@deck.gl/layers
Version:
deck.gl core layers
121 lines (104 loc) • 4.59 kB
text/typescript
// 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 `\
attribute vec3 positions;
attribute vec3 instanceSourcePositions;
attribute vec3 instanceTargetPositions;
attribute vec3 instanceSourcePositions64Low;
attribute vec3 instanceTargetPositions64Low;
attribute vec4 instanceColors;
attribute vec3 instancePickingColors;
attribute float instanceWidths;
uniform float opacity;
uniform float widthScale;
uniform float widthMinPixels;
uniform float widthMaxPixels;
uniform float useShortestPath;
uniform int widthUnits;
varying vec4 vColor;
varying vec2 uv;
// offset vector by strokeWidth pixels
// offset_direction is -1 (left) or 1 (right)
vec2 getExtrusionOffset(vec2 line_clipspace, float offset_direction, float width) {
// 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);
return dir_screenspace * offset_direction * width / 2.0;
}
vec3 splitLine(vec3 a, vec3 b, float x) {
float t = (x - a.x) / (b.x - a.x);
return vec3(x, mix(a.yz, b.yz, t));
}
void main(void) {
geometry.worldPosition = instanceSourcePositions;
geometry.worldPositionAlt = instanceTargetPositions;
vec3 source_world = instanceSourcePositions;
vec3 target_world = instanceTargetPositions;
vec3 source_world_64low = instanceSourcePositions64Low;
vec3 target_world_64low = instanceTargetPositions64Low;
if (useShortestPath > 0.5 || useShortestPath < -0.5) {
source_world.x = mod(source_world.x + 180., 360.0) - 180.;
target_world.x = mod(target_world.x + 180., 360.0) - 180.;
float deltaLng = target_world.x - source_world.x;
if (deltaLng * useShortestPath > 180.) {
source_world.x += 360. * useShortestPath;
source_world = splitLine(source_world, target_world, 180. * useShortestPath);
source_world_64low = vec3(0.0);
} else if (deltaLng * useShortestPath < -180.) {
target_world.x += 360. * useShortestPath;
target_world = splitLine(source_world, target_world, 180. * useShortestPath);
target_world_64low = vec3(0.0);
} else if (useShortestPath < 0.) {
// Line is not split, abort
gl_Position = vec4(0.);
return;
}
}
// Position
vec4 source_commonspace;
vec4 target_commonspace;
vec4 source = project_position_to_clipspace(source_world, source_world_64low, vec3(0.), source_commonspace);
vec4 target = project_position_to_clipspace(target_world, target_world_64low, vec3(0.), target_commonspace);
// linear interpolation of source & target to pick right coord
float segmentIndex = positions.x;
vec4 p = mix(source, target, segmentIndex);
geometry.position = mix(source_commonspace, target_commonspace, segmentIndex);
uv = positions.xy;
geometry.uv = uv;
geometry.pickingColor = instancePickingColors;
// Multiply out width and clamp to limits
float widthPixels = clamp(
project_size_to_pixel(instanceWidths * widthScale, widthUnits),
widthMinPixels, widthMaxPixels
);
// extrude
vec3 offset = vec3(
getExtrusionOffset(target.xy - source.xy, positions.y, widthPixels),
0.0);
DECKGL_FILTER_SIZE(offset, geometry);
DECKGL_FILTER_GL_POSITION(p, geometry);
gl_Position = p + vec4(project_pixel_size_to_clipspace(offset.xy), 0.0, 0.0);
// Color
vColor = vec4(instanceColors.rgb, instanceColors.a * opacity);
DECKGL_FILTER_COLOR(vColor, geometry);
}
`;