@deck.gl/geo-layers 8.8.3 → 8.8.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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type {NumericArray} from '@math.gl/core';\nimport {GLTFMaterialParser} from '@luma.gl/experimental';\nimport {Model, pbr} from '@luma.gl/core';\nimport GL from '@luma.gl/constants';\nimport type {MeshAttribute, MeshAttributes} from '@loaders.gl/schema';\nimport type {UpdateParameters, DefaultProps, LayerContext} from '@deck.gl/core';\nimport {SimpleMeshLayer, SimpleMeshLayerProps} from '@deck.gl/mesh-layers';\n\nimport vs from './mesh-layer-vertex.glsl';\nimport fs from './mesh-layer-fragment.glsl';\n\nexport type Mesh = {\n attributes: MeshAttributes;\n indices?: MeshAttribute;\n};\n\nfunction validateGeometryAttributes(attributes) {\n const hasColorAttribute = attributes.COLOR_0 || attributes.colors;\n if (!hasColorAttribute) {\n attributes.colors = {constant: true, value: new Float32Array([1, 1, 1])};\n }\n}\n\nconst defaultProps: DefaultProps<MeshLayerProps> = {\n pbrMaterial: {type: 'object', value: null},\n featureIds: {type: 'array', value: null, optional: true}\n};\n\n/** All properties supported by MeshLayer. */\nexport type MeshLayerProps<DataT = any> = _MeshLayerProps<DataT> & SimpleMeshLayerProps<DataT>;\n\n/** Properties added by MeshLayer. */\ntype _MeshLayerProps<DataT> = {\n /**\n * PBR material object. _lighting must be pbr for this to work\n */\n pbrMaterial?: any; // TODO add type when converting Tile3DLayer\n\n /**\n * List of feature ids.\n */\n featureIds?: NumericArray | null;\n};\n\nexport default class MeshLayer<DataT = any, ExtraProps = {}> extends SimpleMeshLayer<\n DataT,\n Required<_MeshLayerProps<DataT>> & ExtraProps\n> {\n static layerName = 'MeshLayer';\n static defaultProps = defaultProps;\n\n getShaders() {\n const shaders = super.getShaders();\n const modules = shaders.modules;\n modules.push(pbr);\n return {...shaders, vs, fs};\n }\n\n initializeState() {\n const {featureIds} = this.props;\n super.initializeState();\n\n const attributeManager = this.getAttributeManager();\n if (featureIds) {\n // attributeManager is always defined in a primitive layer\n attributeManager!.add({\n featureIdsPickingColors: {\n type: GL.UNSIGNED_BYTE,\n size: 3,\n noAlloc: true,\n // eslint-disable-next-line @typescript-eslint/unbound-method\n update: this.calculateFeatureIdsPickingColors\n }\n });\n }\n }\n\n updateState(params: UpdateParameters<this>) {\n super.updateState(params);\n\n const {props, oldProps} = params;\n if (props.pbrMaterial !== oldProps.pbrMaterial) {\n this.updatePbrMaterialUniforms(props.pbrMaterial);\n }\n }\n\n draw(opts) {\n const {featureIds} = this.props;\n if (!this.state.model) {\n return;\n }\n this.state.model.setUniforms({\n // Needed for PBR (TODO: find better way to get it)\n // eslint-disable-next-line camelcase\n u_Camera: this.state.model.getUniforms().project_uCameraPosition,\n pickFeatureIds: Boolean(featureIds)\n });\n\n super.draw(opts);\n }\n\n protected getModel(mesh: Mesh): Model {\n const {id, pbrMaterial} = this.props;\n const materialParser = this.parseMaterial(pbrMaterial, mesh);\n // Keep material parser to explicitly remove textures\n this.setState({materialParser});\n const shaders = this.getShaders();\n validateGeometryAttributes(mesh.attributes);\n const model = new Model(this.context.gl, {\n ...this.getShaders(),\n id,\n geometry: mesh,\n defines: {\n ...shaders.defines,\n ...materialParser?.defines,\n HAS_UV_REGIONS: mesh.attributes.uvRegions\n },\n parameters: materialParser?.parameters,\n isInstanced: true\n });\n\n return model;\n }\n\n updatePbrMaterialUniforms(pbrMaterial) {\n const {model} = this.state;\n if (model) {\n const {mesh} = this.props;\n const materialParser = this.parseMaterial(pbrMaterial, mesh);\n // Keep material parser to explicitly remove textures\n this.setState({materialParser});\n model.setUniforms(materialParser.uniforms);\n }\n }\n\n parseMaterial(pbrMaterial, mesh) {\n const unlit = Boolean(\n pbrMaterial.pbrMetallicRoughness && pbrMaterial.pbrMetallicRoughness.baseColorTexture\n );\n\n // @ts-expect-error - Need to add delete method to the luma gltf-material-parser.d.ts\n this.state.materialParser?.delete();\n\n return new GLTFMaterialParser(this.context.gl, {\n attributes: {NORMAL: mesh.attributes.normals, TEXCOORD_0: mesh.attributes.texCoords},\n material: {unlit, ...pbrMaterial},\n pbrDebug: false,\n imageBasedLightingEnvironment: null,\n lights: true,\n useTangents: false\n });\n }\n\n calculateFeatureIdsPickingColors(attribute) {\n // This updater is only called if featureIds is not null\n const featureIds = this.props.featureIds!;\n const value = new Uint8ClampedArray(featureIds.length * attribute.size);\n\n const pickingColor = [];\n for (let index = 0; index < featureIds.length; index++) {\n this.encodePickingColor(featureIds[index], pickingColor);\n\n value[index * 3] = pickingColor[0];\n value[index * 3 + 1] = pickingColor[1];\n value[index * 3 + 2] = pickingColor[2];\n }\n\n attribute.value = value;\n }\n\n finalizeState(context: LayerContext) {\n super.finalizeState(context);\n // @ts-expect-error - Need to add delete method to the luma gltf-material-parser.d.ts\n this.state.materialParser?.delete();\n this.setState({materialParser: null});\n }\n}\n"],"file":"mesh-layer.js"}
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properties supported by MeshLayer. */\nexport type MeshLayerProps<DataT = any> = _MeshLayerProps<DataT> & SimpleMeshLayerProps<DataT>;\n\n/** Properties added by MeshLayer. */\ntype _MeshLayerProps<DataT> = {\n /**\n * PBR material object. _lighting must be pbr for this to work\n */\n pbrMaterial?: any; // TODO add type when converting Tile3DLayer\n\n /**\n * List of feature ids.\n */\n featureIds?: NumericArray | null;\n};\n\nexport default class MeshLayer<DataT = any, ExtraProps = {}> extends SimpleMeshLayer<\n DataT,\n Required<_MeshLayerProps<DataT>> & ExtraProps\n> {\n static layerName = 'MeshLayer';\n static defaultProps = defaultProps;\n\n getShaders() {\n const shaders = super.getShaders();\n const modules = shaders.modules;\n modules.push(pbr);\n return {...shaders, vs, fs};\n }\n\n initializeState() {\n const {featureIds} = this.props;\n super.initializeState();\n\n const attributeManager = this.getAttributeManager();\n if (featureIds) {\n // attributeManager is always defined in a primitive layer\n attributeManager!.add({\n featureIdsPickingColors: {\n type: GL.UNSIGNED_BYTE,\n size: 3,\n noAlloc: true,\n // eslint-disable-next-line @typescript-eslint/unbound-method\n update: this.calculateFeatureIdsPickingColors\n }\n });\n }\n }\n\n updateState(params: UpdateParameters<this>) {\n super.updateState(params);\n\n const {props, oldProps} = params;\n if (props.pbrMaterial !== oldProps.pbrMaterial) {\n this.updatePbrMaterialUniforms(props.pbrMaterial);\n }\n }\n\n draw(opts) {\n const {featureIds} = this.props;\n if (!this.state.model) {\n return;\n }\n this.state.model.setUniforms({\n // Needed for PBR (TODO: find better way to get it)\n // eslint-disable-next-line camelcase\n u_Camera: this.state.model.getUniforms().project_uCameraPosition,\n pickFeatureIds: Boolean(featureIds)\n });\n\n super.draw(opts);\n }\n\n protected getModel(mesh: Mesh): Model {\n const {id, pbrMaterial} = this.props;\n const materialParser = this.parseMaterial(pbrMaterial, mesh);\n // Keep material parser to explicitly remove textures\n this.setState({materialParser});\n const shaders = this.getShaders();\n