CustomLayerInterface
Defined in: src/style/style_layer/custom_style_layer.ts:188
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 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 Map#triggerRepaint and they should appropriately handle MapContextEvent with webglcontextlost
and 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 CustomLayerInterface#prerender
Example
Custom layer implemented as ES6 class
class NullIslandLayer {
constructor() {
this.id = 'null-island';
this.type = 'custom';
this.renderingMode = '2d';
}
onAdd(map: mapmetricsgl.Map, gl: WebGLRenderingContext | WebGL2RenderingContext) {
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() {
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,
modelViewProjectionMatrix: matrix
}: {
gl: WebGLRenderingContext | WebGL2RenderingContext;
modelViewProjectionMatrix: Float32Array;
}) {
gl.useProgram(this.program);
gl.uniformMatrix4fv(gl.getUniformLocation(this.program, "u_matrix"), false, matrix);
gl.drawArrays(gl.POINTS, 0, 1);
}
}
map.on('load', () => {
map.addLayer(new NullIslandLayer());
});
Methods
onAdd()?
optional
onAdd(map
:Map
,gl
:WebGLRenderingContext
|WebGL2RenderingContext
):void
Defined in: src/style/style_layer/custom_style_layer.ts:231
Optional method called when the layer has been added to the Map with Map#addLayer. This gives the layer a chance to initialize gl resources and register event listeners.
Parameters
Parameter | Type | Description |
---|---|---|
map | Map | The Map this custom layer was just added to. |
gl | WebGLRenderingContext | WebGL2RenderingContext | The gl context for the map. |
Returns
void
onRemove()?
optional
onRemove(map
:Map
,gl
:WebGLRenderingContext
|WebGL2RenderingContext
):void
Defined in: src/style/style_layer/custom_style_layer.ts:239
Optional method called when the layer has been removed from the Map with Map#removeLayer. This gives the layer a chance to clean up gl resources and event listeners.
Parameters
Parameter | Type | Description |
---|---|---|
map | Map | The Map this custom layer was just added to. |
gl | WebGLRenderingContext | WebGL2RenderingContext | The gl context for the map. |
Returns
void
Properties
id
id:
string
Defined in: src/style/style_layer/custom_style_layer.ts:192
A unique layer id.
prerender?
optional
prerender:CustomRenderMethod
Defined in: src/style/style_layer/custom_style_layer.ts:223
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.
render
render:
CustomRenderMethod
Defined in: src/style/style_layer/custom_style_layer.ts:217
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)
.
renderingMode?
optional
renderingMode:"2d"
|"3d"
Defined in: src/style/style_layer/custom_style_layer.ts:200
Either "2d"
or "3d"
. Defaults to "2d"
.
type
type:
"custom"
Defined in: src/style/style_layer/custom_style_layer.ts:196
The layer's type. Must be "custom"
.