@webviz/subsurface-viewer 0.0.1-alpha.1

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Files changed (501) hide show
  1. package/dist/DashSubsurfaceViewer.d.ts +56 -0
  2. package/dist/DashSubsurfaceViewer.js +160 -0
  3. package/dist/DashSubsurfaceViewer.js.map +1 -0
  4. package/dist/SubsurfaceViewer.d.ts +65 -0
  5. package/dist/SubsurfaceViewer.js +208 -0
  6. package/dist/SubsurfaceViewer.js.map +1 -0
  7. package/dist/assets/glTF/north_arrow/scene.bin +0 -0
  8. package/dist/assets/glTF/north_arrow/scene.gltf +315 -0
  9. package/dist/assets/glTF/north_arrow/textures/Arrow5_baseColor.png +0 -0
  10. package/dist/assets/glTF/north_arrow/textures/Arrow5_metallicRoughness.png +0 -0
  11. package/dist/assets/glTF/north_arrow/textures/Arrow5_normal.png +0 -0
  12. package/dist/components/ColorLegend.d.ts +26 -0
  13. package/dist/components/ColorLegend.js +19 -0
  14. package/dist/components/ColorLegend.js.map +1 -0
  15. package/dist/components/ColorLegends.d.ts +12 -0
  16. package/dist/components/ColorLegends.js +10 -0
  17. package/dist/components/ColorLegends.js.map +1 -0
  18. package/dist/components/DistanceScale.d.ts +12 -0
  19. package/dist/components/DistanceScale.js +45 -0
  20. package/dist/components/DistanceScale.js.map +1 -0
  21. package/dist/components/InfoCard.d.ts +11 -0
  22. package/dist/components/InfoCard.js +149 -0
  23. package/dist/components/InfoCard.js.map +1 -0
  24. package/dist/components/Map.d.ts +158 -0
  25. package/dist/components/Map.js +867 -0
  26. package/dist/components/Map.js.map +1 -0
  27. package/dist/components/StatusIndicator.d.ts +8 -0
  28. package/dist/components/StatusIndicator.js +20 -0
  29. package/dist/components/StatusIndicator.js.map +1 -0
  30. package/dist/components/ViewAnnotation.d.ts +7 -0
  31. package/dist/components/ViewAnnotation.js +13 -0
  32. package/dist/components/ViewAnnotation.js.map +1 -0
  33. package/dist/components/ViewFooter.d.ts +6 -0
  34. package/dist/components/ViewFooter.js +21 -0
  35. package/dist/components/ViewFooter.js.map +1 -0
  36. package/dist/components/settings/DrawModeSelector.d.ts +18 -0
  37. package/dist/components/settings/DrawModeSelector.js +20 -0
  38. package/dist/components/settings/DrawModeSelector.js.map +1 -0
  39. package/dist/components/settings/LayerProperty.d.ts +6 -0
  40. package/dist/components/settings/LayerProperty.js +39 -0
  41. package/dist/components/settings/LayerProperty.js.map +1 -0
  42. package/dist/components/settings/LayerSettingsButton.d.ts +7 -0
  43. package/dist/components/settings/LayerSettingsButton.js +51 -0
  44. package/dist/components/settings/LayerSettingsButton.js.map +1 -0
  45. package/dist/components/settings/LayersButton.d.ts +8 -0
  46. package/dist/components/settings/LayersButton.js +45 -0
  47. package/dist/components/settings/LayersButton.js.map +1 -0
  48. package/dist/components/settings/NumericInput.d.ts +20 -0
  49. package/dist/components/settings/NumericInput.js +25 -0
  50. package/dist/components/settings/NumericInput.js.map +1 -0
  51. package/dist/components/settings/Settings.d.ts +7 -0
  52. package/dist/components/settings/Settings.js +39 -0
  53. package/dist/components/settings/Settings.js.map +1 -0
  54. package/dist/components/settings/SliderInput.d.ts +29 -0
  55. package/dist/components/settings/SliderInput.js +21 -0
  56. package/dist/components/settings/SliderInput.js.map +1 -0
  57. package/dist/components/settings/ToggleButton.d.ts +17 -0
  58. package/dist/components/settings/ToggleButton.js +19 -0
  59. package/dist/components/settings/ToggleButton.js.map +1 -0
  60. package/dist/index.d.ts +2 -0
  61. package/dist/index.js +3 -0
  62. package/dist/index.js.map +1 -0
  63. package/dist/inputSchema/ColorTables.json +51 -0
  64. package/dist/inputSchema/FaultPolygons.json +80 -0
  65. package/dist/inputSchema/Grid.json +39 -0
  66. package/dist/inputSchema/PieChart.json +72 -0
  67. package/dist/inputSchema/WellLog.json +126 -0
  68. package/dist/inputSchema/WellLogTemplate.json +136 -0
  69. package/dist/inputSchema/WellLogs.json +5 -0
  70. package/dist/inputSchema/Wells.json +106 -0
  71. package/dist/inputSchema/schemaValidationUtil.d.ts +5 -0
  72. package/dist/inputSchema/schemaValidationUtil.js +48 -0
  73. package/dist/inputSchema/schemaValidationUtil.js.map +1 -0
  74. package/dist/inputSchema/validator.d.ts +1 -0
  75. package/dist/inputSchema/validator.js +64 -0
  76. package/dist/inputSchema/validator.js.map +1 -0
  77. package/dist/inputSchema/wellCompletions.json +108 -0
  78. package/dist/layers/BoxSelectionLayer/boxSelectionLayer.d.ts +37 -0
  79. package/dist/layers/BoxSelectionLayer/boxSelectionLayer.js +86 -0
  80. package/dist/layers/BoxSelectionLayer/boxSelectionLayer.js.map +1 -0
  81. package/dist/layers/axes/axes-fragment.glsl.d.ts +2 -0
  82. package/dist/layers/axes/axes-fragment.glsl.js +15 -0
  83. package/dist/layers/axes/axes-fragment.glsl.js.map +1 -0
  84. package/dist/layers/axes/axesLayer.d.ts +38 -0
  85. package/dist/layers/axes/axesLayer.js +485 -0
  86. package/dist/layers/axes/axesLayer.js.map +1 -0
  87. package/dist/layers/axes/boxLayer.d.ts +20 -0
  88. package/dist/layers/axes/boxLayer.js +52 -0
  89. package/dist/layers/axes/boxLayer.js.map +1 -0
