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Mapbox GL JS > 2.0 building shadows based on @mourner https://gist.github.com/mourner/e24fab0dd579402b0a6a3bbeaf916a02
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<!DOCTYPE html> | |
<html> | |
<head> | |
<title>Mapbox GL JS debug page</title> | |
<meta charset='utf-8'> | |
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no"> | |
<link href='https://api.tiles.mapbox.com/mapbox-gl-js/v2.12.0/mapbox-gl.css' rel='stylesheet' /> | |
<style> | |
body { | |
margin: 0; | |
padding: 0; | |
} | |
html, | |
body, | |
#map { | |
height: 100%; | |
} | |
#time { | |
position: absolute; | |
width: 90%; | |
top: 10px; | |
left: 10px; | |
} | |
</style> | |
</head> | |
<body> | |
<div id='map'></div> | |
<input id='time' type='range' min="0" max="86400" /> | |
<script src="https://api.tiles.mapbox.com/mapbox-gl-js/v2.12.0/mapbox-gl.js"></script> | |
<script src='https://unpkg.com/[email protected]/suncalc.js'></script> | |
<!-- <script src='/debug/access_token_generated.js'></script> --> | |
<script> | |
mapboxgl.accessToken = 'pk.eyJ1IjoiYWxhbnRnZW8tcHJlc2FsZXMiLCJhIjoiY2pzcTA4NjRiMTMxczQzcDFqa29maXk3bSJ9.pVYNTFKfcOXA_U_5TUwDWw'; | |
var map = window.map = new mapboxgl.Map({ | |
container: 'map', | |
zoom: 15, | |
center: [-74.0059, 40.7064], | |
style: 'mapbox://styles/mapbox/streets-v11', | |
hash: true | |
}); | |
var date = new Date(); | |
var time = date.getHours() * 60 * 60 + date.getMinutes() * 60 + date.getSeconds(); | |
var timeInput = document.getElementById('time'); | |
timeInput.value = time; | |
timeInput.oninput = () => { | |
time = +timeInput.value; | |
date.setHours(Math.floor(time / 60 / 60)); | |
date.setMinutes(Math.floor(time / 60) % 60); | |
date.setSeconds(time % 60); | |
map.triggerRepaint(); | |
}; | |
map.addControl(new mapboxgl.NavigationControl()); | |
class BuildingShadows { | |
constructor() { | |
this.id = 'building-shadows'; | |
this.type = 'custom'; | |
} | |
onAdd(map, gl) { | |
this.map = map; | |
const vertexSource = ` | |
uniform mat4 u_matrix; | |
uniform float u_height_factor; | |
uniform float u_altitude; | |
uniform float u_azimuth; | |
attribute vec4 a_pos_normal_ed; | |
attribute lowp vec2 a_base; | |
attribute lowp vec2 a_height; | |
void main() { | |
float base = max(0.0, a_base.x); | |
float height = max(0.0, a_height.x); | |
vec4 pos_nx = floor(a_pos_normal_ed * 0.5); | |
vec4 top_up_ny_start = a_pos_normal_ed - 2.0 * pos_nx; | |
vec3 top_up_ny = top_up_ny_start.xyz; | |
float t = top_up_ny.x; | |
vec4 pos = vec4(pos_nx.xy, t > 0.0 ? height : base, 1); | |
float len = pos.z * u_height_factor / tan(u_altitude); | |
pos.x += cos(u_azimuth) * len; | |
pos.y += sin(u_azimuth) * len; | |
pos.z = 0.0; | |
gl_Position = u_matrix * pos; | |
} | |
`; | |
const fragmentSource = ` | |
void main() { | |
gl_FragColor = vec4(0.0, 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); | |
gl.validateProgram(this.program); | |
this.uMatrix = gl.getUniformLocation(this.program, "u_matrix"); | |
this.uHeightFactor = gl.getUniformLocation(this.program, "u_height_factor"); | |
this.uAltitude = gl.getUniformLocation(this.program, "u_altitude"); | |
this.uAzimuth = gl.getUniformLocation(this.program, "u_azimuth"); | |
this.aPosNormalEd = gl.getAttribLocation(this.program, "a_pos_normal_ed"); | |
