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@deck.gl/experimental-layers

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Experimental layers for deck.gl

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// Note: This file will either be moved back to deck.gl or reformatted to web-monorepo standards // Disabling lint temporarily to facilitate copying code in and out of this repo /* eslint-disable */ // Copyright (c) 2015 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. import { Layer, COORDINATE_SYSTEM } from '@deck.gl/core'; import GL from 'luma.gl/constants'; import { Model, Geometry, loadTextures, Texture2D, fp64 } from 'luma.gl'; const fp64LowPart = fp64.fp64LowPart; import vs from './mesh-layer-vertex.glsl'; import fs from './mesh-layer-fragment.glsl'; const RADIAN_PER_DEGREE = Math.PI / 180; // Replacement for the external assert method to reduce bundle size function assert(condition, message) { if (!condition) { throw new Error(`deck.gl: ${message}`); } } /* * Load image data into luma.gl Texture2D objects * @param {WebGLContext} gl * @param {String|Texture2D|HTMLImageElement|Uint8ClampedArray} src - source of image data * can be url string, Texture2D object, HTMLImageElement or pixel array * @returns {Promise} resolves to an object with name -> texture mapping */ function getTexture(gl, src, opts) { if (typeof src === 'string') { // Url, load the image return loadTextures(gl, Object.assign({ urls: [src] }, opts)).then(textures => textures[0]).catch(error => { throw new Error(`Could not load texture from ${src}: ${error}`); }); } return new Promise(resolve => resolve(getTextureFromData(gl, src, opts))); } /* * Convert image data into texture * @returns {Texture2D} texture */ function getTextureFromData(gl, data, opts) { if (data instanceof Texture2D) { return data; } return new Texture2D(gl, Object.assign({ data }, opts)); } function validateGeometryAttributes(attributes) { assert(attributes.positions && attributes.normals && attributes.texCoords); } /* * Convert mesh data into geometry * @returns {Geometry} geometry */ function getGeometry(data) { if (data instanceof Geometry) { validateGeometryAttributes(data.attributes); return data; } else if (data.positions) { validateGeometryAttributes(data); return new Geometry({ attributes: data }); } throw Error('Invalid mesh'); } const DEFAULT_COLOR = [0, 0, 0, 255]; const defaultProps = { mesh: null, texture: null, sizeScale: { type: 'number', value: 1, min: 0 }, // TODO - parameters should be merged, not completely overridden parameters: { depthTest: true, depthFunc: GL.LEQUAL }, fp64: false, // Optional settings for 'lighting' shader module lightSettings: {}, getPosition: { type: 'accessor', value: x => x.position }, getColor: { type: 'accessor', value: DEFAULT_COLOR }, // yaw, pitch and roll are in degrees // https://en.wikipedia.org/wiki/Euler_angles getYaw: { type: 'accessor', value: x => x.yaw || x.angle || 0 }, getPitch: { type: 'accessor', value: x => x.pitch || 0 }, getRoll: { type: 'accessor', value: x => x.roll || 0 } }; export default class MeshLayer extends Layer { getShaders() { const projectModule = this.use64bitProjection() ? 'project64' : 'project32'; return { vs, fs, modules: [projectModule, 'lighting', 'picking'] }; } initializeState() { const attributeManager = this.getAttributeManager(); attributeManager.addInstanced({ instancePositions: { size: 3, accessor: 'getPosition' }, instancePositions64xy: { size: 2, accessor: 'getPosition', update: this.calculateInstancePositions64xyLow }, instanceRotations: { size: 3, accessor: ['getYaw', 'getPitch', 'getRoll'], update: this.calculateInstanceRotations }, instanceColors: { size: 4, accessor: 'getColor', defaultValue: [0, 0, 0, 255] } }); this.setState({ // Avoid luma.gl's missing uniform warning // TODO - add feature to luma.gl to specify ignored uniforms? emptyTexture: new Texture2D(this.context.gl, { data: new Uint8Array(4), width: 1, height: 1 }) }); } updateState(_ref) { let props = _ref.props, oldProps = _ref.oldProps, changeFlags = _ref.changeFlags; const attributeManager = this.getAttributeManager(); // super.updateState({props, oldProps, changeFlags}); if (changeFlags.dataChanged) { attributeManager.invalidateAll(); } this._updateFP64(props, oldProps); if (props.texture !== oldProps.texture) { this.setTexture(props.texture); } } _updateFP64(props, oldProps) { if (props.fp64 !== oldProps.fp64) { if (this.state.model) { this.state.model.delete(); } this.setState({ model: this.getModel(this.context.gl) }); this.setTexture(this.state.texture); const attributeManager = this.getAttributeManager(); attributeManager.invalidateAll(); } } draw(_ref2) { let uniforms = _ref2.uniforms; const sizeScale = this.props.sizeScale; this.state.model.render(Object.assign({}, uniforms, { sizeScale })); } getModel(gl) { return new Model(gl, Object.assign({}, this.getShaders(), { id: this.props.id, geometry: getGeometry(this.props.mesh), isInstanced: true, shaderCache: this.context.shaderCache })); } setTexture(src) { const gl = this.context.gl; const _this$state = this.state, model = _this$state.model, emptyTexture = _this$state.emptyTexture; if (src) { getTexture(gl, src).then(texture => { model.setUniforms({ sampler: texture, hasTexture: 1 }); this.setState({ texture }); }); } else { // reset this.state.model.setUniforms({ sampler: emptyTexture, hasTexture: 0 }); this.setState({ texture: null }); } } calculateInstancePositions64xyLow(attribute) { const isFP64 = this.use64bitPositions(); attribute.constant = !isFP64; if (!isFP64) { attribute.value = new Float32Array(2); return; } const _this$props = this.props, data = _this$props.data, getPosition = _this$props.getPosition; const value = attribute.value; let i = 0; for (const point of data) { const position = getPosition(point); value[i++] = fp64LowPart(position[0]); value[i++] = fp64LowPart(position[1]); } } // yaw(z), pitch(y) and roll(x) in radians calculateInstanceRotations(attribute) { const _this$props2 = this.props, data = _this$props2.data, getYaw = _this$props2.getYaw, getPitch = _this$props2.getPitch, getRoll = _this$props2.getRoll; const value = attribute.value, size = attribute.size; let i = 0; for (const point of data) { value[i++] = getRoll(point) * RADIAN_PER_DEGREE; value[i++] = getPitch(point) * RADIAN_PER_DEGREE; value[i++] = getYaw(point) * RADIAN_PER_DEGREE; } } } MeshLayer.layerName = 'MeshLayer'; MeshLayer.defaultProps = defaultProps; //# sourceMappingURL=mesh-layer.js.map