@webviz/subsurface-viewer 1.11.8 → 1.11.10

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.
Files changed (123) hide show
  1. package/dist/components/ColorLegend.d.ts +3 -3
  2. package/dist/components/ColorLegend.js.map +1 -1
  3. package/dist/components/ColorLegends.d.ts +2 -2
  4. package/dist/components/Map.d.ts +1 -7
  5. package/dist/components/Map.js.map +1 -1
  6. package/dist/layers/axes/box.fs.glsl.d.ts +1 -1
  7. package/dist/layers/axes/box.fs.glsl.js +3 -3
  8. package/dist/layers/axes/box.vs.glsl.d.ts +1 -1
  9. package/dist/layers/axes/box.vs.glsl.js +4 -0
  10. package/dist/layers/axes/box.vs.glsl.js.map +1 -1
  11. package/dist/layers/axes/boxLayer.d.ts +1 -2
  12. package/dist/layers/axes/boxLayer.js +4 -8
  13. package/dist/layers/axes/boxLayer.js.map +1 -1
  14. package/dist/layers/axes2d/axes2DLayer.js +13 -24
  15. package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
  16. package/dist/layers/colormap/colormap.fs.glsl.d.ts +1 -1
  17. package/dist/layers/colormap/colormap.fs.glsl.js +4 -4
  18. package/dist/layers/colormap/colormapLayer.d.ts +4 -3
  19. package/dist/layers/colormap/colormapLayer.js +31 -50
  20. package/dist/layers/colormap/colormapLayer.js.map +1 -1
  21. package/dist/layers/drawing/drawingLayer.js.map +1 -1
  22. package/dist/layers/gpglLayers/typeDefs.d.ts +24 -0
  23. package/dist/layers/gpglLayers/typeDefs.js +3 -0
  24. package/dist/layers/gpglLayers/typeDefs.js.map +1 -0
  25. package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +1 -1
  26. package/dist/layers/grid3d/cellProperty.fs.glsl.js +13 -12
  27. package/dist/layers/grid3d/cellProperty.fs.glsl.js.map +1 -1
  28. package/dist/layers/grid3d/cellProperty.vs.glsl.d.ts +1 -1
  29. package/dist/layers/grid3d/cellProperty.vs.glsl.js +3 -2
  30. package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
  31. package/dist/layers/grid3d/grid3dLayer.d.ts +5 -4
  32. package/dist/layers/grid3d/grid3dLayer.js +7 -7
  33. package/dist/layers/grid3d/line.fs.glsl.d.ts +1 -1
  34. package/dist/layers/grid3d/line.fs.glsl.js +3 -1
  35. package/dist/layers/grid3d/line.fs.glsl.js.map +1 -1
  36. package/dist/layers/grid3d/line.vs.glsl.d.ts +1 -1
  37. package/dist/layers/grid3d/line.vs.glsl.js +4 -0
  38. package/dist/layers/grid3d/line.vs.glsl.js.map +1 -1
  39. package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +1 -1
  40. package/dist/layers/grid3d/nodeProperty.fs.glsl.js +5 -4
  41. package/dist/layers/grid3d/nodeProperty.fs.glsl.js.map +1 -1
  42. package/dist/layers/grid3d/nodeProperty.vs.glsl.d.ts +1 -1
  43. package/dist/layers/grid3d/nodeProperty.vs.glsl.js +3 -2
  44. package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
  45. package/dist/layers/grid3d/privateGrid3dLayer.d.ts +7 -25
  46. package/dist/layers/grid3d/privateGrid3dLayer.js +59 -97
  47. package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
  48. package/dist/layers/grid3d/typeDefs.d.ts +0 -6
  49. package/dist/layers/hillshading2d/hillshading2dLayer.js +10 -10
  50. package/dist/layers/map/line.fs.glsl.d.ts +1 -1
  51. package/dist/layers/map/line.fs.glsl.js +2 -1
  52. package/dist/layers/map/line.fs.glsl.js.map +1 -1
  53. package/dist/layers/map/line.vs.glsl.d.ts +1 -1
  54. package/dist/layers/map/line.vs.glsl.js +4 -0
  55. package/dist/layers/map/line.vs.glsl.js.map +1 -1
  56. package/dist/layers/map/map.fs.glsl.d.ts +1 -1
  57. package/dist/layers/map/map.fs.glsl.js +9 -11
  58. package/dist/layers/map/map.fs.glsl.js.map +1 -1
  59. package/dist/layers/map/map.vs.glsl.d.ts +1 -1
  60. package/dist/layers/map/map.vs.glsl.js +2 -4
  61. package/dist/layers/map/map.vs.glsl.js.map +1 -1
  62. package/dist/layers/map/mapLayer.d.ts +2 -1
  63. package/dist/layers/map/mapLayer.js +5 -62
  64. package/dist/layers/map/mapLayer.js.map +1 -1
  65. package/dist/layers/map/privateMapLayer.d.ts +7 -7
  66. package/dist/layers/map/privateMapLayer.js +46 -45
  67. package/dist/layers/map/privateMapLayer.js.map +1 -1
  68. package/dist/layers/northarrow/northArrow3DLayer.js +4 -8
  69. package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
  70. package/dist/layers/northarrow/northarrow.fs.glsl.d.ts +1 -1
  71. package/dist/layers/northarrow/northarrow.fs.glsl.js +1 -1
  72. package/dist/layers/piechart/pieChartLayer.js +4 -7
  73. package/dist/layers/piechart/pieChartLayer.js.map +1 -1
