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BitmapLayer

The BitmapLayer renders a bitmap at specified boundaries.

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]
});

Installation

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({});

Properties

Data

image (string | Texture | Image | ImageData | HTMLCanvasElement | HTMLVideoElement | ImageBitmap | Promise | object)

  • 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.

bounds (number[4] | Position[4])

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 component z.

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.

loadOptions (object, optional)

On top of the default options, also accepts options for the following loaders:

textureParameters (object)

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.

_imageCoordinateSystem (number, optional)

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 latitude
  • COORDINATE_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.

Render Options

desaturate (number) transition-enabled

  • Default 0

The desaturation of the bitmap. Between [0, 1]. 0 being the original color and 1 being grayscale.

transparentColor (Color) transition-enabled

  • 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.

tintColor (Color) transition-enabled

  • Default [255, 255, 255]

The color to tint the bitmap by, in [r, g, b]. Each component is in the [0, 255] range.

Pixel Picking

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 bitmap
    • size ({width: number; height: number}) Size of bitmap in pixels
    • uv ([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);
}
}
})

Source

modules/layers/src/bitmap-layer