@deck.gl/layers
Version:
deck.gl core layers
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text/typescript
// deck.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
import {
Layer,
project32,
picking,
CoordinateSystem,
COORDINATE_SYSTEM,
LayerProps,
PickingInfo,
GetPickingInfoParams,
UpdateParameters,
Color,
TextureSource,
Position,
DefaultProps
} from '@deck.gl/core';
import {Model} from '@luma.gl/engine';
import type {SamplerProps, Texture} from '@luma.gl/core';
import {lngLatToWorld} from '@math.gl/web-mercator';
import createMesh from './create-mesh';
import {bitmapUniforms, BitmapProps} from './bitmap-layer-uniforms';
import vs from './bitmap-layer-vertex';
import fs from './bitmap-layer-fragment';
const defaultProps: DefaultProps<BitmapLayerProps> = {
image: {type: 'image', value: null, async: true},
bounds: {type: 'array', value: [1, 0, 0, 1], compare: true},
_imageCoordinateSystem: COORDINATE_SYSTEM.DEFAULT,
desaturate: {type: 'number', min: 0, max: 1, value: 0},
// More context: because of the blending mode we're using for ground imagery,
// alpha is not effective when blending the bitmap layers with the base map.
// Instead we need to manually dim/blend rgb values with a background color.
transparentColor: {type: 'color', value: [0, 0, 0, 0]},
tintColor: {type: 'color', value: [255, 255, 255]},
textureParameters: {type: 'object', ignore: true, value: null}
};
/** All properties supported by BitmapLayer. */
export type BitmapLayerProps = _BitmapLayerProps & LayerProps;
export type BitmapBoundingBox =
| [left: number, bottom: number, right: number, top: number]
| [Position, Position, Position, Position];
/** Properties added by BitmapLayer. */
type _BitmapLayerProps = {
data: never;
/**
* The image to display.
*
* @default null
*/
image?: string | TextureSource | null;
/**
* Supported formats:
* - Coordinates of the bounding box of the bitmap `[left, bottom, right, top]`
* - Coordinates of four corners of the bitmap, should follow the sequence of `[[left, bottom], [left, top], [right, top], [right, bottom]]`.
* Each position could optionally contain a third component `z`.
* @default [1, 0, 0, 1]
*/
bounds?: BitmapBoundingBox;
/**
* > Note: this prop is experimental.
*
* Specifies how image coordinates should be geographically interpreted.
* @default COORDINATE_SYSTEM.DEFAULT
*/
_imageCoordinateSystem?: CoordinateSystem;
/**
* The desaturation of the bitmap. Between `[0, 1]`.
* @default 0
*/
desaturate?: number;
/**
* The color to use for transparent pixels, in `[r, g, b, a]`.
* @default [0, 0, 0, 0]
*/
transparentColor?: Color;
/**
* The color to tint the bitmap by, in `[r, g, b]`.
* @default [255, 255, 255]
*/
tintColor?: Color;
/** Customize the [texture parameters](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texParameter). */
textureParameters?: SamplerProps | null;
};
export type BitmapLayerPickingInfo = PickingInfo<
null,
{
bitmap: {
/** Size of the original image */
size: {
width: number;
height: number;
};
/** Hovered pixel uv in 0-1 range */
uv: [number, number];
/** Hovered pixel in the original image */
pixel: [number, number];
} | null;
}
>;
/** Render a bitmap at specified boundaries. */
export default class BitmapLayer<ExtraPropsT extends {} = {}> extends Layer<
ExtraPropsT & Required<_BitmapLayerProps>
> {
static layerName = 'BitmapLayer';
static defaultProps = defaultProps;
state!: {
disablePicking?: boolean;
model?: Model;
mesh?: any;
coordinateConversion: number;
bounds: [number, number, number, number];
};
getShaders() {
return super.getShaders({vs, fs, modules: [project32, picking, bitmapUniforms]});
}
initializeState() {
const attributeManager = this.getAttributeManager()!;
attributeManager.remove(['instancePickingColors']);
const noAlloc = true;
attributeManager.add({
indices: {
size: 1,
isIndexed: true,
update: attribute => (attribute.value = this.state.mesh.indices),
noAlloc
},
positions: {
size: 3,
type: 'float64',
fp64: this.use64bitPositions(),
update: attribute => (attribute.value = this.state.mesh.positions),
noAlloc
},
texCoords: {
size: 2,
update: attribute => (attribute.value = this.state.mesh.texCoords),
noAlloc
}
});
}
updateState({props, oldProps, changeFlags}: UpdateParameters<this>): void {
// setup model first
const attributeManager = this.getAttributeManager()!;
if (changeFlags.extensionsChanged) {
this.state.model?.destroy();
this.state.model = this._getModel();
attributeManager.invalidateAll();
}
if (props.bounds !== oldProps.bounds) {
const oldMesh = this.state.mesh;
