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deck.gl

A WebGL overlay suite for React providing a set of highly performant data visualization overlays.

screenshot

Design goals:

  • Provide overlays that plug directly into react-map-gl's overlay model, enabling overlays to work on maps.
  • Provide highly performant data visualization overlays in 2 and 3 dimensions.
  • Provide tested, highly performant layers for basic data visualization use cases, scatterplots, choropleths etc.
  • Allows easy creation of custom WebGL layers by subclassing Layer.
  • Support efficient WebGL rendering in "data flow architecture" applications (i.e. React).
  • Special focus on buffer management, allowing both automatic buffer updates but also full application control of buffer allocation and management

Features:

  • Web Mercator projections are handled in shader on GPU. No projections are done in JavaScript (unless needed for a uniform calculation or reverse projection of e.g. picked coordinate etc). Specify your lat,lon once and never touch it again.
  • Can accept data stored in any ES6 container (supporting [Symbol.iterator] iteration).
  • Automatic and manual WebGL buffer management to support.

Installation

npm install --save deck.gl

Usage

import {
  WebGLOverlay,
  /* import layers here */
} from 'deck.gl';

const mapState = {
  latitude: 37.55,
  longitude: -122.2,
  zoom: 9,
  ...
}

<WebGLOverlay
  width={1920}
  height={1080}
  mapState={mapState},  // optional
  layers={[/* put layer instances here */]}
/>

WebGLOverlay:

  • webgl-overlay A react component that takes in viewport parameters, layer instances and generates an overlay consists of single/multiple layers sharing the same rendering context. Internally, the webgl-overlay initializes a WebGL context attached to a canvas element, sets up the animation loop and calls provided callbacks on initial load and for each rendering frames. The webgl-overlay also handles events propagation across layers, and prevents unnecessary calculation taking advantage of the react lifecycle functions.

    Parameters

    • width (number, required) width of the canvas
    • height (number, required) height of the canvas
    • longitude (number, required) longitude of the map center
    • latitude (number, required) latitude of the map center
    • zoom (number, required) zoom level of the map

    Callbacks

    • onAfterRender [function, optional] callback after rendering is finished for the current frame

Supported Layers:

  • Choropleth Layer

The Choropleth Layer takes in GeoJson formatted data and renders it as interactive choropleths.

Common Parameters

  • id (string, required): layer ID
  • width (number, required) width of the layer
  • height (number, required) height of the layer
  • longitude (number, required) longitude of the map center
  • latitude (number, required) latitude of the map center
  • zoom (number, required) zoom level of the map
  • opacity (number, required) opacity of the layer
  • isPickable [bool, optional, default=false] whether layer responses to mouse events

Layer-specific Parameters

  • data (object, required) input data in GeoJson format
  • drawContour [bool, optional, default=false] draw choropleth contour if true, else fill choropleth area

Callbacks

  • onChoroplethHovered [function, optional] bubbles choropleth properties when mouse hovering

  • onChoroplethClicked [function, optional] bubbles choropleth properties when mouse clicking

  • Hexagon Layer

    The Hexagon Layer takes in a list of hexagon objects and renders them as interactive hexagons.

    Common Parameters

    • id (string, required): layer ID
    • width (number, required) width of the layer
    • height (number, required) height of the layer
    • opacity (number, required) opacity of the layer
    • isPickable [bool, optional, default=false] whether layer responses to mouse events

    Layer-specific Parameters

    • data (array, required) array of hexagon objects: [{ centroid, vertices, color }, ...]
    • dotRadius [number, optional, default=10] radius of each hexagon
    • elevation [number, optional, default=0.02] height scale of hexagons
    • lightingEnabled [bool, optional, default=false] whether lighting is enabled

    Callbacks

    • onHexagonHovered [function, optional] bubbles selection index when mouse hovering
    • onHexagonClicked [function, optional] bubbles selection index when mouse clicking
  • Scatterplot Layer

    The Scatterplot Layer takes in and renders an array of latitude and longitude coordinated points.

