@webviz/subsurface-viewer 1.11.0 → 1.11.1

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Files changed (145) hide show
  1. package/dist/extensions/side-projection-extension.d.ts +41 -6
  2. package/dist/extensions/side-projection-extension.js +33 -27
  3. package/dist/extensions/side-projection-extension.js.map +1 -1
  4. package/dist/layers/axes/axes-fragment.glsl.d.ts +1 -1
  5. package/dist/layers/axes/axes-fragment.glsl.js +1 -1
  6. package/dist/layers/axes/grid-vertex.glsl.d.ts +1 -1
  7. package/dist/layers/axes/grid-vertex.glsl.js +1 -1
  8. package/dist/layers/axes2d/axes2DLayer.d.ts +7 -7
  9. package/dist/layers/axes2d/axes2DLayer.js +62 -14
  10. package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
  11. package/dist/layers/axes2d/label-fragment.glsl.d.ts +1 -1
  12. package/dist/layers/axes2d/label-fragment.glsl.js +7 -10
  13. package/dist/layers/axes2d/label-fragment.glsl.js.map +1 -1
  14. package/dist/layers/axes2d/label-vertex.glsl.d.ts +1 -1
  15. package/dist/layers/axes2d/label-vertex.glsl.js +1 -1
  16. package/dist/layers/axes2d/line-fragment.glsl.d.ts +1 -1
  17. package/dist/layers/axes2d/line-fragment.glsl.js +2 -4
  18. package/dist/layers/axes2d/line-fragment.glsl.js.map +1 -1
  19. package/dist/layers/axes2d/line-vertex.glsl.d.ts +1 -1
  20. package/dist/layers/axes2d/line-vertex.glsl.js +2 -4
  21. package/dist/layers/axes2d/line-vertex.glsl.js.map +1 -1
  22. package/dist/layers/colormap/colormap.fs.glsl.d.ts +1 -1
  23. package/dist/layers/colormap/colormap.fs.glsl.js +2 -5
  24. package/dist/layers/colormap/colormap.fs.glsl.js.map +1 -1
  25. package/dist/layers/colormap/colormapLayer.d.ts +3 -2
  26. package/dist/layers/colormap/colormapLayer.js +81 -25
  27. package/dist/layers/colormap/colormapLayer.js.map +1 -1
  28. package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +1 -1
  29. package/dist/layers/grid3d/cellProperty.fs.glsl.js +14 -27
  30. package/dist/layers/grid3d/cellProperty.fs.glsl.js.map +1 -1
  31. package/dist/layers/grid3d/cellProperty.vs.glsl.d.ts +1 -1
  32. package/dist/layers/grid3d/cellProperty.vs.glsl.js +2 -4
  33. package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
  34. package/dist/layers/grid3d/fragment_lines.glsl.d.ts +1 -1
  35. package/dist/layers/grid3d/fragment_lines.glsl.js +1 -1
  36. package/dist/layers/grid3d/grid3dLayer.js +2 -0
  37. package/dist/layers/grid3d/grid3dLayer.js.map +1 -1
  38. package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +1 -1
  39. package/dist/layers/grid3d/nodeProperty.fs.glsl.js +5 -13
  40. package/dist/layers/grid3d/nodeProperty.fs.glsl.js.map +1 -1
  41. package/dist/layers/grid3d/nodeProperty.vs.glsl.d.ts +1 -1
  42. package/dist/layers/grid3d/nodeProperty.vs.glsl.js +3 -7
  43. package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
  44. package/dist/layers/grid3d/privateGrid3dLayer.d.ts +26 -5
  45. package/dist/layers/grid3d/privateGrid3dLayer.js +60 -22
  46. package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
  47. package/dist/layers/grid3d/vertex_lines.glsl.d.ts +1 -1
  48. package/dist/layers/grid3d/vertex_lines.glsl.js +2 -4
  49. package/dist/layers/grid3d/vertex_lines.glsl.js.map +1 -1
  50. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.d.ts +1 -1
  51. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js +8 -15
  52. package/dist/layers/hillshading2d/hillshading2d.fs.glsl.js.map +1 -1
  53. package/dist/layers/hillshading2d/hillshading2dLayer.d.ts +4 -3
  54. package/dist/layers/hillshading2d/hillshading2dLayer.js +109 -33
  55. package/dist/layers/hillshading2d/hillshading2dLayer.js.map +1 -1
  56. package/dist/layers/map/fragment.glsl.d.ts +2 -0
  57. package/dist/layers/map/{fragment.fs.glsl.js → fragment.glsl.js} +15 -27
  58. package/dist/layers/map/fragment.glsl.js.map +1 -0
  59. package/dist/layers/map/fragment_lines.glsl.d.ts +1 -1
  60. package/dist/layers/map/fragment_lines.glsl.js +1 -1
  61. package/dist/layers/map/mapLayer.d.ts +1 -1
  62. package/dist/layers/map/mapLayer.js +2 -0
  63. package/dist/layers/map/mapLayer.js.map +1 -1
  64. package/dist/layers/map/privateMapLayer.d.ts +7 -9
  65. package/dist/layers/map/privateMapLayer.js +85 -17
  66. package/dist/layers/map/privateMapLayer.js.map +1 -1
  67. package/dist/layers/map/vertex.glsl.d.ts +1 -1
  68. package/dist/layers/map/vertex.glsl.js +3 -5
  69. package/dist/layers/map/vertex.glsl.js.map +1 -1
  70. package/dist/layers/map/vertex_lines.glsl.d.ts +1 -1
  71. package/dist/layers/map/vertex_lines.glsl.js +3 -2
  72. package/dist/layers/map/vertex_lines.glsl.js.map +1 -1
  73. package/dist/layers/northarrow/northArrow3DLayer.d.ts +1 -1
  74. package/dist/layers/northarrow/northArrow3DLayer.js +3 -3
  75. package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
  76. package/dist/layers/northarrow/northarrow-fragment.glsl.d.ts +1 -1
  77. package/dist/layers/northarrow/northarrow-fragment.glsl.js +1 -1
  78. package/dist/layers/northarrow/northarrow-vertex.glsl.d.ts +1 -1
  79. package/dist/layers/northarrow/northarrow-vertex.glsl.js +1 -1
  80. package/dist/layers/piechart/fragment.glsl.d.ts +1 -1
  81. package/dist/layers/piechart/fragment.glsl.js +1 -1
  82. package/dist/layers/piechart/vertex.glsl.d.ts +1 -1
  83. package/dist/layers/piechart/vertex.glsl.js +1 -1
  84. package/dist/layers/points/privatePointsLayer.d.ts +1 -9
