UNPKG

@deck.gl-community/layers

Version:

Add-on layers for deck.gl

179 lines 6.29 kB
// deck.gl-community // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors import { PathLayer } from '@deck.gl/layers'; 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 OUTLINE_SHADOWMAP_PARAMETERS = { blend: true, blendColorSrcFactor: 'one', blendColorDstFactor: 'one', blendColorOperation: 'max', blendAlphaSrcFactor: 'one', blendAlphaDstFactor: 'one', blendAlphaOperation: 'max', depthWriteEnabled: false, depthCompare: 'always' }; const OUTLINE_RENDER_PARAMETERS = { blend: false, depthWriteEnabled: false, depthCompare: 'always' }; 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(); const attributeManager = this.getAttributeManager(); if (!attributeManager) { throw new Error('PathOutlineLayer requires an attribute manager during initialization.'); } // Create an outline "shadow" map // TODO - we should create a single outlineMap for all layers const outlineFramebuffer = context.device.createFramebuffer({ colorAttachments: [ context.device.createTexture({ format: 'rgba8unorm', width: 1, height: 1, mipLevels: 1 }) ] }); const outlineEmptyTexture = context.device.createTexture({ format: 'rgba8unorm', width: 1, height: 1, mipLevels: 1 }); attributeManager.addInstanced({ instanceZLevel: { size: 1, type: 'uint8', accessor: 'getZLevel' } }); this.setState({ outlineFramebuffer, outlineEmptyTexture, model: this._getModel() }); } finalizeState(context) { this.state.outlineFramebuffer?.destroy(); this.state.outlineEmptyTexture?.destroy(); super.finalizeState(context); } // Override draw to add render module draw({ parameters = {} }) { const model = this.state.model; const outlineFramebuffer = this.state.outlineFramebuffer; const outlineEmptyTexture = this.state.outlineEmptyTexture; if (!model || !outlineFramebuffer || !outlineEmptyTexture) { return; } const viewport = this.context.viewport; const viewportWidth = Math.max(1, Math.ceil(viewport.width)); const viewportHeight = Math.max(1, Math.ceil(viewport.height)); outlineFramebuffer.resize({ width: viewportWidth, height: viewportHeight }); const shadowmapTexture = getFramebufferTexture(outlineFramebuffer); if (!shadowmapTexture) { return; } const { jointRounded, capRounded, billboard, miterLimit, widthUnits, widthScale, widthMinPixels, widthMaxPixels } = this.props; const basePathProps = { jointType: Number(jointRounded), capType: Number(capRounded), billboard, widthUnits: UNIT[widthUnits], widthScale, miterLimit, widthMinPixels, widthMaxPixels }; // Render the outline shadowmap (based on segment z orders) this.setShaderModuleProps({ outline: { outlineEnabled: true, outlineRenderShadowmap: true, outlineShadowmap: outlineEmptyTexture } }); model.shaderInputs.setProps({ path: { ...basePathProps, jointType: 0, widthScale: widthScale * 1.3 } }); model.setParameters({ ...parameters, ...OUTLINE_SHADOWMAP_PARAMETERS }); const shadowRenderPass = this.context.device.beginRenderPass({ id: `${this.props.id}-outline-shadowmap`, framebuffer: outlineFramebuffer, parameters: { viewport: [0, 0, viewportWidth, viewportHeight] }, clearColor: [0, 0, 0, 0], clearDepth: 1, clearStencil: 0 }); model.draw(shadowRenderPass); shadowRenderPass.end(); // Now use the outline shadowmap to render the lines (with outlines) this.setShaderModuleProps({ outline: { outlineEnabled: true, outlineRenderShadowmap: false, outlineShadowmap: shadowmapTexture } }); model.shaderInputs.setProps({ path: basePathProps }); model.setParameters(isPickingPass(parameters) ? parameters : { ...parameters, ...OUTLINE_RENDER_PARAMETERS }); model.draw(this.context.renderPass); } } function isPickingPass(parameters) { return parameters.blend === true && parameters.blendAlphaSrcFactor === 'constant'; } function getFramebufferTexture(framebuffer) { const colorAttachment = framebuffer.colorAttachments[0]; if (!colorAttachment) { return null; } return 'texture' in colorAttachment ? colorAttachment.texture : colorAttachment; } //# sourceMappingURL=path-outline-layer.js.map