@webviz/subsurface-viewer 1.11.0 → 1.11.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/extensions/side-projection-extension.d.ts +41 -6
- package/dist/extensions/side-projection-extension.js +33 -27
- package/dist/extensions/side-projection-extension.js.map +1 -1
- package/dist/layers/axes/axes-fragment.glsl.d.ts +1 -1
- package/dist/layers/axes/axes-fragment.glsl.js +1 -1
- package/dist/layers/axes/grid-vertex.glsl.d.ts +1 -1
- package/dist/layers/axes/grid-vertex.glsl.js +1 -1
- package/dist/layers/axes2d/axes2DLayer.d.ts +7 -7
- package/dist/layers/axes2d/axes2DLayer.js +62 -14
- package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
- package/dist/layers/axes2d/label-fragment.glsl.d.ts +1 -1
- package/dist/layers/axes2d/label-fragment.glsl.js +7 -10
- package/dist/layers/axes2d/label-fragment.glsl.js.map +1 -1
- package/dist/layers/axes2d/label-vertex.glsl.d.ts +1 -1
- package/dist/layers/axes2d/label-vertex.glsl.js +1 -1
- package/dist/layers/axes2d/line-fragment.glsl.d.ts +1 -1
- package/dist/layers/axes2d/line-fragment.glsl.js +2 -4
- package/dist/layers/axes2d/line-fragment.glsl.js.map +1 -1
- package/dist/layers/axes2d/line-vertex.glsl.d.ts +1 -1
- package/dist/layers/axes2d/line-vertex.glsl.js +2 -4
- package/dist/layers/axes2d/line-vertex.glsl.js.map +1 -1
- package/dist/layers/colormap/colormap.fs.glsl.d.ts +1 -1
- package/dist/layers/colormap/colormap.fs.glsl.js +2 -5
- package/dist/layers/colormap/colormap.fs.glsl.js.map +1 -1
- package/dist/layers/colormap/colormapLayer.d.ts +3 -2
- package/dist/layers/colormap/colormapLayer.js +81 -25
- package/dist/layers/colormap/colormapLayer.js.map +1 -1
- package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/cellProperty.fs.glsl.js +14 -27
- package/dist/layers/grid3d/cellProperty.fs.glsl.js.map +1 -1
- package/dist/layers/grid3d/cellProperty.vs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/cellProperty.vs.glsl.js +2 -4
- package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
- package/dist/layers/grid3d/fragment_lines.glsl.d.ts +1 -1
- package/dist/layers/grid3d/fragment_lines.glsl.js +1 -1
- package/dist/layers/grid3d/grid3dLayer.js +2 -0
- package/dist/layers/grid3d/grid3dLayer.js.map +1 -1
- package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/nodeProperty.fs.glsl.js +5 -13
- package/dist/layers/grid3d/nodeProperty.fs.glsl.js.map +1 -1
- package/dist/layers/grid3d/nodeProperty.vs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/nodeProperty.vs.glsl.js +3 -7
- package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
- package/dist/layers/grid3d/privateGrid3dLayer.d.ts +26 -5
- package/dist/layers/grid3d/privateGrid3dLayer.js +60 -22
- package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
- package/dist/layers/grid3d/vertex_lines.glsl.d.ts +1 -1
- package/dist/layers/grid3d/vertex_lines.glsl.js +2 -4
- package/dist/layers/grid3d/vertex_lines.glsl.js.map +1 -1
- package/dist/layers/hillshading2d/hillshading2d.fs.glsl.d.ts +1 -1
- package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js +8 -15
- package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js.map +1 -1
- package/dist/layers/hillshading2d/hillshading2dLayer.d.ts +4 -3
- package/dist/layers/hillshading2d/hillshading2dLayer.js +109 -33
- package/dist/layers/hillshading2d/hillshading2dLayer.js.map +1 -1
- package/dist/layers/map/fragment.glsl.d.ts +2 -0
- package/dist/layers/map/{fragment.fs.glsl.js → fragment.glsl.js} +15 -27
- package/dist/layers/map/fragment.glsl.js.map +1 -0
- package/dist/layers/map/fragment_lines.glsl.d.ts +1 -1
- package/dist/layers/map/fragment_lines.glsl.js +1 -1
- package/dist/layers/map/mapLayer.d.ts +1 -1
- package/dist/layers/map/mapLayer.js +2 -0
- package/dist/layers/map/mapLayer.js.map +1 -1
- package/dist/layers/map/privateMapLayer.d.ts +7 -9
- package/dist/layers/map/privateMapLayer.js +85 -17
- package/dist/layers/map/privateMapLayer.js.map +1 -1
- package/dist/layers/map/vertex.glsl.d.ts +1 -1
- package/dist/layers/map/vertex.glsl.js +3 -5
- package/dist/layers/map/vertex.glsl.js.map +1 -1
- package/dist/layers/map/vertex_lines.glsl.d.ts +1 -1
- package/dist/layers/map/vertex_lines.glsl.js +3 -2
- package/dist/layers/map/vertex_lines.glsl.js.map +1 -1
- package/dist/layers/northarrow/northArrow3DLayer.d.ts +1 -1
- package/dist/layers/northarrow/northArrow3DLayer.js +3 -3
- package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
- package/dist/layers/northarrow/northarrow-fragment.glsl.d.ts +1 -1
- package/dist/layers/northarrow/northarrow-fragment.glsl.js +1 -1
- package/dist/layers/northarrow/northarrow-vertex.glsl.d.ts +1 -1
- package/dist/layers/northarrow/northarrow-vertex.glsl.js +1 -1
- package/dist/layers/piechart/fragment.glsl.d.ts +1 -1
- package/dist/layers/piechart/fragment.glsl.js +1 -1
- package/dist/layers/piechart/vertex.glsl.d.ts +1 -1
- package/dist/layers/piechart/vertex.glsl.js +1 -1
- package/dist/layers/points/privatePointsLayer.d.ts +1 -9
- package/dist/layers/points/privatePointsLayer.js +32 -5
- package/dist/layers/points/privatePointsLayer.js.map +1 -1
- package/dist/layers/points/vertex.glsl.d.ts +1 -1
- package/dist/layers/points/vertex.glsl.js +13 -28
- package/dist/layers/points/vertex.glsl.js.map +1 -1
- package/dist/layers/polylines/path-layer-fragment.glsl.d.ts +1 -1
- package/dist/layers/polylines/path-layer-fragment.glsl.js +2 -4
- package/dist/layers/polylines/path-layer-fragment.glsl.js.map +1 -1
- package/dist/layers/polylines/path-layer-vertex.glsl.d.ts +1 -1
- package/dist/layers/polylines/path-layer-vertex.glsl.js +10 -22
- package/dist/layers/polylines/path-layer-vertex.glsl.js.map +1 -1
- package/dist/layers/polylines/privatePolylinesLayer.d.ts +2 -44
- package/dist/layers/polylines/privatePolylinesLayer.js +34 -4
- package/dist/layers/polylines/privatePolylinesLayer.js.map +1 -1
- package/dist/layers/shader_modules/index.d.ts +1 -1
- package/dist/layers/shader_modules/index.js +1 -1
- package/dist/layers/shader_modules/index.js.map +1 -1
- package/dist/layers/shader_modules/phong-lighting/phong-material.d.ts +11 -0
- package/dist/layers/shader_modules/phong-lighting/phong-material.js +38 -0
- package/dist/layers/shader_modules/phong-lighting/phong-material.js.map +1 -0
- package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.d.ts +2 -0
- package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.js +59 -0
- package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.js.map +1 -0
- package/dist/layers/triangle/fragment.fs.glsl.d.ts +1 -1
- package/dist/layers/triangle/fragment.fs.glsl.js +7 -14
- package/dist/layers/triangle/fragment.fs.glsl.js.map +1 -1
- package/dist/layers/triangle/fragment_lines.glsl.d.ts +1 -1
- package/dist/layers/triangle/fragment_lines.glsl.js +1 -1
- package/dist/layers/triangle/privateTriangleLayer.d.ts +9 -14
- package/dist/layers/triangle/privateTriangleLayer.js +75 -26
- package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
- package/dist/layers/triangle/triangleLayer.d.ts +1 -1
- package/dist/layers/triangle/triangleLayer.js +2 -0
- package/dist/layers/triangle/triangleLayer.js.map +1 -1
- package/dist/layers/triangle/vertex.glsl.d.ts +1 -1