  90. package/dist/layers/axes/grid-vertex.glsl.d.ts +2 -0
  91. package/dist/layers/axes/grid-vertex.glsl.js +14 -0
  92. package/dist/layers/axes/grid-vertex.glsl.js.map +1 -0
  93. package/dist/layers/axes2d/axes2DLayer.d.ts +58 -0
  94. package/dist/layers/axes2d/axes2DLayer.js +613 -0
  95. package/dist/layers/axes2d/axes2DLayer.js.map +1 -0
  96. package/dist/layers/axes2d/font-atlas.png +0 -0
  97. package/dist/layers/axes2d/label-fragment.glsl.d.ts +2 -0
  98. package/dist/layers/axes2d/label-fragment.glsl.js +38 -0
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  100. package/dist/layers/axes2d/label-vertex.glsl.d.ts +2 -0
  101. package/dist/layers/axes2d/label-vertex.glsl.js +21 -0
  102. package/dist/layers/axes2d/label-vertex.glsl.js.map +1 -0
  103. package/dist/layers/axes2d/line-fragment.glsl.d.ts +2 -0
  104. package/dist/layers/axes2d/line-fragment.glsl.js +15 -0
  105. package/dist/layers/axes2d/line-fragment.glsl.js.map +1 -0
  106. package/dist/layers/axes2d/line-vertex.glsl.d.ts +2 -0
  107. package/dist/layers/axes2d/line-vertex.glsl.js +14 -0
  108. package/dist/layers/axes2d/line-vertex.glsl.js.map +1 -0
  109. package/dist/layers/colormap/colormap.fs.glsl.d.ts +2 -0
  110. package/dist/layers/colormap/colormap.fs.glsl.js +42 -0
  111. package/dist/layers/colormap/colormap.fs.glsl.js.map +1 -0
  112. package/dist/layers/colormap/colormapLayer.d.ts +24 -0
  113. package/dist/layers/colormap/colormapLayer.js +150 -0
  114. package/dist/layers/colormap/colormapLayer.js.map +1 -0
  115. package/dist/layers/drawing/drawingLayer.d.ts +17 -0
  116. package/dist/layers/drawing/drawingLayer.js +202 -0
  117. package/dist/layers/drawing/drawingLayer.js.map +1 -0
  118. package/dist/layers/fault_polygons/faultPolygonsLayer.d.ts +9 -0
  119. package/dist/layers/fault_polygons/faultPolygonsLayer.js +43 -0
  120. package/dist/layers/fault_polygons/faultPolygonsLayer.js.map +1 -0
  121. package/dist/layers/grid3d/fragment.fs.glsl.d.ts +2 -0
  122. package/dist/layers/grid3d/fragment.fs.glsl.js +109 -0
  123. package/dist/layers/grid3d/fragment.fs.glsl.js.map +1 -0
  124. package/dist/layers/grid3d/fragment_lines.glsl.d.ts +2 -0
  125. package/dist/layers/grid3d/fragment_lines.glsl.js +21 -0
  126. package/dist/layers/grid3d/fragment_lines.glsl.js.map +1 -0
  127. package/dist/layers/grid3d/grid3dLayer.d.ts +73 -0
  128. package/dist/layers/grid3d/grid3dLayer.js +134 -0
  129. package/dist/layers/grid3d/grid3dLayer.js.map +1 -0
  130. package/dist/layers/grid3d/privateLayer.d.ts +73 -0
  131. package/dist/layers/grid3d/privateLayer.js +174 -0
  132. package/dist/layers/grid3d/privateLayer.js.map +1 -0
  133. package/dist/layers/grid3d/vertex.glsl.d.ts +2 -0
  134. package/dist/layers/grid3d/vertex.glsl.js +43 -0
  135. package/dist/layers/grid3d/vertex.glsl.js.map +1 -0
  136. package/dist/layers/grid3d/vertex_lines.glsl.d.ts +2 -0
  137. package/dist/layers/grid3d/vertex_lines.glsl.js +16 -0
  138. package/dist/layers/grid3d/vertex_lines.glsl.js.map +1 -0
  139. package/dist/layers/grid3d/webworker.d.ts +4 -0
  140. package/dist/layers/grid3d/webworker.js +140 -0
  141. package/dist/layers/grid3d/webworker.js.map +1 -0
  142. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.d.ts +2 -0
  143. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js +62 -0
  144. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js.map +1 -0
  145. package/dist/layers/hillshading2d/hillshading2dLayer.d.ts +22 -0
  146. package/dist/layers/hillshading2d/hillshading2dLayer.js +101 -0
  147. package/dist/layers/hillshading2d/hillshading2dLayer.js.map +1 -0
  148. package/dist/layers/index.d.ts +34 -0
  149. package/dist/layers/index.js +19 -0
  150. package/dist/layers/index.js.map +1 -0
  151. package/dist/layers/intersection/unfoldedGeoJsonLayer.d.ts +10 -0
  152. package/dist/layers/intersection/unfoldedGeoJsonLayer.js +64 -0
  153. package/dist/layers/intersection/unfoldedGeoJsonLayer.js.map +1 -0
  154. package/dist/layers/map/fragment.fs.glsl.d.ts +2 -0
  155. package/dist/layers/map/fragment.fs.glsl.js +127 -0
  156. package/dist/layers/map/fragment.fs.glsl.js.map +1 -0
  157. package/dist/layers/map/fragment_lines.glsl.d.ts +2 -0
  158. package/dist/layers/map/fragment_lines.glsl.js +21 -0
  159. package/dist/layers/map/fragment_lines.glsl.js.map +1 -0
  160. package/dist/layers/map/mapLayer.d.ts +120 -0
  161. package/dist/layers/map/mapLayer.js +275 -0
  162. package/dist/layers/map/mapLayer.js.map +1 -0
  163. package/dist/layers/map/privateMapLayer.d.ts +76 -0
  164. package/dist/layers/map/privateMapLayer.js +190 -0
  165. package/dist/layers/map/privateMapLayer.js.map +1 -0
  166. package/dist/layers/map/vertex.glsl.d.ts +2 -0
  167. package/dist/layers/map/vertex.glsl.js +45 -0
  168. package/dist/layers/map/vertex.glsl.js.map +1 -0
  169. package/dist/layers/map/vertex_lines.glsl.d.ts +2 -0
  170. package/dist/layers/map/vertex_lines.glsl.js +16 -0
  171. package/dist/layers/map/vertex_lines.glsl.js.map +1 -0
  172. package/dist/layers/map/webworker.d.ts +4 -0
  173. package/dist/layers/map/webworker.js +362 -0
  174. package/dist/layers/map/webworker.js.map +1 -0
  175. package/dist/layers/northarrow/northArrow3DLayer.d.ts +20 -0
