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mapbox-gl

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// @flow import StyleLayer from '../style_layer'; import type Map from '../../ui/map'; import assert from 'assert'; type CustomRenderMethod = (gl: WebGLRenderingContext, matrix: Array<number>) => void; /** * Interface for custom style layers. This is a specification for * implementers to model: it is not an exported method or class. * * Custom layers allow a user to render directly into the map's GL context using the map's camera. * These layers can be added between any regular layers using {@link Map#addLayer}. * * Custom layers must have a unique `id` and must have the `type` of `"custom"`. * They must implement `render` and may implement `prerender`, `onAdd` and `onRemove`. * They can trigger rendering using {@link Map#triggerRepaint} * and they should appropriately handle {@link Map.event:webglcontextlost} and * {@link Map.event:webglcontextrestored}. * * The `renderingMode` property controls whether the layer is treated as a `"2d"` or `"3d"` map layer. Use: * - `"renderingMode": "3d"` to use the depth buffer and share it with other layers * - `"renderingMode": "2d"` to add a layer with no depth. If you need to use the depth buffer for a `"2d"` layer you must use an offscreen * framebuffer and {@link CustomLayerInterface#prerender} * * @interface CustomLayerInterface * @property {string} id A unique layer id. * @property {string} type The layer's type. Must be `"custom"`. * @property {string} renderingMode Either `"2d"` or `"3d"`. Defaults to `"2d"`. * @example * // Custom layer implemented as ES6 class * class NullIslandLayer { * constructor() { * this.id = 'null-island'; * this.type = 'custom'; * this.renderingMode = '2d'; * } * * onAdd(map, gl) { * const vertexSource = ` * uniform mat4 u_matrix; * void main() { * gl_Position = u_matrix * vec4(0.5, 0.5, 0.0, 1.0); * gl_PointSize = 20.0; * }`; * * const fragmentSource = ` * void main() { * gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); * }`; * * const vertexShader = gl.createShader(gl.VERTEX_SHADER); * gl.shaderSource(vertexShader, vertexSource); * gl.compileShader(vertexShader); * const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); * gl.shaderSource(fragmentShader, fragmentSource); * gl.compileShader(fragmentShader); * * this.program = gl.createProgram(); * gl.attachShader(this.program, vertexShader); * gl.attachShader(this.program, fragmentShader); * gl.linkProgram(this.program); * } * * render(gl, matrix) { * gl.useProgram(this.program); * gl.uniformMatrix4fv(gl.getUniformLocation(this.program, "u_matrix"), false, matrix); * gl.drawArrays(gl.POINTS, 0, 1); * } * } * * map.on('load', function() { * map.addLayer(new NullIslandLayer()); * }); */ /** * Optional method called when the layer has been added to the Map with {@link Map#addLayer}. This * gives the layer a chance to initialize gl resources and register event listeners. * * @function * @memberof CustomLayerInterface * @instance * @name onAdd * @param {Map} map The Map this custom layer was just added to. * @param {WebGLRenderingContext} gl The gl context for the map. */ /** * Optional method called when the layer has been removed from the Map with {@link Map#removeLayer}. This * gives the layer a chance to clean up gl resources and event listeners. * * @function * @memberof CustomLayerInterface * @instance * @name onRemove * @param {Map} map The Map this custom layer was just added to. * @param {WebGLRenderingContext} gl The gl context for the map. */ /** * Optional method called during a render frame to allow a layer to prepare resources or render into a texture. * * The layer cannot make any assumptions about the current GL state and must bind a framebuffer before rendering. * * @function * @memberof CustomLayerInterface * @instance * @name prerender * @param {WebGLRenderingContext} gl The map's gl context. * @param {Array<number>} matrix The map's camera matrix. It projects spherical mercator * coordinates to gl coordinates. The mercator coordinate `[0, 0]` represents the * top left corner of the mercator world and `[1, 1]` represents the bottom right corner. When * the `renderingMode` is `"3d"`, the z coordinate is conformal. A box with identical x, y, and z * lengths in mercator units would be rendered as a cube. {@link MercatorCoordinate}.fromLatLng * can be used to project a `LngLat` to a mercator coordinate. */ /** * Called during a render frame allowing the layer to draw into the GL context. * * The layer can assume blending and depth state is set to allow the layer to properly * blend and clip other layers. The layer cannot make any other assumptions about the * current GL state. * * If the layer needs to render to a texture, it should implement the `prerender` method * to do this and only use the `render` method for drawing directly into the main framebuffer. * * The blend function is set to `gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)`. This expects * colors to be provided in premultiplied alpha form where the `r`, `g` and `b` values are already * multiplied by the `a` value. If you are unable to provide colors in premultiplied form you * may want to change the blend function to * `gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA)`. * * @function * @memberof CustomLayerInterface * @instance * @name render * @param {WebGLRenderingContext} gl The map's gl context. * @param {Array<number>} matrix The map's camera matrix. It projects spherical mercator * coordinates to gl coordinates. The spherical mercator coordinate `[0, 0]` represents the * top left corner of the mercator world and `[1, 1]` represents the bottom right corner. When * the `renderingMode` is `"3d"`, the z coordinate is conformal. A box with identical x, y, and z * lengths in mercator units would be rendered as a cube. {@link MercatorCoordinate}.fromLatLng * can be used to project a `LngLat` to a mercator coordinate. */ export type CustomLayerInterface = { id: string, type: "custom", renderingMode: "2d" | "3d", render: CustomRenderMethod, prerender: ?CustomRenderMethod, onAdd: ?(map: Map, gl: WebGLRenderingContext) => void, onRemove: ?(map: Map, gl: WebGLRenderingContext) => void } export function validateCustomStyleLayer(layerObject: CustomLayerInterface) { const errors = []; const id = layerObject.id; if (id === undefined) { errors.push({ message: `layers.${id}: missing required property "id"` }); } if (layerObject.render === undefined) { errors.push({ message: `layers.${id}: missing required method "render"` }); } if (layerObject.renderingMode && layerObject.renderingMode !== '2d' && layerObject.renderingMode !== '3d') { errors.push({ message: `layers.${id}: property "renderingMode" must be either "2d" or "3d"` }); } return errors; } class CustomStyleLayer extends StyleLayer { implementation: CustomLayerInterface; constructor(implementation: CustomLayerInterface) { super(implementation, {}); this.implementation = implementation; } is3D() { return this.implementation.renderingMode === '3d'; } hasOffscreenPass() { return this.implementation.prerender !== undefined; } recalculate() {} updateTransitions() {} hasTransition() {} serialize() { assert(false, "Custom layers cannot be serialized"); } onAdd(map: Map) { if (this.implementation.onAdd) { this.implementation.onAdd(map, map.painter.context.gl); } } onRemove(map: Map) { if (this.implementation.onRemove) { this.implementation.onRemove(map, map.painter.context.gl); } } } export default CustomStyleLayer;