- package/dist/layers/triangle/vertex.glsl.js +3 -5
- package/dist/layers/triangle/vertex.glsl.js.map +1 -1
- package/dist/layers/triangle/vertex_lines.glsl.d.ts +1 -1
- package/dist/layers/triangle/vertex_lines.glsl.js +2 -4
- package/dist/layers/triangle/vertex_lines.glsl.js.map +1 -1
- package/dist/layers/utils/layerTools.d.ts +1 -1
- package/dist/layers/utils/layerTools.js +1 -1
- package/dist/layers/utils/layerTools.js.map +1 -1
- package/dist/layers/well_markers/vertex.glsl.d.ts +1 -1
- package/dist/layers/well_markers/vertex.glsl.js +3 -7
- package/dist/layers/well_markers/vertex.glsl.js.map +1 -1
- package/dist/layers/well_markers/wellMarkersLayer.d.ts +3 -8
- package/dist/layers/well_markers/wellMarkersLayer.js +49 -16
- package/dist/layers/well_markers/wellMarkersLayer.js.map +1 -1
- package/dist/views/intersectionView.d.ts +3 -3
- package/dist/views/intersectionView.js +5 -0
- package/dist/views/intersectionView.js.map +1 -1
- package/package.json +11 -11
- package/dist/layers/map/fragment.fs.glsl.d.ts +0 -2
- package/dist/layers/map/fragment.fs.glsl.js.map +0 -1
- package/dist/layers/shader_modules/lighting.fs.glsl.d.ts +0 -1
- package/dist/layers/shader_modules/lighting.fs.glsl.js +0 -45
- package/dist/layers/shader_modules/lighting.fs.glsl.js.map +0 -1
- package/dist/layers/shader_modules/localPhongLighting.d.ts +0 -23
- package/dist/layers/shader_modules/localPhongLighting.js +0 -8
- package/dist/layers/shader_modules/localPhongLighting.js.map +0 -1
@@ -21,25 +21,46 @@ export interface PrivateLayerProps extends ExtendedLayerProps {
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discretePropertyValueNames?: IDiscretePropertyValueName[];
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depthTest: boolean;
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ZIncreasingDownwards: boolean;
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enableLighting: boolean;
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}
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export default class PrivateLayer extends Layer<PrivateLayerProps> {
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get isLoaded(): boolean;
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setShaderModuleProps(args: Partial<{
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[x: string]: Partial<Record<string, unknown> | undefined>;
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}>): void;
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initializeState(context: DeckGLLayerContext): void;
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shouldUpdateState({ props, oldProps, context, changeFlags, }: UpdateParameters<
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updateState({ context }: UpdateParameters<
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_getModels(context: DeckGLLayerContext): Model
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shouldUpdateState({ props, oldProps, context, changeFlags, }: UpdateParameters<Layer<PrivateLayerProps>>): boolean;
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updateState({ context }: UpdateParameters<Layer<PrivateLayerProps>>): void;
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_getModels(context: DeckGLLayerContext): (Model | {
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readonly name: "grid";
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readonly vs: "uniform gridUniforms {\n bool ZIncreasingDownwards;\n float valueRangeMin;\n float valueRangeMax;\n float colorMapRangeMin;\n float colorMapRangeMax;\n vec4 colorMapClampColor;\n bool isClampColor;\n float coloringMode;\n vec3 undefinedPropertyColor;\n bool isColoringDiscrete;\n float colorMapSize;\n} grid;\n";
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readonly fs: "uniform gridUniforms {\n bool ZIncreasingDownwards;\n float valueRangeMin;\n float valueRangeMax;\n float colorMapRangeMin;\n float colorMapRangeMax;\n vec4 colorMapClampColor;\n bool isClampColor;\n float coloringMode;\n vec3 undefinedPropertyColor;\n bool isColoringDiscrete;\n float colorMapSize;\n} grid;\n";
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readonly uniformTypes: {
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readonly ZIncreasingDownwards: "u32";
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readonly valueRangeMin: "f32";
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readonly valueRangeMax: "f32";
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readonly colorMapRangeMin: "f32";
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readonly colorMapRangeMax: "f32";
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readonly colorMapClampColor: "vec4<f32>";
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readonly isClampColor: "u32";
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readonly coloringMode: "f32";
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readonly undefinedPropertyColor: "vec3<f32>";
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readonly isColoringDiscrete: "u32";
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readonly colorMapSize: "f32";
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};
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})[];
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draw(args: {
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moduleParameters?: unknown;
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uniforms: UniformValue;
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context: LayerContext;
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}): void;
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decodePickingColor(): number;
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encodePickingColor(): number
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encodePickingColor(): [number, number, number];
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getPickingInfo({ info }: {
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info: PickingInfo;
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}): LayerPickInfo;
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private getPropertyText;
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private getColoringHints;
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private
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private getUniforms;
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private getColormapTexture;
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}
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import { COORDINATE_SYSTEM, Layer, picking, project32 } from "@deck.gl/core";
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import { Geometry, Model } from "@luma.gl/engine";
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import {
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import { utilities } from "../shader_modules";
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import { lighting } from "@luma.gl/shadertools";
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import { phongMaterial } from "../shader_modules/phong-lighting/phong-material";