  176. package/dist/layers/northarrow/northArrow3DLayer.js +144 -0
  177. package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -0
  178. package/dist/layers/northarrow/northarrow-fragment.glsl.d.ts +2 -0
  179. package/dist/layers/northarrow/northarrow-fragment.glsl.js +15 -0
  180. package/dist/layers/northarrow/northarrow-fragment.glsl.js.map +1 -0
  181. package/dist/layers/northarrow/northarrow-vertex.glsl.d.ts +2 -0
  182. package/dist/layers/northarrow/northarrow-vertex.glsl.js +14 -0
  183. package/dist/layers/northarrow/northarrow-vertex.glsl.js.map +1 -0
  184. package/dist/layers/piechart/fragment.glsl.d.ts +2 -0
  185. package/dist/layers/piechart/fragment.glsl.js +43 -0
  186. package/dist/layers/piechart/fragment.glsl.js.map +1 -0
  187. package/dist/layers/piechart/pieChartLayer.d.ts +40 -0
  188. package/dist/layers/piechart/pieChartLayer.js +174 -0
  189. package/dist/layers/piechart/pieChartLayer.js.map +1 -0
  190. package/dist/layers/piechart/vertex.glsl.d.ts +2 -0
  191. package/dist/layers/piechart/vertex.glsl.js +43 -0
  192. package/dist/layers/piechart/vertex.glsl.js.map +1 -0
  193. package/dist/layers/points/pointsLayer.d.ts +34 -0
  194. package/dist/layers/points/pointsLayer.js +78 -0
  195. package/dist/layers/points/pointsLayer.js.map +1 -0
  196. package/dist/layers/polylines/polylinesLayer.d.ts +50 -0
  197. package/dist/layers/polylines/polylinesLayer.js +157 -0
  198. package/dist/layers/polylines/polylinesLayer.js.map +1 -0
  199. package/dist/layers/selectable_geojson/selectableGeoJsonLayer.d.ts +6 -0
  200. package/dist/layers/selectable_geojson/selectableGeoJsonLayer.js +22 -0
  201. package/dist/layers/selectable_geojson/selectableGeoJsonLayer.js.map +1 -0
  202. package/dist/layers/shader_modules/decoder.d.ts +15 -0
  203. package/dist/layers/shader_modules/decoder.fs.glsl.d.ts +2 -0
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  208. package/dist/layers/shader_modules/index.d.ts +1 -0
  209. package/dist/layers/shader_modules/index.js +2 -0
  210. package/dist/layers/shader_modules/index.js.map +1 -0
  211. package/dist/layers/terrain/map3DLayer.d.ts +42 -0
  212. package/dist/layers/terrain/map3DLayer.js +324 -0
  213. package/dist/layers/terrain/map3DLayer.js.map +1 -0
  214. package/dist/layers/terrain/terrainMapLayer.d.ts +45 -0
  215. package/dist/layers/terrain/terrainMapLayer.js +183 -0
  216. package/dist/layers/terrain/terrainMapLayer.js.map +1 -0
  217. package/dist/layers/terrain/terrainmap.fs.glsl.d.ts +2 -0
  218. package/dist/layers/terrain/terrainmap.fs.glsl.js +134 -0
  219. package/dist/layers/terrain/terrainmap.fs.glsl.js.map +1 -0
  220. package/dist/layers/triangle/fragment.fs.glsl.d.ts +2 -0
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  222. package/dist/layers/triangle/fragment.fs.glsl.js.map +1 -0
  223. package/dist/layers/triangle/fragment_lines.glsl.d.ts +2 -0
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  226. package/dist/layers/triangle/privateTriangleLayer.d.ts +70 -0
  227. package/dist/layers/triangle/privateTriangleLayer.js +108 -0
  228. package/dist/layers/triangle/privateTriangleLayer.js.map +1 -0
  229. package/dist/layers/triangle/test_data/surfacePoints.d.ts +2 -0
  230. package/dist/layers/triangle/test_data/surfacePoints.js +4345 -0
  231. package/dist/layers/triangle/test_data/surfacePoints.js.map +1 -0
  232. package/dist/layers/triangle/test_data/surfaceTriangles.d.ts +2 -0
  233. package/dist/layers/triangle/test_data/surfaceTriangles.js +7393 -0
  234. package/dist/layers/triangle/test_data/surfaceTriangles.js.map +1 -0
  235. package/dist/layers/triangle/triangleLayer.d.ts +60 -0
  236. package/dist/layers/triangle/triangleLayer.js +170 -0
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  238. package/dist/layers/triangle/vertex.glsl.d.ts +2 -0
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  241. package/dist/layers/triangle/vertex_lines.glsl.d.ts +2 -0
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  244. package/dist/layers/triangle/webworker.d.ts +4 -0
  245. package/dist/layers/triangle/webworker.js +132 -0
  246. package/dist/layers/triangle/webworker.js.map +1 -0
  247. package/dist/layers/utils/layerTools.d.ts +52 -0
  248. package/dist/layers/utils/layerTools.js +91 -0
  249. package/dist/layers/utils/layerTools.js.map +1 -0
  250. package/dist/layers/utils/propertyMapTools.d.ts +8 -0
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  253. package/dist/layers/wells/utils/spline.d.ts +28 -0
  254. package/dist/layers/wells/utils/spline.js +236 -0
  255. package/dist/layers/wells/utils/spline.js.map +1 -0
  256. package/dist/layers/wells/wellsLayer.d.ts +89 -0
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  259. package/dist/package.json +35 -0
  260. package/dist/redux/actions.d.ts +1 -0
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  263. package/dist/redux/reducer.d.ts +11 -0
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  266. package/dist/redux/store.d.ts +4 -0
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  269. package/dist/redux/types.d.ts +43 -0
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  272. package/dist/storybook/SubsurfaceViewer.stories.d.ts +455 -0