this.aBase = gl.getAttribLocation(this.program, "a_base"); | |
this.aHeight = gl.getAttribLocation(this.program, "a_height"); | |
this.compileOpacityProgram(map, gl); | |
} | |
compileOpacityProgram(map, gl) { | |
const vertexSource = ` | |
attribute vec2 a_pos; | |
varying vec2 v_pos; | |
void main() { | |
// texture vector position, range 0.0 - 1.0 | |
v_pos = a_pos * 0.5 + 0.5; | |
gl_Position = vec4(a_pos, 0, 1); | |
} | |
`; | |
const fragmentSource = ` | |
precision mediump float; | |
uniform sampler2D u_tex; | |
uniform float u_alt; | |
uniform vec4 u_shadeColor; | |
varying vec2 v_pos; | |
void main() { | |
if (u_alt < 0.0) { | |
gl_FragColor = u_shadeColor; | |
} else { | |
vec4 color = texture2D(u_tex, v_pos); | |
if (color == vec4(0, 0, 0, 0)) { | |
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); | |
} else { | |
gl_FragColor = u_shadeColor; | |
} | |
} | |
} | |
`; | |
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.opacityProgram = gl.createProgram(); | |
gl.attachShader(this.opacityProgram, vertexShader); | |
gl.attachShader(this.opacityProgram, fragmentShader); | |
gl.linkProgram(this.opacityProgram); | |
gl.validateProgram(this.opacityProgram); | |
// if (!gl.getProgramParameter(this.opacityProgram, gl.LINK_STATUS)) { | |
// console.error('Link failed: ' + gl.getProgramInfoLog(this.opacityProgram)); | |
// console.error('vs info-log: ' + gl.getShaderInfoLog(vertexShader)); | |
// console.error('fs info-log: ' + gl.getShaderInfoLog(fragmentShader)); | |
// } | |
this.aPos = gl.getAttribLocation(this.opacityProgram, "a_pos"); | |
this.uTex = gl.getUniformLocation(this.opacityProgram, "u_tex"); | |
this.uAlt = gl.getUniformLocation(this.opacityProgram, "u_alt"); | |
this.uMatrix2 = gl.getUniformLocation(this.opacityProgram, "u_matrix"); | |
this.shadeColor = gl.getUniformLocation(this.opacityProgram, "u_shadeColor"); | |
const [x, y, vWidth, vHeight] = gl.getParameter(gl.VIEWPORT); | |
this.buf = gl.createBuffer(); | |
gl.bindBuffer(gl.ARRAY_BUFFER, this.buf); | |
const screen = new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]); | |
gl.bufferData(gl.ARRAY_BUFFER, screen, gl.STATIC_DRAW); | |
this.tex = gl.createTexture(); | |
gl.bindTexture(gl.TEXTURE_2D, this.tex); | |
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, vWidth, vHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null) | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); | |
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); | |
this.fb = gl.createFramebuffer(); | |
this.attachmentPoint = gl.COLOR_ATTACHMENT0 | |
} | |
render(gl, matrix) { | |
// first pass: render opaque shadows to render buffer | |
// can't make shadows transparent in first pass because they | |
// stack on top of each other | |
gl.useProgram(this.program); | |
gl.bindFramebuffer(gl.FRAMEBUFFER, this.fb); | |
gl.activeTexture(gl.TEXTURE_0); | |
gl.bindTexture(gl.TEXTURE_2D, this.tex); | |
gl.framebufferTexture2D(gl.FRAMEBUFFER, this.attachmentPoint, gl.TEXTURE_2D, this.tex, 0); | |
gl.clear(gl.COLOR_BUFFER_BIT); | |
const source = this.map.style._sourceCaches['other:composite']; | |
const coords = source.getVisibleCoordinates().reverse(); | |
const buildingsLayer = map.getLayer('3d-buildings'); | |
const context = this.map.painter.context; | |
