@webviz/subsurface-viewer 1.11.0 → 1.11.2
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/components/Map.js +1 -1
- package/dist/components/Map.js.map +1 -1
- 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
@@ -1,5 +1,5 @@
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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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vec3 dx = vec3(1.0, 0.0, px - p0);
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vec3 dy = vec3(0.0, 1.0, py - p0);
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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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}
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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);
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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
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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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/// <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";
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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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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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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";
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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];
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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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// 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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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,
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]
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: [1, 1];
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const valueRangeSize = maxVal - minVal;
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const lightDirection = this.props.lightDirection;
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const ambientLightIntensity = this.props.ambientLightIntensity;
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const diffuseLightIntensity = this.props.diffuseLightIntensity;
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super.setShaderModuleProps({
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map: {
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valueRangeMin,
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valueRangeMax,
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colorMapRangeMin,
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colorMapRangeMax,
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bitmapResolution,
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valueRangeSize,
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lightDirection,
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ambientLightIntensity,
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diffuseLightIntensity,
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rgbScaler: this.props.valueDecoder.rgbScaler,
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floatScaler: this.props.valueDecoder.floatScaler,
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offset: this.props.valueDecoder.offset,
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step: this.props.valueDecoder.step,
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},
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});
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}
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// eslint-disable-next-line
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getShaders() {
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const parentShaders = super.getShaders();
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//
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// 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
|
+
