modules/layers/src/solid-polygon-layer/solid-polygon-layer.js (295 lines of code) (raw):

// 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. import {Layer, project32, gouraudLighting, picking, COORDINATE_SYSTEM} from '@deck.gl/core'; import GL from '@luma.gl/constants'; import {Model, Geometry, hasFeatures, FEATURES} from '@luma.gl/core'; // Polygon geometry generation is managed by the polygon tesselator import PolygonTesselator from './polygon-tesselator'; import vsTop from './solid-polygon-layer-vertex-top.glsl'; import vsSide from './solid-polygon-layer-vertex-side.glsl'; import fs from './solid-polygon-layer-fragment.glsl'; const DEFAULT_COLOR = [0, 0, 0, 255]; const defaultProps = { filled: true, // Whether to extrude extruded: false, // Whether to draw a GL.LINES wireframe of the polygon wireframe: false, _normalize: true, // elevation multiplier elevationScale: {type: 'number', min: 0, value: 1}, // Accessor for polygon geometry getPolygon: {type: 'accessor', value: f => f.polygon}, // Accessor for extrusion height getElevation: {type: 'accessor', value: 1000}, // Accessor for colors getFillColor: {type: 'accessor', value: DEFAULT_COLOR}, getLineColor: {type: 'accessor', value: DEFAULT_COLOR}, // Optional settings for 'lighting' shader module material: true }; const ATTRIBUTE_TRANSITION = { enter: (value, chunk) => { return chunk.length ? chunk.subarray(chunk.length - value.length) : value; } }; export default class SolidPolygonLayer extends Layer { getShaders(vs) { return super.getShaders({ vs, fs, defines: {}, modules: [project32, gouraudLighting, picking] }); } get wrapLongitude() { return false; } initializeState() { const {gl, viewport} = this.context; let {coordinateSystem} = this.props; if (viewport.isGeospatial && coordinateSystem === COORDINATE_SYSTEM.DEFAULT) { coordinateSystem = COORDINATE_SYSTEM.LNGLAT; } this.setState({ numInstances: 0, polygonTesselator: new PolygonTesselator({ // Lnglat coordinates are usually projected non-linearly, which affects tesselation results // Provide a preproject function if the coordinates are in lnglat preproject: coordinateSystem === COORDINATE_SYSTEM.LNGLAT && viewport.projectFlat, fp64: this.use64bitPositions(), IndexType: !gl || hasFeatures(gl, FEATURES.ELEMENT_INDEX_UINT32) ? Uint32Array : Uint16Array }) }); const attributeManager = this.getAttributeManager(); const noAlloc = true; attributeManager.remove(['instancePickingColors']); /* eslint-disable max-len */ attributeManager.add({ indices: {size: 1, isIndexed: true, update: this.calculateIndices, noAlloc}, positions: { size: 3, type: GL.DOUBLE, fp64: this.use64bitPositions(), transition: ATTRIBUTE_TRANSITION, accessor: 'getPolygon', update: this.calculatePositions, noAlloc, shaderAttributes: { positions: { vertexOffset: 0, divisor: 0 }, instancePositions: { vertexOffset: 0, divisor: 1 }, nextPositions: { vertexOffset: 1, divisor: 1 } } }, vertexValid: { size: 1, divisor: 1, type: GL.UNSIGNED_BYTE, update: this.calculateVertexValid, noAlloc }, elevations: { size: 1, transition: ATTRIBUTE_TRANSITION, accessor: 'getElevation', shaderAttributes: { elevations: { divisor: 0 }, instanceElevations: { divisor: 1 } } }, fillColors: { alias: 'colors', size: this.props.colorFormat.length, type: GL.UNSIGNED_BYTE, normalized: true, transition: ATTRIBUTE_TRANSITION, accessor: 'getFillColor', defaultValue: DEFAULT_COLOR, shaderAttributes: { fillColors: { divisor: 0 }, instanceFillColors: { divisor: 1 } } }, lineColors: { alias: 'colors', size: this.props.colorFormat.length, type: GL.UNSIGNED_BYTE, normalized: true, transition: ATTRIBUTE_TRANSITION, accessor: 'getLineColor', defaultValue: DEFAULT_COLOR, shaderAttributes: { lineColors: { divisor: 0 }, instanceLineColors: { divisor: 1 } } }, pickingColors: { size: 3, type: GL.UNSIGNED_BYTE, accessor: (object, {index, target: value}) => this.encodePickingColor(object && object.__source ? object.__source.index : index, value), shaderAttributes: { pickingColors: { divisor: 0 }, instancePickingColors: { divisor: 1 } } } }); /* eslint-enable max-len */ } getPickingInfo(params) { const info = super.getPickingInfo(params); const {index} = info; const {data} = this.props; if (data[0] && data[0].