  74. package/dist/layers/piechart/piechart.fs.glsl.d.ts +1 -1
  75. package/dist/layers/piechart/piechart.fs.glsl.js +1 -1
  76. package/dist/layers/points/point.vs.glsl.d.ts +1 -1
  77. package/dist/layers/points/point.vs.glsl.js +2 -2
  78. package/dist/layers/polylines/polyline.vs.glsl.d.ts +1 -1
  79. package/dist/layers/polylines/polyline.vs.glsl.js +1 -1
  80. package/dist/layers/polylines/polylinesLayer.js +1 -1
  81. package/dist/layers/polylines/polylinesLayer.js.map +1 -1
  82. package/dist/layers/selectable_geojson/selectableGeoJsonLayer.js.map +1 -1
  83. package/dist/layers/shader_modules/decoder.fs.glsl.d.ts +1 -1
  84. package/dist/layers/shader_modules/decoder.fs.glsl.js +4 -4
  85. package/dist/layers/triangle/line.fs.glsl.d.ts +1 -1
  86. package/dist/layers/triangle/line.fs.glsl.js +4 -1
  87. package/dist/layers/triangle/line.fs.glsl.js.map +1 -1
  88. package/dist/layers/triangle/line.vs.glsl.d.ts +1 -1
  89. package/dist/layers/triangle/line.vs.glsl.js +4 -1
  90. package/dist/layers/triangle/line.vs.glsl.js.map +1 -1
  91. package/dist/layers/triangle/privateTriangleLayer.d.ts +2 -3
  92. package/dist/layers/triangle/privateTriangleLayer.js +4 -12
  93. package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
  94. package/dist/layers/triangle/triangle.fs.glsl.d.ts +1 -1
  95. package/dist/layers/triangle/triangle.fs.glsl.js +5 -5
  96. package/dist/layers/triangle/triangle.vs.glsl.d.ts +1 -1
  97. package/dist/layers/triangle/triangle.vs.glsl.js +3 -5
  98. package/dist/layers/triangle/triangle.vs.glsl.js.map +1 -1
  99. package/dist/layers/triangle/triangleLayer.d.ts +2 -1
  100. package/dist/layers/triangle/triangleLayer.js.map +1 -1
  101. package/dist/layers/utils/colormapTools.d.ts +46 -0
  102. package/dist/layers/utils/colormapTools.js +79 -0
  103. package/dist/layers/utils/colormapTools.js.map +1 -0
  104. package/dist/layers/utils/layerTools.d.ts +9 -19
  105. package/dist/layers/utils/layerTools.js +0 -42
  106. package/dist/layers/utils/layerTools.js.map +1 -1
  107. package/dist/layers/well_markers/marker.fs.glsl.d.ts +1 -1
  108. package/dist/layers/well_markers/marker.fs.glsl.js +2 -2
  109. package/dist/layers/well_markers/marker.vs.glsl.d.ts +1 -1
  110. package/dist/layers/well_markers/marker.vs.glsl.js +3 -5
  111. package/dist/layers/well_markers/marker.vs.glsl.js.map +1 -1
  112. package/dist/layers/wells/wellsLayer.d.ts +2 -1
  113. package/dist/layers/wells/wellsLayer.js.map +1 -1
  114. package/dist/utils/index.d.ts +2 -0
  115. package/dist/utils/index.js +1 -0
  116. package/dist/utils/index.js.map +1 -1
  117. package/dist/utils/serialize.d.ts +23 -0
  118. package/dist/utils/serialize.js +105 -0
  119. package/dist/utils/serialize.js.map +1 -0
  120. package/dist/utils/typedArray.d.ts +44 -0
  121. package/dist/utils/typedArray.js +42 -0
  122. package/dist/utils/typedArray.js.map +1 -0
  123. package/package.json +1 -1
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME colormap-fragment-shader\n\nprecision highp float;\n\nin vec2 vTexCoord;\n\nout vec4 fragColor;\n\nuniform sampler2D bitmapTexture; // Property map\nuniform sampler2D colormapTexture;\nuniform sampler2D heightMapTexture; // Height map texture, if defined.\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\n if (map.isHeightMapTextureDefined) {\n float valueRangeSize = map.heightValueRangeMax - map.heightValueRangeMin;\n float p0 = valueRangeSize * val;\n float px = valueRangeSize * decode_rgb2float(texture(heightMapTexture, vTexCoord + vec2(1.0, 0.0) / map.bitmapResolution).rgb);\n float py = valueRangeSize * decode_rgb2float(texture(heightMapTexture, 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 return normalize(cross(dx, dy));\n }\n else {\n float valueRangeSize = map.valueRangeMax - map.valueRangeMin;\n float p0 = valueRangeSize * val;\n float px = valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(1.0, 0.0) / map.bitmapResolution).rgb);\n float py = 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 return normalize(cross(dx, dy));\n }\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 vec3 lightDirection = vec3(1.0, 1.0, 1.0);\n float ambientLightIntensity = 0.5;\n float diffuseLightIntensity = 0.5;\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); // The resulting val will be in [0, 1] interval.