{"version":3,"file":"hillshading2dLayer.js","sourceRoot":"","sources":["../../../src/layers/hillshading2d/hillshading2dLayer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,SAAS,EAAqC,MAAM,eAAe,CAAC;AAC7E,OAAO,EAAE,WAAW,EAAE,MAAM,iBAAiB,CAAC;AAC9C,OAAO,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAQrD,OAAO,EAAE,SAAS,EAAE,MAAM,2BAA2B,CAAC;AACtD,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,oBAAoB,CAChB,GAAG,KAAoD;;QAEvD,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,gCAAgC;QAChC,MAAM,CAAC,GAAG,cAAc,CACpB,IAAI,CAAC,KAAK,CAAC,MAAM,EACjB,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAW,EAAE,4CAA4C;QAC5E,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,CAAC,CAAW,CACjC,CAAC;QACF,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,SAAS,EAAE,EAAE,CAAC;YACnC,MAAM,SAAS,GACX,CAAA,MAAA,MAAC,KAAK,CAAC,CAAC,CAA6C,0CAAE,OAAO,0CACxD,WAAW,MAAK,SAAS,CAAC;YACpC,IAAI,SAAS,EAAE,CAAC;gBACX,KAAK,CAAC,CAAC,CAAC,CAAC,SAAS,CAA+B,CAAC,WAAW;oBAC1D,CAAC,CAAC;YACV,CAAC;YAED,KAAK,CAAC,YAAY,CAAC,QAAQ,CAAC,GAAG,KAAK,CAAC,CAAC;QAC1C,CAAC;QAED,MAAM,aAAa,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,mCAAI,GAAG,CAAC;QACtD,MAAM,aAAa,GAAG,MAAA,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,CAAC,CAAC,mCAAI,GAAG,CAAC;QACtD,MAAM,gBAAgB,GAAG,MAAA,MAAA,IAAI,CAAC,KAAK,CAAC,aAAa,0CAAG,CAAC,CAAC,mCAAI,aAAa,CAAC;QACxE,MAAM,gBAAgB,GAAG,MAAA,MAAA,IAAI,CAAC,KAAK,CAAC,aAAa,0CAAG,CAAC,CAAC,mCAAI,aAAa,CAAC;QAExE,MAAM,CAAC,MAAM,EAAE,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC;QAE/C,MAAM,gBAAgB,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK;YACrC,CAAC,CAAC;gBACK,IAAI,CAAC,KAAK,CAAC,KAAiB,CAAC,KAAK;gBAClC,IAAI,CAAC,KAAK,CAAC,KAAiB,CAAC,MAAM;aACvC;YACH,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QACb,MAAM,cAAc,GAAG,MAAM,GAAG,MAAM,CAAC;QACvC,MAAM,cAAc,GAAG,IAAI,CAAC,KAAK,CAAC,cAAc,CAAC;QACjD,MAAM,qBAAqB,GAAG,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC;QAC/D,MAAM,qBAAqB,GAAG,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC;QAE/D,KAAK,CAAC,oBAAoB,CAAC;YACvB,GAAG,EAAE;gBACD,aAAa;gBACb,aAAa;gBACb,gBAAgB;gBAChB,gBAAgB;gBAEhB,gBAAgB;gBAChB,cAAc;gBACd,cAAc;gBACd,qBAAqB;gBACrB,qBAAqB;gBAErB,SAAS,EAAE,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,SAAS;gBAC5C,WAAW,EAAE,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,WAAW;gBAChD,MAAM,EAAE,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,MAAM;gBACtC,IAAI,EAAE,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,IAAI;aACrC;SACJ,CAAC,CAAC;IACP,CAAC;IAED,UAAU;QACN,MAAM,aAAa,GAAG,KAAK,CAAC,UAAU,EAAE,CAAC;QACzC,4FAA4F;QAC5F,OAAO,MAAM,CAAC,MAAM,CAAC,EAAE,EAAE,aAAa,EAAE;YACpC,EAAE,EAAE,aAAa;YACjB,OAAO,EAAE,CAAC,GAAG,aAAa,CAAC,OAAO,EAAE,SAAS,EAAE,aAAa,CAAC;SAChE,CAAC,CAAC;IACP,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;AAE/C,uCAAuC;AACvC,MAAM,kBAAkB,GAAG,QAAQ,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoCnC,CAAC;AAoBF,gEAAgE;AAChE,MAAM,aAAa,GAAG;IAClB,IAAI,EAAE,KAAK;IACX,EAAE,EAAE,kBAAkB;IACtB,EAAE,EAAE,kBAAkB;IACtB,YAAY,EAAE;QACV,aAAa,EAAE,KAAK;QACpB,aAAa,EAAE,KAAK;QACpB,gBAAgB,EAAE,KAAK;QACvB,gBAAgB,EAAE,KAAK;QAEvB,gBAAgB,EAAE,WAAW;QAC7B,cAAc,EAAE,KAAK;QACrB,cAAc,EAAE,WAAW;QAC3B,qBAAqB,EAAE,KAAK;QAC5B,qBAAqB,EAAE,KAAK;QAE5B,SAAS,EAAE,WAAW;QACtB,WAAW,EAAE,KAAK;QAClB,MAAM,EAAE,KAAK;QACb,IAAI,EAAE,KAAK;KACd;CAC2D,CAAC"}
|
@@ -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;
|
@@ -1,5 +1,5 @@
|
|
1
1
|
const fsShader = `#version 300 es
|
2
|
-
#define SHADER_NAME
|
2
|
+
#define SHADER_NAME map-fragment-shader
|
3
3
|
|
4
4
|
precision highp float;
|
5
5
|
|
@@ -18,26 +18,13 @@ out vec4 fragColor;
|
|
18
18
|
|
19
19
|
uniform sampler2D colormap;
|
20
20
|
|
21
|
-
uniform bool isContoursDepth;
|
22
|
-
uniform float contourReferencePoint;
|
23
|
-
uniform float contourInterval;
|
24
|
-
|
25
|
-
uniform float valueRangeMin;
|
26
|
-
uniform float valueRangeMax;
|
27
|
-
uniform float colorMapRangeMin;
|
28
|
-
uniform float colorMapRangeMax;
|
29
|
-
|
30
|
-
uniform vec3 colorMapClampColor;
|
31
|
-
uniform bool isClampColor;
|
32
|
-
uniform bool isColorMapClampColorTransparent;
|
33
|
-
uniform bool smoothShading;
|
34
21
|
|
35
22
|
void main(void) {
|
36
23
|
geometry.uv = vTexCoord;
|
37
24
|
|
38
25
|
vec3 normal = normals_commonspace;
|
39
26
|
|
40
|
-
if
|
27
|
+
if(!map.smoothShading || (normal[0] == 0.0 && normal[1] == 0.0 && normal[2] == 0.0)) {
|
41
28
|
normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));
|
42
29
|
}
|
43
30
|
|
@@ -51,16 +38,15 @@ void main(void) {
|
|
51
38
|
float propertyValue = property;
|
52
39
|
|
53
40
|
// This may happen due to GPU interpolation precision causing color artifacts.
