if DATACATEGORY_CHANNELS == 1\n if(dataFilter_bits == 0u) dataFilter_value = 0.0;\n #else\n if(any(equal(dataFilter_bits, DATACATEGORY_TYPE(0u)))) dataFilter_value = 0.0;\n #endif\n }\n#endif\n`;\nconst vs = `\n${uniformBlock}\n${vertex}\n`;\nconst fragment = /* glsl */ `\nin float dataFilter_value;\n`;\nconst fs = `\n${uniformBlock}\n${fragment}\n`;\n/* eslint-disable camelcase */\nfunction getUniforms(opts) {\n if (!opts || !('extensions' in opts)) {\n return {};\n }\n const { filterRange = [-1, 1], filterEnabled = true, filterTransformSize = true, filterTransformColor = true, categoryBitMask } = opts;\n const filterSoftRange = opts.filterSoftRange || filterRange;\n return {\n ...(Number.isFinite(filterRange[0])\n ? {\n min: filterRange[0],\n softMin: filterSoftRange[0],\n softMax: filterSoftRange[1],\n max: filterRange[1]\n }\n : {\n min: filterRange.map(r => r[0]),\n softMin: filterSoftRange.map(r => r[0]),\n softMax: filterSoftRange.map(r => r[1]),\n max: filterRange.map(r => r[1])\n }),\n enabled: filterEnabled,\n useSoftMargin: Boolean(opts.filterSoftRange),\n transformSize: filterEnabled && filterTransformSize,\n transformColor: filterEnabled && filterTransformColor,\n ...(categoryBitMask && { categoryBitMask })\n };\n}\nfunction getUniforms64(opts) {\n if (!opts || !('extensions' in opts)) {\n return {};\n }\n const uniforms = getUniforms(opts);\n if (Number.isFinite(uniforms.min)) {\n const min64High = Math.fround(uniforms.min);\n uniforms.min -= min64High;\n uniforms.softMin -= min64High;\n uniforms.min64High = min64High;\n const max64High = Math.fround(uniforms.max);\n uniforms.max -= max64High;\n uniforms.softMax -= max64High;\n uniforms.max64High = max64High;\n }\n else {\n const min64High = uniforms.min.map(Math.fround);\n uniforms.min = uniforms.min.map((x, i) => x - min64High[i]);\n uniforms.softMin = uniforms.softMin.map((x, i) => x - min64High[i]);\n uniforms.min64High = min64High;\n const max64High = uniforms.max.map(Math.fround);\n uniforms.max = uniforms.max.map((x, i) => x - max64High[i]);\n uniforms.softMax = uniforms.softMax.map((x, i) => x - max64High[i]);\n uniforms.max64High = max64High;\n }\n return uniforms;\n}\nconst inject = {\n 'vs:#main-start': /* glsl */ `\n dataFilter_value = 1.0;\n if (dataFilter.enabled) {\n #ifdef DATAFILTER_TYPE\n #ifdef DATAFILTER_DOUBLE\n dataFilter_setValue(\n filterValues - dataFilter.min64High + filterValues64Low,\n filterValues - dataFilter.max64High + filterValues64Low\n );\n #else\n dataFilter_setValue(filterValues, filterValues);\n #endif\n #endif\n\n #ifdef DATACATEGORY_TYPE\n dataFilter_setCategoryValue(filterCategoryValues);\n #endif\n }\n `,\n 'vs:#main-end': /* glsl */ `\n if (dataFilter_value == 0.0) {\n gl_Position = vec4(0.);\n }\n `,\n 'vs:DECKGL_FILTER_SIZE': /* glsl */ `\n if (dataFilter.transformSize) {\n size = size * dataFilter_value;\n }\n `,\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (dataFilter_value == 0.0) discard;\n if (dataFilter.transformColor) {\n color.a *= dataFilter_value;\n }\n `\n};\nfunction uniformTypesFromOptions(opts) {\n const { categorySize, filterSize, fp64 } = opts;\n const uniformTypes = {\n useSoftMargin: 'i32',\n enabled: 'i32',\n transformSize: 'i32',\n transformColor: 'i32'\n };\n if (filterSize) {\n const uniformFormat = filterSize === 1 ? 'f32' : `vec${filterSize}<f32>`;\n uniformTypes.min = uniformFormat;\n uniformTypes.softMin = uniformFormat;\n uniformTypes.softMax = uniformFormat;\n uniformTypes.max = uniformFormat;\n if (fp64) {\n uniformTypes.min64High = uniformFormat;\n uniformTypes.max64High = uniformFormat;\n }\n }\n if (categorySize) {\n uniformTypes.categoryBitMask = 'vec4<i32>';\n }\n return uniformTypes;\n}\nexport const dataFilter = {\n name: 'dataFilter',\n vs,\n fs,\n inject,\n getUniforms,\n uniformTypesFromOptions\n};\nexport const dataFilter64 = {\n name: 'dataFilter',\n vs,\n fs,\n inject,\n getUniforms: getUniforms64,\n uniformTypesFromOptions\n};\n//# sourceMappingURL=shader-module.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { Model } from '@luma.gl/engine';\nconst AGGREGATE_VS = `\\\n#version 300 es\n#define SHADER_NAME data-filter-vertex-shader\n\n#ifdef FLOAT_TARGET\n in float filterIndices;\n in float filterPrevIndices;\n#else\n in vec2 filterIndices;\n in vec2 filterPrevIndices;\n#endif\n\nout vec4 vColor;\nconst float component = 1.0 / 255.0;\n\nvoid main() {\n #ifdef FLOAT_TARGET\n dataFilter_value *= float(filterIndices != filterPrevIndices);\n gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n vColor = vec4(0.0, 0.0, 0.0, 1.0);\n #else\n // Float texture is not supported: pack result into 4 channels x 256 px x 64px\n dataFilter_value *= float(filterIndices.x != filterPrevIndices.x);\n float col = filterIndices.x;\n float row = filterIndices.y * 4.0;\n float channel = floor(row);\n row = fract(row);\n vColor = component * vec4(bvec4(channel == 0.0, channel == 1.0, channel == 2.0, channel == 3.0));\n gl_Position = vec4(col * 2.0 - 1.0, row * 2.0 - 1.0, 0.0, 1.0);\n #endif\n gl_PointSize = 1.0;\n}\n`;\nconst AGGREGATE_FS = `\\\n#version 300 es\n#define SHADER_NAME data-filter-fragment-shader\nprecision highp float;\n\nin vec4 vColor;\n\nout vec4 fragColor;\n\nvoid main() {\n if (dataFilter_value < 0.5) {\n discard;\n }\n fragColor = vColor;\n}\n`;\nconst FLOAT_TARGET_FEATURES = [\n 'float32-renderable-webgl', // ability to render to float texture\n 'texture-blend-float-webgl' // ability to blend when rendering to float texture\n];\nexport function supportsFloatTarget(device) {\n return FLOAT_TARGET_FEATURES.every(feature => device.features.has(feature));\n}\n// A 1x1 framebuffer object that encodes the total count of filtered items\nexport function getFramebuffer(device, useFloatTarget) {\n if (useFloatTarget) {\n return device.createFramebuffer({\n width: 1,\n height: 1,\n colorAttachments: [\n device.createTexture({\n format: 'rgba32float',\n dimension: '2d',\n width: 1,\n height: 1\n })\n ]\n });\n }\n return device.createFramebuffer({\n width: 256,\n height: 64,\n colorAttachments: [\n device.createTexture({ format: 'rgba8unorm', dimension: '2d', width: 256, height: 64 })\n ]\n });\n}\n// Increments the counter based on dataFilter_value\nexport function getModel(device, bufferLayout, shaderOptions, useFloatTarget) {\n shaderOptions.defines.NON_INSTANCED_MODEL = 1;\n if (useFloatTarget) {\n shaderOptions.defines.FLOAT_TARGET = 1;\n }\n return new Model(device, {\n id: 'data-filter-aggregation-model',\n vertexCount: 1,\n isInstanced: false,\n topology: 'point-list',\n disableWarnings: true,\n vs: AGGREGATE_VS,\n fs: AGGREGATE_FS,\n bufferLayout,\n ...shaderOptions\n });\n}\nexport const parameters = {\n blend: true,\n blendColorSrcFactor: 'one',\n blendColorDstFactor: 'one',\n blendAlphaSrcFactor: 'one',\n blendAlphaDstFactor: 'one',\n blendColorOperation: 'add',\n blendAlphaOperation: 'add',\n depthCompare: 'never'\n};\n//# sourceMappingURL=aggregator.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { _deepEqual as deepEqual, LayerExtension, log } from '@deck.gl/core';\nimport { dataFilter, dataFilter64 } from \"./shader-module.js\";\nimport * as aggregator from \"./aggregator.js\";\nconst defaultProps = {\n getFilterValue: { type: 'accessor', value: 0 },\n getFilterCategory: { type: 'accessor', value: 0 },\n onFilteredItemsChange: { type: 'function', value: null, optional: true },\n filterEnabled: true,\n filterRange: [-1, 1],\n filterSoftRange: null,\n filterCategories: [0],\n filterTransformSize: true,\n filterTransformColor: true\n};\nconst defaultOptions = {\n categorySize: 0,\n filterSize: 1,\n fp64: false,\n countItems: false\n};\nconst CATEGORY_TYPE_FROM_SIZE = {\n 1: 'uint',\n 2: 'uvec2',\n 3: 'uvec3',\n 4: 'uvec4'\n};\nconst DATA_TYPE_FROM_SIZE = {\n 1: 'float',\n 2: 'vec2',\n 3: 'vec3',\n 4: 'vec4'\n};\n/** Adds GPU-based data filtering functionalities to layers. It allows the layer to show/hide objects based on user-defined properties. */\nclass DataFilterExtension extends LayerExtension {\n constructor(opts = {}) {\n super({ ...defaultOptions, ...opts });\n }\n getShaders(extension) {\n const { categorySize, filterSize, fp64 } = extension.opts;\n const defines = {};\n if (categorySize) {\n defines.DATACATEGORY_TYPE = CATEGORY_TYPE_FROM_SIZE[categorySize];\n defines.DATACATEGORY_CHANNELS = categorySize;\n }\n if (filterSize) {\n defines.DATAFILTER_TYPE = DATA_TYPE_FROM_SIZE[filterSize];\n defines.DATAFILTER_DOUBLE = Boolean(fp64);\n }\n const module = fp64 ? dataFilter64 : dataFilter;\n module.uniformTypes = module.uniformTypesFromOptions(extension.opts);\n return { modules: [module], defines };\n }\n initializeState(context, extension) {\n const attributeManager = this.getAttributeManager();\n const { categorySize, filterSize, fp64 } = extension.opts;\n if (attributeManager) {\n if (filterSize) {\n attributeManager.add({\n filterValues: {\n size: filterSize,\n type: fp64 ? 'float64' : 'float32',\n stepMode: 'dynamic',\n accessor: 'getFilterValue'\n }\n });\n }\n if (categorySize) {\n attributeManager.add({\n filterCategoryValues: {\n size: categorySize,\n stepMode: 'dynamic',\n accessor: 'getFilterCategory',\n type: 'uint32',\n transform: categorySize === 1\n ? d => extension._getCategoryKey.call(this, d, 0)\n : d => d.map((x, i) => extension._getCategoryKey.call(this, x, i))\n }\n });\n }\n }\n const { device } = this.context;\n if (attributeManager && extension.opts.countItems) {\n const useFloatTarget = aggregator.supportsFloatTarget(device);\n // This attribute is needed for variable-width data, e.g. Path, SolidPolygon, Text\n // The vertex shader checks if a vertex has the same \"index\" as the previous vertex\n // so that we only write one count cross multiple vertices of the same object\n attributeManager.add({\n filterVertexIndices: {\n size: useFloatTarget ? 1 : 2,\n vertexOffset: 1,\n type: 'unorm8',\n accessor: (object, { index }) => {\n const i = object && object.__source ? object.__source.index : index;\n return useFloatTarget ? (i + 1) % 255 : [(i + 1) % 255, Math.floor(i / 255) % 255];\n },\n shaderAttributes: {\n filterPrevIndices: {\n vertexOffset: 0\n },\n filterIndices: {\n vertexOffset: 1\n }\n }\n }\n });\n const filterFBO = aggregator.getFramebuffer(device, useFloatTarget);\n const filterModel = aggregator.getModel(device, attributeManager.getBufferLayouts({ isInstanced: false }), extension.getShaders.call(this, extension), useFloatTarget);\n this.setState({ filterFBO, filterModel });\n }\n }\n // eslint-disable-next-line complexity\n updateState({ props, oldProps, changeFlags }, extension) {\n const attributeManager = this.getAttributeManager();\n const { categorySize } = extension.opts;\n if (this.state.filterModel) {\n const filterNeedsUpdate = \n // attributeManager must be defined for filterModel to be set\n attributeManager.attributes.filterValues?.needsUpdate() ||\n attributeManager.attributes.filterCategoryValues?.needsUpdate() ||\n props.filterEnabled !== oldProps.filterEnabled ||\n props.filterRange !== oldProps.filterRange ||\n props.filterSoftRange !== oldProps.filterSoftRange ||\n props.filterCategories !