\n float property = val * (map.valueRangeMax - map.valueRangeMin) + map.valueRangeMin;\n\n // Compute the color from the colormap.\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float x = (property - 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(colormapTexture, vec2(x, 0.5));\n }\n }\n else {\n color = texture(colormapTexture, vec2(x, 0.5));\n }\n fragColor = vec4(color.rgb, color.a * bitmapColor.a * layer.opacity);\n\n // Hillshading.\n if (map.hillshading) {\n vec4 texture_val = map.isHeightMapTextureDefined ? texture(heightMapTexture, vTexCoord)\n : texture(bitmapTexture, vTexCoord);\n float val = decode_rgb2float(texture_val.rgb);\n\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 fragColor = vec4(fragColor.rgb * shadow, fragColor.a);\n }\n\n // Contour lines.\n if (map.contours) {\n vec4 texture_val = map.isHeightMapTextureDefined ? texture(heightMapTexture, vTexCoord)\n : texture(bitmapTexture, vTexCoord);\n float val = decode_rgb2float(texture_val.rgb);\n float property = val * (map.heightValueRangeMax - map.heightValueRangeMin) + map.heightValueRangeMin;\n\n float x = (property - map.contourReferencePoint) / map.contourInterval; \n float f = fract(x);\n float df = fwidth(x);\n float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance from contour line. // keep: \n fragColor = fragColor * vec4(c, c, c, 1.0);\n }\n\n geometry.uv = vTexCoord;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME colormap-fragment-shader\n\nprecision highp float;\n\nin vec2 vTexCoord;\n\nout vec4 fragColor;\n\nuniform sampler2D bitmapTexture; // Property map\nuniform sampler2D colormapTexture;\nuniform sampler2D heightMapTexture; // Height map texture, if defined.\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\n if (map.isHeightMapTextureDefined) {\n float valueRangeSize = map.heightValueRangeMax - map.heightValueRangeMin;\n float p0 = valueRangeSize * val;\n float px = valueRangeSize * decode_rgb2float(texture(heightMapTexture, vTexCoord + vec2(1.0, 0.0) / map.bitmapResolution).rgb);\n float py = valueRangeSize * decode_rgb2float(texture(heightMapTexture, 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 return normalize(cross(dx, dy));\n }\n else {\n float valueRangeSize = map.valueRangeMax - map.valueRangeMin;\n float p0 = valueRangeSize * val;\n float px = valueRangeSize * decode_rgb2float(texture(bitmapTexture, vTexCoord + vec2(1.0, 0.0) / map.bitmapResolution).rgb);\n float py = 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 return normalize(cross(dx, dy));\n }\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 vec3 lightDirection = vec3(1.0, 1.0, 1.0);\n float ambientLightIntensity = 0.5;\n float diffuseLightIntensity = 0.5;\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); // The resulting val will be in [0, 1] interval.\n float property = val * (map.valueRangeMax - map.valueRangeMin) + map.valueRangeMin;\n\n // Compute the color from the colormap.\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float x = (property - 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(colormapTexture, vec2(x, 0.5));\n }\n }\n else {\n color = texture(colormapTexture, vec2(x, 0.5));\n }\n fragColor = vec4(color.rgb, color.a * bitmapColor.a * layer.opacity);\n\n // Hillshading.\n if (map.hillshading) {\n vec4 texture_val = map.isHeightMapTextureDefined ? texture(heightMapTexture, vTexCoord)\n : texture(bitmapTexture, vTexCoord);\n float val = decode_rgb2float(texture_val.rgb);\n\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 fragColor = vec4(fragColor.rgb * shadow, fragColor.a);\n }\n\n // Contour lines.\n if (map.contours) {\n vec4 texture_val = map.isHeightMapTextureDefined ? texture(heightMapTexture, vTexCoord)\n : texture(bitmapTexture, vTexCoord);\n float val = decode_rgb2float(texture_val.rgb);\n float property = val * (map.heightValueRangeMax - map.heightValueRangeMin) + map.heightValueRangeMin;\n\n float x = (property - map.contourReferencePoint) / map.contourInterval; \n float f = fract(x);\n float df = fwidth(x);\n float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance from contour line. // keep: \n fragColor = fragColor * vec4(c, c, c, layer.opacity);\n }\n\n geometry.uv = vTexCoord;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
2
  export default _default;
@@ -59,13 +59,13 @@ void main(void) {
59
59
 
