Skip to content

Commit

Permalink
feat: PolylinesLayer typed arrays input. (#1949)
Browse files Browse the repository at this point in the history
1) PolylinesLayer can accept typed arrays and use them as webgl
attributes when possible.
2) ZIncreasingDownwards flag is applied in the vertex shader.
3) depthTest prop is added for uniformity in API with the other layers.

---------

Co-authored-by: leonid.polukhin <leonid.polukhin@aspentech.com>
  • Loading branch information
LeonidPolukhin and leonid.polukhin authored Mar 6, 2024
1 parent 44d5298 commit 0829b5a
Show file tree
Hide file tree
Showing 7 changed files with 478 additions and 38 deletions.
Original file line number Diff line number Diff line change
@@ -0,0 +1,60 @@
// 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 `\
#version 300 es
#define SHADER_NAME path-layer-fragment-shader
precision highp float;
uniform float miterLimit;
in vec4 vColor;
in vec2 vCornerOffset;
in float vMiterLength;
/*
* vPathPosition represents the relative coordinates of the current fragment on the path segment.
* vPathPosition.x - position along the width of the path, between [-1, 1]. 0 is the center line.
* vPathPosition.y - position along the length of the path, between [0, L / width].
*/
in vec2 vPathPosition;
in float vPathLength;
in float vJointType;
out vec4 fragColor;
void main(void) {
geometry.uv = vPathPosition;
if (vPathPosition.y < 0.0 || vPathPosition.y > vPathLength) {
// if joint is rounded, test distance from the corner
if (vJointType > 0.5 && length(vCornerOffset) > 1.0) {
discard;
}
// trim miter
if (vJointType < 0.5 && vMiterLength > miterLimit + 1.0) {
discard;
}
}
fragColor = vColor;
DECKGL_FILTER_COLOR(fragColor, geometry);
}
`;
Original file line number Diff line number Diff line change
@@ -0,0 +1,256 @@
// 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 `\
#version 300 es
#define SHADER_NAME path-layer-vertex-shader
in vec2 positions;
in float instanceTypes;
in vec3 instanceStartPositions;
in vec3 instanceEndPositions;
in vec3 instanceLeftPositions;
in vec3 instanceRightPositions;
in vec3 instanceLeftPositions64Low;
in vec3 instanceStartPositions64Low;
in vec3 instanceEndPositions64Low;
in vec3 instanceRightPositions64Low;
in float instanceStrokeWidths;
in vec4 instanceColors;
in vec3 instancePickingColors;
uniform float widthScale;
uniform float widthMinPixels;
uniform float widthMaxPixels;
uniform float jointType;
uniform float capType;
uniform float miterLimit;
uniform bool billboard;
uniform int widthUnits;
uniform float opacity;
uniform bool ZIncreasingDownwards;
out vec4 vColor;
out vec2 vCornerOffset;
out float vMiterLength;
out vec2 vPathPosition;
out float vPathLength;
out float vJointType;
const float EPSILON = 0.001;
const vec3 ZERO_OFFSET = vec3(0.0);
float flipIfTrue(bool flag) {
return -(float(flag) * 2. - 1.);
}
// calculate line join positions
vec3 getLineJoinOffset(
vec3 prevPoint, vec3 currPoint, vec3 nextPoint,
vec2 width
) {
bool isEnd = positions.x > 0.0;
// side of the segment - -1: left, 0: center, 1: right
float sideOfPath = positions.y;
float isJoint = float(sideOfPath == 0.0);
vec3 deltaA3 = (currPoint - prevPoint);
vec3 deltaB3 = (nextPoint - currPoint);
mat3 rotationMatrix;
bool needsRotation = !billboard && project_needs_rotation(currPoint, rotationMatrix);
if (needsRotation) {
deltaA3 = deltaA3 * rotationMatrix;
deltaB3 = deltaB3 * rotationMatrix;
}
vec2 deltaA = deltaA3.xy / width;
vec2 deltaB = deltaB3.xy / width;
float lenA = length(deltaA);
float lenB = length(deltaB);
vec2 dirA = lenA > 0. ? normalize(deltaA) : vec2(0.0, 0.0);
vec2 dirB = lenB > 0. ? normalize(deltaB) : vec2(0.0, 0.0);
vec2 perpA = vec2(-dirA.y, dirA.x);
vec2 perpB = vec2(-dirB.y, dirB.x);
// tangent of the corner
vec2 tangent = dirA + dirB;
tangent = length(tangent) > 0. ? normalize(tangent) : perpA;
// direction of the corner
vec2 miterVec = vec2(-tangent.y, tangent.x);
// direction of the segment
vec2 dir = isEnd ? dirA : dirB;
// direction of the extrusion
vec2 perp = isEnd ? perpA : perpB;
// length of the segment
float L = isEnd ? lenA : lenB;
// A = angle of the corner
float sinHalfA = abs(dot(miterVec, perp));
float cosHalfA = abs(dot(dirA, miterVec));
// -1: right, 1: left
float turnDirection = flipIfTrue(dirA.x * dirB.y >= dirA.y * dirB.x);
// relative position to the corner:
// -1: inside (smaller side of the angle)
// 0: center
// 1: outside (bigger side of the angle)
float cornerPosition = sideOfPath * turnDirection;
float miterSize = 1.0 / max(sinHalfA, EPSILON);
// trim if inside corner extends further than the line segment