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import { createPropertyData, getImageData } from "../utils/layerTools";
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import linearFragmentShader from "./nodeProperty.fs.glsl";
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import linearVertexShader from "./nodeProperty.vs.glsl";
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propertyValueRange: [0.0, 1.0],
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depthTest: true,
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ZIncreasingDownwards: true,
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enableLighting: true,
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};
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// This is a private layer used only by the composite Grid3DLayer
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export default class PrivateLayer extends Layer {
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var _a;
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return (_a = this.state["isLoaded"]) !== null && _a !== void 0 ? _a : false;
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}
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setShaderModuleProps(args) {
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super.setShaderModuleProps(Object.assign(Object.assign({}, args), { lighting: Object.assign(Object.assign({}, args["lighting"]), { enabled: this.props.enableLighting }) }));
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}
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initializeState(context) {
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const [model_mesh, mesh_lines_model] = this._getModels(context);
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this.setState({
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_getModels(context) {
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var _a;
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const geometricShading = isGeometricProperty(this.props.coloringMode);
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const
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const uniforms = this.getUniforms();
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const colormap = this.getColormapTexture(context);
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const mesh_model = new Model(context.device, {
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id: `${this.props.id}-mesh`,
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vertexCount: this.props.mesh.vertexCount,
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}),
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bufferLayout: this.getAttributeManager().getBufferLayouts(),
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uniforms: Object.assign({}, propertyUniforms),
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bindings: {
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colormap,
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},
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modules: [
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modules: [
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project32,
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picking,
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lighting,
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phongMaterial,
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utilities,
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gridUniforms,
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],
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isInstanced: false,
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});
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mesh_model.shaderInputs.setProps({
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grid: Object.assign({}, uniforms),
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});
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const mesh_lines_model = new Model(context.device, {
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id: `${this.props.id}-lines`,
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vs: vsLineShader,
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fs: fsLineShader,
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geometry: new Geometry(this.props.meshLines),
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bufferLayout: this.getAttributeManager().getBufferLayouts(),
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},
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modules: [project32, picking],
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modules: [project32, picking, gridUniforms],
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isInstanced: false,
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});
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mesh_lines_model.shaderInputs.setProps({
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grid: Object.assign({}, uniforms),
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});
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return [mesh_model, mesh_lines_model, gridUniforms];
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}
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draw(args) {
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if (!this.state["models"]) {
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colormapSize: 256,
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};
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}
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getUniforms() {
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var _a, _b, _c, _d, _e, _f, _g, _h;
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const valueRangeMin = (_b = (_a = this.props.propertyValueRange) === null || _a === void 0 ? void 0 : _a[0]) !== null && _b !== void 0 ? _b : 0.0;
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const valueRangeMax = (_d = (_c = this.props.propertyValueRange) === null || _c === void 0 ? void 0 : _c[1]) !== null && _d !== void 0 ? _d : 1.0;
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}
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const undefinedPropertyColorUniform = this.props.undefinedPropertyColor.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
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const coloringHints = this.getColoringHints();
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if (isGeometricProperty(this.props.coloringMode)) {
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return {
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ZIncreasingDownwards: this.props.ZIncreasingDownwards,
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valueRangeMin,
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valueRangeMax,
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colorMapRangeMin,
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colorMapRangeMax,
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colorMapClampColor: Array.from(colorMapClampColorUniform),