  273. package/dist/storybook/SubsurfaceViewer.stories.js +537 -0
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  275. package/dist/storybook/components/InfoCard.stories.d.ts +48 -0
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  299. package/dist/storybook/schemaValidation/sampleData.d.ts +122 -0
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  305. package/dist/utils/configuration.d.ts +631 -0
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  308. package/dist/utils/fit-bounds.d.ts +15 -0
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  314. package/dist/utils/northArrow.d.ts +113 -0
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  317. package/dist/utils/specExtractor.d.ts +3 -0
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  320. package/dist/viewports/index.d.ts +1 -0
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  433. package/src/layers/map/fragment.fs.glsl.ts +127 -0
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  467. package/src/layers/triangle/vertex.glsl.ts +35 -0
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  501. package/tsconfig.json +7 -0
@@ -0,0 +1,2 @@
1
+ declare const fsShader = "#version 300 es\n#define SHADER_NAME terrainmap-shader\n\nprecision highp float;\n\nin vec2 vTexCoord;\nin vec3 cameraPosition;\n//in vec3 normals_commonspace;\nin vec4 position_commonspace;\nin vec4 vColor;\n\nflat in int vertex_indexs_;\n\nout vec4 fragColor;\n\nin vec3 worldPos;\nin float property;\n\nuniform sampler2D colormap;\n\nuniform float valueRangeMin;\nuniform float valueRangeMax;\nuniform float colorMapRangeMin;\nuniform float colorMapRangeMax;\n\nuniform vec3 colorMapClampColor;\nuniform bool isClampColor;\nuniform bool isColorMapClampColorTransparent;\n\n\n\nvoid main(void) {\n geometry.uv = vTexCoord;\n\n vec3 normal = vec3(0.0, 0.0, 1.0);\n bool nomals_available = false;\n if (!nomals_available) {\n normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n } \n // else {\n // normal = normals_commonspace;\n // }\n\n // // Discard transparent pixels. KEEP\n // if (!picking_uActive && isnan(propertyValue)) {\n // discard;\n // return;\n // }\n \n //Picking pass.\n if (picking_uActive) {\n // Express triangle index in 255 system.\n float r = 0.0;\n float g = 0.0;\n float b = 0.0;\n \n int idx = vertex_indexs_;\n \n if (idx >= (256 * 256) - 1) {\n r = floor(float(idx) / (256.0 * 256.0));\n idx -= int(r * (256.0 * 256.0));\n }\n \n if (idx >= 256 - 1) {\n g = floor(float(idx) / 256.0);\n idx -= int(g * 256.0);\n }\n \n b = float(idx);\n \n fragColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0);\n return;\n }\n\n // Calculate color from propertyValue using colormap.\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);;\n float propertyValue = property;\n float x = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);\n if (x < 0.0 || x > 1.0) {\n // Out of range. Use clampcolor.\n if (isClampColor) {\n color = vec4(colorMapClampColor.rgb, 1.0);\n\n }\n else if (isColorMapClampColorTransparent) {\n discard;\n return;\n }\n else {\n // Use min/max color to clamp.\n x = max(0.0, x);\n x = min(1.0, x);\n\n color = texture2D(colormap, vec2(x, 0.5));\n }\n }\n else {\n color = texture2D(colormap, vec2(x, 0.5));\n }\n\n // Use normal lighting. This has no effect if \"material\" property is not set.\n vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n fragColor = vec4(lightColor, 1.0);\n\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
+ export default fsShader;
@@ -0,0 +1,109 @@
1
+ const fsShader = `#version 300 es
2
+ #define SHADER_NAME terrainmap-shader
3
+
4
+ precision highp float;
5
+
6
+ in vec2 vTexCoord;
7
+ in vec3 cameraPosition;
8
+ //in vec3 normals_commonspace;
9
+ in vec4 position_commonspace;
10
+ in vec4 vColor;
11
+
12
+ flat in int vertex_indexs_;
13
+
14
+ out vec4 fragColor;
15
+
16
+ in vec3 worldPos;
17
+ in float property;
18
+
19
+ uniform sampler2D colormap;
20
+
21
+ uniform float valueRangeMin;
22
+ uniform float valueRangeMax;
23
+ uniform float colorMapRangeMin;
24
+ uniform float colorMapRangeMax;
25
+
26
+ uniform vec3 colorMapClampColor;
27
+ uniform bool isClampColor;
28
+ uniform bool isColorMapClampColorTransparent;
29
+
30
+
31
+
32
+ void main(void) {
33
+ geometry.uv = vTexCoord;
34
+
35
+ vec3 normal = vec3(0.0, 0.0, 1.0);
36
+ bool nomals_available = false;
37
+ if (!nomals_available) {
38
+ normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));
39
+ }
40
+ // else {
41
+ // normal = normals_commonspace;
42
+ // }
43
+
44
+ // // Discard transparent pixels. KEEP
45
+ // if (!picking_uActive && isnan(propertyValue)) {
46
+ // discard;
47
+ // return;
48
+ // }
49
+
50
+ //Picking pass.
51
+ if (picking_uActive) {
52
+ // Express triangle index in 255 system.
53
+ float r = 0.0;
54
+ float g = 0.0;
55
+ float b = 0.0;
56
+
57
+ int idx = vertex_indexs_;
58
+
59
+ if (idx >= (256 * 256) - 1) {
60
+ r = floor(float(idx) / (256.0 * 256.0));
61
+ idx -= int(r * (256.0 * 256.0));
62
+ }
63
+
64
+ if (idx >= 256 - 1) {
65
+ g = floor(float(idx) / 256.0);
66
+ idx -= int(g * 256.0);
67
+ }
68
+
69
+ b = float(idx);
70
+
71
+ fragColor = vec4(r / 255.0, g / 255.0, b / 255.0, 1.0);
72
+ return;
73
+ }
74
+
75
+ // Calculate color from propertyValue using colormap.