== oldProps.filterCategories;\n if (filterNeedsUpdate) {\n this.setState({ filterNeedsUpdate });\n }\n }\n if (attributeManager?.attributes.filterCategoryValues) {\n // Update bitmask if accessor or selected categories has changed\n const categoryBitMaskNeedsUpdate = attributeManager.attributes.filterCategoryValues.needsUpdate() ||\n !deepEqual(props.filterCategories, oldProps.filterCategories, 2);\n if (categoryBitMaskNeedsUpdate) {\n this.setState({ categoryBitMask: null });\n }\n // Need to recreate category map if categorySize has changed\n const resetCategories = changeFlags.dataChanged;\n if (resetCategories) {\n this.setState({\n categoryMap: Array(categorySize)\n .fill(0)\n .map(() => ({}))\n });\n attributeManager.attributes.filterCategoryValues.setNeedsUpdate('categoryMap');\n }\n }\n }\n // eslint-disable-next-line max-statements\n draw(params, extension) {\n const filterFBO = this.state.filterFBO;\n const filterModel = this.state.filterModel;\n const filterNeedsUpdate = this.state.filterNeedsUpdate;\n if (!this.state.categoryBitMask) {\n extension._updateCategoryBitMask.call(this, params, extension);\n }\n const { onFilteredItemsChange, extensions, filterEnabled, filterRange, filterSoftRange, filterTransformSize, filterTransformColor, filterCategories } = this.props;\n const dataFilterProps = {\n extensions,\n filterEnabled,\n filterRange,\n filterSoftRange,\n filterTransformSize,\n filterTransformColor,\n filterCategories\n };\n if (this.state.categoryBitMask) {\n dataFilterProps.categoryBitMask = this.state.categoryBitMask;\n }\n this.setShaderModuleProps({ dataFilter: dataFilterProps });\n /* eslint-disable-next-line camelcase */\n if (filterNeedsUpdate && onFilteredItemsChange && filterModel) {\n const attributeManager = this.getAttributeManager();\n const { attributes: { filterValues, filterCategoryValues, filterVertexIndices } } = attributeManager;\n filterModel.setVertexCount(this.getNumInstances());\n // @ts-expect-error filterValue and filterVertexIndices should always have buffer value\n const attributes = {\n ...filterValues?.getValue(),\n ...filterCategoryValues?.getValue(),\n ...filterVertexIndices?.getValue()\n };\n filterModel.setAttributes(attributes);\n filterModel.shaderInputs.setProps({\n dataFilter: dataFilterProps\n });\n const viewport = [0, 0, filterFBO.width, filterFBO.height];\n const renderPass = filterModel.device.beginRenderPass({\n id: 'data-filter-aggregation',\n framebuffer: filterFBO,\n parameters: { viewport },\n clearColor: [0, 0, 0, 0]\n });\n filterModel.setParameters(aggregator.parameters);\n filterModel.draw(renderPass);\n renderPass.end();\n const color = filterModel.device.readPixelsToArrayWebGL(filterFBO);\n let count = 0;\n for (let i = 0; i < color.length; i++) {\n count += color[i];\n }\n onFilteredItemsChange({ id: this.id, count });\n this.state.filterNeedsUpdate = false;\n }\n }\n finalizeState() {\n const filterFBO = this.state.filterFBO;\n const filterModel = this.state.filterModel;\n // filterFBO.color.delete();\n filterFBO?.destroy();\n filterModel?.destroy();\n }\n /**\n * Updates the bitmask used on the GPU to perform the filter based on the\n * `filterCategories` prop. The mapping between categories and bit in the bitmask\n * is performed by `_getCategoryKey()`\n */\n _updateCategoryBitMask(params, extension) {\n const { categorySize } = extension.opts;\n if (!categorySize)\n return;\n const { filterCategories } = this.props;\n const categoryBitMask = new Uint32Array([0, 0, 0, 0]);\n const categoryFilters = (categorySize === 1 ? [filterCategories] : filterCategories);\n const maxCategories = categorySize === 1 ? 128 : categorySize === 2 ? 64 : 32;\n for (let c = 0; c < categoryFilters.length; c++) {\n const categoryFilter = categoryFilters[c];\n for (const category of categoryFilter) {\n const key = extension._getCategoryKey.call(this, category, c);\n if (key < maxCategories) {\n const channel = c * (maxCategories / 32) + Math.floor(key / 32);\n categoryBitMask[channel] += Math.pow(2, key % 32); // 1 << key fails for key > 30\n }\n else {\n log.warn(`Exceeded maximum number of categories (${maxCategories})`)();\n }\n }\n }\n this.state.categoryBitMask = categoryBitMask;\n }\n /**\n * Returns an index of bit in the bitmask for a given category. If the category has\n * not yet been assigned a bit, a new one is assigned.\n */\n _getCategoryKey(category, channel) {\n const categoryMap = this.state.categoryMap[channel];\n if (!(category in categoryMap)) {\n categoryMap[category] = Object.keys(categoryMap).length;\n }\n return categoryMap[category];\n }\n}\nDataFilterExtension.defaultProps = defaultProps;\nDataFilterExtension.extensionName = 'DataFilterExtension';\nexport default DataFilterExtension;\n//# sourceMappingURL=data-filter-extension.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nexport default `\\\nconst vec2 WORLD_SCALE_FP64 = vec2(81.4873275756836, 0.0000032873668232014097);\nuniform project64Uniforms {\nvec2 scale;\nmat4 viewProjectionMatrix;\nmat4 viewProjectionMatrix64Low;\n} project64;\nvoid mercatorProject_fp64(vec4 lnglat_fp64, out vec2 out_val[2]) {\n#if defined(NVIDIA_FP64_WORKAROUND)\nout_val[0] = sum_fp64(radians_fp64(lnglat_fp64.xy), PI_FP64 * ONE);\n#else\nout_val[0] = sum_fp64(radians_fp64(lnglat_fp64.xy), PI_FP64);\n#endif\nout_val[1] = sum_fp64(PI_FP64,\nlog_fp64(tan_fp64(sum_fp64(PI_4_FP64, radians_fp64(lnglat_fp64.zw) / 2.0))));\nreturn;\n}\nvoid project_position_fp64(vec4 position_fp64, out vec2 out_val[2]) {\nvec2 pos_fp64[2];\nmercatorProject_fp64(position_fp64, pos_fp64);\nout_val[0] = mul_fp64(pos_fp64[0], WORLD_SCALE_FP64);\nout_val[1] = mul_fp64(pos_fp64[1], WORLD_SCALE_FP64);\nreturn;\n}\nvoid project_position_fp64(vec2 position, vec2 position64xyLow, out vec2 out_val[2]) {\nvec4 position64xy = vec4(\nposition.x, position64xyLow.x,\nposition.y, position64xyLow.y);\nproject_position_fp64(position64xy, out_val);\n}\nvec4 project_common_position_to_clipspace_fp64(vec2 vertex_pos_modelspace[4]) {\nvec2 vertex_pos_clipspace[4];\nvec2 viewProjectionMatrixFP64[16];\nfor (int i = 0; i < 4; i++) {\nfor (int j = 0; j < 4; j++) {\nviewProjectionMatrixFP64[4 * i + j] = vec2(\nproject64.viewProjectionMatrix[j][i],\nproject64.viewProjectionMatrix64Low[j][i]\n);\n}\n}\nmat4_vec4_mul_fp64(viewProjectionMatrixFP64, vertex_pos_modelspace,\nvertex_pos_clipspace);\nreturn vec4(\nvertex_pos_clipspace[0].x,\nvertex_pos_clipspace[1].x,\nvertex_pos_clipspace[2].x,\nvertex_pos_clipspace[3].x\n);\n}\nvec4 project_position_to_clipspace(\nvec3 position, vec3 position64xyLow, vec3 offset, out vec4 commonPosition\n) {\nvec2 offset64[4];\nvec4_fp64(vec4(offset, 0.0), offset64);\nfloat z = project_size(position.z);\nvec2 projectedPosition64xy[2];\nproject_position_fp64(position.xy, position64xyLow.xy, projectedPosition64xy);\nvec2 commonPosition64[4];\ncommonPosition64[0] = sum_fp64(offset64[0], projectedPosition64xy[0]);\ncommonPosition64[1] = sum_fp64(offset64[1], projectedPosition64xy[1]);\ncommonPosition64[2] = sum_fp64(offset64[2], vec2(z, 0.0));\ncommonPosition64[3] = vec2(1.0, 0.0);\ncommonPosition = vec4(projectedPosition64xy[0].x, projectedPosition64xy[1].x, z, 1.0);\nreturn project_common_position_to_clipspace_fp64(commonPosition64);\n}\nvec4 project_position_to_clipspace(\nvec3 position, vec3 position64xyLow, vec3 offset\n) {\nvec4 commonPosition;\nreturn project_position_to_clipspace(\nposition, position64xyLow, offset, commonPosition\n);\n}\n`;\n//# sourceMappingURL=project64.glsl.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n/* eslint-disable camelcase */\nimport { fp64 } from '@luma.gl/shadertools';\nconst { fp64ify, fp64ifyMatrix4 } = fp64;\nimport { project, _memoize as memoize } from '@deck.gl/core';\nimport project64Shader from \"./project64.glsl.js\";\nexport default {\n name: 'project64',\n dependencies: [project, fp64],\n vs: project64Shader,\n getUniforms,\n uniformTypes: {\n scale: 'vec2<f32>',\n // Cannot pass as vec2[16], so instead split into 2 mat4x4\n viewProjectionMatrix: 'mat4x4<f32>',\n viewProjectionMatrix64Low: 'mat4x4<f32>'\n }\n};\n// TODO - this module should calculate the 64 bit uniforms\n// It is currently done by project to minimize duplicated work\nconst getMemoizedUniforms = memoize(calculateUniforms);\nfunction getUniforms(opts) {\n if (opts && 'viewport' in opts) {\n const { viewProjectionMatrix, scale } = opts.viewport;\n // We only need to update fp64 uniforms if fp32 projection is being updated\n return getMemoizedUniforms({ viewProjectionMatrix, scale });\n }\n return {};\n}\nfunction calculateUniforms({ viewProjectionMatrix, scale }) {\n const glViewProjectionMatrixFP64 = fp64ifyMatrix4(viewProjectionMatrix);\n const viewProjectionMatrix64High = new Float32Array(16);\n const viewProjectionMatrix64Low = new Float32Array(16);\n for (let i = 0; i < 4; i++) {\n for (let j = 0; j < 4; j++) {\n // Match order used in project.viewProjectionMatrix\n const from = 4 * i + j;\n const to = 4 * j + i;\n viewProjectionMatrix64High[to] = glViewProjectionMatrixFP64[2 * from];\n viewProjectionMatrix64Low[to] = glViewProjectionMatrixFP64[2 * from + 1];\n }\n }\n return {\n scale: fp64ify(scale),\n viewProjectionMatrix: [...viewProjectionMatrix64High],\n viewProjectionMatrix64Low: [...viewProjectionMatrix64Low]\n };\n}\n//# sourceMappingURL=project64.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { LayerExtension, COORDINATE_SYSTEM } from '@deck.gl/core';\nimport project64 from \"./project64.js\";\n/** @deprecated Adds the legacy 64-bit precision to geospatial layers. */\nclass Fp64Extension extends LayerExtension {\n getShaders() {\n const { coordinateSystem } = this.props;\n if (coordinateSystem !== COORDINATE_SYSTEM.LNGLAT &&\n coordinateSystem !== COORDINATE_SYSTEM.DEFAULT) {\n throw new Error('fp64: coordinateSystem must be LNGLAT');\n }\n return {\n modules: [project64]\n };\n }\n draw(params, extension) {\n const { viewport } = params.context;\n this.setShaderModuleProps({ project64: { viewport } });\n }\n}\nFp64Extension.extensionName = 'Fp64Extension';\nexport default Fp64Extension;\n//# sourceMappingURL=fp64-extension.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nexport const dashShaders = {\n inject: {\n 'vs:#decl': `\nin vec2 instanceDashArrays;\nin float instanceDashOffsets;\nout vec2 vDashArray;\nout float vDashOffset;\n`,\n 'vs:#main-end': `\nvDashArray = instanceDashArrays;\nvDashOffset = instanceDashOffsets / width.x;\n`,\n 'fs:#decl': `\nuniform pathStyleUniforms {\nfloat dashAlignMode;\nbool dashGapPickable;\n} pathStyle;\nin vec2 vDashArray;\nin float vDashOffset;\n`,\n // if given position is in the gap part of the dashed line\n // dashArray.x: solid stroke length, relative to width\n // dashArray.y: gap length, relative to width\n // alignMode:\n // 0 - no adjustment\n // o---- ---- ---- ---- o---- -o---- ---- o\n // 1 - stretch to fit, draw half dash at each end for nicer joints\n // o-- ---- ---- ---- --o-- --o-- ---- --o\n 'fs:#main-start': `\nfloat solidLength = vDashArray.x;\nfloat gapLength = vDashArray.y;\nfloat unitLength = solidLength + gapLength;\nfloat offset;\nif (unitLength > 0.0) {\nif (pathStyle.dashAlignMode == 0.0) {\noffset = vDashOffset;\n} else {\nunitLength = vPathLength / round(vPathLength / unitLength);\noffset = solidLength / 2.0;\n}\nfloat unitOffset = mod(vPathPosition.y + offset, unitLength);\nif (gapLength > 0.0 && unitOffset > solidLength) {\nif (path.capType <= 0.5) {\nif (!