  85. package/dist/layers/points/privatePointsLayer.js +32 -5
  86. package/dist/layers/points/privatePointsLayer.js.map +1 -1
  87. package/dist/layers/points/vertex.glsl.d.ts +1 -1
  88. package/dist/layers/points/vertex.glsl.js +13 -28
  89. package/dist/layers/points/vertex.glsl.js.map +1 -1
  90. package/dist/layers/polylines/path-layer-fragment.glsl.d.ts +1 -1
  91. package/dist/layers/polylines/path-layer-fragment.glsl.js +2 -4
  92. package/dist/layers/polylines/path-layer-fragment.glsl.js.map +1 -1
  93. package/dist/layers/polylines/path-layer-vertex.glsl.d.ts +1 -1
  94. package/dist/layers/polylines/path-layer-vertex.glsl.js +10 -22
  95. package/dist/layers/polylines/path-layer-vertex.glsl.js.map +1 -1
  96. package/dist/layers/polylines/privatePolylinesLayer.d.ts +2 -44
  97. package/dist/layers/polylines/privatePolylinesLayer.js +34 -4
  98. package/dist/layers/polylines/privatePolylinesLayer.js.map +1 -1
  99. package/dist/layers/shader_modules/index.d.ts +1 -1
  100. package/dist/layers/shader_modules/index.js +1 -1
  101. package/dist/layers/shader_modules/index.js.map +1 -1
  102. package/dist/layers/shader_modules/phong-lighting/phong-material.d.ts +11 -0
  103. package/dist/layers/shader_modules/phong-lighting/phong-material.js +38 -0
  104. package/dist/layers/shader_modules/phong-lighting/phong-material.js.map +1 -0
  105. package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.d.ts +2 -0
  106. package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.js +59 -0
  107. package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.js.map +1 -0
  108. package/dist/layers/triangle/fragment.fs.glsl.d.ts +1 -1
  109. package/dist/layers/triangle/fragment.fs.glsl.js +7 -14
  110. package/dist/layers/triangle/fragment.fs.glsl.js.map +1 -1
  111. package/dist/layers/triangle/fragment_lines.glsl.d.ts +1 -1
  112. package/dist/layers/triangle/fragment_lines.glsl.js +1 -1
  113. package/dist/layers/triangle/privateTriangleLayer.d.ts +9 -14
  114. package/dist/layers/triangle/privateTriangleLayer.js +75 -26
  115. package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
  116. package/dist/layers/triangle/triangleLayer.d.ts +1 -1
  117. package/dist/layers/triangle/triangleLayer.js +2 -0
  118. package/dist/layers/triangle/triangleLayer.js.map +1 -1
  119. package/dist/layers/triangle/vertex.glsl.d.ts +1 -1
  120. package/dist/layers/triangle/vertex.glsl.js +3 -5
  121. package/dist/layers/triangle/vertex.glsl.js.map +1 -1
  122. package/dist/layers/triangle/vertex_lines.glsl.d.ts +1 -1
  123. package/dist/layers/triangle/vertex_lines.glsl.js +2 -4
  124. package/dist/layers/triangle/vertex_lines.glsl.js.map +1 -1
  125. package/dist/layers/utils/layerTools.d.ts +1 -1
  126. package/dist/layers/utils/layerTools.js +1 -1
  127. package/dist/layers/utils/layerTools.js.map +1 -1
  128. package/dist/layers/well_markers/vertex.glsl.d.ts +1 -1
  129. package/dist/layers/well_markers/vertex.glsl.js +3 -7
  130. package/dist/layers/well_markers/vertex.glsl.js.map +1 -1
  131. package/dist/layers/well_markers/wellMarkersLayer.d.ts +3 -8
  132. package/dist/layers/well_markers/wellMarkersLayer.js +49 -16
  133. package/dist/layers/well_markers/wellMarkersLayer.js.map +1 -1
  134. package/dist/views/intersectionView.d.ts +3 -3
  135. package/dist/views/intersectionView.js +5 -0
  136. package/dist/views/intersectionView.js.map +1 -1
  137. package/package.json +11 -11
  138. package/dist/layers/map/fragment.fs.glsl.d.ts +0 -2
  139. package/dist/layers/map/fragment.fs.glsl.js.map +0 -1
  140. package/dist/layers/shader_modules/lighting.fs.glsl.d.ts +0 -1
  141. package/dist/layers/shader_modules/lighting.fs.glsl.js +0 -45
  142. package/dist/layers/shader_modules/lighting.fs.glsl.js.map +0 -1
  143. package/dist/layers/shader_modules/localPhongLighting.d.ts +0 -23
  144. package/dist/layers/shader_modules/localPhongLighting.js +0 -8
  145. package/dist/layers/shader_modules/localPhongLighting.js.map +0 -1
@@ -21,25 +21,46 @@ export interface PrivateLayerProps extends ExtendedLayerProps {
21
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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> {
26
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  get isLoaded(): boolean;
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+ setShaderModuleProps(args: Partial<{
29
+ [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<this>): boolean;
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- updateState({ context }: UpdateParameters<this>): void;
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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";
37
+ 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";
38
+ 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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+ };
51
+ })[];
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  draw(args: {
32
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  moduleParameters?: unknown;
33
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  uniforms: UniformValue;
34
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  context: LayerContext;
35
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  }): void;
36
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  decodePickingColor(): number;
37
- encodePickingColor(): number[];