60
60
  // Compute the color from the colormap.
61
61
  vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
62
- float x = (property - map.colorMapRangeMin) / (map.colorMapRangeMax - map.colorMapRangeMin);
62
+ float x = (property - map.colormapRangeMin) / (map.colormapRangeMax - map.colormapRangeMin);
63
63
  if (x < 0.0 || x > 1.0) {
64
64
  // Out of range. Use clampcolor.
65
65
  if (map.isClampColor) {
66
- color = vec4(map.colorMapClampColor.rgb, 1.0);
66
+ color = vec4(map.colormapClampColor.rgb, 1.0);
67
67
  }
68
- else if (map.isColorMapClampColorTransparent) {
68
+ else if (map.isColormapClampColorTransparent) {
69
69
  discard;
70
70
  return;
71
71
  }
@@ -104,7 +104,7 @@ void main(void) {
104
104
  float f = fract(x);
105
105
  float df = fwidth(x);
106
106
  float c = smoothstep(df * 1.0, df * 2.0, f); // smootstep from/to no of pixels distance from contour line. // keep:
107
- fragColor = fragColor * vec4(c, c, c, 1.0);
107
+ fragColor = fragColor * vec4(c, c, c, layer.opacity);
108
108
  }
109
109
 
110
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  geometry.uv = vTexCoord;
@@ -1,11 +1,12 @@
1
1
  /// <reference types="react" />
2
+ import type { Color, PickingInfo } from "@deck.gl/core";
2
3
  import type { BitmapLayerPickingInfo, BitmapLayerProps } from "@deck.gl/layers";
3
4
  import { BitmapLayer } from "@deck.gl/layers";
4
- import type { Color, PickingInfo } from "@deck.gl/core";
5
- import type { ColorMapFunctionType, LayerPickInfo, ReportBoundingBoxAction, TypeAndNameLayerProps } from "../utils/layerTools";
5
+ import type { Model } from "@luma.gl/engine";
6
+ import type { LayerPickInfo, ReportBoundingBoxAction, TypeAndNameLayerProps } from "../utils/layerTools";
7
+ import { type ColorMapFunctionType } from "../utils/colormapTools";
6
8
  import { type ValueDecoder } from "../utils/propertyMapTools";
7
9
  import type { ContinuousLegendDataType } from "../../components/ColorLegend";
8
- import type { Model } from "@luma.gl/engine";
9
10
  export interface ColormapLayerProps extends BitmapLayerProps, TypeAndNameLayerProps {
10
11
  colorMapName: string;
11
12
  colorMapFunction?: ColorMapFunctionType;
@@ -7,36 +7,13 @@ var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, ge
7
7
  step((generator = generator.apply(thisArg, _arguments || [])).next());
8
8
  });
9
9
  };
10
- import { BitmapLayer } from "@deck.gl/layers";
11
- import { getRgbData } from "@emerson-eps/color-tables";
12
10
  import { project32 } from "@deck.gl/core";
11
+ import { BitmapLayer } from "@deck.gl/layers";
12
+ import * as png from "@vivaxy/png";
13
13
  import { getModelMatrix } from "../utils/layerTools";
14
+ import { getImageData, } from "../utils/colormapTools";
14
15
  import { decodeRGB } from "../utils/propertyMapTools";
15
16
  import fsColormap from "./colormap.fs.glsl";
16
- import * as png from "@vivaxy/png";
17
- function getImageData(colorMapName, colorTables, colorMapFunction) {
18
- const isColorMapFunctionDefined = typeof colorMapFunction !== "undefined";
19
- const data = new Uint8Array(256 * 3);
20
- for (let i = 0; i < 256; i++) {
21
- const value = i / 255.0;
22
- const rgb = isColorMapFunctionDefined
23
- ? colorMapFunction(i / 255)
24
- : getRgbData(value, colorMapName, colorTables);
25
- let color = [];
26
- if (rgb != undefined) {
27
- if (Array.isArray(rgb)) {
28
- color = rgb;
29
- }
30
- else {
31
- color = [rgb.r, rgb.g, rgb.b];
32
- }
33
- }
34
- data[3 * i + 0] = color[0];
35
- data[3 * i + 1] = color[1];
36
- data[3 * i + 2] = color[2];
37
- }
38
- return data;
39
- }
40
17
  const defaultProps = {
41
18
  "@@type": "ColormapLayer",
42
19
  name: "Property map",
@@ -111,7 +88,7 @@ export default class ColormapLayer extends BitmapLayer {
111
88
  createPropertyTexture();
112
89
  }
113
90
  setShaderModuleProps(...props) {
114
- var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o;
91
+ var _a, _b, _c, _d, _e, _f, _g, _h, _j, _k, _l, _m, _o, _p;
115
92
  if (!this.isLoaded) {
116
93
  if (typeof this.props.reportBoundingBox !== "undefined") {
117
94
  const xMin = this.props.bounds[0];
@@ -139,15 +116,19 @@ export default class ColormapLayer extends BitmapLayer {
139
116
  // Properties for local shader module.
140
117
  const valueRangeMin = (_c = this.props.valueRange[0]) !== null && _c !== void 0 ? _c : 0.0;
141
118
  const valueRangeMax = (_d = this.props.valueRange[1]) !== null && _d !== void 0 ? _d : 1.0;
142
- // If specified, color map will extend from colorMapRangeMin to colorMapRangeMax.
119
+ // If specified, color map will extend from colormapRangeMin to colormapRangeMax.
143
120
  // Otherwise it will extend from valueRangeMin to valueRangeMax.
144
- const colorMapRangeMin = (_f = (_e = this.props.colorMapRange) === null || _e === void 0 ? void 0 : _e[0]) !== null && _f !== void 0 ? _f : valueRangeMin;
145
- const colorMapRangeMax = (_h = (_g = this.props.colorMapRange) === null || _g === void 0 ? void 0 : _g[1]) !== null && _h !== void 0 ? _h : valueRangeMax;
121
+ const colormapRangeMin = (_f = (_e = this.props.colorMapRange) === null || _e === void 0 ? void 0 : _e[0]) !== null && _f !== void 0 ? _f : valueRangeMin;
122
+ const colormapRangeMax = (_h = (_g = this.props.colorMapRange) === null || _g === void 0 ? void 0 : _g[1]) !== null && _h !== void 0 ? _h : valueRangeMax;
146
123
  const colormapTexture = this.context.device.createTexture({
147
124
  width: 256,
148
125
  height: 1,
149
126
  format: "rgb8unorm-webgl",
150
- data: getImageData(this.props.colorMapName, this.context.userData.colorTables, this.props.colorMapFunction),
127
+ data: getImageData((_j = this.props.colorMapFunction) !== null && _j !== void 0 ? _j : {
128
+ colormapName: this.props.colorMapName,
129
+ colorTables: this.context.userData
130
+ .colorTables,
131
+ }),
151
132
  });
152
133
  // eslint-disable-next-line
153
134
  // @ts-ignore
@@ -168,9 +149,9 @@ export default class ColormapLayer extends BitmapLayer {
168
149
  data: new Uint8Array([1, 1, 1, 1]),
169
150
  });
170
151