(pathStyle.dashGapPickable && bool(picking.isActive))) {\ndiscard;\n}\n} else {\nfloat distToEnd = length(vec2(\nmin(unitOffset - solidLength, unitLength - unitOffset),\nvPathPosition.x\n));\nif (distToEnd > 1.0) {\nif (!(pathStyle.dashGapPickable && bool(picking.isActive))) {\ndiscard;\n}\n}\n}\n}\n}\n`\n }\n};\nexport const offsetShaders = {\n inject: {\n 'vs:#decl': `\nin float instanceOffsets;\n`,\n 'vs:DECKGL_FILTER_SIZE': `\nfloat offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\nsize *= offsetWidth;\n`,\n 'vs:#main-end': `\nfloat offsetWidth = abs(instanceOffsets * 2.0) + 1.0;\nfloat offsetDir = sign(instanceOffsets);\nvPathPosition.x = (vPathPosition.x + offsetDir) * offsetWidth - offsetDir;\nvPathPosition.y *= offsetWidth;\nvPathLength *= offsetWidth;\n`,\n 'fs:#main-start': `\nfloat isInside;\nisInside = step(-1.0, vPathPosition.x) * step(vPathPosition.x, 1.0);\nif (isInside == 0.0) {\ndiscard;\n}\n`\n }\n};\n//# sourceMappingURL=shaders.glsl.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { LayerExtension, _mergeShaders as mergeShaders } from '@deck.gl/core';\nimport { vec3 } from '@math.gl/core';\nimport { dashShaders, offsetShaders } from \"./shaders.glsl.js\";\nconst defaultProps = {\n getDashArray: { type: 'accessor', value: [0, 0] },\n getOffset: { type: 'accessor', value: 0 },\n dashJustified: false,\n dashGapPickable: false\n};\n/** Adds selected features to the `PathLayer` and composite layers that render the `PathLayer`. */\nclass PathStyleExtension extends LayerExtension {\n constructor({ dash = false, offset = false, highPrecisionDash = false } = {}) {\n super({ dash: dash || highPrecisionDash, offset, highPrecisionDash });\n }\n isEnabled(layer) {\n return 'pathTesselator' in layer.state;\n }\n getShaders(extension) {\n if (!extension.isEnabled(this)) {\n return null;\n }\n // Merge shader injection\n let result = {};\n if (extension.opts.dash) {\n result = mergeShaders(result, dashShaders);\n }\n if (extension.opts.offset) {\n result = mergeShaders(result, offsetShaders);\n }\n const { inject } = result;\n const pathStyle = {\n name: 'pathStyle',\n inject,\n uniformTypes: {\n dashAlignMode: 'f32',\n dashGapPickable: 'i32'\n }\n };\n return {\n modules: [pathStyle]\n };\n }\n initializeState(context, extension) {\n const attributeManager = this.getAttributeManager();\n if (!attributeManager || !extension.isEnabled(this)) {\n // This extension only works with the PathLayer\n return;\n }\n if (extension.opts.dash) {\n attributeManager.addInstanced({\n instanceDashArrays: { size: 2, accessor: 'getDashArray' },\n instanceDashOffsets: extension.opts.highPrecisionDash\n ? {\n size: 1,\n accessor: 'getPath',\n transform: extension.getDashOffsets.bind(this)\n }\n : {\n size: 1,\n update: attribute => {\n attribute.constant = true;\n attribute.value = [0];\n }\n }\n });\n }\n if (extension.opts.offset) {\n attributeManager.addInstanced({\n instanceOffsets: { size: 1, accessor: 'getOffset' }\n });\n }\n }\n updateState(params, extension) {\n if (!extension.isEnabled(this)) {\n return;\n }\n if (extension.opts.dash) {\n const pathStyleProps = {\n dashAlignMode: this.props.dashJustified ? 1 : 0,\n dashGapPickable: Boolean(this.props.dashGapPickable)\n };\n this.setShaderModuleProps({ pathStyle: pathStyleProps });\n }\n }\n getDashOffsets(path) {\n const result = [0];\n const positionSize = this.props.positionFormat === 'XY' ? 2 : 3;\n const isNested = Array.isArray(path[0]);\n const geometrySize = isNested ? path.length : path.length / positionSize;\n let p;\n let prevP;\n for (let i = 0; i < geometrySize - 1; i++) {\n p = isNested ? path[i] : path.slice(i * positionSize, i * positionSize + positionSize);\n p = this.projectPosition(p);\n if (i > 0) {\n result[i] = result[i - 1] + vec3.dist(prevP, p);\n }\n prevP = p;\n }\n result[geometrySize - 1] = 0;\n return result;\n }\n}\nPathStyleExtension.defaultProps = defaultProps;\nPathStyleExtension.extensionName = 'PathStyleExtension';\nexport default PathStyleExtension;\n//# sourceMappingURL=path-style-extension.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { project, fp64LowPart } from '@deck.gl/core';\nconst uniformBlock = /* glsl */ `\\\nuniform fillUniforms {\n vec2 patternTextureSize;\n bool patternEnabled;\n bool patternMask;\n vec2 uvCoordinateOrigin;\n vec2 uvCoordinateOrigin64Low;\n} fill;\n`;\n/*\n * fill pattern shader module\n */\nconst patternVs = /* glsl */ `\nin vec4 fillPatternFrames;\nin float fillPatternScales;\nin vec2 fillPatternOffsets;\n\nout vec2 fill_uv;\nout vec4 fill_patternBounds;\nout vec4 fill_patternPlacement;\n`;\nconst vs = `\n${uniformBlock}\n${patternVs}\n`;\nconst patternFs = /* glsl */ `\nuniform sampler2D fill_patternTexture;\n\nin vec4 fill_patternBounds;\nin vec4 fill_patternPlacement;\nin vec2 fill_uv;\n\nconst float FILL_UV_SCALE = 512.0 / 40000000.0;\n`;\nconst fs = `\n${uniformBlock}\n${patternFs}\n`;\nconst inject = {\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n fill_uv = geometry.position.xy;\n `,\n 'vs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (fill.patternEnabled) {\n fill_patternBounds = fillPatternFrames / vec4(fill.patternTextureSize, fill.patternTextureSize);\n fill_patternPlacement.xy = fillPatternOffsets;\n fill_patternPlacement.zw = fillPatternScales * fillPatternFrames.zw;\n }\n `,\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\n if (fill.patternEnabled) {\n vec2 scale = FILL_UV_SCALE * fill_patternPlacement.zw;\n vec2 patternUV = mod(mod(fill.uvCoordinateOrigin, scale) + fill.uvCoordinateOrigin64Low + fill_uv, scale) / scale;\n patternUV = mod(fill_patternPlacement.xy + patternUV, 1.0);\n\n vec2 texCoords = fill_patternBounds.xy + fill_patternBounds.zw * patternUV;\n\n vec4 patternColor = texture(fill_patternTexture, texCoords);\n color.a *= patternColor.a;\n if (!fill.patternMask) {\n color.rgb = patternColor.rgb;\n }\n }\n `\n};\n/* eslint-disable camelcase */\nfunction getPatternUniforms(opts) {\n if (!opts) {\n return {};\n }\n const uniforms = {};\n if ('fillPatternTexture' in opts) {\n const { fillPatternTexture } = opts;\n uniforms.fill_patternTexture = fillPatternTexture;\n uniforms.patternTextureSize = [fillPatternTexture.width, fillPatternTexture.height];\n }\n if ('project' in opts) {\n const { fillPatternMask = true, fillPatternEnabled = true } = opts;\n const projectUniforms = project.getUniforms(opts.project);\n const { commonOrigin: coordinateOriginCommon } = projectUniforms;\n const coordinateOriginCommon64Low = [\n fp64LowPart(coordinateOriginCommon[0]),\n fp64LowPart(coordinateOriginCommon[1])\n ];\n uniforms.uvCoordinateOrigin = coordinateOriginCommon.slice(0, 2);\n uniforms.uvCoordinateOrigin64Low = coordinateOriginCommon64Low;\n uniforms.patternMask = fillPatternMask;\n uniforms.patternEnabled = fillPatternEnabled;\n }\n return uniforms;\n}\nexport const patternShaders = {\n name: 'fill',\n vs,\n fs,\n inject,\n dependencies: [project],\n getUniforms: getPatternUniforms,\n uniformTypes: {\n patternTextureSize: 'vec2<f32>',\n patternEnabled: 'i32',\n patternMask: 'i32',\n uvCoordinateOrigin: 'vec2<f32>',\n uvCoordinateOrigin64Low: 'vec2<f32>'\n }\n};\n//# sourceMappingURL=shader-module.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { LayerExtension } from '@deck.gl/core';\nimport { patternShaders } from \"./shader-module.js\";\nconst defaultProps = {\n fillPatternEnabled: true,\n fillPatternAtlas: {\n type: 'image',\n value: null,\n async: true,\n parameters: { lodMaxClamp: 0 }\n },\n fillPatternMapping: { type: 'object', value: {}, async: true },\n fillPatternMask: true,\n getFillPattern: { type: 'accessor', value: d => d.pattern },\n getFillPatternScale: { type: 'accessor', value: 1 },\n getFillPatternOffset: { type: 'accessor', value: [0, 0] }\n};\n/** Adds selected features to layers that render a \"fill\", such as the `PolygonLayer` and `ScatterplotLayer`. */\nclass FillStyleExtension extends LayerExtension {\n constructor({ pattern = false } = {}) {\n super({ pattern });\n }\n isEnabled(layer) {\n return layer.getAttributeManager() !== null && !('pathTesselator' in layer.state);\n }\n getShaders(extension) {\n if (!extension.isEnabled(this)) {\n return null;\n }\n return {\n modules: [extension.opts.pattern && patternShaders].filter(Boolean)\n };\n }\n initializeState(context, extension) {\n if (!extension.isEnabled(this)) {\n return;\n }\n const attributeManager = this.getAttributeManager();\n if (extension.opts.pattern) {\n attributeManager.add({\n fillPatternFrames: {\n size: 4,\n stepMode: 'dynamic',\n accessor: 'getFillPattern',\n transform: extension.getPatternFrame.bind(this)\n },\n fillPatternScales: {\n size: 1,\n stepMode: 'dynamic',\n accessor: 'getFillPatternScale',\n defaultValue: 1\n },\n fillPatternOffsets: {\n size: 2,\n stepMode: 'dynamic',\n accessor: 'getFillPatternOffset'\n }\n });\n }\n this.setState({\n emptyTexture: this.context.device.createTexture({\n data: new Uint8Array(4),\n width: 1,\n height: 1\n })\n });\n }\n updateState({ props, oldProps }, extension) {\n if (!extension.isEnabled(this)) {\n return;\n }\n if (props.fillPatternMapping && props.fillPatternMapping !== oldProps.fillPatternMapping) {\n this.getAttributeManager().invalidate('getFillPattern');\n }\n }\n draw(params, extension) {\n if (!extension.isEnabled(this)) {\n return;\n }\n const { fillPatternAtlas, fillPatternEnabled, fillPatternMask } = this.props;\n const fillProps = {\n project: params.shaderModuleProps.project,\n fillPatternEnabled,\n fillPatternMask,\n fillPatternTexture: (fillPatternAtlas || this.state.emptyTexture)\n };\n this.setShaderModuleProps({ fill: fillProps });\n }\n finalizeState() {\n const emptyTexture = this.state.emptyTexture;\n emptyTexture?.delete();\n }\n getPatternFrame(name) {\n const { fillPatternMapping } = this.getCurrentLayer().props;\n const def = fillPatternMapping && fillPatternMapping[name];\n return def ? [def.x, def.y, def.width, def.height] : [0, 0, 0, 0];\n }\n}\nFillStyleExtension.defaultProps = defaultProps;\nFillStyleExtension.extensionName = 'FillStyleExtension';\nexport default FillStyleExtension;\n//# sourceMappingURL=fill-style-extension.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { project } from '@deck.gl/core';\nconst vs = /* glsl */ `\nin float collisionPriorities;\n\nuniform sampler2D collision_texture;\n\nuniform collisionUniforms {\n bool sort;\n bool enabled;\n} collision;\n\nvec2 collision_getCoords(vec4 position) {\n vec4 collision_clipspace = project_common_position_to_clipspace(position);\n return (1.0 + collision_clipspace.xy / collision_clipspace.w) / 2.0;\n}\n\nfloat collision_match(vec2 tex, vec3 pickingColor) {\n vec4 collision_pickingColor = texture(collision_texture, tex);\n float delta = dot(abs(collision_pickingColor.rgb - pickingColor), vec3(1.0));\n float e = 0.001;\n return step(delta, e);\n}\n\nfloat collision_isVisible(vec2 texCoords, vec3 pickingColor) {\n if (!collision.enabled) {\n return 1.0;\n }\n\n // Visibility test, sample area of 5x5 pixels in order to fade in/out.