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+ encodePickingColor(): [number, number, number];
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  getPickingInfo({ info }: {
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  info: PickingInfo;
40
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  }): LayerPickInfo;
41
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  private getPropertyText;
42
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  private getColoringHints;
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- private getPropertyUniforms;
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+ private getUniforms;
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  private getColormapTexture;
45
66
  }
@@ -1,6 +1,8 @@
1
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  import { COORDINATE_SYSTEM, Layer, picking, project32 } from "@deck.gl/core";
2
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  import { Geometry, Model } from "@luma.gl/engine";
3
- import { localPhongLighting, utilities } from "../shader_modules";
3
+ import { utilities } from "../shader_modules";
4
+ import { lighting } from "@luma.gl/shadertools";
5
+ import { phongMaterial } from "../shader_modules/phong-lighting/phong-material";
4
6
  import { createPropertyData, getImageData } from "../utils/layerTools";
5
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  import linearFragmentShader from "./nodeProperty.fs.glsl";
6
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  import linearVertexShader from "./nodeProperty.vs.glsl";
@@ -30,6 +32,7 @@ const defaultProps = {
30
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  propertyValueRange: [0.0, 1.0],
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  depthTest: true,
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  ZIncreasingDownwards: true,
35
+ enableLighting: true,
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  };
34
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  // This is a private layer used only by the composite Grid3DLayer
35
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  export default class PrivateLayer extends Layer {
@@ -37,6 +40,9 @@ export default class PrivateLayer extends Layer {
37
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  var _a;
38
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  return (_a = this.state["isLoaded"]) !== null && _a !== void 0 ? _a : false;
39
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  }
43
+ setShaderModuleProps(args) {
44
+ super.setShaderModuleProps(Object.assign(Object.assign({}, args), { lighting: Object.assign(Object.assign({}, args["lighting"]), { enabled: this.props.enableLighting }) }));
45
+ }
40
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  initializeState(context) {
41
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  const [model_mesh, mesh_lines_model] = this._getModels(context);
42
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  this.setState({
@@ -59,7 +65,7 @@ export default class PrivateLayer extends Layer {
59
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  _getModels(context) {
60
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  var _a;
61
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  const geometricShading = isGeometricProperty(this.props.coloringMode);
62
- const propertyUniforms = this.getPropertyUniforms();
68
+ const uniforms = this.getUniforms();
63
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  const colormap = this.getColormapTexture(context);
64
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  const mesh_model = new Model(context.device, {
65
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  id: `${this.props.id}-mesh`,
@@ -75,26 +81,35 @@ export default class PrivateLayer extends Layer {
75
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  vertexCount: this.props.mesh.vertexCount,
76
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  }),
77
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  bufferLayout: this.getAttributeManager().getBufferLayouts(),
78
- uniforms: Object.assign({}, propertyUniforms),
79
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  bindings: {
80
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  colormap,
81
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  },
82
- modules: [project32, picking, localPhongLighting, utilities],
87
+ modules: [
88
+ project32,
89
+ picking,
90
+ lighting,
91
+ phongMaterial,
92
+ utilities,
93
+ gridUniforms,
94
+ ],
83
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  isInstanced: false,
84
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  });
97
+ mesh_model.shaderInputs.setProps({
98
+ grid: Object.assign({}, uniforms),
99
+ });
85
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  const mesh_lines_model = new Model(context.device, {
86
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  id: `${this.props.id}-lines`,
87
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  vs: vsLineShader,
88
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  fs: fsLineShader,
89
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  geometry: new Geometry(this.props.meshLines),
90
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  bufferLayout: this.getAttributeManager().getBufferLayouts(),
91
- uniforms: {
92
- ZIncreasingDownwards: this.props.ZIncreasingDownwards,