  }
171
- const heightValueRangeMin = (_k = (_j = this.props.heightValueRange) === null || _j === void 0 ? void 0 : _j[0]) !== null && _k !== void 0 ? _k : valueRangeMin;
172
- const heightValueRangeMax = (_m = (_l = this.props.heightValueRange) === null || _l === void 0 ? void 0 : _l[1]) !== null && _m !== void 0 ? _m : valueRangeMax;
173
- (_o = this.state.model) === null || _o === void 0 ? void 0 : _o.setBindings({ colormapTexture, heightMapTexture });
152
+ const heightValueRangeMin = (_l = (_k = this.props.heightValueRange) === null || _k === void 0 ? void 0 : _k[0]) !== null && _l !== void 0 ? _l : valueRangeMin;
153
+ const heightValueRangeMax = (_o = (_m = this.props.heightValueRange) === null || _m === void 0 ? void 0 : _m[1]) !== null && _o !== void 0 ? _o : valueRangeMax;
154
+ (_p = this.state.model) === null || _p === void 0 ? void 0 : _p.setBindings({ colormapTexture, heightMapTexture });
174
155
  const bitmapResolution = this.props.image
175
156
  ? [
176
157
  this.props.image.width,
@@ -184,25 +165,25 @@ export default class ColormapLayer extends BitmapLayer {
184
165
  const isClampColor = this.props.colorMapClampColor !== undefined &&
185
166
  this.props.colorMapClampColor !== true &&
186
167
  this.props.colorMapClampColor !== false;
187
- let colorMapClampColor = isClampColor
168
+ let colormapClampColor = isClampColor
188
169
  ? this.props.colorMapClampColor
189
170
  : [0, 0, 0];
190
- colorMapClampColor = colorMapClampColor.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
191
- const isColorMapClampColorTransparent = this.props.colorMapClampColor === false;
171
+ colormapClampColor = colormapClampColor.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
172
+ const isColormapClampColorTransparent = this.props.colorMapClampColor === false;
192
173
  super.setShaderModuleProps({
193
174
  map: {
194
175
  valueRangeMin,
195
176
  valueRangeMax,
196
- colorMapRangeMin,
197
- colorMapRangeMax,
177
+ colormapRangeMin,
178
+ colormapRangeMax,
198
179
  contours,
199
180
  hillshading,
200
181
  bitmapResolution,
201
182
  contourReferencePoint,
202
183
  contourInterval,
203
184
  isClampColor,
204
- colorMapClampColor,
205
- isColorMapClampColorTransparent,
185
+ colormapClampColor,
186
+ isColormapClampColorTransparent,
206
187
  isHeightMapTextureDefined,
207
188
  heightValueRangeMin,
208
189
  heightValueRangeMax,
@@ -241,7 +222,7 @@ export default class ColormapLayer extends BitmapLayer {
241
222
  var _a, _b, _c, _d, _e, _f;
242
223
  const valueRangeMin = (_a = this.props.valueRange[0]) !== null && _a !== void 0 ? _a : 0.0;
243
224
  const valueRangeMax = (_b = this.props.valueRange[1]) !== null && _b !== void 0 ? _b : 1.0;
244
- // If specified color map will extend from colorMapRangeMin to colorMapRangeMax.
225
+ // If specified color map will extend from colormapRangeMin to colormapRangeMax.
245
226
  // Otherwise it will extend from valueRangeMin to valueRangeMax.
246
227
  const min = (_d = (_c = this.props.colorMapRange) === null || _c === void 0 ? void 0 : _c[0]) !== null && _d !== void 0 ? _d : valueRangeMin;
247
228
  const max = (_f = (_e = this.props.colorMapRange) === null || _e === void 0 ? void 0 : _e[1]) !== null && _f !== void 0 ? _f : valueRangeMax;
@@ -261,16 +242,16 @@ const map2DUniformsBlock = /*glsl*/ `\
261
242
  uniform mapUniforms {
262
243
  float valueRangeMin;
263
244
  float valueRangeMax;
264
- float colorMapRangeMin;
265
- float colorMapRangeMax;
245
+ float colormapRangeMin;
246
+ float colormapRangeMax;
266
247
  vec2 bitmapResolution;
267
248
  bool contours;
268
249
  bool hillshading;
269
250
  float contourReferencePoint;
270
251
  float contourInterval;
271
252
  bool isClampColor;
272
- vec3 colorMapClampColor;
273
- bool isColorMapClampColorTransparent;
253
+ vec3 colormapClampColor;
254
+ bool isColormapClampColorTransparent;
274
255
  bool isHeightMapTextureDefined;
275
256
  float heightValueRangeMin;
276
257
  float heightValueRangeMax;
@@ -300,16 +281,16 @@ const map2DUniforms = {
300
281
  uniformTypes: {
301
282
  valueRangeMin: "f32",
302
283
  valueRangeMax: "f32",
303
- colorMapRangeMin: "f32",
304
- colorMapRangeMax: "f32",
284
+ colormapRangeMin: "f32",
285
+ colormapRangeMax: "f32",
305
286
  bitmapResolution: "vec2<f32>",
306
287
  contours: "u32",
307
288
  hillshading: "u32",
308
289
  contourReferencePoint: "f32",
309
290
  contourInterval: "f32",
310
291
  isClampColor: "u32",
311
- colorMapClampColor: "vec3<f32>",
312
- isColorMapClampColorTransparent: "u32",
292
+ colormapClampColor: "vec3<f32>",
293
+ isColormapClampColorTransparent: "u32",
313
294
  isHeightMapTextureDefined: "u32",
314
295
  heightValueRangeMin: "f32",
315
296
  heightValueRangeMax: "f32",
@@ -1 +1 @@
1
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1
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1
+ 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@@ -0,0 +1,24 @@
1
+ import type { Material as DeckGlMaterial } from "@deck.gl/core";
2
+ /**
3
+ * Material properties for a graphical surface, used for lighting and shading.
4
+ *
5
+ * This type can either be an object specifying material properties,
6
+ * or a boolean value.
7
+ *
8
+ * - If an object, it contains:
9
+ * - `ambient`: The ambient reflection coefficient.
10
+ * - `diffuse`: The diffuse reflection coefficient.
11
+ * - `shininess`: The shininess exponent for specular highlights.
12
+ * - `specularColor`: The RGB color of the specular reflection as a tuple of three numbers.
13
+ *
14
+ * - If a boolean, it may be used as a flag to enable default material or disable the lighting.
15
+ */
16
+ export type Material = {
17
+ ambient?: number | undefined;
18
+ diffuse?: number | undefined;
19
+ shininess?: number | undefined;
20
+ specularColor?: [number, number, number] | undefined;
21
+ } | boolean;
22
+ type Equals<X, Y> = (<T>() => T extends X ? 1 : 2) extends <T>() => T extends Y ? 1 : 2 ? true : false;
23
+ export declare const _test: Equals<Material, DeckGlMaterial>;
24