\n // Due to the locality, the lookups will be cached\n // This reduces the flicker present when objects are shown/hidden\n const int N = 2;\n float accumulator = 0.0;\n vec2 step = vec2(1.0 / project.viewportSize);\n\n const float floatN = float(N);\n vec2 delta = -floatN * step;\n for(int i = -N; i <= N; i++) {\n delta.x = -step.x * floatN;\n for(int j = -N; j <= N; j++) {\n accumulator += collision_match(texCoords + delta, pickingColor);\n delta.x += step.x;\n }\n delta.y += step.y;\n }\n\n float W = 2.0 * floatN + 1.0;\n return pow(accumulator / (W * W), 2.2);\n}\n`;\nconst inject = {\n 'vs:#decl': /* glsl */ `\n float collision_fade = 1.0;\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\n if (collision.sort) {\n float collisionPriority = collisionPriorities;\n position.z = -0.001 * collisionPriority * position.w; // Support range -1000 -> 1000\n }\n\n if (collision.enabled) {\n vec4 collision_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n vec2 collision_texCoords = collision_getCoords(collision_common_position);\n collision_fade = collision_isVisible(collision_texCoords, geometry.pickingColor / 255.0);\n if (collision_fade < 0.0001) {\n // Position outside clip space bounds to discard\n position = vec4(0.0, 0.0, 2.0, 1.0);\n }\n }\n `,\n 'vs:DECKGL_FILTER_COLOR': /* glsl */ `\n color.a *= collision_fade;\n `\n};\nconst getCollisionUniforms = (opts) => {\n if (!opts || !('dummyCollisionMap' in opts)) {\n return {};\n }\n const { enabled, collisionFBO, drawToCollisionMap, dummyCollisionMap } = opts;\n return {\n enabled: enabled && !drawToCollisionMap,\n sort: Boolean(drawToCollisionMap),\n collision_texture: !drawToCollisionMap && collisionFBO ? collisionFBO.colorAttachments[0] : dummyCollisionMap\n };\n};\n// @ts-ignore\nexport default {\n name: 'collision',\n dependencies: [project],\n vs,\n inject,\n getUniforms: getCollisionUniforms,\n uniformTypes: {\n sort: 'i32',\n enabled: 'i32'\n }\n};\n//# sourceMappingURL=shader-module.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { _LayersPass as LayersPass } from '@deck.gl/core';\nexport default class CollisionFilterPass extends LayersPass {\n renderCollisionMap(target, options) {\n const padding = 1;\n const clearColor = [0, 0, 0, 0];\n const scissorRect = [padding, padding, target.width - 2 * padding, target.height - 2 * padding];\n this.render({ ...options, clearColor, scissorRect, target, pass: 'collision' });\n }\n getLayerParameters(layer, layerIndex, viewport) {\n return {\n ...layer.props.parameters,\n blend: false,\n depthWriteEnabled: true,\n depthCompare: 'less-equal'\n };\n }\n getShaderModuleProps() {\n // Draw picking colors into collision FBO\n return {\n collision: {\n drawToCollisionMap: true\n },\n picking: {\n isActive: 1,\n isAttribute: false\n },\n lighting: { enabled: false }\n };\n }\n}\n//# sourceMappingURL=collision-filter-pass.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { equals } from '@math.gl/core';\nimport { _deepEqual as deepEqual } from '@deck.gl/core';\nimport CollisionFilterPass from \"./collision-filter-pass.js\";\n// Factor by which to downscale Collision FBO relative to canvas\nconst DOWNSCALE = 2;\nexport default class CollisionFilterEffect {\n constructor() {\n this.id = 'collision-filter-effect';\n this.props = null;\n this.useInPicking = true;\n this.order = 1;\n this.channels = {};\n this.collisionFBOs = {};\n }\n setup(context) {\n this.context = context;\n const { device } = context;\n this.dummyCollisionMap = device.createTexture({ width: 1, height: 1 });\n this.collisionFilterPass = new CollisionFilterPass(device, { id: 'default-collision-filter' });\n }\n preRender({ effects: allEffects, layers, layerFilter, viewports, onViewportActive, views, isPicking, preRenderStats = {} }) {\n // This can only be called in preRender() after setup() where context is populated\n const { device } = this.context;\n if (isPicking) {\n // Do not update on picking pass\n return;\n }\n const collisionLayers = layers.filter(\n // @ts-ignore\n ({ props: { visible, collisionEnabled } }) => visible && collisionEnabled);\n if (collisionLayers.length === 0) {\n this.channels = {};\n return;\n }\n // Detect if mask has rendered. TODO: better dependency system for Effects\n const effects = allEffects?.filter(e => e.useInPicking && preRenderStats[e.id]);\n const maskEffectRendered = preRenderStats['mask-effect']?.didRender;\n // Collect layers to render\n const channels = this._groupByCollisionGroup(device, collisionLayers);\n const viewport = viewports[0];\n const viewportChanged = !this.lastViewport || !this.lastViewport.equals(viewport) || maskEffectRendered;\n // Resize framebuffers to match canvas\n for (const collisionGroup in channels) {\n const collisionFBO = this.collisionFBOs[collisionGroup];\n const renderInfo = channels[collisionGroup];\n // @ts-expect-error TODO - assuming WebGL context\n const [width, height] = device.canvasContext.getPixelSize();\n collisionFBO.resize({\n width: width / DOWNSCALE,\n height: height / DOWNSCALE\n });\n this._render(renderInfo, {\n effects,\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n });\n }\n // debugFBO(this.collisionFBOs[Object.keys(channels)[0]], {minimap: true});\n }\n _render(renderInfo, { effects, layerFilter, onViewportActive, views, viewport, viewportChanged }) {\n const { collisionGroup } = renderInfo;\n const oldRenderInfo = this.channels[collisionGroup];\n if (!oldRenderInfo) {\n return;\n }\n const needsRender = viewportChanged ||\n // If render info is new\n renderInfo === oldRenderInfo ||\n // If sublayers have changed\n !deepEqual(oldRenderInfo.layers, renderInfo.layers, 1) ||\n // If a sublayer's bounds have been updated\n renderInfo.layerBounds.some((b, i) => !equals(b, oldRenderInfo.layerBounds[i])) ||\n // If a sublayer's isLoaded state has been updated\n renderInfo.allLayersLoaded !== oldRenderInfo.allLayersLoaded ||\n // Some prop is in transition\n renderInfo.layers.some(layer => layer.props.transitions);\n this.channels[collisionGroup] = renderInfo;\n if (needsRender) {\n this.lastViewport = viewport;\n const collisionFBO = this.collisionFBOs[collisionGroup];\n // Rerender collision FBO\n this.collisionFilterPass.renderCollisionMap(collisionFBO, {\n pass: 'collision-filter',\n isPicking: true,\n layers: renderInfo.layers,\n effects,\n layerFilter,\n viewports: viewport ? [viewport] : [],\n onViewportActive,\n views,\n shaderModuleProps: {\n collision: {\n enabled: true,\n // To avoid feedback loop forming between Framebuffer and active Texture.\n dummyCollisionMap: this.dummyCollisionMap\n },\n project: {\n // @ts-expect-error TODO - assuming WebGL context\n devicePixelRatio: collisionFBO.device.canvasContext.getDevicePixelRatio() / DOWNSCALE\n }\n }\n });\n }\n }\n /**\n * Group layers by collisionGroup\n * Returns a map from collisionGroup to render info\n */\n _groupByCollisionGroup(device, collisionLayers) {\n const channelMap = {};\n for (const layer of collisionLayers) {\n const collisionGroup = layer.props.collisionGroup;\n let channelInfo = channelMap[collisionGroup];\n if (!channelInfo) {\n channelInfo = { collisionGroup, layers: [], layerBounds: [], allLayersLoaded: true };\n channelMap[collisionGroup] = channelInfo;\n }\n channelInfo.layers.push(layer);\n channelInfo.layerBounds.push(layer.getBounds());\n if (!layer.isLoaded) {\n channelInfo.allLayersLoaded = false;\n }\n }\n // Create any new passes and remove any old ones\n for (const collisionGroup of Object.keys(channelMap)) {\n if (!this.collisionFBOs[collisionGroup]) {\n this.createFBO(device, collisionGroup);\n }\n if (!this.channels[collisionGroup]) {\n this.channels[collisionGroup] = channelMap[collisionGroup];\n }\n }\n for (const collisionGroup of Object.keys(this.collisionFBOs)) {\n if (!channelMap[collisionGroup]) {\n this.destroyFBO(collisionGroup);\n }\n }\n return channelMap;\n }\n getShaderModuleProps(layer) {\n const { collisionGroup, collisionEnabled } = layer\n .props;\n const { collisionFBOs, dummyCollisionMap } = this;\n const collisionFBO = collisionFBOs[collisionGroup];\n const enabled = collisionEnabled && Boolean(collisionFBO);\n return {\n collision: {\n enabled,\n collisionFBO,\n dummyCollisionMap: dummyCollisionMap\n }\n };\n }\n cleanup() {\n if (this.dummyCollisionMap) {\n this.dummyCollisionMap.delete();\n this.dummyCollisionMap = undefined;\n }\n this.channels = {};\n for (const collisionGroup of Object.keys(this.collisionFBOs)) {\n this.destroyFBO(collisionGroup);\n }\n this.collisionFBOs = {};\n this.lastViewport = undefined;\n }\n createFBO(device, collisionGroup) {\n const { width, height } = device.getDefaultCanvasContext().canvas;\n const collisionMap = device.createTexture({\n format: 'rgba8unorm',\n width,\n height,\n sampler: {\n minFilter: 'nearest',\n magFilter: 'nearest',\n addressModeU: 'clamp-to-edge',\n addressModeV: 'clamp-to-edge'\n }\n });\n const depthStencilAttachment = device.createTexture({\n format: 'depth16unorm',\n width,\n height\n });\n this.collisionFBOs[collisionGroup] = device.createFramebuffer({\n id: `collision-${collisionGroup}`,\n width,\n height,\n colorAttachments: [collisionMap],\n depthStencilAttachment\n });\n }\n destroyFBO(collisionGroup) {\n const fbo = this.collisionFBOs[collisionGroup];\n fbo.colorAttachments[0]?.destroy();\n fbo.depthStencilAttachment?.destroy();\n fbo.destroy();\n delete this.collisionFBOs[collisionGroup];\n }\n}\n//# sourceMappingURL=collision-filter-effect.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { LayerExtension } from '@deck.gl/core';\nimport collision from \"./shader-module.js\";\nimport CollisionFilterEffect from \"./collision-filter-effect.js\";\nconst defaultProps = {\n getCollisionPriority: { type: 'accessor', value: 0 },\n collisionEnabled: true,\n collisionGroup: { type: 'string', value: 'default' },\n collisionTestProps: {}\n};\n/** Allows layers to hide overlapping objects. */\nclass CollisionFilterExtension extends LayerExtension {\n getShaders() {\n return { modules: [collision] };\n }\n /* eslint-disable camelcase */\n draw({ shaderModuleProps }) {\n if (shaderModuleProps.collision?.drawToCollisionMap) {\n // Override any props with those defined in collisionTestProps\n // @ts-ignore\n this.props = this.clone(this.props.collisionTestProps).props;\n }\n }\n initializeState(context, extension) {\n if (this.getAttributeManager() === null) {\n return;\n }\n this.context.deck?._addDefaultEffect(new CollisionFilterEffect());\n const attributeManager = this.getAttributeManager();\n attributeManager.add({\n collisionPriorities: {\n size: 1,\n stepMode: 'dynamic',\n accessor: 'getCollisionPriority'\n }\n });\n }\n getNeedsPickingBuffer() {\n return this.props.collisionEnabled;\n }\n}\nCollisionFilterExtension.defaultProps = defaultProps;\nCollisionFilterExtension.extensionName = 'CollisionFilterExtension';\nexport default CollisionFilterExtension;\n//# sourceMappingURL=collision-filter-extension.