@deck.gl/layers
Version:
deck.gl core layers
105 lines (89 loc) • 3.83 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 `\
attribute vec2 positions;
attribute vec3 instancePositions;
attribute vec3 instancePositions64Low;
attribute float instanceSizes;
attribute float instanceAngles;
attribute vec4 instanceColors;
attribute vec3 instancePickingColors;
attribute vec4 instanceIconFrames;
attribute float instanceColorModes;
attribute vec2 instanceOffsets;
attribute vec2 instancePixelOffset;
uniform float sizeScale;
uniform vec2 iconsTextureDim;
uniform float sizeMinPixels;
uniform float sizeMaxPixels;
uniform bool billboard;
uniform int sizeUnits;
varying float vColorMode;
varying vec4 vColor;
varying vec2 vTextureCoords;
varying vec2 uv;
vec2 rotate_by_angle(vec2 vertex, float angle) {
float angle_radian = angle * PI / 180.0;
float cos_angle = cos(angle_radian);
float sin_angle = sin(angle_radian);
mat2 rotationMatrix = mat2(cos_angle, -sin_angle, sin_angle, cos_angle);
return rotationMatrix * vertex;
}
void main(void) {
geometry.worldPosition = instancePositions;
geometry.uv = positions;
geometry.pickingColor = instancePickingColors;
uv = positions;
vec2 iconSize = instanceIconFrames.zw;
// convert size in meters to pixels, then scaled and clamp
// project meters to pixels and clamp to limits
float sizePixels = clamp(
project_size_to_pixel(instanceSizes * sizeScale, sizeUnits),
sizeMinPixels, sizeMaxPixels
);
// scale icon height to match instanceSize
float instanceScale = iconSize.y == 0.0 ? 0.0 : sizePixels / iconSize.y;
// scale and rotate vertex in "pixel" value and convert back to fraction in clipspace
vec2 pixelOffset = positions / 2.0 * iconSize + instanceOffsets;
pixelOffset = rotate_by_angle(pixelOffset, instanceAngles) * instanceScale;
pixelOffset += instancePixelOffset;
pixelOffset.y *= -1.0;
if (billboard) {
gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, vec3(0.0), geometry.position);
vec3 offset = vec3(pixelOffset, 0.0);
DECKGL_FILTER_SIZE(offset, geometry);
gl_Position.xy += project_pixel_size_to_clipspace(offset.xy);
} else {
vec3 offset_common = vec3(project_pixel_size(pixelOffset), 0.0);
DECKGL_FILTER_SIZE(offset_common, geometry);
gl_Position = project_position_to_clipspace(instancePositions, instancePositions64Low, offset_common, geometry.position);
}
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
vTextureCoords = mix(
instanceIconFrames.xy,
instanceIconFrames.xy + iconSize,
(positions.xy + 1.0) / 2.0
) / iconsTextureDim;
vColor = instanceColors;
DECKGL_FILTER_COLOR(vColor, geometry);
vColorMode = instanceColorModes;
}
`;