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isClampColor,
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coloringMode: this.props.coloringMode,
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};
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}
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return {
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colorMapRangeMax,
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colorMapClampColor: Array.from(colorMapClampColorUniform),
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isClampColor,
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coloringMode: this.props.coloringMode,
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undefinedPropertyColor: undefinedPropertyColorUniform,
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isColoringDiscrete: coloringHints.discreteData,
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colorMapSize: coloringHints.colormapSize,
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}
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PrivateLayer.layerName = "PrivateLayer";
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PrivateLayer.defaultProps = defaultProps;
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// local shader module for the uniforms
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const gridUniformsBlock = /*glsl*/ `\
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uniform gridUniforms {
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bool ZIncreasingDownwards;
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float valueRangeMin;
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float valueRangeMax;
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float colorMapRangeMin;
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float colorMapRangeMax;
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vec4 colorMapClampColor;
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bool isClampColor;
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float coloringMode;
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vec3 undefinedPropertyColor;
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bool isColoringDiscrete;
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float colorMapSize;
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} grid;
|
295
|
+
`;
|
296
|
+
const gridUniforms = {
|
297
|
+
name: "grid",
|
298
|
+
vs: gridUniformsBlock,
|
299
|
+
fs: gridUniformsBlock,
|
300
|
+
uniformTypes: {
|
301
|
+
ZIncreasingDownwards: "u32",
|
302
|
+
valueRangeMin: "f32",
|
303
|
+
valueRangeMax: "f32",
|
304
|
+
colorMapRangeMin: "f32",
|
305
|
+
colorMapRangeMax: "f32",
|
306
|
+
colorMapClampColor: "vec4<f32>",
|
307
|
+
isClampColor: "u32",
|
308
|
+
coloringMode: "f32",
|
309
|
+
undefinedPropertyColor: "vec3<f32>",
|
310
|
+
isColoringDiscrete: "u32",
|
311
|
+
colorMapSize: "f32",
|
312
|
+
},
|
313
|
+
};
|
276
314
|
//# sourceMappingURL=privateGrid3dLayer.js.map
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"privateGrid3dLayer.js","sourceRoot":"","sources":["../../../src/layers/grid3d/privateGrid3dLayer.ts"],"names":[],"mappings":"AAMA,OAAO,EAAE,iBAAiB,EAAE,KAAK,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAQ7E,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,iBAAiB,CAAC;AAElD,OAAO,EAAE,kBAAkB,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAOlE,OAAO,EAAE,kBAAkB,EAAE,YAAY,EAAE,MAAM,qBAAqB,CAAC;AACvE,OAAO,oBAAoB,MAAM,wBAAwB,CAAC;AAC1D,OAAO,kBAAkB,MAAM,wBAAwB,CAAC;AACxD,OAAO,kBAAkB,MAAM,wBAAwB,CAAC;AACxD,OAAO,gBAAgB,MAAM,wBAAwB,CAAC;AACtD,OAAO,YAAY,MAAM,uBAAuB,CAAC;AAEjD,sEAAsE;AACtE,OAAO,EAGH,kBAAkB,EAClB,mBAAmB,GACtB,MAAM,eAAe,CAAC;AAGvB,OAAO,YAAY,MAAM,qBAAqB,CAAC;AAE/C,MAAM,0BAA0B,GAAiB;IAC7C,YAAY,EAAE,eAAe;IAC7B,YAAY,EAAE,eAAe;IAC7B,SAAS,EAAE,QAAQ;IACnB,SAAS,EAAE,QAAQ;CACtB,CAAC;AAEF,MAAM,2BAA2B,GAAiB;IAC9C,SAAS,EAAE,SAAS;IACpB,SAAS,EAAE,SAAS;IACpB,YAAY,EAAE,eAAe;IAC7B,YAAY,EAAE,eAAe;CAChC,CAAC;AAmBF,MAAM,YAAY,GAAG;IACjB,YAAY,EAAE,EAAE;IAChB,kBAAkB,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC;IACnC,YAAY,EAAE,CAAC;IACf,gBAAgB,EAAE,iBAAiB,CAAC,SAAS;IAC7C,kBAAkB,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC;IAC9B,SAAS,EAAE,IAAI;IACf,oBAAoB,EAAE,IAAI;CAC7B,CAAC;AAyBF,iEAAiE;AACjE,MAAM,CAAC,OAAO,OAAO,YAAa,SAAQ,KAAwB;IAC9D,IAAI,QAAQ;;QACR,OAAO,MAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAa,mCAAI,KAAK,CAAC;IACxD,CAAC;IAED,eAAe,CAAC,OAA2B;QACvC,MAAM,CAAC,UAAU,EAAE,gBAAgB,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;QAChE,IAAI,CAAC,QAAQ,CAAC;YACV,MAAM,EAAE,CAAC,UAAU,EAAE,gBAAgB,CAAC;YACtC,QAAQ,EAAE,KAAK;SAClB,CAAC,CAAC;IACP,CAAC;IAED,iBAAiB,CAAC,EACd,KAAK,EACL,QAAQ,EACR,OAAO,EACP,WAAW,GACU;QACrB,OAAO,CACH,KAAK,CAAC,iBAAiB,CAAC;YACpB,KAAK;YACL,QAAQ;YACR,OAAO;YACP,WAAW;SACd,CAAC,IAAI,WAAW,CAAC,kBAAkB,CACvC,CAAC;IACN,CAAC;IAED,WAAW,CAAC,EAAE,OAAO,EAA0B;QAC3C,IAAI,CAAC,eAAe,CAAC,OAA6B,CAAC,CAAC;IACxD,CAAC;IAED,0BAA0B;IAC1B,UAAU,CAAC,OAA2B;;QAClC,MAAM,gBAAgB,GAAG,mBAAmB,CAAC,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC;QACtE,MAAM,gBAAgB,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;QACpD,MAAM,QAAQ,GAAG,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;QAClD,MAAM,UAAU,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE;YACzC,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,OAAO;YAC3B,EAAE,EAAE,gBAAgB,CAAC,CAAC,CAAC,kBAAkB,CAAC,CAAC,CAAC,gBAAgB;YAC5D,EAAE,EAAE,gBAAgB,CAAC,CAAC,CAAC,oBAAoB,CAAC,CAAC,CAAC,kBAAkB;YAChE,QAAQ,EAAE,IAAI,QAAQ,CAAC;gBACnB,QAAQ,EAAE,MAAA,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,mCAAI,eAAe;gBACrD,UAAU,kBACN,SAAS,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,EAC/C,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,IACxC,CAAC,gBAAgB;oBAChB,CAAC,CAAC,EAAE;oBACJ,CAAC,CAAC;wBACI,UAAU,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,UAAU;qBACpD,CAAC,CACX;gBACD,WAAW,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW;aAC3C,CAAC;YACF,YAAY,EAAE,IAAI,CAAC,mBAAmB,EAAG,CAAC,gBAAgB,EAAE;YAC5D,QAAQ,oBACD,gBAAgB,CACtB;YACD,QAAQ,EAAE;gBACN,QAAQ;aACX;YACD,OAAO,EAAE,CAAC,SAAS,EAAE,OAAO,EAAE,kBAAkB,EAAE,SAAS,CAAC;YAC5D,WAAW,EAAE,KAAK;SACrB,CAAC,CAAC;QAEH,MAAM,gBAAgB,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE;YAC/C,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,QAAQ;YAC5B,EAAE,EAAE,YAAY;YAChB,EAAE,EAAE,YAAY;YAChB,QAAQ,EAAE,IAAI,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC;YAC5C,YAAY,EAAE,IAAI,CAAC,mBAAmB,EAAG,CAAC,gBAAgB,EAAE;YAC5D,QAAQ,EAAE;gBACN,oBAAoB,EAAE,IAAI,CAAC,KAAK,CAAC,oBAAoB;aACxD;YACD,OAAO,EAAE,CAAC,SAAS,EAAE,OAAO,CAAC;YAC7B,WAAW,EAAE,KAAK;SACrB,CAAC,CAAC;QAEH,OAAO,CAAC,UAAU,EAAE,gBAAgB,CAAC,CAAC;IAC1C,CAAC;IAED,IAAI,CAAC,IAIJ;QACG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,EAAE,CAAC;YACxB,OAAO;QACX,CAAC;QAED,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC;QACzB,MAAM,EAAE,EAAE,EAAE,GAAG,OAAO,CAAC;QAEvB,MAAM,CAAC,UAAU,EAAE,gBAAgB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAY,CAAC;QAEvE,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAClC,EAAE,CAAC,aAAa,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAEvB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;YACxB,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC9B,CAAC;QAED,UAAU,CAAC,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QACpC,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAEnC,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;YACvB,gBAAgB,CAAC,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QAC9C,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;YACxB,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC7B,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,EAAE,CAAC;YAC1B,IAAI,CAAC,QAAQ,iCAAM,IAAI,CAAC,KAAK,KAAE,QAAQ,EAAE,IAAI,IAAG,CAAC;QACrD,CAAC;IACL,CAAC;IAED,kBAAkB;QACd,OAAO,IAAI,CAAC,gBAAgB,EAAuB,CAAC;IACxD,CAAC;IAED,kBAAkB;QACd,OAAO,IAAI,CAAC,gBAAgB,EAAE,CAAC;IACnC,CAAC;IAED,cAAc,CAAC,EAAE,IAAI,EAAyB;;QAC1C,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,MAAM,gBAAgB,GAAuB,EAAE,CAAC;QAEhD,4CAA4C;QAC5C,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACxB,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACxB,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QAExB,MAAM,WAAW,GAAG,GAAG,GAAG,GAAG,GAAG,CAAC,GAAG,GAAG,GAAG,CAAC,GAAG,CAAC,CAAC;QAEhD,MAAM,MAAM,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAEvE,IAAI,OAAO,CAAA,MAAA,IAAI,CAAC,UAAU,0CAAG,CAAC,CAAC,CAAA,KAAK,WAAW,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|
1
|
+
{"version":3,"file":"privateGrid3dLayer.js","sourceRoot":"","sources":["../../../src/layers/grid3d/privateGrid3dLayer.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,iBAAiB,EAAE,KAAK,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAO7E,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,iBAAiB,CAAC;AAElD,OAAO,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAC9C,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAChD,OAAO,EAAE,aAAa,EAAE,MAAM,iDAAiD,CAAC;AAOhF,OAAO,EAAE,kBAAkB,EAAE,YAAY,EAAE,MAAM,qBAAqB,CAAC;AACvE,OAAO,oBAAoB,MAAM,wBAAwB,CAAC;AAC1D,OAAO,kBAAkB,MAAM,wBAAwB,CAAC;AACxD,OAAO,kBAAkB,MAAM,wBAAwB,CAAC;AACxD,OAAO,gBAAgB,MAAM,wBAAwB,CAAC;AACtD,OAAO,YAAY,MAAM,uBAAuB,CAAC;AAGjD,sEAAsE;AACtE,OAAO,EAGH,kBAAkB,EAClB,mBAAmB,GACtB,MAAM,eAAe,CAAC;AAGvB,OAAO,YAAY,MAAM,qBAAqB,CAAC;AAE/C,MAAM,0BAA0B,GAAiB;IAC7C,YAAY,EAAE,eAAe;IAC7B,YAAY,EAAE,eAAe;IAC7B,SAAS,EAAE,QAAQ;IACnB,SAAS,EAAE,QAAQ;CACtB,CAAC;AAEF,MAAM,2BAA2B,GAAiB;IAC9C,SAAS,EAAE,SAAS;IACpB,SAAS,EAAE,SAAS;IACpB,YAAY,EAAE,eAAe;IAC7B,YAAY,EAAE,eAAe;CAChC,CAAC;AAoBF,MAAM,YAAY,GAAG;IACjB,YAAY,EAAE,EAAE;IAChB,kBAAkB,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC;IACnC,YAAY,EAAE,CAAC;IACf,gBAAgB,EAAE,iBAAiB,CAAC,SAAS;IAC7C,kBAAkB,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC;IAC9B,SAAS,EAAE,IAAI;IACf,oBAAoB,EAAE,IAAI;IAC1B,cAAc,EAAE,IAAI;CACvB,CAAC;AAqBF,iEAAiE;AACjE,MAAM,CAAC,OAAO,OAAO,YAAa,SAAQ,KAAwB;IAC9D,IAAI,QAAQ;;QACR,OAAO,MAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAa,mCAAI,KAAK,CAAC;IACxD,CAAC;IAED,oBAAoB,CAChB,IAEE;QAEF,KAAK,CAAC,oBAAoB,iCACnB,IAAI,KACP,QAAQ,kCACD,IAAI,CAAC,UAAU,CAAC,KACnB,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,OAExC,CAAC;IACP,CAAC;IAED,eAAe,CAAC,OAA2B;QACvC,MAAM,CAAC,UAAU,EAAE,gBAAgB,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;QAChE,IAAI,CAAC,QAAQ,CAAC;YACV,MAAM,EAAE,CAAC,UAAU,EAAE,gBAAgB,CAAC;YACtC,QAAQ,EAAE,KAAK;SAClB,CAAC,CAAC;IACP,CAAC;IAED,iBAAiB,CAAC,EACd,KAAK,EACL,QAAQ,EACR,OAAO,EACP,WAAW,GAC8B;QACzC,OAAO,CACH,KAAK,CAAC,iBAAiB,CAAC;YACpB,KAAK;YACL,QAAQ;YACR,OAAO;YACP,WAAW;SACd,CAAC,IAAI,WAAW,CAAC,kBAAkB,CACvC,CAAC;IACN,CAAC;IAED,WAAW,CAAC,EAAE,OAAO,EAA8C;QAC/D,IAAI,CAAC,eAAe,CAAC,OAA6B,CAAC,CAAC;IACxD,CAAC;IAED,0BAA0B;IAC1B,UAAU,CAAC,OAA2B;;QAClC,MAAM,gBAAgB,GAAG,mBAAmB,CAAC,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC;QACtE,MAAM,QAAQ,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;QACpC,MAAM,QAAQ,GAAG,IAAI,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;QAClD,MAAM,UAAU,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE;YACzC,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,OAAO;YAC3B,EAAE,EAAE,gBAAgB,CAAC,CAAC,CAAC,kBAAkB,CAAC,CAAC,CAAC,gBAAgB;YAC5D,EAAE,EAAE,gBAAgB,CAAC,CAAC,CAAC,oBAAoB,CAAC,CAAC,CAAC,kBAAkB;YAChE,QAAQ,EAAE,IAAI,QAAQ,CAAC;gBACnB,QAAQ,EAAE,MAAA,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,mCAAI,eAAe;gBACrD,UAAU,kBACN,SAAS,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,EAC/C,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,IACxC,CAAC,gBAAgB;oBAChB,CAAC,CAAC,EAAE;oBACJ,CAAC,CAAC;wBACI,UAAU,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,UAAU;qBACpD,CAAC,CACX;gBACD,WAAW,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW;aAC3C,CAAC;YACF,YAAY,EAAE,IAAI,CAAC,mBAAmB,EAAG,CAAC,gBAAgB,EAAE;YAC5D,QAAQ,EAAE;gBACN,QAAQ;aACX;YACD,OAAO,EAAE;gBACL,SAAS;gBACT,OAAO;gBACP,QAAQ;gBACR,aAAa;gBACb,SAAS;gBACT,YAAY;aACf;YACD,WAAW,EAAE,KAAK;SACrB,CAAC,CAAC;QACH,UAAU,CAAC,YAAY,CAAC,QAAQ,CAAC;YAC7B,IAAI,oBACG,QAAQ,CACd;SACJ,CAAC,CAAC;QAEH,MAAM,gBAAgB,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,EAAE;YAC/C,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,QAAQ;YAC5B,EAAE,EAAE,YAAY;YAChB,EAAE,EAAE,YAAY;YAChB,QAAQ,EAAE,IAAI,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC;YAC5C,YAAY,EAAE,IAAI,CAAC,mBAAmB,EAAG,CAAC,gBAAgB,EAAE;YAC5D,OAAO,EAAE,CAAC,SAAS,EAAE,OAAO,EAAE,YAAY,CAAC;YAC3C,WAAW,EAAE,KAAK;SACrB,CAAC,CAAC;QACH,gBAAgB,CAAC,YAAY,CAAC,QAAQ,CAAC;YACnC,IAAI,oBACG,QAAQ,CACd;SACJ,CAAC,CAAC;QAEH,OAAO,CAAC,UAAU,EAAE,gBAAgB,EAAE,YAAY,CAAC,CAAC;IACxD,CAAC;IAED,IAAI,CAAC,IAIJ;QACG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,EAAE,CAAC;YACxB,OAAO;QACX,CAAC;QAED,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC;QACzB,MAAM,EAAE,EAAE,EAAE,GAAG,OAAO,CAAC;QAEvB,MAAM,CAAC,UAAU,EAAE,gBAAgB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAY,CAAC;QAEvE,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAClC,EAAE,CAAC,aAAa,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAEvB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;YACxB,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC9B,CAAC;QAED,UAAU,CAAC,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QACpC,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAEnC,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;YACvB,gBAAgB,CAAC,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QAC9C,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;YACxB,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC7B,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,EAAE,CAAC;YAC1B,IAAI,CAAC,QAAQ,iCAAM,IAAI,CAAC,KAAK,KAAE,QAAQ,EAAE,IAAI,IAAG,CAAC;QACrD,CAAC;IACL,CAAC;IAED,kBAAkB;QACd,OAAO,IAAI,CAAC,gBAAgB,EAAuB,CAAC;IACxD,CAAC;IAED,kBAAkB;QACd,OAAO,IAAI,CAAC,gBAAgB,EAA8B,CAAC;IAC/D,CAAC;IAED,cAAc,CAAC,EAAE,IAAI,EAAyB;;QAC1C,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,MAAM,gBAAgB,GAAuB,EAAE,CAAC;QAEhD,4CAA4C;QAC5C,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACxB,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAA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@@ -1,2 +1,2 @@
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1
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-
declare const _default: "#version 300 es\n#define SHADER_NAME
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1
