@deck.gl/experimental-layers
Version:
Experimental layers for deck.gl
188 lines (161 loc) • 8.42 kB
JavaScript
function _typeof(obj) { if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }
function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }
function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === "object" || typeof call === "function")) { return call; } return _assertThisInitialized(self); }
function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return self; }
function _get(target, property, receiver) { if (typeof Reflect !== "undefined" && Reflect.get) { _get = Reflect.get; } else { _get = function _get(target, property, receiver) { var base = _superPropBase(target, property); if (!base) return; var desc = Object.getOwnPropertyDescriptor(base, property); if (desc.get) { return desc.get.call(receiver); } return desc.value; }; } return _get(target, property, receiver || target); }
function _superPropBase(object, property) { while (!Object.prototype.hasOwnProperty.call(object, property)) { object = _getPrototypeOf(object); if (object === null) break; } return object; }
function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }
function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }
import { PathLayer } from '@deck.gl/layers';
import GL from 'luma.gl/constants';
import { Framebuffer, Texture2D } from 'luma.gl';
import outline from '../shaderlib/outline/outline'; // TODO - this should be built into assembleShaders
function injectShaderCode(_ref) {
var source = _ref.source,
_ref$declarations = _ref.declarations,
declarations = _ref$declarations === void 0 ? '' : _ref$declarations,
_ref$code = _ref.code,
code = _ref$code === void 0 ? '' : _ref$code;
var INJECT_DECLARATIONS = /^/;
var INJECT_CODE = /}[^{}]*$/;
return source.replace(INJECT_DECLARATIONS, declarations).replace(INJECT_CODE, code.concat('\n}\n'));
}
var VS_DECLARATIONS = "#ifdef MODULE_OUTLINE\n attribute float instanceZLevel;\n#endif\n";
var VS_CODE = "#ifdef MODULE_OUTLINE\n outline_setUV(gl_Position);\n outline_setZLevel(instanceZLevel);\n#endif\n";
var FS_CODE = "#ifdef MODULE_OUTLINE\n gl_FragColor = outline_filterColor(gl_FragColor);\n#endif\n";
var defaultProps = {
getZLevel: {
type: 'accessor',
value: 0
}
};
var PathOutlineLayer =
/*#__PURE__*/
function (_PathLayer) {
_inherits(PathOutlineLayer, _PathLayer);
function PathOutlineLayer() {
_classCallCheck(this, PathOutlineLayer);
return _possibleConstructorReturn(this, _getPrototypeOf(PathOutlineLayer).apply(this, arguments));
}
_createClass(PathOutlineLayer, [{
key: "getShaders",
// Override getShaders to inject the outline module
value: function getShaders() {
var shaders = _get(_getPrototypeOf(PathOutlineLayer.prototype), "getShaders", this).call(this);
return Object.assign({}, shaders, {
modules: shaders.modules.concat([outline]),
vs: injectShaderCode({
source: shaders.vs,
declarations: VS_DECLARATIONS,
code: VS_CODE
}),
fs: injectShaderCode({
source: shaders.fs,
code: FS_CODE
})
});
}
}, {
key: "initializeState",
value: function initializeState(context) {
_get(_getPrototypeOf(PathOutlineLayer.prototype), "initializeState", this).call(this, context); // Create an outline "shadow" map
// TODO - we should create a single outlineMap for all layers
this.setState({
outlineFramebuffer: new Framebuffer(context.gl),
dummyTexture: new Texture2D(context.gl)
}); // Create an attribute manager
this.state.attributeManager.addInstanced({
instanceZLevel: {
size: 1,
type: GL.UNSIGNED_BYTE,
update: this.calculateZLevels,
accessor: 'getZLevel'
}
});
} // Override draw to add render module
}, {
key: "draw",
value: function draw(_ref2) {
var _ref2$moduleParameter = _ref2.moduleParameters,
moduleParameters = _ref2$moduleParameter === void 0 ? {} : _ref2$moduleParameter,
parameters = _ref2.parameters,
uniforms = _ref2.uniforms,
context = _ref2.context;
// Need to calculate same uniforms as base layer
var _this$props = this.props,
rounded = _this$props.rounded,
miterLimit = _this$props.miterLimit,
widthScale = _this$props.widthScale,
widthMinPixels = _this$props.widthMinPixels,
widthMaxPixels = _this$props.widthMaxPixels,
dashJustified = _this$props.dashJustified;
uniforms = Object.assign({}, uniforms, {
jointType: Number(rounded),
alignMode: Number(dashJustified),
widthScale: widthScale,
miterLimit: miterLimit,
widthMinPixels: widthMinPixels,
widthMaxPixels: widthMaxPixels
}); // Render the outline shadowmap (based on segment z orders)
var _this$state = this.state,
outlineFramebuffer = _this$state.outlineFramebuffer,
dummyTexture = _this$state.dummyTexture;
outlineFramebuffer.resize();
outlineFramebuffer.clear({
color: true,
depth: 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,
blendEquation: GL.MAX // Biggest value needs to go into buffer
},
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(rounded),
widthScale: this.props.widthScale
}),
parameters: {
depthTest: false
}
});
}
}, {
key: "calculateZLevels",
value: function calculateZLevels(attribute) {
var getZLevel = this.props.getZLevel;
var pathTesselator = this.state.pathTesselator;
attribute.value = pathTesselator._updateAttribute({
target: attribute.value,
size: 1,
getValue: function getValue(object, index) {
return [getZLevel(object, index) || 0];
}
});
}
}]);
return PathOutlineLayer;
}(PathLayer);
export { PathOutlineLayer as default };
PathOutlineLayer.layerName = 'PathOutlineLayer';
PathOutlineLayer.defaultProps = defaultProps;
//# sourceMappingURL=path-outline-layer.js.map