76
+ vec4 color = vec4(1.0, 1.0, 1.0, 1.0);;
77
+ float propertyValue = property;
78
+ float x = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);
79
+ if (x < 0.0 || x > 1.0) {
80
+ // Out of range. Use clampcolor.
81
+ if (isClampColor) {
82
+ color = vec4(colorMapClampColor.rgb, 1.0);
83
+
84
+ }
85
+ else if (isColorMapClampColorTransparent) {
86
+ discard;
87
+ return;
88
+ }
89
+ else {
90
+ // Use min/max color to clamp.
91
+ x = max(0.0, x);
92
+ x = min(1.0, x);
93
+
94
+ color = texture2D(colormap, vec2(x, 0.5));
95
+ }
96
+ }
97
+ else {
98
+ color = texture2D(colormap, vec2(x, 0.5));
99
+ }
100
+
101
+ // Use normal lighting. This has no effect if "material" property is not set.
102
+ vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
103
+ fragColor = vec4(lightColor, 1.0);
104
+
105
+ DECKGL_FILTER_COLOR(fragColor, geometry);
106
+ }
107
+ `;
108
+ export default fsShader;
109
+ //# sourceMappingURL=fragment.fs.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fragment.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/fragment.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0GhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
@@ -0,0 +1,2 @@
1
+ declare const fragmentShader = "#version 300 es\n#define SHADER_NAME graph-layer-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nvoid main(void) {\n \n // Picking pass.\n if (picking_uActive) {\n discard;\n return;\n }\n\n fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n}\n";
2
+ export default fragmentShader;
@@ -0,0 +1,21 @@
1
+ const fragmentShader = `\
2
+ #version 300 es
3
+ #define SHADER_NAME graph-layer-fragment-shader
4
+
5
+ precision highp float;
6
+
7
+ out vec4 fragColor;
8
+
9
+ void main(void) {
10
+
11
+ // Picking pass.
12
+ if (picking_uActive) {
13
+ discard;
14
+ return;
15
+ }
16
+
17
+ fragColor = vec4(0.0, 0.0, 0.0, 1.0);
18
+ }
19
+ `;
20
+ export default fragmentShader;
21
+ //# sourceMappingURL=fragment_lines.glsl.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fragment_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/fragment_lines.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,cAAc,GAAG;;;;;;;;;;;;;;;;;;CAkBtB,CAAC;AAEF,eAAe,cAAc,CAAC"}
@@ -0,0 +1,73 @@
1
+ import { CompositeLayer, Color } from "@deck.gl/core/typed";
2
+ import privateLayer, { Material } from "./privateLayer";
3
+ import { ExtendedLayerProps, colorMapFunctionType } from "../utils/layerTools";
4
+ export type WebWorkerParams = {
5
+ points: number[];
6
+ polys: number[];
7
+ properties: number[];
8
+ isZIncreasingDownwards: boolean;
9
+ };
10
+ export interface Grid3DLayerProps<D> extends ExtendedLayerProps<D> {
11
+ setReportedBoundingBox?: any;
12
+ /** Url or native javascript array. Set of points.
13
+ * [x1, y1, z1, x2, y2, z2, ...]
14
+ */
15
+ pointsData: string | number[];
16
+ /** Url or native javascript array.
17
+ * For each polygon ["number of points in poly", p1, , p2 ... ]
18
+ * Example One polygn ith 4 poitns and one with 3 points.
19
+ * [4, 3, 1, 9, 77, 3, 6, 44, 23]
20
+ */
21
+ polysData: string | number[];
22
+ /** Url or native javascript array..
23
+ * A scalar property for each polygon.
24
+ * [0.23, 0.11. 0.98, ...]
25
+ */
26
+ propertiesData: string | number[];
27
+ /** Name of color map. E.g "PORO"
28
+ */
29
+ colorMapName: string;
30
+ /** Use color map in this range.
31
+ */
32
+ colorMapRange?: [number, number];
33
+ /** Clamp colormap to this color at ends.
34
+ * Given as array of three values (r,g,b) e.g: [255, 0, 0]
35
+ * If not set or set to true, it will clamp to color map min and max values.
36
+ * If set to false the clamp color will be completely transparent.
37
+ */
38
+ colorMapClampColor: Color | undefined | boolean;
39
+ /** Optional function property.
40
+ * If defined this function will override the color map.
41
+ * Takes a value in the range [0,1] and returns a color.
42
+ * E.g. (x) => [x * 255, x * 255, x * 255]
43
+ */
44
+ colorMapFunction?: colorMapFunctionType | false;
45
+ /** Surface material properties.
46
+ * material: true = default material, coloring depends on surface orientation and lighting.
47
+ * false = no material, coloring is independent on surface orientation and lighting.
48
+ * or full spec:
49
+ * material: {
50
+ * ambient: 0.35,
51
+ * diffuse: 0.6,
52
+ * shininess: 32,
53
+ * specularColor: [255, 255, 255],
54
+ * }
55
+ */
56
+ material: Material;
57
+ /** Enable/disable depth testing when rendering layer. Default true.
58
+ */
59
+ depthTest: boolean;
60
+ /** If true means that input z values are interpreted as depths.
61
+ * For example depth of z = 1000 corresponds to -1000 on the z axis. Default true.