__source) { // data is wrapped info.object = data.find(d => d.__source.index === index); } return info; } draw({uniforms}) { const {extruded, filled, wireframe, elevationScale} = this.props; const {topModel, sideModel, polygonTesselator} = this.state; const renderUniforms = Object.assign({}, uniforms, { extruded: Boolean(extruded), elevationScale }); // Note: the order is important if (sideModel) { sideModel.setInstanceCount(polygonTesselator.instanceCount - 1); sideModel.setUniforms(renderUniforms); if (wireframe) { sideModel.setDrawMode(GL.LINE_STRIP); sideModel.setUniforms({isWireframe: true}).draw(); } if (filled) { sideModel.setDrawMode(GL.TRIANGLE_FAN); sideModel.setUniforms({isWireframe: false}).draw(); } } if (topModel) { topModel.setVertexCount(polygonTesselator.vertexCount); topModel.setUniforms(renderUniforms).draw(); } } updateState(updateParams) { super.updateState(updateParams); this.updateGeometry(updateParams); const {props, oldProps, changeFlags} = updateParams; const attributeManager = this.getAttributeManager(); const regenerateModels = changeFlags.extensionsChanged || props.filled !== oldProps.filled || props.extruded !== oldProps.extruded; if (regenerateModels) { if (this.state.models) { this.state.models.forEach(model => model.delete()); } this.setState(this._getModels(this.context.gl)); attributeManager.invalidateAll(); } } updateGeometry({props, oldProps, changeFlags}) { const geometryConfigChanged = changeFlags.dataChanged || (changeFlags.updateTriggersChanged && (changeFlags.updateTriggersChanged.all || changeFlags.updateTriggersChanged.getPolygon)); // When the geometry config or the data is changed, // tessellator needs to be invoked if (geometryConfigChanged) { const {polygonTesselator} = this.state; const buffers = props.data.attributes || {}; polygonTesselator.updateGeometry({ data: props.data, normalize: props._normalize, geometryBuffer: buffers.getPolygon, buffers, getGeometry: props.getPolygon, positionFormat: props.positionFormat, wrapLongitude: props.wrapLongitude, // TODO - move the flag out of the viewport resolution: this.context.viewport.resolution, fp64: this.use64bitPositions(), dataChanged: changeFlags.dataChanged }); this.setState({ numInstances: polygonTesselator.instanceCount, startIndices: polygonTesselator.vertexStarts }); if (!changeFlags.dataChanged) { // Base `layer.updateState` only invalidates all attributes on data change // Cover the rest of the scenarios here this.getAttributeManager().invalidateAll(); } } } _getModels(gl) { const {id, filled, extruded} = this.props; let topModel; let sideModel; if (filled) { const shaders = this.getShaders(vsTop); shaders.defines.NON_INSTANCED_MODEL = 1; topModel = new Model( gl, Object.assign({}, shaders, { id: `${id}-top`, drawMode: GL.TRIANGLES, attributes: { vertexPositions: new Float32Array([0, 1]) }, uniforms: { isWireframe: false, isSideVertex: false }, vertexCount: 0, isIndexed: true }) ); } if (extruded) { sideModel = new Model( gl, Object.assign({}, this.getShaders(vsSide), { id: `${id}-side`, geometry: new Geometry({ drawMode: GL.LINES, vertexCount: 4, attributes: { // top right - top left - bootom left - bottom right vertexPositions: { size: 2, value: new Float32Array([1, 0, 0, 0, 0, 1, 1, 1]) } } }), instanceCount: 0, isInstanced: 1 }) ); sideModel.userData.excludeAttributes = {indices: true}; } return { models: [sideModel, topModel].filter(Boolean), topModel, sideModel }; } calculateIndices(attribute) { const {polygonTesselator} = this.state; attribute.startIndices = polygonTesselator.indexStarts; attribute.value = polygonTesselator.get('indices'); } calculatePositions(attribute) { const {polygonTesselator} = this.state; attribute.startIndices = polygonTesselator.vertexStarts; attribute.value = polygonTesselator.get('positions'); } calculateVertexValid(attribute) { attribute.value = this.state.polygonTesselator.get('vertexValid'); } } SolidPolygonLayer.layerName = 'SolidPolygonLayer'; SolidPolygonLayer.defaultProps = defaultProps;