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+
declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-lines-vertex-shader\n\nprecision highp float;\n\nin vec3 positions;\n\nout vec4 position_commonspace;\n\nvoid main(void) {\n vec3 position = positions;\n position[2] *= grid.ZIncreasingDownwards ? -1.0 : 1.0;\n\n vec3 position_commonspace = project_position(position);\n gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));\n}\n";
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2
2
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export default _default;
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@@ -1,6 +1,6 @@
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1
1
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export default `\
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2
2
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#version 300 es
|
3
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-
#define SHADER_NAME
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3
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+
#define SHADER_NAME grid3d-lines-vertex-shader
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4
4
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5
5
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precision highp float;
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6
6
|
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@@ -8,11 +8,9 @@ in vec3 positions;
|
|
8
8
|
|
9
9
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out vec4 position_commonspace;
|
10
10
|
|
11
|
-
uniform bool ZIncreasingDownwards;
|
12
|
-
|
13
11
|
void main(void) {
|
14
12
|
vec3 position = positions;
|
15
|
-
position[2] *= ZIncreasingDownwards ? -1.0 : 1.0;
|
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position[2] *= grid.ZIncreasingDownwards ? -1.0 : 1.0;
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{"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe
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{"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;CAiBd,CAAC"}
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1
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declare const fsHillshading = "#version 300 es\n#define SHADER_NAME hillshading2d-shader\n\nprecision highp float;\n\nin vec2 vTexCoord;\n\nout vec4 fragColor;\n\nuniform sampler2D bitmapTexture; // Property map\
|
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declare const fsHillshading = "#version 300 es\n#define SHADER_NAME hillshading2d-fragment-shader\n\nprecision highp float;\n\nin vec2 vTexCoord;\n\nout vec4 fragColor;\n\nuniform sampler2D bitmapTexture; // Property map\n\n\n// Compute the normal value for every pixel, based on the current value and two values aroud it.\nvec3 normal(float val) {\n vec2 dr = 1.0 / map.bitmapResolution;\n float p0 = map.valueRangeSize * val;\n\n float px = map.valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(1.0, 0.0) / map.bitmapResolution).rgb);\n float py = map.valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(0.0, 1.0) / map.bitmapResolution).rgb);\n vec3 dx = vec3(1.0, 0.0, px - p0);\n vec3 dy = vec3(0.0, 1.0, py - p0);\n\n return normalize(cross(dx, dy));\n}\n\n// Compute how much a pixel is in the shadow based on its normal and where the light comes from.\nfloat shadow(vec3 normal) {\n float diffuse = map.diffuseLightIntensity * dot(normal, normalize(map.lightDirection));\n return clamp(map.ambientLightIntensity + diffuse, 0.0, 1.0);\n}\n\nvoid main(void) {\n vec4 bitmapColor = texture(bitmapTexture, vTexCoord);\n\n // If it's a picking pass, we just return the raw property map value.\n if (picking.isActive > 0.5) {\n fragColor = bitmapColor;\n return;\n }\n\n // Decode the RGB value into a float. See decoder.fs.glsl for more details.\n float val = decode_rgb2float(bitmapColor.rgb);\n // Compute the shadow value, how dark a pixel will be, 1 is in complete shadow, 0 is in complete light.\n float shadow = shadow(normal(val));\n\n // The final pixel is black, with the opacity based on the shadow value,\n // opacity 0 if pixel is completely in the light, opacity 1 if pixel is completely in the shadow.\n // The property map opacity (some portions of the property map can be transparent) and\n // the user provided image-wide opacity value are also taken into account.\n fragColor = vec4(vec3(0.0), (1.0-shadow) * bitmapColor.a * layer.opacity);\n\n geometry.uv = vTexCoord;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
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export default fsHillshading;
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const fsHillshading = `#version 300 es
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#define SHADER_NAME hillshading2d-shader
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#define SHADER_NAME hillshading2d-fragment-shader
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precision highp float;
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out vec4 fragColor;
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uniform sampler2D bitmapTexture; // Property map
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uniform vec2 bitmapResolution;
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uniform float valueRangeSize;
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uniform vec3 lightDirection;
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uniform float ambientLightIntensity;
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uniform float diffuseLightIntensity;
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uniform float opacity;
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// Compute the normal value for every pixel, based on the current value and two values aroud it.
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vec3 normal(float val) {
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vec2 dr = 1.0 / bitmapResolution;
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float p0 = valueRangeSize * val;
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vec2 dr = 1.0 / map.bitmapResolution;
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float p0 = map.valueRangeSize * val;
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float px = valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(1.0, 0.0) / bitmapResolution).rgb);
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float py = valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(0.0, 1.0) / bitmapResolution).rgb);
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float px = map.valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(1.0, 0.0) / map.bitmapResolution).rgb);
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float py = map.valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(0.0, 1.0) / map.bitmapResolution).rgb);
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@@ -32,8 +25,8 @@ vec3 normal(float val) {
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// Compute how much a pixel is in the shadow based on its normal and where the light comes from.
