@deck.gl/layers
Version:
deck.gl core layers
240 lines (198 loc) • 8.59 kB
text/typescript
// deck.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
export default `\
in vec4 instanceSourceColors;
in vec4 instanceTargetColors;
in vec3 instanceSourcePositions;
in vec3 instanceSourcePositions64Low;
in vec3 instanceTargetPositions;
in vec3 instanceTargetPositions64Low;
in vec3 instancePickingColors;
in float instanceWidths;
in float instanceHeights;
in float instanceTilts;
out vec4 vColor;
out vec2 uv;
out float isValid;
float paraboloid(float distance, float sourceZ, float targetZ, float ratio) {
// d: distance on the xy plane
// r: ratio of the current point
// p: ratio of the peak of the arc
// h: height multiplier
// z = f(r) = sqrt(r * (p * 2 - r)) * d * h
// f(0) = 0
// f(1) = dz
float deltaZ = targetZ - sourceZ;
float dh = distance * instanceHeights;
if (dh == 0.0) {
return sourceZ + deltaZ * ratio;
}
float unitZ = deltaZ / dh;
float p2 = unitZ * unitZ + 1.0;
// sqrt does not deal with negative values, manually flip source and target if delta.z < 0
float dir = step(deltaZ, 0.0);
float z0 = mix(sourceZ, targetZ, dir);
float r = mix(ratio, 1.0 - ratio, dir);
return sqrt(r * (p2 - r)) * dh + z0;
}
// 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.viewportSize);
// rotate by 90 degrees
dir_screenspace = vec2(-dir_screenspace.y, dir_screenspace.x);
return dir_screenspace * offset_direction * width / 2.0;
}
float getSegmentRatio(float index) {
return smoothstep(0.0, 1.0, index / (arc.numSegments - 1.0));
}
vec3 interpolateFlat(vec3 source, vec3 target, float segmentRatio) {
float distance = length(source.xy - target.xy);
float z = paraboloid(distance, source.z, target.z, segmentRatio);
float tiltAngle = radians(instanceTilts);
vec2 tiltDirection = normalize(target.xy - source.xy);
vec2 tilt = vec2(-tiltDirection.y, tiltDirection.x) * z * sin(tiltAngle);
return vec3(
mix(source.xy, target.xy, segmentRatio) + tilt,
z * cos(tiltAngle)
);
}
/* Great circle interpolation
* http://www.movable-type.co.uk/scripts/latlong.html
*/
float getAngularDist (vec2 source, vec2 target) {
vec2 sourceRadians = radians(source);
vec2 targetRadians = radians(target);
vec2 sin_half_delta = sin((sourceRadians - targetRadians) / 2.0);
vec2 shd_sq = sin_half_delta * sin_half_delta;
float a = shd_sq.y + cos(sourceRadians.y) * cos(targetRadians.y) * shd_sq.x;
return 2.0 * asin(sqrt(a));
}
vec3 interpolateGreatCircle(vec3 source, vec3 target, vec3 source3D, vec3 target3D, float angularDist, float t) {
vec2 lngLat;
// if the angularDist is PI, linear interpolation is applied. otherwise, use spherical interpolation
if(abs(angularDist - PI) < 0.001) {
lngLat = (1.0 - t) * source.xy + t * target.xy;
} else {
float a = sin((1.0 - t) * angularDist);
float b = sin(t * angularDist);
vec3 p = source3D.yxz * a + target3D.yxz * b;
lngLat = degrees(vec2(atan(p.y, -p.x), atan(p.z, length(p.xy))));
}
float z = paraboloid(angularDist * EARTH_RADIUS, source.z, target.z, t);
return vec3(lngLat, z);
}
/* END GREAT CIRCLE */
void main(void) {
geometry.worldPosition = instanceSourcePositions;
geometry.worldPositionAlt = instanceTargetPositions;
/*
* --(i, -1)-----------_(i+1, -1)--
* | _,-" |
* o _,-" o
* | _,-" |
* --(i, 1)"-------------(i+1, 1)--
*/
float segmentIndex = float(gl_VertexID / 2);
float segmentSide = mod(float(gl_VertexID), 2.) == 0. ? -1. : 1.;
float segmentRatio = getSegmentRatio(segmentIndex);
float prevSegmentRatio = getSegmentRatio(max(0.0, segmentIndex - 1.0));
float nextSegmentRatio = getSegmentRatio(min(arc.numSegments - 1.0, segmentIndex + 1.0));
// if it's the first point, use next - current as direction
// otherwise use current - prev
float indexDir = mix(-1.0, 1.0, step(segmentIndex, 0.0));
isValid = 1.0;
uv = vec2(segmentRatio, segmentSide);
geometry.uv = uv;