validateGeometryAttributes(mesh.attributes);\n const model = new Model(this.context.gl, {\n ...this.getShaders(),\n id,\n geometry: mesh,\n defines: {\n ...shaders.defines,\n ...materialParser?.defines,\n HAS_UV_REGIONS: mesh.attributes.uvRegions\n },\n parameters: materialParser?.parameters,\n isInstanced: true\n });\n\n return model;\n }\n\n updatePbrMaterialUniforms(pbrMaterial) {\n const {model} = this.state;\n if (model) {\n const {mesh} = this.props;\n const materialParser = this.parseMaterial(pbrMaterial, mesh);\n // Keep material parser to explicitly remove textures\n this.setState({materialParser});\n model.setUniforms(materialParser.uniforms);\n }\n }\n\n parseMaterial(pbrMaterial, mesh) {\n const unlit = Boolean(\n pbrMaterial.pbrMetallicRoughness && pbrMaterial.pbrMetallicRoughness.baseColorTexture\n );\n\n this.state.materialParser?.delete();\n\n return new GLTFMaterialParser(this.context.gl, {\n attributes: {NORMAL: mesh.attributes.normals, TEXCOORD_0: mesh.attributes.texCoords},\n material: {unlit, ...pbrMaterial},\n pbrDebug: false,\n imageBasedLightingEnvironment: null,\n lights: true,\n useTangents: false\n });\n }\n\n calculateFeatureIdsPickingColors(attribute) {\n // This updater is only called if featureIds is not null\n const featureIds = this.props.featureIds!;\n const value = new Uint8ClampedArray(featureIds.length * attribute.size);\n\n const pickingColor = [];\n for (let index = 0; index < featureIds.length; index++) {\n this.encodePickingColor(featureIds[index], pickingColor);\n\n value[index * 3] = pickingColor[0];\n value[index * 3 + 1] = pickingColor[1];\n value[index * 3 + 2] = pickingColor[2];\n }\n\n attribute.value = value;\n }\n\n finalizeState(context: LayerContext) {\n super.finalizeState(context);\n this.state.materialParser?.delete();\n this.setState({materialParser: null});\n }\n}\n"],"file":"mesh-layer.js"}
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properties supported by MeshLayer. */\nexport type MeshLayerProps<DataT = any> = _MeshLayerProps<DataT> & SimpleMeshLayerProps<DataT>;\n\n/** Properties added by MeshLayer. */\ntype _MeshLayerProps<DataT> = {\n /**\n * PBR material object. _lighting must be pbr for this to work\n */\n pbrMaterial?: any; // TODO add type when converting Tile3DLayer\n\n /**\n * List of feature ids.\n */\n featureIds?: NumericArray | null;\n};\n\nexport default class MeshLayer<DataT = any, ExtraProps = {}> extends SimpleMeshLayer<\n DataT,\n Required<_MeshLayerProps<DataT>> & ExtraProps\n> {\n static layerName = 'MeshLayer';\n static defaultProps = defaultProps;\n\n getShaders() {\n const shaders = super.getShaders();\n const modules = shaders.modules;\n modules.push(pbr);\n return {...shaders, vs, fs};\n }\n\n initializeState() {\n const {featureIds} = this.props;\n super.initializeState();\n\n const attributeManager = this.getAttributeManager();\n if (featureIds) {\n // attributeManager is always defined in a primitive layer\n attributeManager!.add({\n featureIdsPickingColors: {\n type: GL.UNSIGNED_BYTE,\n size: 3,\n noAlloc: true,\n // eslint-disable-next-line @typescript-eslint/unbound-method\n update: this.calculateFeatureIdsPickingColors\n }\n });\n }\n }\n\n updateState(params: UpdateParameters<this>) {\n super.updateState(params);\n\n const {props, oldProps} = params;\n if (props.pbrMaterial !