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { project } from '@deck.gl/core';\nconst uniformBlock = /* glsl */ `\\\nuniform maskUniforms {\n vec4 bounds;\n highp int channel;\n bool enabled;\n bool inverted;\n bool maskByInstance;\n} mask;\n`;\nconst vertex = /* glsl */ `\nvec2 mask_getCoords(vec4 position) {\n return (position.xy - mask.bounds.xy) / (mask.bounds.zw - mask.bounds.xy);\n}\n`;\nconst vs = `\n${uniformBlock}\n${vertex}\n`;\nconst fragment = /* glsl */ `\nuniform sampler2D mask_texture;\n\nbool mask_isInBounds(vec2 texCoords) {\n if (!mask.enabled) {\n return true;\n }\n vec4 maskColor = texture(mask_texture, texCoords);\n float maskValue = 1.0;\n if (mask.channel == 0) {\n maskValue = maskColor.r;\n } else if (mask.channel == 1) {\n maskValue = maskColor.g;\n } else if (mask.channel == 2) {\n maskValue = maskColor.b;\n } else if (mask.channel == 3) {\n maskValue = maskColor.a;\n }\n\n if (mask.inverted) {\n return maskValue >= 0.5;\n } else {\n return maskValue < 0.5;\n }\n}\n`;\nconst fs = `\n${uniformBlock}\n${fragment}\n`;\nconst inject = {\n 'vs:#decl': /* glsl */ `\nout vec2 mask_texCoords;\n`,\n 'vs:#main-end': /* glsl */ `\n vec4 mask_common_position;\n if (mask.maskByInstance) {\n mask_common_position = project_position(vec4(geometry.worldPosition, 1.0));\n } else {\n mask_common_position = geometry.position;\n }\n mask_texCoords = mask_getCoords(mask_common_position);\n`,\n 'fs:#decl': /* glsl */ `\nin vec2 mask_texCoords;\n`,\n 'fs:#main-start': /* glsl */ `\n if (mask.enabled) {\n bool mask = mask_isInBounds(mask_texCoords);\n\n // Debug: show extent of render target\n // fragColor = vec4(mask_texCoords, 0.0, 1.0);\n // fragColor = texture(mask_texture, mask_texCoords);\n\n if (!mask) discard;\n }\n`\n};\n/* eslint-disable camelcase */\nconst getMaskUniforms = (opts) => {\n if (opts && 'maskMap' in opts) {\n return {\n mask_texture: opts.maskMap\n };\n }\n return opts || {};\n};\nexport default {\n name: 'mask',\n dependencies: [project],\n vs,\n fs,\n inject,\n getUniforms: getMaskUniforms,\n uniformTypes: {\n bounds: 'vec4<f32>',\n channel: 'i32',\n enabled: 'i32',\n inverted: 'i32',\n maskByInstance: 'i32'\n }\n};\n//# sourceMappingURL=shader-module.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { _LayersPass as LayersPass } from '@deck.gl/core';\nconst MASK_BLENDING = {\n blendColorOperation: 'subtract',\n blendColorSrcFactor: 'zero',\n blendColorDstFactor: 'one',\n blendAlphaOperation: 'subtract',\n blendAlphaSrcFactor: 'zero',\n blendAlphaDstFactor: 'one'\n};\nexport default class MaskPass extends LayersPass {\n constructor(device, props) {\n super(device, props);\n const { mapSize = 2048 } = props;\n this.maskMap = device.createTexture({\n format: 'rgba8unorm',\n width: mapSize,\n height: mapSize,\n sampler: {\n minFilter: 'linear',\n magFilter: 'linear',\n addressModeU: 'clamp-to-edge',\n addressModeV: 'clamp-to-edge'\n }\n });\n this.fbo = device.createFramebuffer({\n id: 'maskmap',\n width: mapSize,\n height: mapSize,\n colorAttachments: [this.maskMap]\n });\n }\n render(options) {\n const colorMask = 2 ** options.channel;\n const clearColor = [255, 255, 255, 255];\n super.render({ ...options, clearColor, colorMask, target: this.fbo, pass: 'mask' });\n }\n getLayerParameters(layer, layerIndex, viewport) {\n return {\n ...layer.props.parameters,\n blend: true,\n depthCompare: 'always',\n ...MASK_BLENDING\n };\n }\n shouldDrawLayer(layer) {\n return layer.props.operation.includes('mask');\n }\n delete() {\n this.fbo.delete();\n this.maskMap.delete();\n }\n}\n//# sourceMappingURL=mask-pass.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { WebMercatorViewport, OrthographicViewport } from '@deck.gl/core';\n/*\n * Compute the union of bounds from multiple layers\n * Returns bounds in CARTESIAN coordinates\n */\nexport function joinLayerBounds(\n/** The layers to combine */\nlayers, \n/** A Viewport instance that is used to determine the type of the view */\nviewport) {\n // Join the bounds of layer data\n const bounds = [Infinity, Infinity, -Infinity, -Infinity];\n for (const layer of layers) {\n const layerBounds = layer.getBounds();\n if (layerBounds) {\n const bottomLeftCommon = layer.projectPosition(layerBounds[0], { viewport, autoOffset: false });\n const topRightCommon = layer.projectPosition(layerBounds[1], { viewport, autoOffset: false });\n bounds[0] = Math.min(bounds[0], bottomLeftCommon[0]);\n bounds[1] = Math.min(bounds[1], bottomLeftCommon[1]);\n bounds[2] = Math.max(bounds[2], topRightCommon[0]);\n bounds[3] = Math.max(bounds[3], topRightCommon[1]);\n }\n }\n if (Number.isFinite(bounds[0])) {\n return bounds;\n }\n return null;\n}\nconst MAX_VIEWPORT_SIZE = 2048;\n/** Construct a viewport that just covers the target bounds. Used for rendering to common space indexed texture. */\nexport function makeViewport(opts) {\n const { bounds, viewport, border = 0 } = opts;\n const { isGeospatial } = viewport;\n if (bounds[2] <= bounds[0] || bounds[3] <= bounds[1]) {\n return null;\n }\n const centerWorld = viewport.unprojectPosition([\n (bounds[0] + bounds[2]) / 2,\n (bounds[1] + bounds[3]) / 2,\n 0\n ]);\n let { width, height, zoom } = opts;\n if (zoom === undefined) {\n // Use width and height to determine zoom\n width = width - border * 2;\n height = height - border * 2;\n const scale = Math.min(width / (bounds[2] - bounds[0]), height / (bounds[3] - bounds[1]));\n zoom = Math.min(Math.log2(scale), 20);\n }\n else if (!width || !height) {\n // Use zoom to determine width and height\n const scale = 2 ** zoom;\n width = Math.round(Math.abs(bounds[2] - bounds[0]) * scale);\n height = Math.round(Math.abs(bounds[3] - bounds[1]) * scale);\n const maxSize = MAX_VIEWPORT_SIZE - border * 2;\n if (width > maxSize || height > maxSize) {\n const r = maxSize / Math.max(width, height);\n width = Math.round(width * r);\n height = Math.round(height * r);\n zoom += Math.log2(r);\n }\n }\n // TODO - find a more generic way to construct this viewport\n // Geospatial viewports may not be web-mercator\n return isGeospatial\n ? new WebMercatorViewport({\n id: viewport.id,\n x: border,\n y: border,\n width,\n height,\n longitude: centerWorld[0],\n latitude: centerWorld[1],\n zoom,\n orthographic: true\n })\n : new OrthographicViewport({\n id: viewport.id,\n x: border,\n y: border,\n width,\n height,\n target: centerWorld,\n zoom,\n flipY: false\n });\n}\n/** Returns viewport bounds in CARTESIAN coordinates */\nexport function getViewportBounds(viewport, zRange) {\n // Viewport bounds in world coordinates\n let viewportBoundsWorld;\n if (zRange && zRange.length === 2) {\n const [minZ, maxZ] = zRange;\n const bounds0 = viewport.getBounds({ z: minZ });\n const bounds1 = viewport.getBounds({ z: maxZ });\n viewportBoundsWorld = [\n Math.min(bounds0[0], bounds1[0]),\n Math.min(bounds0[1], bounds1[1]),\n Math.max(bounds0[2], bounds1[2]),\n Math.max(bounds0[3], bounds1[3])\n ];\n }\n else {\n viewportBoundsWorld = viewport.getBounds();\n }\n // Viewport bounds in cartesian coordinates\n const viewportBottomLeftCommon = viewport.projectPosition(viewportBoundsWorld.slice(0, 2));\n const viewportTopRightCommon = viewport.projectPosition(viewportBoundsWorld.slice(2, 4));\n return [\n viewportBottomLeftCommon[0],\n viewportBottomLeftCommon[1],\n viewportTopRightCommon[0],\n viewportTopRightCommon[1]\n ];\n}\n/*\n * Determine the common space bounds that best cover the given data for the given viewport\n * Returns bounds in CARTESIAN coordinates\n */\nexport function getRenderBounds(layerBounds, viewport, zRange) {\n if (!layerBounds) {\n return [0, 0, 1, 1];\n }\n const viewportBounds = getViewportBounds(viewport, zRange);\n // Expand viewport bounds by 2X. Heurestically chosen to avoid masking\n // errors when mask is partially out of view\n const paddedBounds = doubleBounds(viewportBounds);\n // When bounds of the layers are smaller than the viewport bounds simply use\n // mask bounds, so as to maximize resolution & avoid rerenders\n if (layerBounds[2] - layerBounds[0] <= paddedBounds[2] - paddedBounds[0] &&\n layerBounds[3] - layerBounds[1] <= paddedBounds[3] - paddedBounds[1]) {\n return layerBounds;\n }\n // As viewport shrinks, to avoid pixelation along mask edges\n // we need to reduce the bounds and only render the visible portion\n // of the mask.\n // We pad the viewport bounds to capture the section\n // of the mask just outside the viewport to correctly maskByInstance.\n // Intersect mask & padded viewport bounds\n return [\n Math.max(layerBounds[0], paddedBounds[0]),\n Math.max(layerBounds[1], paddedBounds[1]),\n Math.min(layerBounds[2], paddedBounds[2]),\n Math.min(layerBounds[3], paddedBounds[3])\n ];\n}\nfunction doubleBounds(bounds) {\n const dx = bounds[2] - bounds[0];\n const dy = bounds[3] - bounds[1];\n const centerX = (bounds[0] + bounds[2]) / 2;\n const centerY = (bounds[1] + bounds[3]) / 2;\n return [centerX - dx, centerY - dy, centerX + dx, centerY + dy];\n}\n//# sourceMappingURL=projection-utils.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { log } from '@deck.gl/core';\nimport { equals } from '@math.gl/core';\nimport MaskPass from \"./mask-pass.js\";\nimport { joinLayerBounds, getRenderBounds, makeViewport } from \"../utils/projection-utils.js\";\n// Class to manage mask effect\nexport default class MaskEffect {\n constructor() {\n this.id = 'mask-effect';\n this.props = null;\n this.useInPicking = true;\n this.order = 0;\n this.channels = [];\n this.masks = null;\n }\n setup({ device }) {\n this.dummyMaskMap = device.createTexture({\n width: 1,\n height: 1\n });\n this.maskPass = new MaskPass(device, { id: 'default-mask' });\n this.maskMap = this.maskPass.maskMap;\n }\n preRender({ layers, layerFilter, viewports, onViewportActive, views, isPicking }) {\n let didRender = false;\n if (isPicking) {\n // Do not update on picking pass\n return { didRender };\n }\n const maskLayers = layers.filter(l => l.props.visible && l.props.operation.includes('mask'));\n if (maskLayers.length === 0) {\n this.masks = null;\n this.channels.length = 0;\n return { didRender };\n }\n this.masks = {};\n // Map layers to channels\n const channelMap = this._sortMaskChannels(maskLayers);\n // TODO - support multiple views\n const viewport = viewports[0];\n const viewportChanged = !this.lastViewport || !this.lastViewport.equals(viewport);\n if (viewport.resolution !== undefined) {\n log.warn('MaskExtension is not supported in GlobeView')();\n return { didRender };\n }\n for (const maskId in channelMap) {\n const result = this._renderChannel(channelMap[maskId], {\n layerFilter,\n onViewportActive,\n views,\n viewport,\n viewportChanged\n });\n didRender || (didRender = result);\n }\n // debugFBO(this.maskMap, {opaque: true});\n return { didRender };\n }\n /* eslint-disable-next-line complexity */\n _renderChannel(channelInfo, { layerFilter, onViewportActive, views, viewport, viewportChanged }) {\n let didRender = false;\n const oldChannelInfo = this.channels[channelInfo.index];\n if (!oldChannelInfo) {\n return didRender;\n }\n const maskChanged = \n // If a channel is new\n channelInfo === oldChannelInfo ||\n // If sublayers have changed\n channelInfo.layers.length !