const mesh = this._createMesh();
this.state.model!.setVertexCount(mesh.vertexCount);
for (const key in mesh) {
if (oldMesh && oldMesh[key] !== mesh[key]) {
attributeManager.invalidate(key);
}
}
this.setState({mesh, ...this._getCoordinateUniforms()});
} else if (props._imageCoordinateSystem !== oldProps._imageCoordinateSystem) {
this.setState(this._getCoordinateUniforms());
}
}
getPickingInfo(params: GetPickingInfoParams): BitmapLayerPickingInfo {
const {image} = this.props;
const info = params.info as BitmapLayerPickingInfo;
if (!info.color || !image) {
info.bitmap = null;
return info;
}
const {width, height} = image as Texture;
// Picking color doesn't represent object index in this layer
info.index = 0;
// Calculate uv and pixel in bitmap
const uv = unpackUVsFromRGB(info.color);
info.bitmap = {
size: {width, height},
uv,
pixel: [Math.floor(uv[0] * width), Math.floor(uv[1] * height)]
};
return info;
}
// Override base Layer multi-depth picking logic
disablePickingIndex() {
this.setState({disablePicking: true});
}
restorePickingColors() {
this.setState({disablePicking: false});
}
protected _updateAutoHighlight(info) {
super._updateAutoHighlight({
...info,
color: this.encodePickingColor(0)
});
}
protected _createMesh() {
const {bounds} = this.props;
let normalizedBounds = bounds;
// bounds as [minX, minY, maxX, maxY]
if (isRectangularBounds(bounds)) {
/*
(minX0, maxY3) ---- (maxX2, maxY3)
| |
| |
| |
(minX0, minY1) ---- (maxX2, minY1)
*/
normalizedBounds = [
[bounds[0], bounds[1]],
[bounds[0], bounds[3]],
[bounds[2], bounds[3]],
[bounds[2], bounds[1]]
];
}
return createMesh(normalizedBounds, this.context.viewport.resolution);
}
protected _getModel(): Model {
/*
0,0 --- 1,0
| |
0,1 --- 1,1
*/
return new Model(this.context.device, {
...this.getShaders(),
id: this.props.id,
bufferLayout: this.getAttributeManager()!.getBufferLayouts(),
topology: 'triangle-list',
isInstanced: false
});
}
draw(opts) {
const {shaderModuleProps} = opts;
const {model, coordinateConversion, bounds, disablePicking} = this.state;
const {image, desaturate, transparentColor, tintColor} = this.props;
if (shaderModuleProps.picking.isActive && disablePicking) {
return;
}
// // TODO fix zFighting
// Render the image
if (image && model) {
const bitmapProps: BitmapProps = {
bitmapTexture: image as Texture,
bounds,
coordinateConversion,
desaturate,
tintColor: tintColor.slice(0, 3).map(x => x / 255) as [number, number, number],
transparentColor: transparentColor.map(x => x / 255) as [number, number, number, number]
};
model.shaderInputs.setProps({bitmap: bitmapProps});
model.draw(this.context.renderPass);
}
}
_getCoordinateUniforms() {
const {LNGLAT, CARTESIAN, DEFAULT} = COORDINATE_SYSTEM;
let {_imageCoordinateSystem: imageCoordinateSystem} = this.props;
if (imageCoordinateSystem !== DEFAULT) {
const {bounds} = this.props;
if (!isRectangularBounds(bounds)) {
throw new Error('_imageCoordinateSystem only supports rectangular bounds');
}
// The default behavior (linearly interpolated tex coords)
const defaultImageCoordinateSystem = this.context.viewport.resolution ? LNGLAT : CARTESIAN;
imageCoordinateSystem = imageCoordinateSystem === LNGLAT ? LNGLAT : CARTESIAN;
if (imageCoordinateSystem === LNGLAT && defaultImageCoordinateSystem === CARTESIAN) {
// LNGLAT in Mercator, e.g. display LNGLAT-encoded image in WebMercator projection
return {coordinateConversion: -1, bounds};
}
if (imageCoordinateSystem === CARTESIAN && defaultImageCoordinateSystem === LNGLAT) {
// Mercator in LNGLAT, e.g. display WebMercator encoded image in Globe projection
const bottomLeft = lngLatToWorld([bounds[0], bounds[1]]);
const topRight = lngLatToWorld([bounds[2], bounds[3]]);
return {
coordinateConversion: 1,
bounds: [bottomLeft[0], bottomLeft[1], topRight[0], topRight[1]]
};
}
}
return {
coordinateConversion: 0,
bounds: [0, 0, 0, 0]
};
}
}
/**
* Decode uv floats from rgb bytes where b contains 4-bit fractions of uv
* @param {number[]} color
* @returns {number[]} uvs
* https://stackoverflow.com/questions/30242013/glsl-compressing-packing-multiple-0-1-colours-var4-into-a-single-var4-variab
*/
function unpackUVsFromRGB(color: Uint8Array): [number, number] {
const [u, v, fracUV] = color;
const vFrac = (fracUV & 0xf0) / 256;
const uFrac = (fracUV & 0x0f) / 16;
return [(u + uFrac) / 256, (v + vFrac) / 256];
}
function isRectangularBounds(
bounds: [number, number, number, number] | [Position, Position, Position, Position]
): bounds is [number, number, number, number] {
return Number.isFinite(bounds[0]);
}