+ export {};
@@ -0,0 +1,3 @@
1
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
2
+ export const _test = true;
3
+ //# sourceMappingURL=typeDefs.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"typeDefs.js","sourceRoot":"","sources":["../../../src/layers/gpglLayers/typeDefs.ts"],"names":[],"mappings":"AAgCA,6DAA6D;AAC7D,MAAM,CAAC,MAAM,KAAK,GAAqC,IAAI,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-cell-fragment-shader\n\nin vec3 cameraPosition;\nin vec4 position_commonspace;\n\nflat in vec3 normal;\nflat in int vertexIndex;\nflat in float property;\n\nout vec4 fragColor;\n\nuniform sampler2D colormap;\n\n// Calculate color from propertyValue using discrete colormap.\nvec4 getDiscretePropertyColor (float propertyValue) {\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n // On some machines (like in docker container), float comparison and texture lookup may fail due to precision.\n // Use this tolerance for comparison and to shift the lookup position.\n float tolerance = (1.0 / grid.colorMapSize) * 0.5;\n\n if (propertyValue < grid.colorMapRangeMin - tolerance || propertyValue > grid.colorMapRangeMax + tolerance) {\n // Out of range. Use clampcolor.\n if (grid.isClampColor) {\n color = grid.colorMapClampColor;\n if( color[3] == 0.0 ) {\n discard;\n }\n }\n else {\n // Use min/max color to clamp.\n float p = clamp (propertyValue, grid.colorMapRangeMin, grid.colorMapRangeMax);\n float x = p / grid.colorMapSize;\n color = texture(colormap, vec2(x + tolerance, 0.5));\n }\n }\n else {\n float x = propertyValue / grid.colorMapSize;\n color = texture(colormap, vec2(x + tolerance, 0.5));\n }\n \n return color;\n}\n\nvec4 getContinuousPropertyColor (float propertyValue) {\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float normalizedValue = (propertyValue - grid.colorMapRangeMin) / (grid.colorMapRangeMax - grid.colorMapRangeMin);\n if (normalizedValue < 0.0 || normalizedValue > 1.0) {\n // Out of range. Use clampcolor.\n if (grid.isClampColor) {\n color = grid.colorMapClampColor;\n if( color[3] == 0.0 ) {\n discard;\n }\n }\n else {\n // Use min/max color to clamp.\n normalizedValue = clamp (normalizedValue, 0.0, 1.0); \n color = texture(colormap, vec2(normalizedValue, 0.5));\n }\n }\n else {\n color = texture(colormap, vec2(normalizedValue, 0.5));\n }\n return color;\n}\n\nvoid main(void) {\n\n if (picking.isActive > 0.5 && !(picking.isAttribute > 0.5)) {\n fragColor = encodeVertexIndexToRGB(vertexIndex); \n return;\n }\n\n if (isnan(property)) {\n vec3 lightColor = lighting_getLightColor(grid.undefinedPropertyColor.rgb, cameraPosition, position_commonspace.xyz, normal);\n fragColor = vec4(lightColor, 1.0);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n return;\n } \n\n // This may happen due to GPU interpolation precision causing color artifacts.\n float propertyValue = clamp(property, grid.valueRangeMin, grid.valueRangeMax);\n\n vec4 color = grid.isColoringDiscrete ? getDiscretePropertyColor(round(propertyValue)) : getContinuousPropertyColor(propertyValue);\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 fragColor = vec4(lightColor, 1.0);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-cell-fragment-shader\n\nin vec3 cameraPosition;\nin vec4 position_commonspace;\nin vec4 vColor;\n\nflat in vec3 normal;\nflat in int vertexIndex;\nflat in float property;\n\nout vec4 fragColor;\n\nuniform sampler2D colormap;\n\n// Calculate color from propertyValue using discrete colormap.\nvec4 getDiscretePropertyColor (float propertyValue) {\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n // On some machines (like in docker container), float comparison and texture lookup may fail due to precision.\n // Use this tolerance for comparison and to shift the lookup position.\n float tolerance = (1.0 / grid.colormapSize) * 0.5;\n\n if (propertyValue < grid.colormapRangeMin - tolerance || propertyValue > grid.colormapRangeMax + tolerance) {\n // Out of range. Use clampcolor.\n if (grid.isClampColor) {\n color = grid.colormapClampColor;\n if( color[3] == 0.0 ) {\n discard;\n }\n }\n else {\n // Use min/max color to clamp.\n float p = clamp (propertyValue, grid.colormapRangeMin, grid.colormapRangeMax);\n float x = p / grid.colormapSize;\n color = texture(colormap, vec2(x + tolerance, 0.5));\n }\n }\n else {\n float x = propertyValue / grid.colormapSize;\n color = texture(colormap, vec2(x + tolerance, 0.5));\n }\n \n return color;\n}\n\nvec4 getContinuousPropertyColor (float propertyValue) {\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float normalizedValue = (propertyValue - grid.colormapRangeMin) / (grid.colormapRangeMax - grid.colormapRangeMin);\n if (normalizedValue < 0.0 || normalizedValue > 1.0) {\n // Out of range. Use clampcolor.\n if (grid.isClampColor) {\n color = grid.colormapClampColor;\n if( color[3] == 0.0 ) {\n discard;\n }\n }\n else {\n // Use min/max color to clamp.\n normalizedValue = clamp (normalizedValue, 0.0, 1.0); \n color = texture(colormap, vec2(normalizedValue, 0.5));\n }\n }\n else {\n color = texture(colormap, vec2(normalizedValue, 0.5));\n }\n return color;\n}\n\nvoid main(void) {\n\n if (picking.isActive > 0.5 && !(picking.isAttribute > 0.5)) {\n fragColor = encodeVertexIndexToRGB(vertexIndex); \n return;\n }\n\n if (isnan(property)) {\n vec3 lightColor = lighting_getLightColor(grid.undefinedPropertyColor.rgb, cameraPosition, position_commonspace.xyz, normal);\n fragColor = vec4(lightColor, vColor.a);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n return;\n }\n\n // This may happen due to GPU interpolation precision causing color artifacts.\n float propertyValue = clamp(property, grid.valueRangeMin, grid.valueRangeMax);\n \n vec4 color = grid.isColoringDiscrete ? getDiscretePropertyColor(round(propertyValue)) : getContinuousPropertyColor(propertyValue);\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 fragColor = vec4(lightColor, vColor.a);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
2
  export default _default;
@@ -4,6 +4,7 @@ export default `\
4
4
 
