import {BitmapLayerDemo} from '@site/src/doc-demos/layers';
The BitmapLayer
renders a bitmap at specified boundaries.
import Tabs from '@theme/Tabs'; import TabItem from '@theme/TabItem';
import {Deck} from '@deck.gl/core';
import {BitmapLayer} from '@deck.gl/layers';
const layer = new BitmapLayer({
id: 'BitmapLayer',
bounds: [-122.519, 37.7045, -122.355, 37.829],
image: 'https://raw.githubusercontent.com/visgl/deck.gl-data/master/website/sf-districts.png',
pickable: true
});
new Deck({
initialViewState: {
longitude: -122.4,
latitude: 37.74,
zoom: 11
},
controller: true,
getTooltip: ({bitmap}) => bitmap && `${bitmap.pixel}`,
layers: [layer]
});
import {Deck} from '@deck.gl/core';
import {BitmapLayer, BitmapLayerPickingInfo} from '@deck.gl/layers';
const layer = new BitmapLayer({
id: 'BitmapLayer',
bounds: [-122.519, 37.7045, -122.355, 37.829],
image: 'https://raw.githubusercontent.com/visgl/deck.gl-data/master/website/sf-districts.png',
pickable: true
});
new Deck({
initialViewState: {
longitude: -122.4,
latitude: 37.74,
zoom: 11
},
controller: true,
getTooltip: ({bitmap}: BitmapLayerPickingInfo) => bitmap && `${bitmap.pixel}`,
layers: [layer]
});
import React from 'react';
import DeckGL from '@deck.gl/react';
import {BitmapLayer} from '@deck.gl/layers';
import type {BitmapLayerPickingInfo} from '@deck.gl/layers';
function App() {
const layer = new BitmapLayer({
id: 'BitmapLayer',
bounds: [-122.519, 37.7045, -122.355, 37.829],
image: 'https://raw.githubusercontent.com/visgl/deck.gl-data/master/website/sf-districts.png',
pickable: true
});
return <DeckGL
initialViewState={{
longitude: -122.4,
latitude: 37.74,
zoom: 11
}}
controller
getTooltip={({bitmap}: BitmapLayerPickingInfo) => bitmap && `${bitmap.pixel}`}
layers={[layer]}
/>;
}
To install the dependencies from NPM:
npm install deck.gl
# or
npm install @deck.gl/core @deck.gl/layers
import {BitmapLayer} from '@deck.gl/layers';
import type {BitmapLayerProps, BitmapLayerPickingInfo} from '@deck.gl/layers';
new BitmapLayer(...props: BitmapLayerProps);
To use pre-bundled scripts:
<script src="https://unpkg.com/deck.gl@^9.0.0/dist.min.js"></script>
<!-- or -->
<script src="https://unpkg.com/@deck.gl/core@^9.0.0/dist.min.js"></script>
<script src="https://unpkg.com/@deck.gl/layers@^9.0.0/dist.min.js"></script>
new deck.BitmapLayer({});
image
(string | Texture | Image | ImageData | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | Promise | object) {#image}
- Default
null
.
The image to display.
- If a string is supplied, it is interpreted as a URL or a Data URL.
- One of the following, or a Promise that resolves to one of the following:
- One of the valid pixel sources for WebGL2 texture
- A luma.gl Texture instance
- A plain object that can be passed to the
Texture
constructor, e.g.{width: <number>, height: <number>, data: <Uint8Array>}
. Note that whenever this object shallowly changes, a new texture will be created.
The image data will be converted to a Texture object. See textureParameters
prop for advanced customization.
Supported formats:
- Coordinates of the bounding box of the bitmap
[left, bottom, right, top]
- Coordinates of four corners of the bitmap, should follow the sequence of
[[left, bottom], [left, top], [right, top], [right, bottom]]
. Each position could optionally contain a third componentz
.
left
and right
refers to the world longitude/x at the corresponding side of the image.
top
and bottom
refers to the world latitude/y at the corresponding side of the image.
On top of the default options, also accepts options for the following loaders:
- ImageLoader if the
image
prop is an URL
Customize the texture parameters.
If not specified, the layer uses the following defaults to create a linearly smoothed texture from image
:
{
minFilter: 'linear',
magFilter: 'linear',
mipmapFilter: 'linear',
addressModeU: 'clamp-to-edge',
addressModeV: 'clamp-to-edge'
}
For example, to remove smoothing and achieve a pixelated appearance:
new BitmapLayer({
// ...
textureParameters: {
minFilter: 'nearest',
magFilter: 'nearest'
}
})
This prop is only used when image
initially loads or changes.
Note: this prop is experimental.
Specifies how image coordinates should be geographically interpreted.
By default, the image is uniformly stretched to fill the geometry defined by bounds
. This might not be desirable if the image is encoded in a different coordinate system from the projection that the layer is using. For example, a satellite image encoded in longitude/latitude should not be interpreted linearly when placed in a Web Mercator visualization.
This prop allows you to explicitly inform the layer of the coordinate system of the image:
COORDINATE_SYSTEM.LNGLAT
if x-axis maps to longitude and y-axis maps to latitudeCOORDINATE_SYSTEM.CARTESIAN
if the image is pre-projected into the Web Mercator plane.
This option only works with geospatial views and bounds
that is orthogonal ([left, bottom, right, top]
).
See the article on Coordinate Systems for more information.
- Default
0
The desaturation of the bitmap. Between [0, 1]
. 0
being the original color and 1
being grayscale.
- Default
[0, 0, 0, 0]
The color to use for transparent pixels, in [r, g, b, a]
. Each component is in the [0, 255]
range. Equivalent to overlaying the image over a background in this color.
- Default
[255, 255, 255]
The color to tint the bitmap by, in [r, g, b]
. Each component is in the [0, 255]
range.
The picking info passed to callbacks (onHover
, onClick
, etc.) provides information on which pixel was picked. It contains an additional bitmap
field if applicable:
bitmap
pixel
([x: number, y: number]) Integer coordinates into the bitmapsize
({width: number; height: number}) Size of bitmap in pixelsuv
([u: number, v: number]) Normalized (0-1) floating point coordinates
Note that the bitmap
field can be null
if on mouse leave or if the bitmap has not yet loaded.
The following code reads the picked pixel color from the bitmap when the layer is clicked:
new BitmapLayer({
image: './my-image.png',
bounds: [-122.45, 37.75, -122.43, 37.78],
pickable: true,
onClick: ({bitmap, layer}) => {
if (bitmap) {
const {device} = layer.context;
const pixelColor = device.readPixelsToArrayWebGL(layer.props.image, {
sourceX: bitmap.pixel[0],
sourceY: bitmap.pixel[1],
sourceWidth: 1,
sourceHeight: 1
});
console.log('Color at picked pixel:', pixelColor);
}
}
})