93
- },
94
- modules: [project32, picking],
106
+ modules: [project32, picking, gridUniforms],
95
107
  isInstanced: false,
96
108
  });
97
- return [mesh_model, mesh_lines_model];
109
+ mesh_lines_model.shaderInputs.setProps({
110
+ grid: Object.assign({}, uniforms),
111
+ });
112
+ return [mesh_model, mesh_lines_model, gridUniforms];
98
113
  }
99
114
  draw(args) {
100
115
  if (!this.state["models"]) {
@@ -194,7 +209,7 @@ export default class PrivateLayer extends Layer {
194
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  colormapSize: 256,
195
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  };
196
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  }
197
- getPropertyUniforms() {
212
+ getUniforms() {
198
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  var _a, _b, _c, _d, _e, _f, _g, _h;
199
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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;
@@ -221,18 +236,6 @@ export default class PrivateLayer extends Layer {
221
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  }
222
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  const undefinedPropertyColorUniform = this.props.undefinedPropertyColor.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
223
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  const coloringHints = this.getColoringHints();
224
- if (isGeometricProperty(this.props.coloringMode)) {
225
- return {
226
- 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),
232
- isClampColor,
233
- coloringMode: this.props.coloringMode,
234
- };
235
- }
236
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  return {
237
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  ZIncreasingDownwards: this.props.ZIncreasingDownwards,
238
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  valueRangeMin,
@@ -241,6 +244,7 @@ export default class PrivateLayer extends Layer {
241
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  colorMapRangeMax,
242
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  colorMapClampColor: Array.from(colorMapClampColorUniform),
243
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  isClampColor,
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+ coloringMode: this.props.coloringMode,
244
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  undefinedPropertyColor: undefinedPropertyColorUniform,
245
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  isColoringDiscrete: coloringHints.discreteData,
246
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  colorMapSize: coloringHints.colormapSize,
@@ -273,4 +277,38 @@ export default class PrivateLayer extends Layer {
273
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  }
274
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  PrivateLayer.layerName = "PrivateLayer";
275
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  PrivateLayer.defaultProps = defaultProps;
280
+ // local shader module for the uniforms
281
+ const gridUniformsBlock = /*glsl*/ `\
282
+ uniform gridUniforms {
283
+ bool ZIncreasingDownwards;
284
+ float valueRangeMin;
285
+ float valueRangeMax;
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+ float colorMapRangeMin;
287
+ float colorMapRangeMax;
288
+ vec4 colorMapClampColor;
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+ bool isClampColor;
290
+ float coloringMode;
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+ vec3 undefinedPropertyColor;
292
+ bool isColoringDiscrete;
293
+ float colorMapSize;
294
+ } grid;
295
+ `;
296
+ const gridUniforms = {
297
+ name: "grid",
298
+ vs: gridUniformsBlock,
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+ fs: gridUniformsBlock,
300
+ uniformTypes: {
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+ ZIncreasingDownwards: "u32",
302
+ valueRangeMin: "f32",
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+ valueRangeMax: "f32",
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+ colorMapRangeMin: "f32",
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+ colorMapRangeMax: "f32",
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+ colorMapClampColor: "vec4<f32>",
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+ isClampColor: "u32",
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+ coloringMode: "f32",
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+ undefinedPropertyColor: "vec3<f32>",
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+ isColoringDiscrete: "u32",
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+ colorMapSize: "f32",
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+ },
313
+ };
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  //# sourceMappingURL=privateGrid3dLayer.js.map
@@ -1 +1 @@
1
- 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@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME vertex-lines-shader\n\nprecision highp float;\n\nin vec3 positions;\n\nout vec4 position_commonspace;\n\nuniform bool ZIncreasingDownwards;\n\nvoid main(void) {\n vec3 position = positions;\n position[2] *= 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";
1
+ 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";
2
2
  export default _default;
@@ -1,6 +1,6 @@
1
1
  export default `\
2
2
  #version 300 es
3
- #define SHADER_NAME vertex-lines-shader
3
+ #define SHADER_NAME grid3d-lines-vertex-shader
4
4
 