== oldChannelInfo.layers.length ||\n channelInfo.layers.some((layer, i) => \n // Layer instance is updated\n // Layer props might have changed\n // Undetermined props could have an effect on the output geometry of a mask layer,\n // for example getRadius+updateTriggers, radiusScale, modelMatrix\n layer !== oldChannelInfo.layers[i] ||\n // Some prop is in transition\n layer.props.transitions) ||\n // If a sublayer's positions have been updated, the cached bounds will change shallowly\n channelInfo.layerBounds.some((b, i) => b !== oldChannelInfo.layerBounds[i]);\n channelInfo.bounds = oldChannelInfo.bounds;\n channelInfo.maskBounds = oldChannelInfo.maskBounds;\n this.channels[channelInfo.index] = channelInfo;\n if (maskChanged || viewportChanged) {\n // Recalculate mask bounds\n this.lastViewport = viewport;\n const layerBounds = joinLayerBounds(channelInfo.layers, viewport);\n channelInfo.bounds = layerBounds && getRenderBounds(layerBounds, viewport);\n if (maskChanged || !equals(channelInfo.bounds, oldChannelInfo.bounds)) {\n // Rerender mask FBO\n const { maskPass, maskMap } = this;\n const maskViewport = layerBounds &&\n makeViewport({\n bounds: channelInfo.bounds,\n viewport,\n width: maskMap.width,\n height: maskMap.height,\n border: 1\n });\n channelInfo.maskBounds = maskViewport ? maskViewport.getBounds() : [0, 0, 1, 1];\n // @ts-ignore (2532) This method is only called from preRender where maskPass is defined\n maskPass.render({\n pass: 'mask',\n channel: channelInfo.index,\n layers: channelInfo.layers,\n layerFilter,\n viewports: maskViewport ? [maskViewport] : [],\n onViewportActive,\n views,\n shaderModuleProps: {\n project: {\n devicePixelRatio: 1\n }\n }\n });\n didRender = true;\n }\n }\n // @ts-ignore (2532) This method is only called from preRender where masks is defined\n this.masks[channelInfo.id] = {\n index: channelInfo.index,\n bounds: channelInfo.maskBounds,\n coordinateOrigin: channelInfo.coordinateOrigin,\n coordinateSystem: channelInfo.coordinateSystem\n };\n return didRender;\n }\n /**\n * Find a channel to render each mask into\n * If a maskId already exists, diff and update the existing channel\n * Otherwise replace a removed mask\n * Otherwise create a new channel\n * Returns a map from mask layer id to channel info\n */\n _sortMaskChannels(maskLayers) {\n const channelMap = {};\n let channelCount = 0;\n for (const layer of maskLayers) {\n const { id } = layer.root;\n let channelInfo = channelMap[id];\n if (!channelInfo) {\n if (++channelCount > 4) {\n log.warn('Too many mask layers. The max supported is 4')();\n continue; // eslint-disable-line no-continue\n }\n channelInfo = {\n id,\n index: this.channels.findIndex(c => c?.id === id),\n layers: [],\n layerBounds: [],\n coordinateOrigin: layer.root.props.coordinateOrigin,\n coordinateSystem: layer.root.props.coordinateSystem\n };\n channelMap[id] = channelInfo;\n }\n channelInfo.layers.push(layer);\n channelInfo.layerBounds.push(layer.getBounds());\n }\n for (let i = 0; i < 4; i++) {\n const channelInfo = this.channels[i];\n if (!channelInfo || !(channelInfo.id in channelMap)) {\n // The mask id at this channel no longer exists\n this.channels[i] = null;\n }\n }\n for (const maskId in channelMap) {\n const channelInfo = channelMap[maskId];\n if (channelInfo.index < 0) {\n channelInfo.index = this.channels.findIndex(c => !c);\n this.channels[channelInfo.index] = channelInfo;\n }\n }\n return channelMap;\n }\n getShaderModuleProps() {\n return {\n mask: {\n maskMap: this.masks ? this.maskMap : this.dummyMaskMap,\n maskChannels: this.masks\n }\n };\n }\n cleanup() {\n if (this.dummyMaskMap) {\n this.dummyMaskMap.delete();\n this.dummyMaskMap = undefined;\n }\n if (this.maskPass) {\n this.maskPass.delete();\n this.maskPass = undefined;\n this.maskMap = undefined;\n }\n this.lastViewport = undefined;\n this.masks = null;\n this.channels.length = 0;\n }\n}\n//# sourceMappingURL=mask-effect.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { COORDINATE_SYSTEM, LayerExtension, log } from '@deck.gl/core';\nimport mask from \"./shader-module.js\";\nimport MaskEffect from \"./mask-effect.js\";\nconst defaultProps = {\n maskId: '',\n maskByInstance: undefined,\n maskInverted: false\n};\n/** Allows layers to show/hide objects by a geofence. */\nclass MaskExtension extends LayerExtension {\n initializeState() {\n this.context.deck?._addDefaultEffect(new MaskEffect());\n }\n getShaders() {\n // Infer by geometry if 'maskByInstance' prop isn't explictly set\n let maskByInstance = 'instancePositions' in this.getAttributeManager().attributes;\n // Users can override by setting the `maskByInstance` prop\n if (this.props.maskByInstance !== undefined) {\n maskByInstance = Boolean(this.props.maskByInstance);\n }\n this.state.maskByInstance = maskByInstance;\n return {\n modules: [mask]\n };\n }\n /* eslint-disable camelcase */\n draw({ context, shaderModuleProps }) {\n const maskProps = {};\n maskProps.maskByInstance = Boolean(this.state.maskByInstance);\n const { maskId, maskInverted } = this.props;\n const { maskChannels } = shaderModuleProps.mask || {};\n const { viewport } = context;\n if (maskChannels && maskChannels[maskId]) {\n const { index, bounds, coordinateOrigin: fromCoordinateOrigin } = maskChannels[maskId];\n let { coordinateSystem: fromCoordinateSystem } = maskChannels[maskId];\n maskProps.enabled = true;\n maskProps.channel = index;\n maskProps.inverted = maskInverted;\n if (fromCoordinateSystem === COORDINATE_SYSTEM.DEFAULT) {\n fromCoordinateSystem = viewport.isGeospatial\n ? COORDINATE_SYSTEM.LNGLAT\n : COORDINATE_SYSTEM.CARTESIAN;\n }\n const opts = { modelMatrix: null, fromCoordinateOrigin, fromCoordinateSystem };\n const bl = this.projectPosition([bounds[0], bounds[1], 0], opts);\n const tr = this.projectPosition([bounds[2], bounds[3], 0], opts);\n maskProps.bounds = [bl[0], bl[1], tr[0], tr[1]];\n }\n else {\n if (maskId) {\n log.warn(`Could not find a mask layer with id: ${maskId}`)();\n }\n maskProps.enabled = false;\n }\n this.setShaderModuleProps({ mask: maskProps });\n }\n}\nMaskExtension.defaultProps = defaultProps;\nMaskExtension.extensionName = 'MaskExtension';\nexport default MaskExtension;\n//# sourceMappingURL=mask-extension.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { project } from '@deck.gl/core';\n/** A model can have one of the following modes */\nexport const TERRAIN_MODE = {\n NONE: 0,\n /** A terrain layer rendering encoded ground elevation into the height map */\n WRITE_HEIGHT_MAP: 1,\n /** An offset layer reading encoded ground elevation from the height map */\n USE_HEIGHT_MAP: 2,\n /** A terrain layer rendering to screen, using the cover fbo overlaid with its own texture */\n USE_COVER: 3,\n /** A terrain layer rendering to screen, using the cover fbo as texture */\n USE_COVER_ONLY: 4,\n /** Draped layer is rendered into a texture, and never to screen */\n SKIP: 5\n};\nconst TERRAIN_MODE_CONSTANTS = Object.keys(TERRAIN_MODE)\n .map(key => `const float TERRAIN_MODE_${key} = ${TERRAIN_MODE[key]}.0;`)\n .join('\\n');\nconst uniformBlock = \n// eslint-disable-next-line prefer-template\nTERRAIN_MODE_CONSTANTS +\n /* glsl */ `\nuniform terrainUniforms {\n float mode;\n vec4 bounds;\n} terrain;\n\nuniform sampler2D terrain_map;\n`;\nexport const terrainModule = {\n name: 'terrain',\n dependencies: [project],\n // eslint-disable-next-line prefer-template\n vs: uniformBlock + /* glsl */ 'out vec3 commonPos;',\n // eslint-disable-next-line prefer-template\n fs: uniformBlock + /* glsl */ 'in vec3 commonPos;',\n inject: {\n 'vs:#main-start': /* glsl */ `\nif (terrain.mode == TERRAIN_MODE_SKIP) {\n gl_Position = vec4(0.0);\n return;\n}\n`,\n 'vs:DECKGL_FILTER_GL_POSITION': /* glsl */ `\ncommonPos = geometry.position.xyz;\nif (terrain.mode == TERRAIN_MODE_WRITE_HEIGHT_MAP) {\n vec2 texCoords = (commonPos.xy - terrain.bounds.xy) / terrain.bounds.zw;\n position = vec4(texCoords * 2.0 - 1.0, 0.0, 1.0);\n commonPos.z += project.commonOrigin.z;\n}\nif (terrain.mode == TERRAIN_MODE_USE_HEIGHT_MAP) {\n vec3 anchor = geometry.worldPosition;\n anchor.z = 0.0;\n vec3 anchorCommon = project_position(anchor);\n vec2 texCoords = (anchorCommon.xy - terrain.bounds.xy) / terrain.bounds.zw;\n if (texCoords.x >= 0.0 && texCoords.y >= 0.0 && texCoords.x <= 1.0 && texCoords.y <= 1.0) {\n float terrainZ = texture(terrain_map, texCoords).r;\n geometry.position.z += terrainZ;\n position = project_common_position_to_clipspace(geometry.position);\n }\n}\n `,\n 'fs:#main-start': /* glsl */ `\nif (terrain.mode == TERRAIN_MODE_WRITE_HEIGHT_MAP) {\n fragColor = vec4(commonPos.z, 0.0, 0.0, 1.0);\n return;\n}\n `,\n 'fs:DECKGL_FILTER_COLOR': /* glsl */ `\nif ((terrain.mode == TERRAIN_MODE_USE_COVER) || (terrain.mode == TERRAIN_MODE_USE_COVER_ONLY)) {\n vec2 texCoords = (commonPos.xy - terrain.bounds.xy) / terrain.bounds.zw;\n vec4 pixel = texture(terrain_map, texCoords);\n if (terrain.mode == TERRAIN_MODE_USE_COVER_ONLY) {\n color = pixel;\n } else {\n // pixel is premultiplied\n color = pixel + color * (1.0 - pixel.a);\n }\n return;\n}\n `\n },\n // eslint-disable-next-line complexity\n getUniforms: (opts = {}) => {\n if ('dummyHeightMap' in opts) {\n const { drawToTerrainHeightMap, heightMap, heightMapBounds, dummyHeightMap, terrainCover, useTerrainHeightMap, terrainSkipRender } = opts;\n const projectUniforms = project.getUniforms(opts.project);\n const { commonOrigin } = projectUniforms;\n let mode = terrainSkipRender ? TERRAIN_MODE.SKIP : TERRAIN_MODE.NONE;\n // height map if case USE_HEIGHT_MAP, terrain cover if USE_COVER, otherwise empty\n let sampler = dummyHeightMap;\n // height map bounds if case USE_HEIGHT_MAP, terrain cover bounds if USE_COVER, otherwise null\n let bounds = null;\n if (drawToTerrainHeightMap) {\n mode = TERRAIN_MODE.WRITE_HEIGHT_MAP;\n bounds = heightMapBounds;\n }\n else if (useTerrainHeightMap && heightMap) {\n mode = TERRAIN_MODE.USE_HEIGHT_MAP;\n sampler = heightMap;\n bounds = heightMapBounds;\n }\n else if (terrainCover) {\n // This is a terrain layer\n const fbo = opts.isPicking\n ? terrainCover.getPickingFramebuffer()\n : terrainCover.getRenderFramebuffer();\n sampler = fbo?.colorAttachments[0].texture;\n if (opts.isPicking) {\n // Never render the layer itself in picking pass\n mode = TERRAIN_MODE.SKIP;\n }\n if (sampler) {\n mode = mode === TERRAIN_MODE.SKIP ? TERRAIN_MODE.USE_COVER_ONLY : TERRAIN_MODE.USE_COVER;\n bounds = terrainCover.bounds;\n }\n else {\n sampler = dummyHeightMap;\n }\n }\n /* eslint-disable camelcase */\n return {\n mode,\n terrain_map: sampler,\n // Convert bounds to the common space, as [minX, minY, width, height]\n bounds: bounds\n ? [\n bounds[0] - commonOrigin[0],\n bounds[1] - commonOrigin[1],\n bounds[2] - bounds[0],\n bounds[3] - bounds[1]\n ]\n : [0, 0, 0, 0]\n };\n }\n return {};\n },\n uniformTypes: {\n mode: 'f32',\n bounds: 'vec4<f32>'\n }\n};\n//# sourceMappingURL=shader-module.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { GL } from '@luma.gl/constants';\nexport function createRenderTarget(device, opts) {\n return device.createFramebuffer({\n id: opts.id,\n colorAttachments: [\n device.createTexture({\n id: opts.id,\n ...