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float shadow(vec3 normal) {
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float diffuse = diffuseLightIntensity * dot(normal, normalize(lightDirection));
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return clamp(ambientLightIntensity + diffuse, 0.0, 1.0);
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float diffuse = map.diffuseLightIntensity * dot(normal, normalize(map.lightDirection));
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return clamp(map.ambientLightIntensity + diffuse, 0.0, 1.0);
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void main(void) {
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@@ -54,7 +47,7 @@ void main(void) {
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// opacity 0 if pixel is completely in the light, opacity 1 if pixel is completely in the shadow.
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// The property map opacity (some portions of the property map can be transparent) and
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// the user provided image-wide opacity value are also taken into account.
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fragColor = vec4(vec3(0.0), (1.0-shadow) * bitmapColor.a * opacity);
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fragColor = vec4(vec3(0.0), (1.0-shadow) * bitmapColor.a * layer.opacity);
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geometry.uv = vTexCoord;
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DECKGL_FILTER_COLOR(fragColor, geometry);
|
@@ -1 +1 @@
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-
{"version":3,"file":"hillshading2d.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/hillshading2d/hillshading2d.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,aAAa,GAAG
|
1
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{"version":3,"file":"hillshading2d.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/hillshading2d/hillshading2d.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,aAAa,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsDrB,CAAC;AAEF,eAAe,aAAa,CAAC"}
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1
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/// <reference types="react" />
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import type
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import type { BitmapLayerPickingInfo, BitmapLayerProps } from "@deck.gl/layers";
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import { type PickingInfo } from "@deck.gl/core";
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import { BitmapLayer } from "@deck.gl/layers";
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import type { BitmapLayerPickingInfo, BitmapLayerProps } from "@deck.gl/layers";
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import type { Model } from "@luma.gl/engine";
|
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import type { ReportBoundingBoxAction } from "../../components/Map";
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import type { LayerPickInfo } from "../../layers/utils/layerTools";
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import type { ValueDecoder } from "../utils/propertyMapTools";
|
@@ -17,7 +18,7 @@ export interface Hillshading2DProps extends BitmapLayerProps {
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}
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export default class Hillshading2DLayer extends BitmapLayer<Hillshading2DProps> {
|
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initializeState(): void;
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-
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setShaderModuleProps(...props: Parameters<Model["shaderInputs"]["setProps"]>): void;
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getShaders(): any;
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getPickingInfo({ info, }: {
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info: PickingInfo;
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|
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import { project32 } from "@deck.gl/core";
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import { BitmapLayer } from "@deck.gl/layers";
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import { decoder } from "../shader_modules";
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import { getModelMatrix } from "../utils/layerTools";
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import { decodeRGB } from "../utils/propertyMapTools";
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import fsHillshading from "./hillshading2d.fs.glsl";
|
@@ -27,10 +27,8 @@ export default class Hillshading2DLayer extends BitmapLayer {
|
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initializeState() {
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super.initializeState();
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}
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draw({ moduleParameters, uniforms }) {
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var _a, _b, _c, _d, _e, _f;
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setShaderModuleProps(...props) {
|
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var _a, _b, _c, _d, _e, _f, _g, _h;
|
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if (!this.isLoaded) {
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if (typeof this.props.reportBoundingBox !== "undefined") {
|
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const xMin = this.props.bounds[0];
|
@@ -44,38 +42,57 @@ export default class Hillshading2DLayer extends BitmapLayer {
|
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});
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}
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}
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const
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uniforms: Object.assign(Object.assign({}, uniforms), {
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// Send extra uniforms to the shader.
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bitmapResolution: [
|
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this.props.image.width,
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this.props.image.height,
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], valueRangeSize: maxVal - minVal, lightDirection: this.props.lightDirection, ambientLightIntensity: this.props.ambientLightIntensity, diffuseLightIntensity: this.props.diffuseLightIntensity, valueRangeMin,
|
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valueRangeMax,
|
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colorMapRangeMin,
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colorMapRangeMax }),
|
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moduleParameters: mergedModuleParams,
|
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|
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});
|
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// Set property for modelMatrix.
|
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+
const m = getModelMatrix(this.props.rotDeg, this.props.bounds[0], // Rotate around upper left corner of bounds
|
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+
this.props.bounds[3]);
|
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|
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for (const model of this.getModels()) {
|
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+
const isDefined = ((_b = (_a = props[0]) === null || _a === void 0 ? void 0 : _a.project) === null || _b === void 0 ? void 0 : _b.modelMatrix) !== undefined;
|
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+
if (isDefined) {
|
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+
props[0]["project"].modelMatrix =
|
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+
m;
|
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+
}
|
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|
+
model.shaderInputs.setProps(...props);
|
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|
}
|
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const valueRangeMin = (_c = this.props.valueRange[0]) !== null && _c !== void 0 ? _c : 0.0;
|
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|
+
const valueRangeMax = (_d = this.props.valueRange[1]) !== null && _d !== void 0 ? _d : 1.0;
|
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|
+
const colorMapRangeMin = (_f = (_e = this.props.colorMapRange) === null || _e === void 0 ? void 0 : _e[0]) !== null && _f !== void 0 ? _f : valueRangeMin;
|
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|
+
const colorMapRangeMax = (_h = (_g = this.props.colorMapRange) === null || _g === void 0 ? void 0 : _g[1]) !== null && _h !== void 0 ? _h : valueRangeMax;
|
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|
+
const [minVal, maxVal] = this.props.valueRange;
|
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|
+
const bitmapResolution = this.props.image
|
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|
+
? [
|
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|
+
this.props.image.width,
|
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|
+
this.props.image.height,
|
65
|
+
]
|
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|
+
: [1, 1];
|
67
|
+
const valueRangeSize = maxVal - minVal;
|
68
|
+
const lightDirection = this.props.lightDirection;
|
69
|
+
const ambientLightIntensity = this.props.ambientLightIntensity;
|
70
|
+
const diffuseLightIntensity = this.props.diffuseLightIntensity;
|
71
|
+
super.setShaderModuleProps({
|
72
|
+
map: {
|
73
|
+
valueRangeMin,
|
74
|
+
valueRangeMax,
|
75
|
+
colorMapRangeMin,
|
76
|
+
colorMapRangeMax,
|
77
|
+
bitmapResolution,
|
78
|
+
valueRangeSize,
|
79
|
+
lightDirection,
|
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|
+
ambientLightIntensity,
|
81
|
+
diffuseLightIntensity,
|
82
|
+
rgbScaler: this.props.valueDecoder.rgbScaler,
|
83
|
+
floatScaler: this.props.valueDecoder.floatScaler,
|
84
|
+
offset: this.props.valueDecoder.offset,
|
85
|
+
step: this.props.valueDecoder.step,
|
86
|
+
},
|
87
|
+
});
|
69
88
|
}
|
70
|
-
// Signature from the base class, eslint doesn't like the any type.