geometry.pickingColor = instancePickingColors;
vec4 curr;
vec4 next;
vec3 source;
vec3 target;
if ((arc.greatCircle || project.projectionMode == PROJECTION_MODE_GLOBE) && project.coordinateSystem == COORDINATE_SYSTEM_LNGLAT) {
source = project_globe_(vec3(instanceSourcePositions.xy, 0.0));
target = project_globe_(vec3(instanceTargetPositions.xy, 0.0));
float angularDist = getAngularDist(instanceSourcePositions.xy, instanceTargetPositions.xy);
vec3 prevPos = interpolateGreatCircle(instanceSourcePositions, instanceTargetPositions, source, target, angularDist, prevSegmentRatio);
vec3 currPos = interpolateGreatCircle(instanceSourcePositions, instanceTargetPositions, source, target, angularDist, segmentRatio);
vec3 nextPos = interpolateGreatCircle(instanceSourcePositions, instanceTargetPositions, source, target, angularDist, nextSegmentRatio);
if (abs(currPos.x - prevPos.x) > 180.0) {
indexDir = -1.0;
isValid = 0.0;
} else if (abs(currPos.x - nextPos.x) > 180.0) {
indexDir = 1.0;
isValid = 0.0;
}
nextPos = indexDir < 0.0 ? prevPos : nextPos;
nextSegmentRatio = indexDir < 0.0 ? prevSegmentRatio : nextSegmentRatio;
if (isValid == 0.0) {
// split at the 180th meridian
nextPos.x += nextPos.x > 0.0 ? -360.0 : 360.0;
float t = ((currPos.x > 0.0 ? 180.0 : -180.0) - currPos.x) / (nextPos.x - currPos.x);
currPos = mix(currPos, nextPos, t);
segmentRatio = mix(segmentRatio, nextSegmentRatio, t);
}
vec3 currPos64Low = mix(instanceSourcePositions64Low, instanceTargetPositions64Low, segmentRatio);
vec3 nextPos64Low = mix(instanceSourcePositions64Low, instanceTargetPositions64Low, nextSegmentRatio);
curr = project_position_to_clipspace(currPos, currPos64Low, vec3(0.0), geometry.position);
next = project_position_to_clipspace(nextPos, nextPos64Low, vec3(0.0));
} else {
vec3 source_world = instanceSourcePositions;
vec3 target_world = instanceTargetPositions;
if (arc.useShortestPath) {
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 > 180.) target_world.x -= 360.;
if (deltaLng < -180.) source_world.x -= 360.;
}
source = project_position(source_world, instanceSourcePositions64Low);
target = project_position(target_world, instanceTargetPositions64Low);
// common x at longitude=-180
float antiMeridianX = 0.0;
if (arc.useShortestPath) {
if (project.projectionMode == PROJECTION_MODE_WEB_MERCATOR_AUTO_OFFSET) {
antiMeridianX = -(project.coordinateOrigin.x + 180.) / 360. * TILE_SIZE;
}
float thresholdRatio = (antiMeridianX - source.x) / (target.x - source.x);
if (prevSegmentRatio <= thresholdRatio && nextSegmentRatio > thresholdRatio) {
isValid = 0.0;
indexDir = sign(segmentRatio - thresholdRatio);
segmentRatio = thresholdRatio;
}
}
nextSegmentRatio = indexDir < 0.0 ? prevSegmentRatio : nextSegmentRatio;
vec3 currPos = interpolateFlat(source, target, segmentRatio);
vec3 nextPos = interpolateFlat(source, target, nextSegmentRatio);
if (arc.useShortestPath) {
if (nextPos.x < antiMeridianX) {
currPos.x += TILE_SIZE;
nextPos.x += TILE_SIZE;
}
}
curr = project_common_position_to_clipspace(vec4(currPos, 1.0));
next = project_common_position_to_clipspace(vec4(nextPos, 1.0));
geometry.position = vec4(currPos, 1.0);
}
// Multiply out width and clamp to limits
// mercator pixels are interpreted as screen pixels
float widthPixels = clamp(
project_size_to_pixel(instanceWidths * arc.widthScale, arc.widthUnits),
arc.widthMinPixels, arc.widthMaxPixels
);
// extrude
vec3 offset = vec3(
getExtrusionOffset((next.xy - curr.xy) * indexDir, segmentSide, widthPixels),
0.0);
DECKGL_FILTER_SIZE(offset, geometry);
DECKGL_FILTER_GL_POSITION(curr, geometry);
gl_Position = curr + vec4(project_pixel_size_to_clipspace(offset.xy), 0.0, 0.0);
vec4 color = mix(instanceSourceColors, instanceTargetColors, segmentRatio);
vColor = vec4(color.rgb, color.a * layer.opacity);
DECKGL_FILTER_COLOR(vColor, geometry);
}
`;