|
54
|
-
propertyValue = clamp(propertyValue, valueRangeMin, valueRangeMax);
|
41
|
+
propertyValue = clamp(propertyValue, map.valueRangeMin, map.valueRangeMax);
|
55
42
|
|
56
|
-
float x = (propertyValue - colorMapRangeMin) / (colorMapRangeMax - colorMapRangeMin);
|
43
|
+
float x = (propertyValue - map.colorMapRangeMin) / (map.colorMapRangeMax - map.colorMapRangeMin);
|
57
44
|
if (x < 0.0 || x > 1.0) {
|
58
45
|
// Out of range. Use clampcolor.
|
59
|
-
if (isClampColor) {
|
60
|
-
color = vec4(colorMapClampColor.rgb, 1.0);
|
61
|
-
|
46
|
+
if (map.isClampColor) {
|
47
|
+
color = vec4(map.colorMapClampColor.rgb, 1.0);
|
62
48
|
}
|
63
|
-
else if (isColorMapClampColorTransparent) {
|
49
|
+
else if (map.isColorMapClampColorTransparent) {
|
64
50
|
discard;
|
65
51
|
return;
|
66
52
|
}
|
@@ -76,25 +62,27 @@ void main(void) {
|
|
76
62
|
color = texture(colormap, vec2(x, 0.5));
|
77
63
|
}
|
78
64
|
|
79
|
-
bool is_contours = contourReferencePoint != -1.0 && contourInterval != -1.0;
|
65
|
+
bool is_contours = map.contourReferencePoint != -1.0 && map.contourInterval != -1.0;
|
80
66
|
if (is_contours) {
|
81
|
-
float val = isContoursDepth ? (abs(worldPos.z) - contourReferencePoint) / contourInterval
|
82
|
-
: (propertyValue - contourReferencePoint) / contourInterval;
|
67
|
+
float val = map.isContoursDepth ? (abs(worldPos.z) - map.contourReferencePoint) / map.contourInterval
|
68
|
+
: (propertyValue - map.contourReferencePoint) / map.contourInterval;
|
83
69
|
|
84
70
|
float f = fract(val);
|
85
71
|
float df = fwidth(val);
|
86
72
|
|
87
|
-
// keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance
|
73
|
+
// keep: float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance from contour line.
|
88
74
|
float c = smoothstep(0.0, df * 2.0, f);
|
89
75
|
|
90
76
|
color = color * vec4(c, c, c, 1.0);
|
91
77
|
}
|
92
78
|
|
93
79
|
// Use two sided phong lighting. This has no effect if "material" property is not set.
|
94
|
-
vec3 lightColor =
|
80
|
+
vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
|
81
|
+
|
95
82
|
fragColor = vec4(lightColor, 1.0);
|
83
|
+
|
96
84
|
DECKGL_FILTER_COLOR(fragColor, geometry);
|
97
85
|
}
|
98
86
|
`;
|
99
87
|
export default fsShader;
|
100
|
-
//# sourceMappingURL=fragment.
|
88
|
+
//# sourceMappingURL=fragment.glsl.js.map
|
@@ -0,0 +1 @@
|
|
1
|
+
{"version":3,"file":"fragment.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/fragment.glsl.ts"],"names":[],"mappings":"AAAA,MAAM,QAAQ,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqFhB,CAAC;AAEF,eAAe,QAAQ,CAAC"}
|
@@ -1,2 +1,2 @@
|
|
1
|
-
declare const fragmentShader = "#version 300 es\n#define SHADER_NAME
|
1
|
+
declare const fragmentShader = "#version 300 es\n#define SHADER_NAME map-lines-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vec4(0.0, 0.0, 0.0, 1.0);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
|
2
2
|
export default fragmentShader;
|
@@ -3,7 +3,7 @@ import type { Color, CompositeLayerProps, Layer, UpdateParameters } from "@deck.
