@deck.gl/layers
Version:
deck.gl core layers
115 lines (99 loc) • 4.15 kB
JavaScript
// 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 `
in vec3 positions;
in vec3 normals;
in vec3 instancePositions;
in float instanceElevations;
in vec3 instancePositions64Low;
in vec4 instanceFillColors;
in vec4 instanceLineColors;
in float instanceStrokeWidths;
in vec3 instancePickingColors;
// Custom uniforms
uniform float opacity;
uniform float radius;
uniform float angle;
uniform vec2 offset;
uniform bool extruded;
uniform bool isStroke;
uniform float coverage;
uniform float elevationScale;
uniform float edgeDistance;
uniform float widthScale;
uniform float widthMinPixels;
uniform float widthMaxPixels;
uniform int radiusUnits;
uniform int widthUnits;
// Result
out vec4 vColor;
out vec4 position_commonspace;
void main(void) {
geometry.worldPosition = instancePositions;
vec4 color = isStroke ? instanceLineColors : instanceFillColors;
// rotate primitive position and normal
mat2 rotationMatrix = mat2(cos(angle), sin(angle), -sin(angle), cos(angle));
// calculate elevation, if 3d not enabled set to 0
// cylindar gemoetry height are between -1.0 to 1.0, transform it to between 0, 1
float elevation = 0.0;
// calculate stroke offset
float strokeOffsetRatio = 1.0;
if (extruded) {
elevation = instanceElevations * (positions.z + 1.0) / 2.0 * elevationScale;
} else if (isStroke) {
float widthPixels = clamp(
project_size_to_pixel(instanceStrokeWidths * widthScale, widthUnits),
widthMinPixels, widthMaxPixels) / 2.0;
strokeOffsetRatio -= sign(positions.z) * project_pixel_size(widthPixels) / project_size(edgeDistance * coverage * radius);
}
// if alpha == 0.0 or z < 0.0, do not render element
float shouldRender = float(color.a > 0.0 && instanceElevations >= 0.0);
float dotRadius = radius * coverage * shouldRender;
geometry.pickingColor = instancePickingColors;
// project center of column
vec3 centroidPosition = vec3(instancePositions.xy, instancePositions.z + elevation);
vec3 centroidPosition64Low = instancePositions64Low;
vec2 offset = (rotationMatrix * positions.xy * strokeOffsetRatio + offset) * dotRadius;
if (radiusUnits == UNIT_METERS) {
offset = project_size(offset);
}
vec3 pos = vec3(offset, 0.);
DECKGL_FILTER_SIZE(pos, geometry);
gl_Position = project_position_to_clipspace(centroidPosition, centroidPosition64Low, pos, geometry.position);
geometry.normal = project_normal(vec3(rotationMatrix * normals.xy, normals.z));
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
// Light calculations
if (extruded && !isStroke) {
position_commonspace = geometry.position;
vColor = vec4(color.rgb, color.a * opacity);
vec3 lightColor = lighting_getLightColor(color.rgb, project_uCameraPosition, geometry.position.xyz, geometry.normal);
vColor = vec4(lightColor, color.a * opacity);
} else {
vColor = vec4(color.rgb, color.a * opacity);
}
DECKGL_FILTER_COLOR(vColor, geometry);
}
`;