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@deck.gl-community/layers

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Add-on layers for deck.gl

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// deck.gl-community // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors import { PathLayer } from '@deck.gl/layers'; import { GL } from '@luma.gl/constants'; import { outline } from "./outline.js"; /** * Unit literal to shader unit number conversion. */ export const UNIT = { common: 0, meters: 1, pixels: 2 }; // TODO - this should be built into assembleShaders function injectShaderCode({ source, code = '' }) { const INJECT_CODE = /}[^{}]*$/; return source.replace(INJECT_CODE, code.concat('\n}\n')); } const VS_CODE = `\ outline_setUV(gl_Position); outline_setZLevel(instanceZLevel); `; const FS_CODE = `\ fragColor = outline_filterColor(fragColor); `; const defaultProps = { getZLevel: () => 0 }; export class PathOutlineLayer extends PathLayer { static layerName = 'PathOutlineLayer'; static defaultProps = defaultProps; state = undefined; // Override getShaders to inject the outline module getShaders() { const shaders = super.getShaders(); return Object.assign({}, shaders, { modules: shaders.modules.concat([outline]), vs: injectShaderCode({ source: shaders.vs, code: VS_CODE }), fs: injectShaderCode({ source: shaders.fs, code: FS_CODE }) }); } // @ts-expect-error PathLayer is missing LayerContext arg initializeState(context) { super.initializeState(); // Create an outline "shadow" map // TODO - we should create a single outlineMap for all layers this.setState({ outlineFramebuffer: context.device.createFramebuffer({}), dummyTexture: context.device.createTexture({}) }); // Create an attribute manager // @ts-expect-error check whether this.getAttributeManager works here this.state.attributeManager.addInstanced({ instanceZLevel: { size: 1, type: 5121, accessor: 'getZLevel' } }); } // Override draw to add render module draw({ moduleParameters = {}, parameters, uniforms, context }) { // Need to calculate same uniforms as base layer const { jointRounded, capRounded, billboard, miterLimit, widthUnits, widthScale, widthMinPixels, widthMaxPixels } = this.props; uniforms = Object.assign({}, uniforms, { jointType: Number(jointRounded), capType: Number(capRounded), billboard, widthUnits: UNIT[widthUnits], widthScale, miterLimit, widthMinPixels, widthMaxPixels }); // Render the outline shadowmap (based on segment z orders) const { outlineFramebuffer, dummyTexture } = this.state; // TODO(v9): resize, see 'sf' example. // outlineFramebuffer.resize(); // TODO(v9) clear FBO // outlineFramebuffer.clear({ color: true, depth: true, stencil: true }); this.state.model.updateModuleSettings({ outlineEnabled: true, outlineRenderShadowmap: true, outlineShadowmap: dummyTexture }); this.state.model.draw({ uniforms: Object.assign({}, uniforms, { jointType: 0, widthScale: this.props.widthScale * 1.3 }), parameters: { depthTest: false, // Biggest value needs to go into buffer blendEquation: 32776 }, framebuffer: outlineFramebuffer }); // Now use the outline shadowmap to render the lines (with outlines) this.state.model.updateModuleSettings({ outlineEnabled: true, outlineRenderShadowmap: false, outlineShadowmap: outlineFramebuffer }); this.state.model.draw({ uniforms: Object.assign({}, uniforms, { jointType: Number(jointRounded), capType: Number(capRounded), widthScale: this.props.widthScale }), parameters: { depthTest: false } }); } } //# sourceMappingURL=path-outline-layer.js.map