@deck.gl-community/layers
Version:
Add-on layers for deck.gl
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text/typescript
// deck.gl-community
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
import type {PathLayerProps} from '@deck.gl/layers';
import {PathLayer} from '@deck.gl/layers';
import type {DefaultProps, LayerContext} from '@deck.gl/core';
import {GL} from '@luma.gl/constants';
import {Framebuffer, Texture} from '@luma.gl/core';
import {outline} from './outline';
/**
* 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);
`;
export type PathOutlineLayerProps<DataT> = PathLayerProps<DataT> & {
dashJustified?: boolean;
getDashArray?: [number, number] | ((d: DataT) => [number, number] | null);
getZLevel?: (d: DataT, index: number) => number;
};
const defaultProps: DefaultProps<PathOutlineLayerProps<any>> = {
getZLevel: () => 0
};
export class PathOutlineLayer<DataT = any, ExtraPropsT = Record<string, unknown>> extends PathLayer<
DataT,
ExtraPropsT & Required<PathOutlineLayerProps<DataT>>
> {
static layerName = 'PathOutlineLayer';
static defaultProps = defaultProps;
state: {
model?: any;
pathTesselator: any;
outlineFramebuffer: Framebuffer;
dummyTexture: Texture;
} = 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: LayerContext) {
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: GL.UNSIGNED_BYTE,
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: GL.MAX
},
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
}
});
}
}