|
|
3
3
|
import { CompositeLayer } from "@deck.gl/core";
|
4
4
|
import type { ReportBoundingBoxAction } from "../../components/Map";
|
5
5
|
import type { ExtendedLayerProps, ColorMapFunctionType } from "../utils/layerTools";
|
6
|
-
import type { Material } from "
|
6
|
+
import type { Material } from "@deck.gl/core";
|
7
7
|
import PrivateMapLayer from "./privateMapLayer";
|
8
8
|
type Frame = {
|
9
9
|
/** mesh origin
|
@@ -235,6 +235,7 @@ export default class MapLayer extends CompositeLayer {
|
|
235
235
|
if (isModelMatrix) {
|
236
236
|
rotatingModelMatrix.multiplyRight(this.props.modelMatrix);
|
237
237
|
}
|
238
|
+
const enableLighting = !(this.props.material === false);
|
238
239
|
const layer = new PrivateMapLayer(this.getSubLayerProps({
|
239
240
|
positions: this.state["positions"],
|
240
241
|
normals: this.state["normals"],
|
@@ -255,6 +256,7 @@ export default class MapLayer extends CompositeLayer {
|
|
255
256
|
smoothShading: this.props.smoothShading,
|
256
257
|
depthTest: this.props.depthTest,
|
257
258
|
ZIncreasingDownwards: this.props.ZIncreasingDownwards,
|
259
|
+
enableLighting,
|
258
260
|
}));
|
259
261
|
return [layer];
|
260
262
|
}
|
@@ -1 +1 @@
|
|
1
|
-
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1
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+
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@@ -1,15 +1,9 @@
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1
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-
import type { Color,
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2
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-
import { Layer } from "@deck.gl/core";
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1
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+
import type { Color, PickingInfo, UpdateParameters, LayerContext } from "@deck.gl/core";
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3
2
|
import type { Device, UniformValue } from "@luma.gl/core";
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4
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-
import { Model } from "@luma.gl/engine";
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5
3
|
import type { ExtendedLayerProps, LayerPickInfo, ColorMapFunctionType } from "../utils/layerTools";
|
6
4
|
import type { DeckGLLayerContext } from "../../components/Map";
|
7
|
-
|
8
|
-
|
9
|
-
diffuse: number;
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10
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-
shininess: number;
|
11
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-
specularColor: [number, number, number];
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12
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-
} | boolean;
|
5
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+
import { Layer } from "@deck.gl/core";
|
6
|
+
import { Model } from "@luma.gl/engine";
|
13
7
|
export interface PrivateMapLayerProps extends ExtendedLayerProps {
|
14
8
|
positions: Float32Array;
|
15
9
|
normals: Float32Array;
|
@@ -28,9 +22,13 @@ export interface PrivateMapLayerProps extends ExtendedLayerProps {
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|
28
22
|
smoothShading: boolean;
|
29
23
|
depthTest: boolean;
|
30
24
|
ZIncreasingDownwards: boolean;
|
25
|
+
enableLighting: boolean;
|
31
26
|
}
|
32
27
|
export default class PrivateMapLayer extends Layer<PrivateMapLayerProps> {
|
33
28
|
get isLoaded(): boolean;
|
29
|
+
setShaderModuleProps(args: Partial<{
|
30
|
+
[x: string]: Partial<Record<string, unknown> | undefined>;
|
31
|
+
}>): void;
|
34
32
|
initializeState(context: DeckGLLayerContext): void;
|
35
33
|
shouldUpdateState({ props, oldProps, context, changeFlags, }: UpdateParameters<this>): boolean;
|
36
34
|
updateState({ context }: UpdateParameters<this>): void;
|