@deck.gl/experimental-layers
Version:
Experimental layers for deck.gl
146 lines (126 loc) • 3.91 kB
JavaScript
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({source, declarations = '', code = ''}) {
const INJECT_DECLARATIONS = /^/;
const INJECT_CODE = /}[^{}]*$/;
return source
.replace(INJECT_DECLARATIONS, declarations)
.replace(INJECT_CODE, code.concat('\n}\n'));
}
const VS_DECLARATIONS = `\
#ifdef MODULE_OUTLINE
attribute float instanceZLevel;
#endif
`;
const VS_CODE = `\
#ifdef MODULE_OUTLINE
outline_setUV(gl_Position);
outline_setZLevel(instanceZLevel);
#endif
`;
const FS_CODE = `\
#ifdef MODULE_OUTLINE
gl_FragColor = outline_filterColor(gl_FragColor);
#endif
`;
const defaultProps = {
getZLevel: {type: 'accessor', value: 0}
};
export default class PathOutlineLayer extends PathLayer {
// 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, declarations: VS_DECLARATIONS, code: VS_CODE}),
fs: injectShaderCode({source: shaders.fs, code: FS_CODE})
});
}
initializeState(context) {
super.initializeState(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
draw({moduleParameters = {}, parameters, uniforms, context}) {
// Need to calculate same uniforms as base layer
const {
rounded,
miterLimit,
widthScale,
widthMinPixels,
widthMaxPixels,
dashJustified
} = this.props;
uniforms = Object.assign({}, uniforms, {
jointType: Number(rounded),
alignMode: Number(dashJustified),
widthScale,
miterLimit,
widthMinPixels,
widthMaxPixels
});
// Render the outline shadowmap (based on segment z orders)
const {outlineFramebuffer, dummyTexture} = this.state;
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
}
});
}
calculateZLevels(attribute) {
const {getZLevel} = this.props;
const {pathTesselator} = this.state;
attribute.value = pathTesselator._updateAttribute({
target: attribute.value,
size: 1,
getValue: (object, index) => [getZLevel(object, index) || 0]
});
}
}
PathOutlineLayer.layerName = 'PathOutlineLayer';
PathOutlineLayer.defaultProps = defaultProps;