5
5
  in vec3 cameraPosition;
6
6
  in vec4 position_commonspace;
7
+ in vec4 vColor;
7
8
 
8
9
  flat in vec3 normal;
9
10
  flat in int vertexIndex;
@@ -18,25 +19,25 @@ vec4 getDiscretePropertyColor (float propertyValue) {
18
19
  vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
19
20
  // On some machines (like in docker container), float comparison and texture lookup may fail due to precision.
20
21
  // Use this tolerance for comparison and to shift the lookup position.
21
- float tolerance = (1.0 / grid.colorMapSize) * 0.5;
22
+ float tolerance = (1.0 / grid.colormapSize) * 0.5;
22
23
 
23
- if (propertyValue < grid.colorMapRangeMin - tolerance || propertyValue > grid.colorMapRangeMax + tolerance) {
24
+ if (propertyValue < grid.colormapRangeMin - tolerance || propertyValue > grid.colormapRangeMax + tolerance) {
24
25
  // Out of range. Use clampcolor.
25
26
  if (grid.isClampColor) {
26
- color = grid.colorMapClampColor;
27
+ color = grid.colormapClampColor;
27
28
  if( color[3] == 0.0 ) {
28
29
  discard;
29
30
  }
30
31
  }
31
32
  else {
32
33
  // Use min/max color to clamp.
33
- float p = clamp (propertyValue, grid.colorMapRangeMin, grid.colorMapRangeMax);
34
- float x = p / grid.colorMapSize;
34
+ float p = clamp (propertyValue, grid.colormapRangeMin, grid.colormapRangeMax);
35
+ float x = p / grid.colormapSize;
35
36
  color = texture(colormap, vec2(x + tolerance, 0.5));
36
37
  }
37
38
  }
38
39
  else {
39
- float x = propertyValue / grid.colorMapSize;
40
+ float x = propertyValue / grid.colormapSize;
40
41
  color = texture(colormap, vec2(x + tolerance, 0.5));
41
42
  }
42
43
 
@@ -45,11 +46,11 @@ vec4 getDiscretePropertyColor (float propertyValue) {
45
46
 
46
47
  vec4 getContinuousPropertyColor (float propertyValue) {
47
48
  vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
48
- float normalizedValue = (propertyValue - grid.colorMapRangeMin) / (grid.colorMapRangeMax - grid.colorMapRangeMin);
49
+ float normalizedValue = (propertyValue - grid.colormapRangeMin) / (grid.colormapRangeMax - grid.colormapRangeMin);
49
50
  if (normalizedValue < 0.0 || normalizedValue > 1.0) {
50
51
  // Out of range. Use clampcolor.
51
52
  if (grid.isClampColor) {
52
- color = grid.colorMapClampColor;
53
+ color = grid.colormapClampColor;
53
54
  if( color[3] == 0.0 ) {
54
55
  discard;
55
56
  }
@@ -75,19 +76,19 @@ void main(void) {
75
76
 
76
77
  if (isnan(property)) {
77
78
  vec3 lightColor = lighting_getLightColor(grid.undefinedPropertyColor.rgb, cameraPosition, position_commonspace.xyz, normal);
78
- fragColor = vec4(lightColor, 1.0);
79
+ fragColor = vec4(lightColor, vColor.a);
79
80
  DECKGL_FILTER_COLOR(fragColor, geometry);
80
81
  return;
81
- }
82
+ }
82
83
 
83
84
  // This may happen due to GPU interpolation precision causing color artifacts.
84
85
  float propertyValue = clamp(property, grid.valueRangeMin, grid.valueRangeMax);
85
-
86
+
86
87
  vec4 color = grid.isColoringDiscrete ? getDiscretePropertyColor(round(propertyValue)) : getContinuousPropertyColor(propertyValue);
87
88
 
88
89
  // Use two sided phong lighting. This has no effect if "material" property is not set.
89
90
  vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
90
- fragColor = vec4(lightColor, 1.0);
91
+ fragColor = vec4(lightColor, vColor.a);
91
92
  DECKGL_FILTER_COLOR(fragColor, geometry);
92
93
  }
93
94
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"cellProperty.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/cellProperty.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Fd,CAAC"}
1
+ {"version":3,"file":"cellProperty.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/cellProperty.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Fd,CAAC"}
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-cell-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\nin float properties;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\n\nflat out vec3 normal;\nflat out int vertexIndex;\nflat out float property;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \n \n vertexIndex = gl_VertexID;\n cameraPosition = project.cameraPosition; \n geometry.pickingColor = pickingColor;\n\n normal = normals;\n vec3 position = positions;\n\n float zSign = grid.ZIncreasingDownwards ? -1.0 : 1.0;\n\n position.z *= zSign;\n normal.z *= zSign;\n\n property = properties;\n\n position_commonspace = vec4(project_position(position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vec4 color = vec4(0.0);\n DECKGL_FILTER_COLOR(color, geometry);\n}\n";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-cell-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\nin float properties;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\nout vec4 vColor;\n\nflat out vec3 normal;\nflat out int vertexIndex;\nflat out float property;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \n \n vertexIndex = gl_VertexID;\n cameraPosition = project.cameraPosition; \n geometry.pickingColor = pickingColor;\n\n normal = normals;\n vec3 position = positions;\n\n float zSign = grid.ZIncreasingDownwards ? -1.0 : 1.0;\n\n position.z *= zSign;\n normal.z *= zSign;\n\n property = properties;\n\n position_commonspace = vec4(project_position(position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vColor = vec4(0.0, 0.0, 0.0, layer.opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
2
2
  export default _default;
@@ -9,6 +9,7 @@ in float properties;
9
9
  // Outputs to fragment shader
10
10
  out vec3 cameraPosition;
11
11
  out vec4 position_commonspace;
12
+ out vec4 vColor;
12
13
 
13
14
  flat out vec3 normal;
14
15
  flat out int vertexIndex;
@@ -37,8 +38,8 @@ void main(void) {
37
38
 