(opts.float && {\n format: 'rgba32float',\n type: 5126\n }),\n dimension: '2d',\n width: 1,\n height: 1,\n sampler: opts.interpolate === false\n ? {\n minFilter: 'nearest',\n magFilter: 'nearest'\n }\n : {\n minFilter: 'linear',\n magFilter: 'linear'\n }\n })\n ]\n });\n}\n//# sourceMappingURL=utils.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { createRenderTarget } from \"./utils.js\";\nimport { joinLayerBounds, makeViewport, getRenderBounds } from \"../utils/projection-utils.js\";\n/**\n * Manages the lifecycle of the terrain cover (draped textures over a terrain mesh).\n * One terrain cover is created for each unique terrain layer (primitive layer with operation:terrain).\n * It is updated when the terrain source layer's mesh changes or when any of the terrainDrawMode:drape\n * layers requires redraw.\n * During the draw call of a terrain layer, the drape texture is overlaid on top of the layer's own color.\n */\nexport class TerrainCover {\n constructor(targetLayer) {\n this.isDirty = true;\n /** Viewport used to draw into the texture */\n this.renderViewport = null;\n /** Bounds of the terrain cover texture, in cartesian space */\n this.bounds = null;\n this.layers = [];\n /** Cached version of targetLayer.getBounds() */\n this.targetBounds = null;\n /** targetBounds in cartesian space */\n this.targetBoundsCommon = null;\n this.targetLayer = targetLayer;\n this.tile = getTile(targetLayer);\n }\n get id() {\n return this.targetLayer.id;\n }\n /** returns true if the target layer is still in use (i.e. not finalized) */\n get isActive() {\n return Boolean(this.targetLayer.getCurrentLayer());\n }\n shouldUpdate({ targetLayer, viewport, layers, layerNeedsRedraw }) {\n if (targetLayer) {\n this.targetLayer = targetLayer;\n }\n const sizeChanged = viewport ? this._updateViewport(viewport) : false;\n let layersChanged = layers ? this._updateLayers(layers) : false;\n if (layerNeedsRedraw) {\n for (const id of this.layers) {\n if (layerNeedsRedraw[id]) {\n layersChanged = true;\n // console.log('layer needs redraw', id);\n break;\n }\n }\n }\n return layersChanged || sizeChanged;\n }\n /** Compare layers with the last version. Only rerender if necessary. */\n _updateLayers(layers) {\n let needsRedraw = false;\n layers = this.tile ? getIntersectingLayers(this.tile, layers) : layers;\n if (layers.length !== this.layers.length) {\n needsRedraw = true;\n // console.log('layers count changed', this.layers.length, '>>', layers.length);\n }\n else {\n for (let i = 0; i < layers.length; i++) {\n const id = layers[i].id;\n if (id !== this.layers[i]) {\n needsRedraw = true;\n // console.log('layer added/removed', id);\n break;\n }\n }\n }\n if (needsRedraw) {\n this.layers = layers.map(layer => layer.id);\n }\n return needsRedraw;\n }\n /** Compare viewport and terrain bounds with the last version. Only rerender if necesary. */\n // eslint-disable-next-line max-statements\n _updateViewport(viewport) {\n const targetLayer = this.targetLayer;\n let shouldRedraw = false;\n if (this.tile && 'boundingBox' in this.tile) {\n if (!this.targetBounds) {\n shouldRedraw = true;\n this.targetBounds = this.tile.boundingBox;\n const bottomLeftCommon = viewport.projectPosition(this.targetBounds[0]);\n const topRightCommon = viewport.projectPosition(this.targetBounds[1]);\n this.targetBoundsCommon = [\n bottomLeftCommon[0],\n bottomLeftCommon[1],\n topRightCommon[0],\n topRightCommon[1]\n ];\n }\n }\n else if (this.targetBounds !== targetLayer.getBounds()) {\n // console.log('bounds changed', this.bounds, '>>', newBounds);\n shouldRedraw = true;\n this.targetBounds = targetLayer.getBounds();\n this.targetBoundsCommon = joinLayerBounds([targetLayer], viewport);\n }\n if (!this.targetBoundsCommon) {\n return false;\n }\n const newZoom = Math.ceil(viewport.zoom + 0.5);\n // If the terrain layer is bound to a tile, always render a texture that cover the whole tile.\n // Otherwise, use the smaller of layer bounds and the viewport bounds.\n if (this.tile) {\n this.bounds = this.targetBoundsCommon;\n }\n else {\n const oldZoom = this.renderViewport?.zoom;\n shouldRedraw = shouldRedraw || newZoom !== oldZoom;\n const newBounds = getRenderBounds(this.targetBoundsCommon, viewport);\n const oldBounds = this.bounds;\n shouldRedraw = shouldRedraw || !oldBounds || newBounds.some((x, i) => x !== oldBounds[i]);\n this.bounds = newBounds;\n }\n if (shouldRedraw) {\n this.renderViewport = makeViewport({\n bounds: this.bounds,\n zoom: newZoom,\n viewport\n });\n }\n return shouldRedraw;\n }\n getRenderFramebuffer() {\n if (!this.renderViewport || this.layers.length === 0) {\n return null;\n }\n if (!this.fbo) {\n this.fbo = createRenderTarget(this.targetLayer.context.device, { id: this.id });\n }\n return this.fbo;\n }\n getPickingFramebuffer() {\n if (!this.renderViewport || (this.layers.length === 0 && !this.targetLayer.props.pickable)) {\n return null;\n }\n if (!this.pickingFbo) {\n this.pickingFbo = createRenderTarget(this.targetLayer.context.device, {\n id: `${this.id}-picking`,\n interpolate: false\n });\n }\n return this.pickingFbo;\n }\n filterLayers(layers) {\n return layers.filter(({ id }) => this.layers.includes(id));\n }\n delete() {\n const { fbo, pickingFbo } = this;\n if (fbo) {\n fbo.colorAttachments[0].destroy();\n fbo.destroy();\n }\n if (pickingFbo) {\n pickingFbo.colorAttachments[0].destroy();\n pickingFbo.destroy();\n }\n }\n}\n/**\n * Remove layers that do not overlap with the current terrain cover.\n * This implementation only has effect when a TileLayer is overlaid on top of a TileLayer\n */\nfunction getIntersectingLayers(sourceTile, layers) {\n return layers.filter(layer => {\n const tile = getTile(layer);\n if (tile) {\n return intersect(sourceTile.boundingBox, tile.boundingBox);\n }\n return true;\n });\n}\n/** If layer is the descendent of a TileLayer, return the corresponding tile. */\nfunction getTile(layer) {\n while (layer) {\n // @ts-expect-error tile may not exist\n const { tile } = layer.props;\n if (tile) {\n return tile;\n }\n layer = layer.parent;\n }\n return null;\n}\nfunction intersect(b1, b2) {\n if (b1 && b2) {\n return b1[0][0] < b2[1][0] && b2[0][0] < b1[1][0] && b1[0][1] < b2[1][1] && b2[0][1] < b1[1][1];\n }\n return false;\n}\n//# sourceMappingURL=terrain-cover.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { _LayersPass as LayersPass } from '@deck.gl/core';\nconst TERRAIN_BLENDING = {\n blendColorOperation: 'max',\n blendColorSrcFactor: 'one',\n blendColorDstFactor: 'one',\n blendAlphaOperation: 'max',\n blendAlphaSrcFactor: 'one',\n blendAlphaDstFactor: 'one'\n};\n/** Renders textures used by the TerrainEffect render pass */\nexport class TerrainPass extends LayersPass {\n getRenderableLayers(viewport, opts) {\n const { layers } = opts;\n const result = [];\n const drawParamsByIndex = this._getDrawLayerParams(viewport, opts, true);\n for (let i = 0; i < layers.length; i++) {\n const layer = layers[i];\n if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {\n result.push(layer);\n }\n }\n return result;\n }\n renderHeightMap(heightMap, opts) {\n // console.log('Updating height map')\n const target = heightMap.getRenderFramebuffer();\n const viewport = heightMap.renderViewport;\n if (!target || !viewport) {\n return;\n }\n target.resize(viewport);\n this.render({\n ...opts,\n target,\n pass: 'terrain-height-map',\n layers: opts.layers,\n viewports: [viewport],\n effects: [],\n clearColor: [0, 0, 0, 0]\n });\n }\n renderTerrainCover(terrainCover, opts) {\n // console.log('Updating terrain cover ' + terrainCover.id)\n const target = terrainCover.getRenderFramebuffer();\n const viewport = terrainCover.renderViewport;\n if (!target || !viewport) {\n return;\n }\n const layers = terrainCover.filterLayers(opts.layers);\n target.resize(viewport);\n this.render({\n ...opts,\n target,\n pass: `terrain-cover-${terrainCover.id}`,\n layers,\n effects: [],\n viewports: [viewport],\n clearColor: [0, 0, 0, 0]\n });\n }\n getLayerParameters(layer, layerIndex, viewport) {\n return {\n ...layer.props.parameters,\n blend: true,\n depthCompare: 'always',\n ...(layer.props.operation.includes('terrain') && TERRAIN_BLENDING)\n };\n }\n getShaderModuleProps(layer, effects, otherShaderModuleProps) {\n return {\n terrain: {\n project: otherShaderModuleProps.project\n }\n };\n }\n}\n//# sourceMappingURL=terrain-pass.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { _PickLayersPass as PickLayersPass } from '@deck.gl/core';\n/** Renders textures used by the TerrainEffect picking pass */\nexport class TerrainPickingPass extends PickLayersPass {\n constructor() {\n super(...arguments);\n /** Save layer index for use when drawing to terrain cover.\n * When a terrain cover's picking buffer is rendered,\n * we need to make sure each layer receives a consistent index (encoded in the alpha channel)\n * so that a picked color can be decoded back to the correct layer.\n * Updated in getRenderableLayers which is called in TerrainEffect.preRender\n */\n this.drawParameters = {};\n }\n getRenderableLayers(viewport, opts) {\n const { layers } = opts;\n const result = [];\n this.drawParameters = {};\n this._resetColorEncoder(opts.pickZ);\n const drawParamsByIndex = this._getDrawLayerParams(viewport, opts);\n for (let i = 0; i < layers.length; i++) {\n const layer = layers[i];\n if (!layer.isComposite && drawParamsByIndex[i].shouldDrawLayer) {\n result.push(layer);\n this.drawParameters[layer.id] = drawParamsByIndex[i].layerParameters;\n }\n }\n return result;\n }\n renderTerrainCover(terrainCover, opts) {\n // console.log('Updating terrain cover for picking ' + terrainCover.id)\n const target = terrainCover.getPickingFramebuffer();\n const viewport = terrainCover.renderViewport;\n if (!target || !viewport) {\n return;\n }\n const layers = terrainCover.filterLayers(opts.layers);\n const terrainLayer = terrainCover.targetLayer;\n if (terrainLayer.props.pickable) {\n layers.unshift(terrainLayer);\n }\n target.resize(viewport);\n this.render({\n ...opts,\n pickingFBO: target,\n pass: `terrain-cover-picking-${terrainCover.id}`,\n layers,\n effects: [],\n viewports: [viewport],\n // Disable the default culling because TileLayer would cull sublayers based on the screen viewport,\n // not the viewport of the terrain cover. Culling is already done by `terrainCover.filterLayers`\n cullRect: undefined,\n deviceRect: viewport,\n pickZ: false\n });\n }\n getLayerParameters(layer, layerIndex, viewport) {\n let parameters;\n if (this.drawParameters[layer.id]) {\n parameters = this.drawParameters[layer.id];\n }\n else {\n parameters = super.getLayerParameters(layer, layerIndex, viewport);\n parameters.blend = true;\n }\n return { ...parameters, depthCompare: 'always' };\n }\n getShaderModuleProps(layer, effects, otherShaderModuleProps) {\n const base = super.getShaderModuleProps(layer, effects, otherShaderModuleProps);\n return {\n ...base,\n terrain: {\n project: otherShaderModuleProps.project\n }\n };\n }\n}\n//# sourceMappingURL=terrain-picking-pass.