62
+ */
63
+ ZIncreasingDownwards: boolean;
64
+ }
65
+ export default class Grid3DLayer extends CompositeLayer<Grid3DLayerProps<unknown>> {
66
+ rebuildData(reportBoundingBox: boolean): void;
67
+ initializeState(): void;
68
+ updateState({ props, oldProps, }: {
69
+ props: Grid3DLayerProps<unknown>;
70
+ oldProps: Grid3DLayerProps<unknown>;
71
+ }): void;
72
+ renderLayers(): [privateLayer?];
73
+ }
@@ -0,0 +1,134 @@
1
+ var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
2
+ function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
3
+ return new (P || (P = Promise))(function (resolve, reject) {
4
+ function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
5
+ function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
6
+ function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
7
+ step((generator = generator.apply(thisArg, _arguments || [])).next());
8
+ });
9
+ };
10
+ import { CompositeLayer } from "@deck.gl/core/typed";
11
+ import privateLayer from "./privateLayer";
12
+ import { makeFullMesh } from "./webworker";
13
+ import { isEqual } from "lodash";
14
+ import { load, JSONLoader } from "@loaders.gl/core";
15
+ function GetBBox(points, isZIncreasingDownwards) {
16
+ let xmax = -99999999;
17
+ let ymax = -99999999;
18
+ let zmax = -99999999;
19
+ let xmin = 99999999;
20
+ let ymin = 99999999;
21
+ let zmin = 99999999;
22
+ const z_sign = isZIncreasingDownwards ? -1 : 1;
23
+ for (let i = 0; i < points.length / 3; i++) {
24
+ xmax = points[3 * i + 0] > xmax ? points[3 * i + 0] : xmax;
25
+ xmin = points[3 * i + 0] < xmin ? points[3 * i + 0] : xmin;
26
+ ymax = points[3 * i + 1] > ymax ? points[3 * i + 1] : ymax;
27
+ ymin = points[3 * i + 1] < ymin ? points[3 * i + 1] : ymin;
28
+ zmax = points[3 * i + 2] > zmax ? points[3 * i + 2] : zmax;
29
+ zmin = points[3 * i + 2] < zmin ? points[3 * i + 2] : zmin;
30
+ }
31
+ return [xmin, ymin, zmin * z_sign, xmax, ymax, zmax * z_sign];
32
+ }
33
+ function load_data(pointsData, polysData, propertiesData) {
34
+ return __awaiter(this, void 0, void 0, function* () {
35
+ const points = Array.isArray(pointsData)
36
+ ? pointsData
37
+ : yield load(pointsData, JSONLoader);
38
+ const polys = Array.isArray(polysData)
39
+ ? polysData
40
+ : yield load(polysData, JSONLoader);
41
+ const properties = Array.isArray(propertiesData)
42
+ ? propertiesData
43
+ : yield load(propertiesData, JSONLoader);
44
+ return Promise.all([points, polys, properties]);
45
+ });
46
+ }
47
+ const defaultProps = {
48
+ "@@type": "Grid3DLayer",
49
+ name: "Grid 3D",
50
+ id: "grid-3d-layer",
51
+ visible: true,
52
+ material: true,
53
+ colorMapName: "",
54
+ propertyValueRange: [0.0, 1.0],
55
+ depthTest: true,
56
+ ZIncreasingDownwards: true,
57
+ };
58
+ export default class Grid3DLayer extends CompositeLayer {
59
+ rebuildData(reportBoundingBox) {
60
+ const p = load_data(this.props.pointsData, this.props.polysData, this.props.propertiesData);
61
+ p.then(([points, polys, properties]) => {
62
+ const bbox = GetBBox(points, this.props.ZIncreasingDownwards);
63
+ // Using inline web worker for calculating the triangle mesh from
64
+ // loaded input data so not to halt the GUI thread.
65
+ const blob = new Blob(["self.onmessage = ", makeFullMesh.toString()], { type: "text/javascript" });
66
+ const url = URL.createObjectURL(blob);
67
+ const webWorker = new Worker(url);
68
+ const webworkerParams = {
69
+ points,
70
+ polys,
71
+ properties,
72
+ isZIncreasingDownwards: this.props.ZIncreasingDownwards,
73
+ };
74
+ webWorker.postMessage(webworkerParams);
75
+ webWorker.onmessage = (e) => {
76
+ var _a;
77
+ const [mesh, mesh_lines, propertyValueRange] = e.data;
78
+ const legend = {
79
+ discrete: false,
80
+ valueRange: (_a = this.props.colorMapRange) !== null && _a !== void 0 ? _a : propertyValueRange,
81
+ colorName: this.props.colorMapName,
82
+ title: "MapLayer",
83
+ colorMapFunction: this.props.colorMapFunction,
84
+ };
85
+ this.setState({
86
+ mesh,
87
+ mesh_lines,
88
+ propertyValueRange,
89
+ legend,
90
+ });
91
+ if (typeof this.props.setReportedBoundingBox !== "undefined" &&
92
+ reportBoundingBox) {
93
+ this.props.setReportedBoundingBox(bbox);
94
+ }
95
+ webWorker.terminate();
96
+ };
97
+ });
98
+ }
99
+ initializeState() {
100
+ const reportBoundingBox = true;
101
+ this.rebuildData(reportBoundingBox);
102
+ }
103
+ updateState({ props, oldProps, }) {
104
+ const needs_reload = !isEqual(props.pointsData, oldProps.pointsData) ||
105
+ !isEqual(props.polysData, oldProps.polysData) ||
106
+ !isEqual(props.propertiesData, oldProps.propertiesData) ||
107
+ !isEqual(props.ZIncreasingDownwards, oldProps.ZIncreasingDownwards);
108
+ if (needs_reload) {
109
+ const reportBoundingBox = false;
110
+ this.rebuildData(reportBoundingBox);
111
+ }
112
+ }
113
+ renderLayers() {
114
+ if (Object.keys(this.state).length === 0) {
115
+ return [];
116
+ }
117
+ const layer = new privateLayer(this.getSubLayerProps({
118
+ mesh: this.state["mesh"],
119
+ meshLines: this.state["mesh_lines"],
120
+ pickable: true,
121
+ colorMapName: this.props.colorMapName,
122
+ colorMapRange: this.props.colorMapRange,
123
+ colorMapClampColor: this.props.colorMapClampColor,
124
+ colorMapFunction: this.props.colorMapFunction,
125
+ propertyValueRange: this.state["propertyValueRange"],
126
+ material: this.props.material,
127
+ depthTest: this.props.depthTest,
128
+ }));
129
+ return [layer];
130
+ }
131
+ }
132
+ Grid3DLayer.layerName = "Grid3DLayer";