5
5
  precision highp float;
6
6
 
@@ -8,11 +8,9 @@ in vec3 positions;
8
8
 
9
9
  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;
13
+ position[2] *= grid.ZIncreasingDownwards ? -1.0 : 1.0;
16
14
 
17
15
  vec3 position_commonspace = project_position(position);
18
16
  gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));
@@ -1 +1 @@
1
- {"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;CAmBd,CAAC"}
1
+ {"version":3,"file":"vertex_lines.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/vertex_lines.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;CAiBd,CAAC"}
@@ -1,2 +1,2 @@
1
- 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\nuniform vec2 bitmapResolution;\n\nuniform float valueRangeSize;\n\nuniform vec3 lightDirection;\nuniform float ambientLightIntensity;\nuniform float diffuseLightIntensity;\nuniform float opacity;\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 / bitmapResolution;\n float p0 = valueRangeSize * val;\n\n float px = valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(1.0, 0.0) / bitmapResolution).rgb);\n float py = valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(0.0, 1.0) / 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 = diffuseLightIntensity * dot(normal, normalize(lightDirection));\n return clamp(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 * opacity);\n\n geometry.uv = vTexCoord;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
1
+ 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";
2
2
  export default fsHillshading;
@@ -1,5 +1,5 @@
1
1
  const fsHillshading = `#version 300 es
2
- #define SHADER_NAME hillshading2d-shader
2
+ #define SHADER_NAME hillshading2d-fragment-shader
3
3
 
4
4
  precision highp float;
5
5
 
@@ -8,22 +8,15 @@ in vec2 vTexCoord;
8
8
  out vec4 fragColor;
9
9
 
10
10
  uniform sampler2D bitmapTexture; // Property map
11
- uniform vec2 bitmapResolution;
12
11
 
13
- uniform float valueRangeSize;
14
-
15
- uniform vec3 lightDirection;
16
- uniform float ambientLightIntensity;
17
- uniform float diffuseLightIntensity;
18
- uniform float opacity;
19
12
 
20
13
  // Compute the normal value for every pixel, based on the current value and two values aroud it.
21
14
  vec3 normal(float val) {
22
- vec2 dr = 1.0 / bitmapResolution;
23
- float p0 = valueRangeSize * val;
15
+ vec2 dr = 1.0 / map.bitmapResolution;
16
+ float p0 = map.valueRangeSize * val;
24
17
 
25
- float px = valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(1.0, 0.0) / bitmapResolution).rgb);
26
- float py = valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(0.0, 1.0) / bitmapResolution).rgb);
18
+ float px = map.valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(1.0, 0.0) / map.bitmapResolution).rgb);
19
+ float py = map.valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(0.0, 1.0) / map.bitmapResolution).rgb);
27
20
  vec3 dx = vec3(1.0, 0.0, px - p0);
28
21
  vec3 dy = vec3(0.0, 1.0, py - p0);
29
22
 