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { joinLayerBounds, getRenderBounds, makeViewport } from \"../utils/projection-utils.js\";\nimport { createRenderTarget } from \"./utils.js\";\nconst MAP_MAX_SIZE = 2048;\n/**\n * Manages the lifecycle of the height map (a framebuffer that encodes elevation).\n * One instance of height map is is shared across all layers. It is updated when the viewport changes\n * or when some terrain source layer's data changes.\n * During the draw call of any terrainDrawMode:offset layers,\n * the vertex shader reads from this framebuffer to retrieve its z offset.\n */\nexport class HeightMapBuilder {\n static isSupported(device) {\n return device.isTextureFormatRenderable('rgba32float');\n }\n constructor(device) {\n /** Viewport used to draw into the texture */\n this.renderViewport = null;\n /** Bounds of the height map texture, in cartesian space */\n this.bounds = null;\n /** Last rendered layers */\n this.layers = [];\n /** Last layer.getBounds() */\n this.layersBounds = [];\n /** The union of layersBounds in cartesian space */\n this.layersBoundsCommon = null;\n this.lastViewport = null;\n this.device = device;\n }\n /** Returns the height map framebuffer for read/write access.\n * Returns null when the texture is invalid.\n */\n getRenderFramebuffer() {\n if (!this.renderViewport) {\n return null;\n }\n if (!this.fbo) {\n this.fbo = createRenderTarget(this.device, { id: 'height-map', float: true });\n }\n return this.fbo;\n }\n /** Called every render cycle to check if the framebuffer needs update */\n shouldUpdate({ layers, viewport }) {\n const layersChanged = layers.length !== this.layers.length ||\n layers.some((layer, i) => \n // Layer instance is updated\n // Layer props might have changed\n // Undetermined props could have an effect on the output geometry of a terrain source,\n // for example getElevation+updateTriggers, elevationScale, modelMatrix\n layer !== this.layers[i] ||\n // Some prop is in transition\n layer.props.transitions ||\n // Layer's geometry bounds have changed\n layer.getBounds() !== this.layersBounds[i]);\n if (layersChanged) {\n // Recalculate cached bounds\n this.layers = layers;\n this.layersBounds = layers.map(layer => layer.getBounds());\n this.layersBoundsCommon = joinLayerBounds(layers, viewport);\n }\n const viewportChanged = !this.lastViewport || !viewport.equals(this.lastViewport);\n if (!this.layersBoundsCommon) {\n this.renderViewport = null;\n }\n else if (layersChanged || viewportChanged) {\n const bounds = getRenderBounds(this.layersBoundsCommon, viewport);\n if (bounds[2] <= bounds[0] || bounds[3] <= bounds[1]) {\n this.renderViewport = null;\n return false;\n }\n this.bounds = bounds;\n this.lastViewport = viewport;\n const scale = viewport.scale;\n const pixelWidth = (bounds[2] - bounds[0]) * scale;\n const pixelHeight = (bounds[3] - bounds[1]) * scale;\n this.renderViewport =\n pixelWidth > 0 || pixelHeight > 0\n ? makeViewport({\n // It's not important whether the geometry is visible in this viewport, because\n // vertices will not use the standard project_to_clipspace in the DRAW_TO_HEIGHT_MAP shader\n // However the viewport must have the same center and zoom as the screen viewport\n // So that projection uniforms used for calculating z are the same\n bounds: [\n viewport.center[0] - 1,\n viewport.center[1] - 1,\n viewport.center[0] + 1,\n viewport.center[1] + 1\n ],\n zoom: viewport.zoom,\n width: Math.min(pixelWidth, MAP_MAX_SIZE),\n height: Math.min(pixelHeight, MAP_MAX_SIZE),\n viewport\n })\n : null;\n return true;\n }\n return false;\n }\n delete() {\n if (this.fbo) {\n this.fbo.colorAttachments[0].delete();\n this.fbo.delete();\n }\n }\n}\n//# sourceMappingURL=height-map-builder.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { log } from '@deck.gl/core';\nimport { terrainModule } from \"./shader-module.js\";\nimport { TerrainCover } from \"./terrain-cover.js\";\nimport { TerrainPass } from \"./terrain-pass.js\";\nimport { TerrainPickingPass } from \"./terrain-picking-pass.js\";\nimport { HeightMapBuilder } from \"./height-map-builder.js\";\n/** Class to manage terrain effect */\nexport class TerrainEffect {\n constructor() {\n this.id = 'terrain-effect';\n this.props = null;\n this.useInPicking = true;\n /** true if picking in the current pass */\n this.isPicking = false;\n /** true if should use in the current pass */\n this.isDrapingEnabled = false;\n /** One texture for each primitive terrain layer, into which the draped layers render */\n this.terrainCovers = new Map();\n }\n setup({ device, deck }) {\n this.dummyHeightMap = device.createTexture({\n width: 1,\n height: 1,\n data: new Uint8Array([0, 0, 0, 0])\n });\n this.terrainPass = new TerrainPass(device, { id: 'terrain' });\n this.terrainPickingPass = new TerrainPickingPass(device, { id: 'terrain-picking' });\n if (HeightMapBuilder.isSupported(device)) {\n this.heightMap = new HeightMapBuilder(device);\n }\n else {\n log.warn('Terrain offset mode is not supported by this browser')();\n }\n deck._addDefaultShaderModule(terrainModule);\n }\n preRender(opts) {\n // @ts-expect-error pickZ only defined in picking pass\n if (opts.pickZ) {\n // Do not update if picking attributes\n this.isDrapingEnabled = false;\n return;\n }\n const { viewports } = opts;\n const isPicking = opts.pass.startsWith('picking');\n this.isPicking = isPicking;\n this.isDrapingEnabled = true;\n // TODO - support multiple views?\n const viewport = viewports[0];\n const layers = (isPicking ? this.terrainPickingPass : this.terrainPass).getRenderableLayers(viewport, opts);\n const terrainLayers = layers.filter(l => l.props.operation.includes('terrain'));\n if (terrainLayers.length === 0) {\n return;\n }\n if (!isPicking) {\n const offsetLayers = layers.filter(l => l.state.terrainDrawMode === 'offset');\n if (offsetLayers.length > 0) {\n this._updateHeightMap(terrainLayers, viewport, opts);\n }\n }\n const drapeLayers = layers.filter(l => l.state.terrainDrawMode === 'drape');\n this._updateTerrainCovers(terrainLayers, drapeLayers, viewport, opts);\n }\n getShaderModuleProps(layer, otherShaderModuleProps) {\n const { terrainDrawMode } = layer.state;\n return {\n terrain: {\n project: otherShaderModuleProps.project,\n isPicking: this.isPicking,\n heightMap: this.heightMap?.getRenderFramebuffer()?.colorAttachments[0].texture || null,\n heightMapBounds: this.heightMap?.bounds,\n dummyHeightMap: this.dummyHeightMap,\n terrainCover: this.isDrapingEnabled ? this.terrainCovers.get(layer.id) : null,\n useTerrainHeightMap: terrainDrawMode === 'offset',\n terrainSkipRender: terrainDrawMode === 'drape' || !layer.props.operation.includes('draw')\n }\n };\n }\n cleanup({ deck }) {\n if (this.dummyHeightMap) {\n this.dummyHeightMap.delete();\n this.dummyHeightMap = undefined;\n }\n if (this.heightMap) {\n this.heightMap.delete();\n this.heightMap = undefined;\n }\n for (const terrainCover of this.terrainCovers.values()) {\n terrainCover.delete();\n }\n this.terrainCovers.clear();\n deck._removeDefaultShaderModule(terrainModule);\n }\n _updateHeightMap(terrainLayers, viewport, opts) {\n if (!this.heightMap) {\n // Not supported\n return;\n }\n const shouldUpdate = this.heightMap.shouldUpdate({ layers: terrainLayers, viewport });\n if (!shouldUpdate) {\n return;\n }\n this.terrainPass.renderHeightMap(this.heightMap, {\n ...opts,\n layers: terrainLayers,\n shaderModuleProps: {\n terrain: {\n heightMapBounds: this.heightMap.bounds,\n dummyHeightMap: this.dummyHeightMap,\n drawToTerrainHeightMap: true\n },\n project: {\n devicePixelRatio: 1\n }\n }\n });\n }\n _updateTerrainCovers(terrainLayers, drapeLayers, viewport, opts) {\n // Mark a terrain cover as dirty if one of the drape layers needs redraw\n const layerNeedsRedraw = {};\n for (const layer of drapeLayers) {\n if (layer.state.terrainCoverNeedsRedraw) {\n layerNeedsRedraw[layer.id] = true;\n layer.state.terrainCoverNeedsRedraw = false;\n }\n }\n for (const terrainCover of this.terrainCovers.values()) {\n terrainCover.isDirty = terrainCover.isDirty || terrainCover.shouldUpdate({ layerNeedsRedraw });\n }\n for (const layer of terrainLayers) {\n this._updateTerrainCover(layer, drapeLayers, viewport, opts);\n }\n if (!this.isPicking) {\n this._pruneTerrainCovers();\n }\n }\n _updateTerrainCover(terrainLayer, drapeLayers, viewport, opts) {\n const renderPass = this.isPicking ? this.terrainPickingPass : this.terrainPass;\n let terrainCover = this.terrainCovers.get(terrainLayer.id);\n if (!terrainCover) {\n terrainCover = new TerrainCover(terrainLayer);\n this.terrainCovers.set(terrainLayer.id, terrainCover);\n }\n try {\n const isDirty = terrainCover.shouldUpdate({\n targetLayer: terrainLayer,\n viewport,\n layers: drapeLayers\n });\n if (this.isPicking || terrainCover.isDirty || isDirty) {\n renderPass.renderTerrainCover(terrainCover, {\n ...opts,\n layers: drapeLayers,\n shaderModuleProps: {\n terrain: {\n dummyHeightMap: this.dummyHeightMap,\n terrainSkipRender: false\n },\n project: {\n devicePixelRatio: 1\n }\n }\n });\n if (!this.isPicking) {\n // IsDirty refers to the normal fbo, not the picking fbo.\n // Only mark it as not dirty if the normal fbo was updated.\n terrainCover.isDirty = false;\n }\n }\n }\n catch (err) {\n terrainLayer.raiseError(err, `Error rendering terrain cover ${terrainCover.id}`);\n }\n }\n _pruneTerrainCovers() {\n /** Prune the cache, remove textures for layers that have been removed */\n const idsToRemove = [];\n for (const [id, terrainCover] of this.terrainCovers) {\n if (!terrainCover.isActive) {\n idsToRemove.push(id);\n }\n }\n for (const id of idsToRemove) {\n this.terrainCovers.delete(id);\n }\n }\n}\n//# sourceMappingURL=terrain-effect.js.map","// deck.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { LayerExtension } from '@deck.gl/core';\nimport { TerrainEffect } from \"./terrain-effect.js\";\nimport { terrainModule } from \"./shader-module.js\";\nconst defaultProps = {\n terrainDrawMode: undefined\n};\n/** Allows layers to show/hide objects by a geofence. */\nclass TerrainExtension extends LayerExtension {\n getShaders() {\n return {\n modules: [terrainModule]\n };\n }\n initializeState() {\n this.context.deck?._addDefaultEffect(new TerrainEffect());\n }\n updateState(params) {\n const { props, oldProps } = params;\n if (this.state.terrainDrawMode &&\n props.terrainDrawMode === oldProps.terrainDrawMode &&\n // @ts-ignore `extruded` may not exist in props\n props.extruded === oldProps.extruded) {\n return;\n }\n let { terrainDrawMode } = props;\n if (!terrainDrawMode) {\n // props.extruded is used as an indication that the layer is 2.5D\n // @ts-ignore `extruded` may not exist in props\n const is3d = this.props.extruded;\n const attributes = this.getAttributeManager()?.attributes;\n const hasAnchor = attributes && 'instancePositions' in attributes;\n terrainDrawMode = is3d || hasAnchor ? 'offset' : 'drape';\n }\n this.setState({ terrainDrawMode });\n }\n onNeedsRedraw() {\n const state = this.state;\n if (state.terrainDrawMode === 'drape') {\n state.terrainCoverNeedsRedraw = true;\n }\n }\n}\nTerrainExtension.defaultProps = defaultProps;\nTerrainExtension.extensionName = 'TerrainExtension';\nexport default TerrainExtension;\n//# 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