133
+ Grid3DLayer.defaultProps = defaultProps;
134
+ //# sourceMappingURL=grid3dLayer.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,73 @@
1
+ import { Layer, PickingInfo, UpdateParameters, Color } from "@deck.gl/core/typed";
2
+ import { LayerPickInfo } from "../utils/layerTools";
3
+ import { Model } from "@luma.gl/engine";
4
+ import { DeckGLLayerContext } from "../../components/Map";
5
+ import { ExtendedLayerProps, colorMapFunctionType } from "../utils/layerTools";
6
+ export type MeshType = {
7
+ drawMode?: number;
8
+ attributes: {
9
+ positions: {
10
+ value: Float32Array;
11
+ size: number;
12
+ };
13
+ TEXCOORD_0?: {
14
+ value: Float32Array;
15
+ size: number;
16
+ };
17
+ normals?: {
18
+ value: Float32Array;
19
+ size: number;
20
+ };
21
+ properties: {
22
+ value: Float32Array;
23
+ size: number;
24
+ };
25
+ vertex_indexs: {
26
+ value: Int32Array;
27
+ size: number;
28
+ };
29
+ };
30
+ vertexCount: number;
31
+ indices: {
32
+ value: Uint32Array;
33
+ size: number;
34
+ };
35
+ };
36
+ export type MeshTypeLines = {
37
+ drawMode: number;
38
+ attributes: {
39
+ positions: {
40
+ value: Float32Array;
41
+ size: number;
42
+ };
43
+ };
44
+ vertexCount: number;
45
+ };
46
+ export type Material = {
47
+ ambient: number;
48
+ diffuse: number;
49
+ shininess: number;
50
+ specularColor: [number, number, number];
51
+ } | boolean;
52
+ export interface privateLayerProps<D> extends ExtendedLayerProps<D> {
53
+ mesh: MeshType;
54
+ meshLines: MeshTypeLines;
55
+ colorMapName: string;
56
+ colorMapRange: [number, number];
57
+ colorMapClampColor: Color | undefined | boolean;
58
+ colorMapFunction?: colorMapFunctionType | false;
59
+ propertyValueRange: [number, number];
60
+ depthTest: boolean;
61
+ }
62
+ export default class privateLayer extends Layer<privateLayerProps<unknown>> {
63
+ initializeState(context: DeckGLLayerContext): void;
64
+ shouldUpdateState({ props, oldProps, context, changeFlags, }: UpdateParameters<this>): boolean;
65
+ updateState({ context }: UpdateParameters<this>): void;
66
+ _getModels(gl: any): Model[];
67
+ draw(args: any): void;
68
+ decodePickingColor(): number;
69
+ encodePickingColor(): number[];
70
+ getPickingInfo({ info }: {
71
+ info: PickingInfo;
72
+ }): LayerPickInfo;
73
+ }
@@ -0,0 +1,174 @@
1
+ import { COORDINATE_SYSTEM, Layer, picking, project, phongLighting, } from "@deck.gl/core/typed";
2
+ import { createPropertyData, } from "../utils/layerTools";
3
+ import { Model, Geometry } from "@luma.gl/engine";
4
+ import vsShader from "./vertex.glsl";
5
+ import fsShader from "./fragment.fs.glsl";
6
+ import vsLineShader from "./vertex_lines.glsl";
7
+ import fsLineShader from "./fragment_lines.glsl";
8
+ import { rgbValues } from "@emerson-eps/color-tables/";
9
+ import { createDefaultContinuousColorScale } from "@emerson-eps/color-tables/dist/component/Utils/legendCommonFunction";
10
+ import { Texture2D } from "@luma.gl/webgl";
11
+ import GL from "@luma.gl/constants";
12
+ const DEFAULT_TEXTURE_PARAMETERS = {
13
+ [GL.TEXTURE_MIN_FILTER]: GL.LINEAR_MIPMAP_LINEAR,
14
+ [GL.TEXTURE_MAG_FILTER]: GL.LINEAR,
15
+ [GL.TEXTURE_WRAP_S]: GL.CLAMP_TO_EDGE,
16
+ [GL.TEXTURE_WRAP_T]: GL.CLAMP_TO_EDGE,
17
+ };
18
+ function getImageData(colorMapName, colorTables, colorMapFunction) {
19
+ const isColorMapFunctionDefined = typeof colorMapFunction === "function";
20
+ const isColorMapNameDefined = !!colorMapName;
21
+ const data = new Uint8Array(256 * 3);
22
+ const defaultColorMap = createDefaultContinuousColorScale;
23
+ const colorMap = isColorMapFunctionDefined
24
+ ? colorMapFunction
25
+ : isColorMapNameDefined
26
+ ? (value) => rgbValues(value, colorMapName, colorTables)
27
+ : defaultColorMap();
28
+ for (let i = 0; i < 256; i++) {
29
+ const value = i / 255.0;
30
+ const color = colorMap ? colorMap(value) : [0, 0, 0];
31
+ if (color) {
32
+ data[3 * i + 0] = color[0];
33
+ data[3 * i + 1] = color[1];
34
+ data[3 * i + 2] = color[2];
35
+ }
36
+ }
37
+ return data ? data : [0, 0, 0];
38
+ }
39
+ const defaultProps = {
40
+ colorMapName: "",
41
+ coordinateSystem: COORDINATE_SYSTEM.CARTESIAN,
42
+ propertyValueRange: [0.0, 1.0],
43
+ depthTest: true,
44
+ };
45
+ // This is a private layer used only by the composite Map3DLayer
46
+ export default class privateLayer extends Layer {
47
+ initializeState(context) {
48
+ const { gl } = context;
49
+ const [model_mesh, mesh_lines_model] = this._getModels(gl);
50
+ this.setState({ models: [model_mesh, mesh_lines_model] });
51
+ }
52
+ shouldUpdateState({ props, oldProps, context, changeFlags, }) {
53
+ return (super.shouldUpdateState({
54
+ props,
55
+ oldProps,
56
+ context,
57
+ changeFlags,
58
+ }) || changeFlags.propsOrDataChanged);
59
+ }
60
+ updateState({ context }) {
61
+ this.initializeState(context);
62
+ }
63
+ //eslint-disable-next-line
64
+ _getModels(gl) {
65
+ // MESH MODEL
66
+ const mesh_model = new Model(gl, {
67
+ id: `${this.props.id}-mesh`,
68
+ vs: vsShader,
69
+ fs: fsShader,
70
+ geometry: new Geometry({
71
+ drawMode: this.props.mesh.drawMode,
72
+ attributes: {
73
+ positions: this.props.mesh.attributes.positions,
74
+ properties: this.props.mesh.attributes.properties,
75
+ vertex_indexs: this.props.mesh.attributes.vertex_indexs,
76
+ },
77
+ vertexCount: this.props.mesh.vertexCount,
78
+ indices: this.props.mesh.indices,
79
+ }),
80
+ modules: [project, picking, phongLighting],
81
+ isInstanced: false, // This only works when set to false.