== oldProps.pbrMaterial) {\n this.updatePbrMaterialUniforms(props.pbrMaterial);\n }\n }\n\n draw(opts) {\n const {featureIds} = this.props;\n if (!this.state.model) {\n return;\n }\n this.state.model.setUniforms({\n // Needed for PBR (TODO: find better way to get it)\n // eslint-disable-next-line camelcase\n u_Camera: this.state.model.getUniforms().project_uCameraPosition,\n pickFeatureIds: Boolean(featureIds)\n });\n\n super.draw(opts);\n }\n\n protected getModel(mesh: Mesh): Model {\n const {id, pbrMaterial} = this.props;\n const materialParser = this.parseMaterial(pbrMaterial, mesh);\n // Keep material parser to explicitly remove textures\n this.setState({materialParser});\n const shaders = this.getShaders();\n validateGeometryAttributes(mesh.attributes);\n const model = new Model(this.context.gl, {\n ...this.getShaders(),\n id,\n geometry: mesh,\n defines: {\n ...shaders.defines,\n ...materialParser?.defines,\n HAS_UV_REGIONS: mesh.attributes.uvRegions\n },\n parameters: materialParser?.parameters,\n isInstanced: true\n });\n\n return model;\n }\n\n updatePbrMaterialUniforms(pbrMaterial) {\n const {model} = this.state;\n if (model) {\n const {mesh} = this.props;\n const materialParser = this.parseMaterial(pbrMaterial, mesh);\n // Keep material parser to explicitly remove textures\n this.setState({materialParser});\n model.setUniforms(materialParser.uniforms);\n }\n }\n\n parseMaterial(pbrMaterial, mesh) {\n const unlit = Boolean(\n pbrMaterial.pbrMetallicRoughness && pbrMaterial.pbrMetallicRoughness.baseColorTexture\n );\n\n // @ts-expect-error - Need to add delete method to the luma gltf-material-parser.d.ts\n this.state.materialParser?.delete();\n\n return new GLTFMaterialParser(this.context.gl, {\n attributes: {NORMAL: mesh.attributes.normals, TEXCOORD_0: mesh.attributes.texCoords},\n material: {unlit, ...pbrMaterial},\n pbrDebug: false,\n imageBasedLightingEnvironment: null,\n lights: true,\n useTangents: false\n });\n }\n\n calculateFeatureIdsPickingColors(attribute) {\n // This updater is only called if featureIds is not null\n const featureIds = this.props.featureIds!;\n const value = new Uint8ClampedArray(featureIds.length * attribute.size);\n\n const pickingColor = [];\n for (let index = 0; index < featureIds.length; index++) {\n this.encodePickingColor(featureIds[index], pickingColor);\n\n value[index * 3] = pickingColor[0];\n value[index * 3 + 1] = pickingColor[1];\n value[index * 3 + 2] = pickingColor[2];\n }\n\n attribute.value = value;\n }\n\n finalizeState(context: LayerContext) {\n super.finalizeState(context);\n // @ts-expect-error - Need to add delete method to the luma gltf-material-parser.d.ts\n this.state.materialParser?.delete();\n this.setState({materialParser: null});\n }\n}\n"],"file":"mesh-layer.js"}
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1
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type {NumericArray} from '@math.gl/core';\nimport {GLTFMaterialParser} from '@luma.gl/experimental';\nimport {Model, pbr} from '@luma.gl/core';\nimport GL from '@luma.gl/constants';\nimport type {MeshAttribute, MeshAttributes} from '@loaders.gl/schema';\nimport type {UpdateParameters, DefaultProps, LayerContext} from '@deck.gl/core';\nimport {SimpleMeshLayer, SimpleMeshLayerProps} from '@deck.gl/mesh-layers';\n\nimport vs from './mesh-layer-vertex.glsl';\nimport fs from './mesh-layer-fragment.glsl';\n\nexport type Mesh = {\n attributes: MeshAttributes;\n indices?: MeshAttribute;\n};\n\nfunction validateGeometryAttributes(attributes) {\n const hasColorAttribute = attributes.COLOR_0 || attributes.colors;\n if (!hasColorAttribute) {\n attributes.colors = {constant: true, value: new Float32Array([1, 1, 1])};\n }\n}\n\nconst defaultProps: DefaultProps<MeshLayerProps> = {\n pbrMaterial: {type: 'object', value: null},\n featureIds: {type: 'array', value: null, optional: true}\n};\n\n/** All properties supported by MeshLayer. */\nexport type MeshLayerProps<DataT = any> = _MeshLayerProps<DataT> & SimpleMeshLayerProps<DataT>;\n\n/** Properties added by MeshLayer. */\ntype _MeshLayerProps<DataT> = {\n /**\n * PBR material object. _lighting must be pbr for this to work\n */\n pbrMaterial?: any; // TODO add type when converting Tile3DLayer\n\n /**\n * List of feature ids.