@@ -32,8 +25,8 @@ vec3 normal(float val) {
32
25
 
33
26
  // Compute how much a pixel is in the shadow based on its normal and where the light comes from.
34
27
  float shadow(vec3 normal) {
35
- float diffuse = diffuseLightIntensity * dot(normal, normalize(lightDirection));
36
- return clamp(ambientLightIntensity + diffuse, 0.0, 1.0);
28
+ float diffuse = map.diffuseLightIntensity * dot(normal, normalize(map.lightDirection));
29
+ return clamp(map.ambientLightIntensity + diffuse, 0.0, 1.0);
37
30
  }
38
31
 
39
32
  void main(void) {
@@ -54,7 +47,7 @@ void main(void) {
54
47
  // opacity 0 if pixel is completely in the light, opacity 1 if pixel is completely in the shadow.
55
48
  // The property map opacity (some portions of the property map can be transparent) and
56
49
  // the user provided image-wide opacity value are also taken into account.
57
- fragColor = vec4(vec3(0.0), (1.0-shadow) * bitmapColor.a * opacity);
50
+ fragColor = vec4(vec3(0.0), (1.0-shadow) * bitmapColor.a * layer.opacity);
58
51
 
59
52
  geometry.uv = vTexCoord;
60
53
  DECKGL_FILTER_COLOR(fragColor, geometry);
@@ -1 +1 @@
1
- {"version":3,"file":"hillshading2d.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/hillshading2d/hillshading2d.fs.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,aAAa,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6DrB,CAAC;AAEF,eAAe,aAAa,CAAC"}
1
+ {"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"}
@@ -1,7 +1,8 @@
1
1
  /// <reference types="react" />
2
- import type { PickingInfo } from "@deck.gl/core";
3
- import type { BitmapLayerPickingInfo, BitmapLayerProps } from "@deck.gl/layers";
2
+ import { type PickingInfo } from "@deck.gl/core";
4
3
  import { BitmapLayer } from "@deck.gl/layers";
4
+ import type { BitmapLayerPickingInfo, BitmapLayerProps } from "@deck.gl/layers";
5
+ import type { Model } from "@luma.gl/engine";
5
6
  import type { ReportBoundingBoxAction } from "../../components/Map";
6
7
  import type { LayerPickInfo } from "../../layers/utils/layerTools";
7
8
  import type { ValueDecoder } from "../utils/propertyMapTools";
@@ -17,7 +18,7 @@ export interface Hillshading2DProps extends BitmapLayerProps {
17
18
  }
18
19
  export default class Hillshading2DLayer extends BitmapLayer<Hillshading2DProps> {
19
20
  initializeState(): void;
20
- draw({ moduleParameters, uniforms }: any): void;
21
+ setShaderModuleProps(...props: Parameters<Model["shaderInputs"]["setProps"]>): void;
21
22
  getShaders(): any;
22
23
  getPickingInfo({ info, }: {
23
24
  info: PickingInfo;
@@ -1,5 +1,5 @@
1
+ import { project32 } from "@deck.gl/core";
1
2
  import { BitmapLayer } from "@deck.gl/layers";
2
- import { decoder } from "../shader_modules";
3
3
  import { getModelMatrix } from "../utils/layerTools";
4
4
  import { decodeRGB } from "../utils/propertyMapTools";
5
5
  import fsHillshading from "./hillshading2d.fs.glsl";
@@ -27,10 +27,8 @@ export default class Hillshading2DLayer extends BitmapLayer {
27
27
  initializeState() {
28
28
  super.initializeState();
29
29
  }
30
- // Signature from the base class, eslint doesn't like the any type.
31
- // eslint-disable-next-line
32
- draw({ moduleParameters, uniforms }) {
33
- var _a, _b, _c, _d, _e, _f;
30
+ setShaderModuleProps(...props) {
31
+ var _a, _b, _c, _d, _e, _f, _g, _h;
34
32
  if (!this.isLoaded) {
35
33
  if (typeof this.props.reportBoundingBox !== "undefined") {
36
34
  const xMin = this.props.bounds[0];
@@ -44,38 +42,57 @@ export default class Hillshading2DLayer extends BitmapLayer {
44
42
  });
