kepler.gl
Version:
kepler.gl is a webgl based application to visualize large scale location data in the browser
70 lines (69 loc) • 4.05 kB
TypeScript
import { Layer, LayerExtension } from '@deck.gl/core';
export type FilterArrowExtensionProps = {
getFiltered?: () => number;
};
/**
* FilterArrowExtension - a deck.gl extension to filter arrow layer
*
* A simple extension to filter arrow layer based on the result of CPU filteredIndex,
* so we can avoid filtering on the raw Arrow table and recreating geometry attributes.
* Specifically, an attribute `filtered` is added to the layer to indicate whether the feature has been Filtered
* the shader module is modified to discard the feature if filtered value is 0
* the accessor getFiltered is used to get the value of `filtered` based on the value `filteredIndex` in Arrowlayer
*/
export default class FilterArrowExtension extends LayerExtension {
static defaultProps: {
getFiltered: {
type: string;
value: number;
};
};
static extensionName: string;
getShaders(): {
modules: {
name: string;
dependencies: {
readonly name: "project";
readonly dependencies: [{
name: string;
vs: string;
}, {
readonly name: "geometry";
readonly source: "const SMOOTH_EDGE_RADIUS: f32 = 0.5;\n\nstruct VertexGeometry {\n position: vec4<f32>,\n worldPosition: vec3<f32>,\n worldPositionAlt: vec3<f32>,\n normal: vec3<f32>,\n uv: vec2<f32>,\n pickingColor: vec3<f32>,\n};\n\nvar<private> geometry_: VertexGeometry = VertexGeometry(\n vec4<f32>(0.0, 0.0, 1.0, 0.0),\n vec3<f32>(0.0, 0.0, 0.0),\n vec3<f32>(0.0, 0.0, 0.0),\n vec3<f32>(0.0, 0.0, 0.0),\n vec2<f32>(0.0, 0.0),\n vec3<f32>(0.0, 0.0, 0.0)\n);\n\nstruct FragmentGeometry {\n uv: vec2<f32>,\n};\n\nvar<private> fragmentGeometry: FragmentGeometry;\n\nfn smoothedge(edge: f32, x: f32) -> f32 {\n return smoothstep(edge - SMOOTH_EDGE_RADIUS, edge + SMOOTH_EDGE_RADIUS, x);\n}\n";
readonly vs: "#define SMOOTH_EDGE_RADIUS 0.5\n\nstruct VertexGeometry {\n vec4 position;\n vec3 worldPosition;\n vec3 worldPositionAlt;\n vec3 normal;\n vec2 uv;\n vec3 pickingColor;\n} geometry = VertexGeometry(\n vec4(0.0, 0.0, 1.0, 0.0),\n vec3(0.0),\n vec3(0.0),\n vec3(0.0),\n vec2(0.0),\n vec3(0.0)\n);\n";
readonly fs: "#define SMOOTH_EDGE_RADIUS 0.5\n\nstruct FragmentGeometry {\n vec2 uv;\n} geometry;\n\nfloat smoothedge(float edge, float x) {\n return smoothstep(edge - SMOOTH_EDGE_RADIUS, edge + SMOOTH_EDGE_RADIUS, x);\n}\n";
}];
readonly source: string;
readonly vs: string;
readonly getUniforms: (opts?: import("@deck.gl/core").ProjectProps | {}) => {};
readonly uniformTypes: {
readonly wrapLongitude: "f32";
readonly coordinateSystem: "i32";
readonly commonUnitsPerMeter: "vec3<f32>";
readonly projectionMode: "i32";
readonly scale: "f32";
readonly commonUnitsPerWorldUnit: "vec3<f32>";
readonly commonUnitsPerWorldUnit2: "vec3<f32>";
readonly center: "vec4<f32>";
readonly modelMatrix: "mat4x4<f32>";
readonly viewProjectionMatrix: "mat4x4<f32>";
readonly viewportSize: "vec2<f32>";
readonly devicePixelRatio: "f32";
readonly focalDistance: "f32";
readonly cameraPosition: "vec3<f32>";
readonly coordinateOrigin: "vec3<f32>";
readonly commonOrigin: "vec3<f32>";
readonly pseudoMeters: "f32";
};
}[];
vs: string;
fs: string;
inject: {
'vs:#main-start': string;
};
getUniforms: () => void;
}[];
defines: {};
};
initializeState(this: Layer<FilterArrowExtensionProps>): void;
}