\n */\n featureIds?: NumericArray | null;\n};\n\nexport default class MeshLayer<DataT = any, ExtraProps = {}> extends SimpleMeshLayer<\n DataT,\n Required<_MeshLayerProps<DataT>> & ExtraProps\n> {\n static layerName = 'MeshLayer';\n static defaultProps = defaultProps;\n\n getShaders() {\n const shaders = super.getShaders();\n const modules = shaders.modules;\n modules.push(pbr);\n return {...shaders, vs, fs};\n }\n\n initializeState() {\n const {featureIds} = this.props;\n super.initializeState();\n\n const attributeManager = this.getAttributeManager();\n if (featureIds) {\n // attributeManager is always defined in a primitive layer\n attributeManager!.add({\n featureIdsPickingColors: {\n type: GL.UNSIGNED_BYTE,\n size: 3,\n noAlloc: true,\n // eslint-disable-next-line @typescript-eslint/unbound-method\n update: this.calculateFeatureIdsPickingColors\n }\n });\n }\n }\n\n updateState(params: UpdateParameters<this>) {\n super.updateState(params);\n\n const {props, oldProps} = params;\n if (props.pbrMaterial !== oldProps.pbrMaterial) {\n this.updatePbrMaterialUniforms(props.pbrMaterial);\n }\n }\n\n draw(opts) {\n const {featureIds} = this.props;\n if (!this.state.model) {\n return;\n }\n this.state.model.setUniforms({\n // Needed for PBR (TODO: find better way to get it)\n // eslint-disable-next-line camelcase\n u_Camera: this.state.model.getUniforms().project_uCameraPosition,\n pickFeatureIds: Boolean(featureIds)\n });\n\n super.draw(opts);\n }\n\n protected getModel(mesh: Mesh): Model {\n const {id, pbrMaterial} = this.props;\n const materialParser = this.parseMaterial(pbrMaterial, mesh);\n // Keep material parser to explicitly remove textures\n this.setState({materialParser});\n const shaders = this.getShaders();\n validateGeometryAttributes(mesh.attributes);\n const model = new Model(this.context.gl, {\n ...this.getShaders(),\n id,\n geometry: mesh,\n defines: {\n ...shaders.defines,\n ...materialParser?.defines,\n HAS_UV_REGIONS: mesh.attributes.uvRegions\n },\n parameters: materialParser?.parameters,\n isInstanced: true\n });\n\n return model;\n }\n\n updatePbrMaterialUniforms(pbrMaterial) {\n const {model} = this.state;\n if (model) {\n const {mesh} = this.props;\n const materialParser = this.parseMaterial(pbrMaterial, mesh);\n // Keep material parser to explicitly remove textures\n this.setState({materialParser});\n model.setUniforms(materialParser.uniforms);\n }\n }\n\n parseMaterial(pbrMaterial, mesh) {\n const unlit = Boolean(\n pbrMaterial.pbrMetallicRoughness && pbrMaterial.pbrMetallicRoughness.baseColorTexture\n );\n\n this.state.materialParser?.delete();\n\n return new GLTFMaterialParser(this.context.gl, {\n attributes: {NORMAL: mesh.attributes.normals, TEXCOORD_0: mesh.attributes.texCoords},\n material: {unlit, ...pbrMaterial},\n pbrDebug: false,\n imageBasedLightingEnvironment: null,\n lights: true,\n useTangents: false\n });\n }\n\n calculateFeatureIdsPickingColors(attribute) {\n // This updater is only called if featureIds is not null\n const featureIds = this.props.featureIds!;\n const value = new Uint8ClampedArray(featureIds.length * attribute.size);\n\n const pickingColor = [];\n for (let index = 0; index < featureIds.length; index++) {\n this.encodePickingColor(featureIds[index], pickingColor);\n\n value[index * 3] = pickingColor[0];\n value[index * 3 + 1] = pickingColor[1];\n value[index * 3 + 2] = pickingColor[2];\n }\n\n attribute.value = value;\n }\n\n finalizeState(context: LayerContext) {\n super.finalizeState(context);\n this.state.materialParser?.delete();\n this.setState({materialParser: null});\n }\n}\n"],"file":"mesh-layer.js"}
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