UNPKG

@deck.gl/experimental-layers

Version:

Experimental layers for deck.gl

105 lines (90 loc) 4.1 kB
// Copyright (c) 2015 - 2017 Uber Technologies, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. export default `\ #define SHADER_NAME bezier-curve-layer-vertex-shader attribute vec3 positions; attribute vec3 instanceSourcePositions; attribute vec3 instanceTargetPositions; attribute vec3 instanceControlPoints; attribute vec4 instanceColors; attribute vec3 instancePickingColors; uniform float numSegments; uniform float strokeWidth; uniform float opacity; varying vec4 vColor; // offset vector by strokeWidth pixels // offset_direction is -1 (left) or 1 (right) vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction) { // normalized direction of the line vec2 dir_screenspace = normalize(line_clipspace * project_uViewportSize); // rotate by 90 degrees dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x); vec2 offset_screenspace = dir_screenspace * offset_direction * strokeWidth / 2.0; vec2 offset_clipspace = project_pixel_to_clipspace(offset_screenspace).xy; return offset_clipspace; } float getSegmentRatio(float index) { return smoothstep(0.0, 1.0, index / numSegments); } vec4 computeBezierCurve(vec4 source, vec4 target, vec4 controlPoint, float segmentRatio) { float mt = 1.0 - segmentRatio; float mt2 = pow(mt, 2.0); float t2 = pow(segmentRatio, 2.0); // quadratic curve float a = mt2; float b = mt * segmentRatio * 2.0; float c = t2; // TODO: if depth is not needed remove z computaitons. vec4 ret = vec4( a * source.x + b * controlPoint.x + c * target.x, a * source.y + b * controlPoint.y + c * target.y, a * source.z + b * controlPoint.z + c * target.z, 1.0 ); return ret; } void main(void) { // Position vec3 sourcePos = project_position(instanceSourcePositions); vec3 targetPos = project_position(instanceTargetPositions); vec3 controlPointPos = project_position(instanceControlPoints); vec4 source = project_to_clipspace(vec4(sourcePos, 1.0)); vec4 target = project_to_clipspace(vec4(targetPos, 1.0)); vec4 controlPoint = project_to_clipspace(vec4(controlPointPos, 1.0)); // linear interpolation of source & target to pick right coord float segmentIndex = positions.x; float segmentRatio = getSegmentRatio(segmentIndex); vec4 p = computeBezierCurve(source, target, controlPoint, segmentRatio); // next point float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0)); float nextSegmentRatio = getSegmentRatio(segmentIndex + indexDir); vec4 nextP = computeBezierCurve(source, target, controlPoint, nextSegmentRatio); // extrude float direction = float(positions.y); direction = mix(-1.0, 1.0, step(segmentIndex, 0.0)) * direction; vec2 offset = getExtrusionOffset(nextP.xy - p.xy, direction); gl_Position = p + vec4(offset, 0.0, 0.0); // Color vColor = vec4(instanceColors.rgb, instanceColors.a * opacity) / 255.; // Set color to be rendered to picking fbo (also used to check for selection highlight). picking_setPickingColor(instancePickingColors); } `; //# sourceMappingURL=bezier-curve-layer-vertex.glsl.js.map