    Common Parameters

    • id (string, required): layer ID
    • width (number, required) width of the layer
    • height (number, required) height of the layer
    • opacity (number, required) opacity of the layer
    • isPickable [bool, optional, default=false] whether layer responses to mouse events

    Layer-specific Parameters

    • data (array, required) array of objects: [{ position, color }, ...]
    • radius [number, optional, default=10] radius of each marker
  • Arc Layer

    The Arc Layer takes in paired latitude and longitude coordinated points and render them as arcs that links the starting and ending points.

    Common Parameters

    • id (string, required): layer ID
    • width (number, required) width of the layer
    • height (number, required) height of the layer
    • opacity (number, required) opacity of the layer
    • isPickable [bool, optional, default=false] whether layer responses to mouse events

    Layer-specific Parameters

    • data (array, required) array of objects: [{ position: {x0, y0, x1, y1}, color }, ...]
  • Grid Layer

    The Grid Layer takes in an array of latitude and longitude coordinated points, aggregates them into histogram bins and renders as a grid.

    Common Parameters

    • id (string, required): layer ID
    • width (number, required) width of the layer
    • height (number, required) height of the layer
    • opacity (number, required) opacity of the layer
    • isPickable [bool, optional, default=false] whether layer responses to mouse events

    Layer-specific Parameters

    • data (array, required) array of objects: [{ position, color }, ...]
    • unitWidth [number, optional, default=100] unit width of the bins
    • unitHeight [number, optional, default=100] unit height of the bins

Notes on data property

The data property will accept any containers that can be iterated over using ES6 for-of iteration, this includes e.g. native Arrays, ES6 Sets and Maps, all Immutable.js containers etc. The notable exception are native JavaScript object maps. It is recommended to use ES6 Maps instead.

It is recommended, but not required, to use immutable data (containers AND objects) as it ensures that changes to data property trigger a rerender. (See the notes on rerenderCount and updateCount properties.)

Notes on picking

Note: Because DeckGL layers are designed to take any type of iterable collection as data (which may not support "random access" array style references of its elements), the picking calculates and index but the actual object.

FEATURE IDEA: The base layer could take an optional getObject(index) accessor and call it if supplied.

Notes on WebGL buffer management

deck.gl Layers were designed with data flow architectures like React in mind. The challenge is of course that in the react model, every change to application state causes a full rerender. The rendering callbacks are then supposed to detect what changes were made a limit rerendering as appropriate. When you have a couple of 100K element WebGL buffers to update, this can become quite expensive unless change detection is well managed.

Data Management using automatic Buffer updates

The layer will expect each object to provide a number of "attributes" that it can use to set the GL buffers. By default, the layer will look for these attributes to be available as fields directly on the objects during iteration over the supplied data set. To gain more control of attribute access and/or to do on-the-fly calculation of attributes.

Manual Buffer Management

For ultimate performance and control of updates, the application can do its own management of the glbuffers. Each Layer can accept buffers directly as props.

Note: The application can provide some buffers and let others be managed by the layer. As an example management of the instancePickingColors buffer is normally left to the layer.

Note: A layer only renders when a property change is detected. For performance reasons, property change detection uses shallow compare, which means that mutating an element inside a buffer or a mutable data array does not register as a property change, and thus does not trigger a rerender. To force trigger a render after mutating buffers, simply increment the renderCount property. To force trigger a buffer update after mutating data, increment the updateCount property.

Notes on Blending Modes

To get a handle on blending modes, it helps to consider that deck.gl renders in a separate transparent div on top of the map div, so it is actually the browser that blends the deck.gl output into the map, not WebGL, and the default blending in the browser typically does not give ideal effects.

There is a CSS property mix-blend-mode in modern browsers that allows control over blending:

.overlays canvas {
  mix-blend-mode: multiply;
}

multiply blend mode is usually the right choice, as it only darkens. This will keep your overlay colors, but let map legends underneath remain black and legible.

Note: that there is a caveat with setting mix-blend-mode: it can affect other peer HTML elements, especially other map children (perhaps controls or legends that are being rendered on top of the map). If this is an issue, set isolation CSS prop on the map (DeckGLOverlay parent) element.

     isolation: 'isolate'

Example

npm run start

Data source

https://data.sfgov.org/