82
+ });
83
+ // MESH LINES
84
+ const mesh_lines_model = new Model(gl, {
85
+ id: `${this.props.id}-lines`,
86
+ vs: vsLineShader,
87
+ fs: fsLineShader,
88
+ geometry: new Geometry(this.props.meshLines),
89
+ modules: [project, picking],
90
+ isInstanced: false,
91
+ });
92
+ return [mesh_model, mesh_lines_model];
93
+ }
94
+ // Signature from the base class, eslint doesn't like the any type.
95
+ // eslint-disable-next-line
96
+ draw(args) {
97
+ var _a, _b, _c, _d, _e, _f, _g, _h;
98
+ if (!this.state["models"]) {
99
+ return;
100
+ }
101
+ const { uniforms, context } = args;
102
+ const { gl } = context;
103
+ const [model_mesh, mesh_lines_model] = this.state["models"];
104
+ const valueRangeMin = (_b = (_a = this.props.propertyValueRange) === null || _a === void 0 ? void 0 : _a[0]) !== null && _b !== void 0 ? _b : 0.0;
105
+ const valueRangeMax = (_d = (_c = this.props.propertyValueRange) === null || _c === void 0 ? void 0 : _c[1]) !== null && _d !== void 0 ? _d : 1.0;
106
+ // If specified color map will extend from colorMapRangeMin to colorMapRangeMax.
107
+ // Otherwise it will extend from valueRangeMin to valueRangeMax.
108
+ const colorMapRangeMin = (_f = (_e = this.props.colorMapRange) === null || _e === void 0 ? void 0 : _e[0]) !== null && _f !== void 0 ? _f : valueRangeMin;
109
+ const colorMapRangeMax = (_h = (_g = this.props.colorMapRange) === null || _g === void 0 ? void 0 : _g[1]) !== null && _h !== void 0 ? _h : valueRangeMax;
110
+ const isClampColor = this.props.colorMapClampColor !== undefined &&
111
+ this.props.colorMapClampColor !== true &&
112
+ this.props.colorMapClampColor !== false;
113
+ let colorMapClampColor = isClampColor
114
+ ? this.props.colorMapClampColor
115
+ : [0, 0, 0];
116
+ // Normalize to [0,1] range.
117
+ colorMapClampColor = colorMapClampColor.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
118
+ const isColorMapClampColorTransparent = this.props.colorMapClampColor === false;
119
+ gl.enable(gl.POLYGON_OFFSET_FILL);
120
+ gl.polygonOffset(1, 1);
121
+ if (!this.props.depthTest) {
122
+ gl.disable(gl.DEPTH_TEST);
123
+ }
124
+ model_mesh
125
+ .setUniforms(Object.assign(Object.assign({}, uniforms), { colormap: new Texture2D(context.gl, {
126
+ width: 256,
127
+ height: 1,
128
+ format: GL.RGB,
129
+ data: getImageData(this.props.colorMapName, this.context.userData
130
+ .colorTables, this.props.colorMapFunction),
131
+ parameters: DEFAULT_TEXTURE_PARAMETERS,
132
+ }), valueRangeMin,
133
+ valueRangeMax,
134
+ colorMapRangeMin,
135
+ colorMapRangeMax,
136
+ colorMapClampColor,
137
+ isColorMapClampColorTransparent,
138
+ isClampColor }))
139
+ .draw();
140
+ gl.disable(gl.POLYGON_OFFSET_FILL);
141
+ // Draw lines.
142
+ mesh_lines_model.draw();
143
+ if (!this.props.depthTest) {
144
+ gl.enable(gl.DEPTH_TEST);
145
+ }
146
+ }
147
+ decodePickingColor() {
148
+ return this.nullPickingColor();
149
+ }
150
+ encodePickingColor() {
151
+ return this.nullPickingColor();
152
+ }
153
+ getPickingInfo({ info }) {
154
+ if (!info.color) {
155
+ return info;
156
+ }
157
+ const layer_properties = [];
158
+ // Note these colors are in the 0-255 range.
159
+ const r = info.color[0];
160
+ const g = info.color[1];
161
+ const b = info.color[2];
162
+ const vertexIndex = 256 * 256 * r + 256 * g + b;
163
+ const vertexs = this.props.mesh.attributes.positions.value;
164
+ const depth = -vertexs[3 * vertexIndex + 2];
165
+ layer_properties.push(createPropertyData("Depth", depth));
166
+ const properties = this.props.mesh.attributes.properties.value;
167
+ const property = properties[vertexIndex];
168
+ layer_properties.push(createPropertyData("Property", property));
169
+ return Object.assign(Object.assign({}, info), { properties: layer_properties });
170
+ }
171
+ }
172
+ privateLayer.layerName = "privateLayer";
173
+ privateLayer.defaultProps = defaultProps;
174
+ //# sourceMappingURL=privateLayer.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,2 @@
1
+ declare const vsShader = "#version 300 es\n#define SHADER_NAME vertex-shader\n\nprecision highp float;\n\n// Primitive attributes\nin vec3 positions;\nin float properties;\n//in vec3 normals;\nin vec3 colors;\n\nin int vertex_indexs;\nflat out int vertex_indexs_;\n\n\n// Outputs to fragment shader\nout vec2 vTexCoord;\nout vec3 cameraPosition;\n// out vec3 normals_commonspace;\nout vec4 position_commonspace;\nout vec4 vColor;\nout vec3 worldPos;\nout float property;\n\n\nvoid main(void) {\n cameraPosition = project_uCameraPosition;\n\n worldPos = positions;\n\n vertex_indexs_ = vertex_indexs;\n\n vColor = vec4(colors.rgb, 1.0);\n\n property = properties;\n\n position_commonspace = vec4(project_position(positions), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n}\n";
2
+ export default vsShader;