const { lng, lat } = this.map.getCenter(); | |
const pos = SunCalc.getPosition(date, lat, lng); | |
gl.uniform1f(this.uAltitude, pos.altitude); | |
gl.uniform1f(this.uAzimuth, pos.azimuth + 3 * Math.PI / 2); | |
map.setLight({ | |
anchor: 'map', | |
position: [1.5, 180 + pos.azimuth * 180 / Math.PI, 90 - pos.altitude * 180 / Math.PI], | |
// position: [1.5, 180 + pos.azimuth * 180 / Math.PI, 90 - pos.altitude * 180 / Math.PI], | |
'position-transition': { duration: 0 }, | |
color: pos.altitude < 0 ? '#999' : '#fdb' | |
// color: `hsl(20, ${50 * Math.cos(pos.altitude)}%, ${200 * Math.sin(pos.altitude)}%)` | |
}, { duration: 0 }); | |
this.opacity = Math.sin(Math.max(pos.altitude, 0)) * 0.9; | |
for (const coord of coords) { | |
const tile = source.getTile(coord); | |
const bucket = tile.getBucket(buildingsLayer); | |
if (!bucket) continue; | |
const [heightBuffer, baseBuffer] = bucket.programConfigurations.programConfigurations['3d-buildings']._buffers; | |
gl.uniformMatrix4fv(this.uMatrix, false, coord.projMatrix); | |
gl.uniformMatrix4fv(this.uMatrix2, false, coord.projMatrix); | |
gl.uniform1f(this.uHeightFactor, Math.pow(2, coord.overscaledZ) / tile.tileSize / 8); | |
for (const segment of bucket.segments.get()) { | |
const numPrevAttrib = context.currentNumAttributes || 0; | |
const numNextAttrib = 2; | |
for (let i = numNextAttrib; i < numPrevAttrib; i++) gl.disableVertexAttribArray(i); | |
const vertexOffset = segment.vertexOffset || 0; | |
gl.enableVertexAttribArray(this.aPosNormalEd); | |
gl.enableVertexAttribArray(this.aHeight); | |
gl.enableVertexAttribArray(this.aBase); | |
bucket.layoutVertexBuffer.bind(); | |
gl.vertexAttribPointer(this.aPosNormalEd, 4, gl.SHORT, false, 8, 8 * vertexOffset); | |
heightBuffer.bind(); | |
gl.vertexAttribPointer(this.aHeight, 1, gl.FLOAT, false, 4, 4 * vertexOffset); | |
baseBuffer.bind(); | |
gl.vertexAttribPointer(this.aBase, 1, gl.FLOAT, false, 4, 4 * vertexOffset); | |
bucket.indexBuffer.bind(); | |
context.currentNumAttributes = numNextAttrib; | |
gl.drawElements(gl.TRIANGLES, segment.primitiveLength * 3, gl.UNSIGNED_SHORT, segment.primitiveOffset * 3 * 2); | |
} | |
} | |
// second pass | |
// take initial rendering from framebuffer and re-render with custom color and transparency | |
gl.bindFramebuffer(gl.FRAMEBUFFER, null); | |
gl.useProgram(this.opacityProgram); | |
gl.uniform1f(this.uAlt, pos.altitude); | |
gl.uniform4fv(this.shadeColor, new Float32Array([0, 0, 0, 0.6])) | |
gl.bindBuffer(gl.ARRAY_BUFFER, this.buf); | |
gl.enableVertexAttribArray(this.aPos); | |
gl.vertexAttribPointer(this.aPos, 2, gl.FLOAT, false, 0, 0); | |
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); | |
} | |
} | |
map.on('load', () => { | |
map.removeLayer('building'); | |
map.addLayer({ | |
'id': '3d-buildings', | |
'source': 'composite', | |
'source-layer': 'building', | |
'type': 'fill-extrusion', | |
'minzoom': 14, | |
'paint': { | |
'fill-extrusion-color': '#ddd', | |
'fill-extrusion-height': ["number", ["get", "height"], 5], | |
'fill-extrusion-base': ["number", ["get", "min_height"], 0], | |
'fill-extrusion-opacity': 1 | |
} | |
}, 'road-label'); | |
map.addLayer(new BuildingShadows(), '3d-buildings'); | |
}); | |
</script> | |
</body> | |
</html> |
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