45
43
  }
46
44
  }
47
- if (this.props.image) {
48
- const mergedModuleParams = Object.assign(Object.assign({}, moduleParameters), { valueDecoder: Object.assign(Object.assign({}, defaultProps.valueDecoder), moduleParameters.valueDecoder), modelMatrix: getModelMatrix(this.props.rotDeg, this.props.bounds[0], // Rotate around upper left corner of bounds
49
- this.props.bounds[3]) });
50
- super.setModuleParameters(mergedModuleParams);
51
- const valueRangeMin = (_a = this.props.valueRange[0]) !== null && _a !== void 0 ? _a : 0.0;
52
- const valueRangeMax = (_b = this.props.valueRange[1]) !== null && _b !== void 0 ? _b : 1.0;
53
- const colorMapRangeMin = (_d = (_c = this.props.colorMapRange) === null || _c === void 0 ? void 0 : _c[0]) !== null && _d !== void 0 ? _d : valueRangeMin;
54
- const colorMapRangeMax = (_f = (_e = this.props.colorMapRange) === null || _e === void 0 ? void 0 : _e[1]) !== null && _f !== void 0 ? _f : valueRangeMax;
55
- const [minVal, maxVal] = this.props.valueRange;
56
- super.draw({
57
- uniforms: Object.assign(Object.assign({}, uniforms), {
58
- // Send extra uniforms to the shader.
59
- bitmapResolution: [
60
- this.props.image.width,
61
- this.props.image.height,
62
- ], valueRangeSize: maxVal - minVal, lightDirection: this.props.lightDirection, ambientLightIntensity: this.props.ambientLightIntensity, diffuseLightIntensity: this.props.diffuseLightIntensity, valueRangeMin,
63
- valueRangeMax,
64
- colorMapRangeMin,
65
- colorMapRangeMax }),
66
- moduleParameters: mergedModuleParams,
67
- });
45
+ // Set property for modelMatrix.
46
+ const m = getModelMatrix(this.props.rotDeg, this.props.bounds[0], // Rotate around upper left corner of bounds
47
+ this.props.bounds[3]);
48
+ for (const model of this.getModels()) {
49
+ const isDefined = ((_b = (_a = props[0]) === null || _a === void 0 ? void 0 : _a.project) === null || _b === void 0 ? void 0 : _b.modelMatrix) !== undefined;
50
+ if (isDefined) {
51
+ props[0]["project"].modelMatrix =
52
+ m;
53
+ }
54
+ model.shaderInputs.setProps(...props);
68
55
  }
56
+ const valueRangeMin = (_c = this.props.valueRange[0]) !== null && _c !== void 0 ? _c : 0.0;
57
+ const valueRangeMax = (_d = this.props.valueRange[1]) !== null && _d !== void 0 ? _d : 1.0;
58
+ const colorMapRangeMin = (_f = (_e = this.props.colorMapRange) === null || _e === void 0 ? void 0 : _e[0]) !== null && _f !== void 0 ? _f : valueRangeMin;
59
+ const colorMapRangeMax = (_h = (_g = this.props.colorMapRange) === null || _g === void 0 ? void 0 : _g[1]) !== null && _h !== void 0 ? _h : valueRangeMax;
60
+ const [minVal, maxVal] = this.props.valueRange;
61
+ const bitmapResolution = this.props.image
62
+ ? [
63
+ this.props.image.width,
64
+ this.props.image.height,
65
+ ]
66
+ : [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,
80
+ 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
- // Overwrite the BitmapLayer's default fragment shader with ours, that does hillshading.
75
- parentShaders.fs = fsHillshading;
76
- // Add the decoder shader module to our colormap shader, so we can use the decoder function from our shader.
77
- parentShaders.modules.push(decoder);
78
- return parentShaders;