miterSize = mix(
min(miterSize, max(lenA, lenB) / max(cosHalfA, EPSILON)),
miterSize,
step(0.0, cornerPosition)
);
vec2 offsetVec = mix(miterVec * miterSize, perp, step(0.5, cornerPosition))
* (sideOfPath + isJoint * turnDirection);
// special treatment for start cap and end cap
bool isStartCap = lenA == 0.0 || (!isEnd && (instanceTypes == 1.0 || instanceTypes == 3.0));
bool isEndCap = lenB == 0.0 || (isEnd && (instanceTypes == 2.0 || instanceTypes == 3.0));
bool isCap = isStartCap || isEndCap;
// extend out a triangle to envelope the round cap
if (isCap) {
offsetVec = mix(perp * sideOfPath, dir * capType * 4.0 * flipIfTrue(isStartCap), isJoint);
vJointType = capType;
} else {
vJointType = jointType;
}
// Generate variables for fragment shader
vPathLength = L;
vCornerOffset = offsetVec;
vMiterLength = dot(vCornerOffset, miterVec * turnDirection);
vMiterLength = isCap ? isJoint : vMiterLength;
vec2 offsetFromStartOfPath = vCornerOffset + deltaA * float(isEnd);
vPathPosition = vec2(
dot(offsetFromStartOfPath, perp),
dot(offsetFromStartOfPath, dir)
);
geometry.uv = vPathPosition;
float isValid = step(instanceTypes, 3.5);
vec3 offset = vec3(offsetVec * width * isValid, 0.0);
if (needsRotation) {
offset = rotationMatrix * offset;
}
return offset;
}
// In clipspace extrusion, if a line extends behind the camera, clip it to avoid visual artifacts
void clipLine(inout vec4 position, vec4 refPosition) {
if (position.w < EPSILON) {
float r = (EPSILON - refPosition.w) / (position.w - refPosition.w);
position = refPosition + (position - refPosition) * r;
}
}
void main() {
geometry.pickingColor = instancePickingColors;
vColor = vec4(instanceColors.rgb, instanceColors.a * opacity);
vec3 leftPosition = instanceLeftPositions;
vec3 startPosition = instanceStartPositions;
vec3 leftPos64Low = instanceLeftPositions64Low;
vec3 startPos64Low = instanceStartPositions64Low;
vec3 rightposition = instanceRightPositions;
vec3 endPosition = instanceEndPositions;
vec3 rightPos64Low = instanceRightPositions64Low;
vec3 endPos64Low = instanceEndPositions64Low;
if(ZIncreasingDownwards) {
leftPosition.z *= -1.0;
startPosition.z *= -1.0;
leftPos64Low.z *= -1.0;
startPos64Low.z *= -1.0;
rightposition.z *= -1.0;
endPosition.z *= -1.0;
rightPos64Low.z *= -1.0;
endPos64Low.z *= -1.0;
}
float isEnd = positions.x;
vec3 prevPosition = mix(leftPosition, startPosition, isEnd);
vec3 prevPosition64Low = mix(leftPos64Low, startPos64Low, isEnd);
vec3 currPosition = mix(startPosition, endPosition, isEnd);
vec3 currPosition64Low = mix(startPos64Low, endPos64Low, isEnd);
vec3 nextPosition = mix(endPosition, rightposition, isEnd);
vec3 nextPosition64Low = mix(endPos64Low, rightPos64Low, isEnd);
geometry.worldPosition = currPosition;
vec2 widthPixels = vec2(clamp(
project_size_to_pixel(instanceStrokeWidths * widthScale, widthUnits),
widthMinPixels, widthMaxPixels) / 2.0);
vec3 width;
if (billboard) {
// Extrude in clipspace
vec4 prevPositionScreen = project_position_to_clipspace(prevPosition, prevPosition64Low, ZERO_OFFSET);
vec4 currPositionScreen = project_position_to_clipspace(currPosition, currPosition64Low, ZERO_OFFSET, geometry.position);
vec4 nextPositionScreen = project_position_to_clipspace(nextPosition, nextPosition64Low, ZERO_OFFSET);
clipLine(prevPositionScreen, currPositionScreen);
clipLine(nextPositionScreen, currPositionScreen);
clipLine(currPositionScreen, mix(nextPositionScreen, prevPositionScreen, isEnd));
width = vec3(widthPixels, 0.0);
DECKGL_FILTER_SIZE(width, geometry);
vec3 offset = getLineJoinOffset(
prevPositionScreen.xyz / prevPositionScreen.w,
currPositionScreen.xyz / currPositionScreen.w,
nextPositionScreen.xyz / nextPositionScreen.w,
project_pixel_size_to_clipspace(width.xy)
);
DECKGL_FILTER_GL_POSITION(currPositionScreen, geometry);
gl_Position = vec4(currPositionScreen.xyz + offset * currPositionScreen.w, currPositionScreen.w);
} else {
// Extrude in commonspace
prevPosition = project_position(prevPosition, prevPosition64Low);
currPosition = project_position(currPosition, currPosition64Low);
nextPosition = project_position(nextPosition, nextPosition64Low);
width = vec3(project_pixel_size(widthPixels), 0.0);
DECKGL_FILTER_SIZE(width, geometry);
vec3 offset = getLineJoinOffset(prevPosition, currPosition, nextPosition, width.xy);
geometry.position = vec4(currPosition + offset, 1.0);
gl_Position = project_common_position_to_clipspace(geometry.position);
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
}
DECKGL_FILTER_COLOR(vColor, geometry);
}
`;
Loading

0 comments on commit 0829b5a

Please sign in to comment.