|
71
|
-
// eslint-disable-next-line
|
72
89
|
getShaders() {
|
73
90
|
const parentShaders = super.getShaders();
|
74
|
-
//
|
75
|
-
|
76
|
-
|
77
|
-
|
78
|
-
|
91
|
+
// use object.assign to make sure we don't overwrite existing fields like `vs`, `modules`...
|
92
|
+
return Object.assign({}, parentShaders, {
|
93
|
+
fs: fsHillshading,
|
94
|
+
modules: [...parentShaders.modules, project32, map2DUniforms],
|
95
|
+
});
|
79
96
|
}
|
80
97
|
getPickingInfo({ info, }) {
|
81
98
|
if (!info.color) {
|
@@ -93,4 +110,63 @@ export default class Hillshading2DLayer extends BitmapLayer {
|
|
93
110
|
}
|
94
111
|
Hillshading2DLayer.layerName = "Hillshading2DLayer";
|
95
112
|
Hillshading2DLayer.defaultProps = defaultProps;
|
113
|
+
// local shader module for the uniforms
|
114
|
+
const map2DUniformsBlock = /*glsl*/ `\
|
115
|
+
uniform mapUniforms {
|
116
|
+
float valueRangeMin;
|
117
|
+
float valueRangeMax;
|
118
|
+
float colorMapRangeMin;
|
119
|
+
float colorMapRangeMax;
|
120
|
+
|
121
|
+
vec2 bitmapResolution;
|
122
|
+
float valueRangeSize;
|
123
|
+
vec3 lightDirection;
|
124
|
+
float ambientLightIntensity;
|
125
|
+
float diffuseLightIntensity;
|
126
|
+
|
127
|
+
vec3 rgbScaler; // r, g and b multipliers
|
128
|
+
float floatScaler; // value multiplier
|
129
|
+
float offset; // translation of the r, g, b sum
|
130
|
+
float step; // discretize the value in a number of
|
131
|
+
} map;
|
132
|
+
|
133
|
+
float decode_rgb2float(vec3 rgb) {
|
134
|
+
rgb *= map.rgbScaler * vec3(16711680.0, 65280.0, 255.0); //255*256*256, 255*256, 255
|
135
|
+
float value = (rgb.r + rgb.g + rgb.b + map.offset) * map.floatScaler;
|
136
|
+
|
137
|
+
// Value must be in [0, 1] and step in (0, 1]
|
138
|
+
if (map.step > 0.0) {
|
139
|
+
value = floor(value / map.step + 0.5) * map.step;
|
140
|
+
}
|
141
|
+
|
142
|
+
// If colorMapRangeMin/Max specified, color map will span this interval.
|
143
|
+
float x = value * (map.valueRangeMax - map.valueRangeMin) + map.valueRangeMin;
|
144
|
+
x = (x - map.colorMapRangeMin) / (map.colorMapRangeMax - map.colorMapRangeMin);
|
145
|
+
x = max(0.0, x);
|
146
|
+
x = min(1.0, x);
|
147
|
+
|
148
|
+
return x;
|
149
|
+
}
|
150
|
+
`;
|
151
|
+
// NOTE: this must exactly the same name as in the uniform block
|
152
|
+
const map2DUniforms = {
|
153
|
+
name: "map",
|
154
|
+
vs: map2DUniformsBlock,
|
155
|
+
fs: map2DUniformsBlock,
|
156
|
+
uniformTypes: {
|
157
|
+
valueRangeMin: "f32",
|
158
|
+
valueRangeMax: "f32",
|
159
|
+
colorMapRangeMin: "f32",
|
160
|
+
colorMapRangeMax: "f32",
|
161
|
+
bitmapResolution: "vec2<f32>",
|
162
|
+
valueRangeSize: "f32",
|
163
|
+
lightDirection: "vec3<f32>",
|
164
|
+
ambientLightIntensity: "f32",
|
165
|
+
diffuseLightIntensity: "f32",
|
166
|
+
rgbScaler: "vec3<f32>",
|
167
|
+
floatScaler: "f32",
|
168
|
+
offset: "f32",
|
169
|
+
step: "f32",
|
170
|
+
},
|
171
|
+
};
|
96
172
|
//# sourceMappingURL=hillshading2dLayer.js.map
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"hillshading2dLayer.js","sourceRoot":"","sources":["../../../src/layers/hillshading2d/hillshading2dLayer.ts"],"names":[],"mappings":"
|
1
|
+
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1
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declare const fsShader = "#version 300 es\n#define SHADER_NAME map-fragment-shader\n\nprecision highp float;\n\nin vec2 vTexCoord;\nin vec3 cameraPosition;\nin vec3 normals_commonspace;\nin vec4 position_commonspace;\nin vec4 vColor;\n\nflat in int vertexIndex;\n\nin vec3 worldPos;\nin float property;\n\nout vec4 fragColor;\n\nuniform sampler2D colormap;\n\n\nvoid main(void) { \n geometry.uv = vTexCoord;\n\n vec3 normal = normals_commonspace;\n\n if(!map.smoothShading || (normal[0] == 0.0 && normal[1] == 0.0 && normal[2] == 0.0)) {\n normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));\n }\n\n //Picking pass.\n if (picking.isActive > 0.5 && !(picking.isAttribute > 0.5)) {\n fragColor = encodeVertexIndexToRGB(vertexIndex);\n return;\n }\n\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float propertyValue = property;\n\n // This may happen due to GPU interpolation precision causing color artifacts.\n propertyValue = clamp(propertyValue, map.valueRangeMin, map.valueRangeMax);\n\n float x = (propertyValue - map.colorMapRangeMin) / (map.colorMapRangeMax - map.colorMapRangeMin);\n if (x < 0.0 || x > 1.0) {\n // Out of range. Use clampcolor.\n if (map.isClampColor) {\n color = vec4(map.colorMapClampColor.rgb, 1.0);\n }\n else if (map.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 = texture(colormap, vec2(x, 0.5));\n }\n }\n else {\n color = texture(colormap, vec2(x, 0.5));\n }\n\n bool is_contours = map.contourReferencePoint != -1.0 && map.contourInterval != -1.0;\n if (is_contours) {\n float val = map.isContoursDepth ? (abs(worldPos.z) - map.contourReferencePoint) / map.contourInterval\n : (propertyValue - map.contourReferencePoint) / map.contourInterval;\n\n float f = fract(val);\n float df = fwidth(val);\n\n // keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance from contour line.\n float c = smoothstep(0.0, df * 2.0, f);\n\n color = color * vec4(c, c, c, 1.0);\n }\n\n // Use two sided phong lighting. This has no effect if \"material\" property is not set.\n vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);\n\n fragColor = vec4(lightColor, 1.0);\n\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
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2
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export default fsShader;
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