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":"AAGA,OAAO,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAI9C,OAAO,EAAE,OAAO,EAAE,MAAM,mBAAmB,CAAC;AAC5C,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAErD,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AAEtD,OAAO,aAAa,MAAM,yBAAyB,CAAC;AA+BpD,MAAM,YAAY,GAAG;IACjB,QAAQ,EAAE,oBAAoB;IAC9B,IAAI,EAAE,cAAc;IACpB,EAAE,EAAE,mBAAmB;IACvB,OAAO,EAAE,GAAG;IACZ,QAAQ,EAAE,IAAI;IACd,OAAO,EAAE,IAAI;IACb,MAAM,EAAE,CAAC;IACT,UAAU,EAAE,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE;IAC5C,cAAc,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;IACzB,qBAAqB,EAAE,GAAG;IAC1B,qBAAqB,EAAE,GAAG;IAC1B,YAAY,EAAE;QACV,SAAS,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;QACpB,oEAAoE;QACpE,WAAW,EAAE,GAAG,GAAG,CAAC,KAAK,GAAG,KAAK,GAAG,KAAK,GAAG,GAAG,CAAC;QAChD,MAAM,EAAE,CAAC;QACT,IAAI,EAAE,CAAC;KACV;CACJ,CAAC;AAEF,MAAM,CAAC,OAAO,OAAO,kBAAmB,SAAQ,WAA+B;IAC3E,eAAe;QACX,KAAK,CAAC,eAAe,EAAE,CAAC;IAC5B,CAAC;IAED,mEAAmE;IACnE,2BAA2B;IAC3B,IAAI,CAAC,EAAE,gBAAgB,EAAE,QAAQ,EAAO;;QACpC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC;YACjB,IAAI,OAAO,IAAI,CAAC,KAAK,CAAC,iBAAiB,KAAK,WAAW,EAAE,CAAC;gBACtD,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAW,CAAC;gBAC5C,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAW,CAAC;gBAC5C,MAAM,IAAI,GAAG,CAAC,CAAC;gBACf,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAW,CAAC;gBAC5C,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAW,CAAC;gBAC5C,MAAM,IAAI,GAAG,CAAC,CAAC,CAAC;gBAEhB,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC;oBACzB,gBAAgB,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC;iBACzD,CAAC,CAAC;YACP,CAAC;QACL,CAAC;QAED,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,EAAE,CAAC;YACnB,MAAM,kBAAkB,mCACjB,gBAAgB,KACnB,YAAY,kCAGL,YAAY,CAAC,YAAY,GACzB,gBAAgB,CAAC,YAAY,GAEpC,WAAW,EAAE,cAAc,CACvB,IAAI,CAAC,KAAK,CAAC,MAAM,EACjB,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAW,EAAE,4CAA4C;gBAC5E,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAW,CACjC,GACJ,CAAC;YACF,KAAK,CAAC,mBAAmB,CAAC,kBAAkB,CAAC,CAAC;YAE9C,MAAM,aAAa,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,mCAAI,GAAG,CAAC;YACtD,MAAM,aAAa,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,mCAAI,GAAG,CAAC;YACtD,MAAM,gBAAgB,GAClB,MAAA,MAAA,IAAI,CAAC,KAAK,CAAC,aAAa,0CAAG,CAAC,CAAC,mCAAI,aAAa,CAAC;YACnD,MAAM,gBAAgB,GAClB,MAAA,MAAA,IAAI,CAAC,KAAK,CAAC,aAAa,0CAAG,CAAC,CAAC,mCAAI,aAAa,CAAC;YAEnD,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC;YAC/C,KAAK,CAAC,IAAI,CAAC;gBACP,QAAQ,kCACD,QAAQ;oBACX,qCAAqC;oBACrC,gBAAgB,EAAE;wBACb,IAAI,CAAC,KAAK,CAAC,KAAiB,CAAC,KAAK;wBAClC,IAAI,CAAC,KAAK,CAAC,KAAiB,CAAC,MAAM;qBACvC,EACD,cAAc,EAAE,MAAM,GAAG,MAAM,EAC/B,cAAc,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,EACzC,qBAAqB,EAAE,IAAI,CAAC,KAAK,CAAC,qBAAqB,EACvD,qBAAqB,EAAE,IAAI,CAAC,KAAK,CAAC,qBAAqB,EACvD,aAAa;oBACb,aAAa;oBACb,gBAAgB;oBAChB,gBAAgB,GACnB;gBACD,gBAAgB,EAAE,kBAAkB;aACvC,CAAC,CAAC;QACP,CAAC;IACL,CAAC;IAED,mEAAmE;IACnE,2BAA2B;IAC3B,UAAU;QACN,MAAM,aAAa,GAAG,KAAK,CAAC,UAAU,EAAE,CAAC;QACzC,wFAAwF;QACxF,aAAa,CAAC,EAAE,GAAG,aAAa,CAAC;QACjC,4GAA4G;QAC5G,aAAa,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACpC,OAAO,aAAa,CAAC;IACzB,CAAC;IAED,cAAc,CAAC,EACX,IAAI,GAGP;QACG,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,OAAO,IAA8B,CAAC;QAC1C,CAAC;QAED,MAAM,aAAa,mCACZ,YAAY,CAAC,YAAY,GACzB,IAAI,CAAC,KAAK,CAAC,YAAY,CAC7B,CAAC;QACF,2EAA2E;QAC3E,qEAAqE;QACrE,MAAM,GAAG,GAAG,SAAS,CAAC,IAAI,CAAC,KAAK,EAAE,aAAa,EAAE,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC;QAExE,OAAO,gCACA,IAAI;YACP,8DAA8D;YAC9D,mFAAmF;YACnF,KAAK,EAAE,CAAC,EACR,aAAa,EAAE,GAAG,GACgB,CAAC;IAC3C,CAAC;CACJ;AAED,kBAAkB,CAAC,SAAS,GAAG,oBAAoB,CAAC;AACpD,kBAAkB,CAAC,YAAY,GAAG,YAAY,CAAC"}
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@@ -0,0 +1,2 @@
1
+ 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";
2
+ export default fsShader;