38
39
  DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
39
40
 
40
- vec4 color = vec4(0.0);
41
- DECKGL_FILTER_COLOR(color, geometry);
41
+ vColor = vec4(0.0, 0.0, 0.0, layer.opacity);
42
+ DECKGL_FILTER_COLOR(vColor, geometry);
42
43
  }
43
44
  `;
44
45
  //# sourceMappingURL=cellProperty.vs.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"cellProperty.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/cellProperty.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA0Cd,CAAC"}
1
+ {"version":3,"file":"cellProperty.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/cellProperty.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2Cd,CAAC"}
@@ -1,9 +1,10 @@
1
1
  import type React from "react";
2
2
  import type { Color } from "@deck.gl/core";
3
3
  import { CompositeLayer } from "@deck.gl/core";
4
- import type { Material } from "./typeDefs";
4
+ import type { Material } from "../gpglLayers/typeDefs";
5
5
  import PrivateLayer from "./privateGrid3dLayer";
6
- import type { ExtendedLayerProps, ColorMapFunctionType, ReportBoundingBoxAction } from "../utils/layerTools";
6
+ import type { ExtendedLayerProps, ReportBoundingBoxAction } from "../utils/layerTools";
7
+ import type { ColorMapFunctionType } from "../utils/colormapTools";
7
8
  export type WebWorkerParams = {
8
9
  points: Float32Array;
9
10
  polys: Uint32Array;
@@ -62,7 +63,7 @@ export interface Grid3DLayerProps extends ExtendedLayerProps {
62
63
  */
63
64
  propertiesData: string | number[] | Float32Array | Uint16Array | undefined;
64
65
  /**
65
- * Discrete propety value-name pairs to be displayed in cursor readouts.
66
+ * Discrete property value-name pairs to be displayed in cursor readouts.
66
67
  * The property values are used as the array indices.
67
68
  */
68
69
  discretePropertyValueNames?: IDiscretePropertyValueName[];
@@ -143,5 +144,5 @@ export default class Grid3DLayer extends CompositeLayer<Grid3DLayerProps> {
143
144
  private getPropertyValueRange;
144
145
  private getUndefinedPropertyValue;
145
146
  private getUndefinedPropertyColor;
146
- private isColorMapFunctionConstantColor;
147
+ private isColormapFunctionConstantColor;
147
148
  }
@@ -169,7 +169,7 @@ export default class Grid3DLayer extends CompositeLayer {
169
169
  valueRange: (_a = this.props.colorMapRange) !== null && _a !== void 0 ? _a : propertyValueRange,
170
170
  colorName: this.props.colorMapName,
171
171
  title: "MapLayer",
172
- colorMapFunction: this.props.colorMapFunction,
172
+ colormapFunction: this.props.colorMapFunction,
173
173
  };
174
174
  this.setState({
175
175
  mesh,
@@ -216,12 +216,12 @@ export default class Grid3DLayer extends CompositeLayer {
216
216
  mesh: this.state["mesh"],
217
217
  meshLines: this.state["mesh_lines"],
218
218
  pickable: this.props.pickable,
219
- colorMapName: this.props.colorMapName,
220
- colorMapRange: this.props.colorMapRange,
221
- colorMapClampColor: this.props.colorMapClampColor,
219
+ colormapName: this.props.colorMapName,
220
+ colormapRange: this.props.colorMapRange,
221
+ colormapClampColor: this.props.colorMapClampColor,
222
222
  undefinedPropertyValue: undefinedValue,
223
223
  undefinedPropertyColor: undefinedColor,
224
- colorMapFunction: this.props.colorMapFunction,
224
+ colormapFunction: this.props.colorMapFunction,
225
225
  coloringMode: this.props.coloringMode,
226
226
  gridLines: this.props.gridLines,
227
227
  propertyValueRange: this.getPropertyValueRange(),
@@ -263,12 +263,12 @@ export default class Grid3DLayer extends CompositeLayer {
263
263
  var _a, _b;
264
264
  const colorFunc = this.props.colorMapFunction;
265
265
  if (((_a = this.props.propertiesData) === null || _a === void 0 ? void 0 : _a.length) === 0 &&
266
- this.isColorMapFunctionConstantColor(colorFunc)) {
266
+ this.isColormapFunctionConstantColor(colorFunc)) {
267
267
  return [colorFunc[0], colorFunc[1], colorFunc[2]];
268
268
  }
269
269
  return (_b = this.props.undefinedPropertyColor) !== null && _b !== void 0 ? _b : [204, 204, 204];
270
270
  }
271
- isColorMapFunctionConstantColor(colorFunc) {
271
+ isColormapFunctionConstantColor(colorFunc) {
272
272
  return ((Array.isArray(colorFunc) || colorFunc instanceof Uint8Array) &&
273
273
  colorFunc.length >= 3);
274
274
  }
@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-cell-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";
1
+ declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-cell-lines-fragment-shader\n\nprecision highp float;\n\nin vec4 vColor;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vColor;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
2
2
  export default _default;
@@ -4,10 +4,12 @@ export default `\
4
4
 
5
5
  precision highp float;
6
6
 
7
+ in vec4 vColor;
8
+
7
9
  out vec4 fragColor;
8
10
 
9
11
  void main(void) {
10
- fragColor = vec4(0.0, 0.0, 0.0, 1.0);
12
+ fragColor = vColor;
11
13
  DECKGL_FILTER_COLOR(fragColor, geometry);
12
14
  }
13
15
  `;
@@ -1 +1 @@
1
- {"version":3,"file":"line.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/line.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;CAYd,CAAC"}
1
+ {"version":3,"file":"line.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/line.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;CAcd,CAAC"}
@@ -1,2 +1,2 @@
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";
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;\nout vec4 vColor;\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 vColor = vec4(0.0, 0.0, 0.0, layer.opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
2
2
  export default _default;
@@ -7,6 +7,7 @@ precision highp float;
7
7
  in vec3 positions;
8
8
 
9
9
  out vec4 position_commonspace;
10
+ out vec4 vColor;
10
11
 
11
12
  void main(void) {
12
13
  vec3 position = positions;
@@ -14,6 +15,9 @@ void main(void) {
14
15
 
15
16
  vec3 position_commonspace = project_position(position);
16
17
  gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));
18
+
19
+ vColor = vec4(0.0, 0.0, 0.0, layer.opacity);
20
+ DECKGL_FILTER_COLOR(vColor, geometry);
17
21
  }
18
22
  `;
19
23
  //# sourceMappingURL=line.vs.glsl.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"line.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/line.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;CAiBd,CAAC"}
1
+ {"version":3,"file":"line.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/line.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;CAqBd,CAAC"}