// Copyright (c) 2015 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, picking, COORDINATE_SYSTEM } from '@deck.gl/core'; import { Model } from '@luma.gl/engine'; import { lngLatToWorld } from '@math.gl/web-mercator'; import createMesh from "./create-mesh.js"; import vs from "./bitmap-layer-vertex.js"; import fs from "./bitmap-layer-fragment.js"; const defaultProps = { 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 } }; /** Render a bitmap at specified boundaries. */ class BitmapLayer extends Layer { getShaders() { return super.getShaders({ vs, fs, modules: [project32, picking] }); } 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 }) { // 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) { const { image } = this.props; const info = params.info; if (!info.color || !image) { info.bitmap = null; return info; } const { width, height } = image; // 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 }); } _updateAutoHighlight(info) { super._updateAutoHighlight({ ...info, color: this.encodePickingColor(0) }); } _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); } _getModel() { /* 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 { uniforms, moduleParameters } = opts; const { model, coordinateConversion, bounds, disablePicking } = this.state; const { image, desaturate, transparentColor, tintColor } = this.props; if (moduleParameters.picking.isActive && disablePicking) { return; } // // TODO fix zFighting // Render the image if (image && model) { model.setUniforms(uniforms); model.setBindings({ bitmapTexture: image }); model.setUniforms({ desaturate, transparentColor: transparentColor.map(x => x / 255), // @ts-expect-error stricter luma gl types tintColor: tintColor.slice(0, 3).map(x => x / 255), coordinateConversion, bounds }); 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] }; } } BitmapLayer.layerName = 'BitmapLayer'; BitmapLayer.defaultProps = defaultProps; export default BitmapLayer; /** * 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) { 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) { return Number.isFinite(bounds[0]); }