@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.
- package/dist/components/ColorLegend.d.ts +3 -3
- package/dist/components/ColorLegend.js.map +1 -1
- package/dist/components/ColorLegends.d.ts +2 -2
- package/dist/components/Map.d.ts +1 -7
- package/dist/components/Map.js.map +1 -1
- package/dist/layers/axes/box.fs.glsl.d.ts +1 -1
- package/dist/layers/axes/box.fs.glsl.js +3 -3
- package/dist/layers/axes/box.vs.glsl.d.ts +1 -1
- package/dist/layers/axes/box.vs.glsl.js +4 -0
- package/dist/layers/axes/box.vs.glsl.js.map +1 -1
- package/dist/layers/axes/boxLayer.d.ts +1 -2
- package/dist/layers/axes/boxLayer.js +4 -8
- package/dist/layers/axes/boxLayer.js.map +1 -1
- package/dist/layers/axes2d/axes2DLayer.js +13 -24
- package/dist/layers/axes2d/axes2DLayer.js.map +1 -1
- package/dist/layers/colormap/colormap.fs.glsl.d.ts +1 -1
- package/dist/layers/colormap/colormap.fs.glsl.js +4 -4
- package/dist/layers/colormap/colormapLayer.d.ts +4 -3
- package/dist/layers/colormap/colormapLayer.js +31 -50
- package/dist/layers/colormap/colormapLayer.js.map +1 -1
- package/dist/layers/drawing/drawingLayer.js.map +1 -1
- package/dist/layers/gpglLayers/typeDefs.d.ts +24 -0
- package/dist/layers/gpglLayers/typeDefs.js +3 -0
- package/dist/layers/gpglLayers/typeDefs.js.map +1 -0
- package/dist/layers/grid3d/cellProperty.fs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/cellProperty.fs.glsl.js +13 -12
- 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 +3 -2
- package/dist/layers/grid3d/cellProperty.vs.glsl.js.map +1 -1
- package/dist/layers/grid3d/grid3dLayer.d.ts +5 -4
- package/dist/layers/grid3d/grid3dLayer.js +7 -7
- package/dist/layers/grid3d/line.fs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/line.fs.glsl.js +3 -1
- package/dist/layers/grid3d/line.fs.glsl.js.map +1 -1
- package/dist/layers/grid3d/line.vs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/line.vs.glsl.js +4 -0
- package/dist/layers/grid3d/line.vs.glsl.js.map +1 -1
- package/dist/layers/grid3d/nodeProperty.fs.glsl.d.ts +1 -1
- package/dist/layers/grid3d/nodeProperty.fs.glsl.js +5 -4
- 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 -2
- package/dist/layers/grid3d/nodeProperty.vs.glsl.js.map +1 -1
- package/dist/layers/grid3d/privateGrid3dLayer.d.ts +7 -25
- package/dist/layers/grid3d/privateGrid3dLayer.js +59 -97
- package/dist/layers/grid3d/privateGrid3dLayer.js.map +1 -1
- package/dist/layers/grid3d/typeDefs.d.ts +0 -6
- package/dist/layers/hillshading2d/hillshading2dLayer.js +10 -10
- package/dist/layers/map/line.fs.glsl.d.ts +1 -1
- package/dist/layers/map/line.fs.glsl.js +2 -1
- package/dist/layers/map/line.fs.glsl.js.map +1 -1
- package/dist/layers/map/line.vs.glsl.d.ts +1 -1
- package/dist/layers/map/line.vs.glsl.js +4 -0
- package/dist/layers/map/line.vs.glsl.js.map +1 -1
- package/dist/layers/map/map.fs.glsl.d.ts +1 -1
- package/dist/layers/map/map.fs.glsl.js +9 -11
- package/dist/layers/map/map.fs.glsl.js.map +1 -1
- package/dist/layers/map/map.vs.glsl.d.ts +1 -1
- package/dist/layers/map/map.vs.glsl.js +2 -4
- package/dist/layers/map/map.vs.glsl.js.map +1 -1
- package/dist/layers/map/mapLayer.d.ts +2 -1
- package/dist/layers/map/mapLayer.js +5 -62
- package/dist/layers/map/mapLayer.js.map +1 -1
- package/dist/layers/map/privateMapLayer.d.ts +7 -7
- package/dist/layers/map/privateMapLayer.js +46 -45
- package/dist/layers/map/privateMapLayer.js.map +1 -1
- package/dist/layers/northarrow/northArrow3DLayer.js +4 -8
- package/dist/layers/northarrow/northArrow3DLayer.js.map +1 -1
- package/dist/layers/northarrow/northarrow.fs.glsl.d.ts +1 -1
- package/dist/layers/northarrow/northarrow.fs.glsl.js +1 -1
- package/dist/layers/piechart/pieChartLayer.js +4 -7
- package/dist/layers/piechart/pieChartLayer.js.map +1 -1
- package/dist/layers/piechart/piechart.fs.glsl.d.ts +1 -1
- package/dist/layers/piechart/piechart.fs.glsl.js +1 -1
- package/dist/layers/points/point.vs.glsl.d.ts +1 -1
- package/dist/layers/points/point.vs.glsl.js +2 -2
- package/dist/layers/polylines/polyline.vs.glsl.d.ts +1 -1
- package/dist/layers/polylines/polyline.vs.glsl.js +1 -1
- package/dist/layers/polylines/polylinesLayer.js +1 -1
- package/dist/layers/polylines/polylinesLayer.js.map +1 -1
- package/dist/layers/selectable_geojson/selectableGeoJsonLayer.js.map +1 -1
- package/dist/layers/shader_modules/decoder.fs.glsl.d.ts +1 -1
- package/dist/layers/shader_modules/decoder.fs.glsl.js +4 -4
- package/dist/layers/triangle/line.fs.glsl.d.ts +1 -1
- package/dist/layers/triangle/line.fs.glsl.js +4 -1
- package/dist/layers/triangle/line.fs.glsl.js.map +1 -1
- package/dist/layers/triangle/line.vs.glsl.d.ts +1 -1
- package/dist/layers/triangle/line.vs.glsl.js +4 -1
- package/dist/layers/triangle/line.vs.glsl.js.map +1 -1
- package/dist/layers/triangle/privateTriangleLayer.d.ts +2 -3
- package/dist/layers/triangle/privateTriangleLayer.js +4 -12
- package/dist/layers/triangle/privateTriangleLayer.js.map +1 -1
- package/dist/layers/triangle/triangle.fs.glsl.d.ts +1 -1
- package/dist/layers/triangle/triangle.fs.glsl.js +5 -5
- package/dist/layers/triangle/triangle.vs.glsl.d.ts +1 -1
- package/dist/layers/triangle/triangle.vs.glsl.js +3 -5
- package/dist/layers/triangle/triangle.vs.glsl.js.map +1 -1
- package/dist/layers/triangle/triangleLayer.d.ts +2 -1
- package/dist/layers/triangle/triangleLayer.js.map +1 -1
- package/dist/layers/utils/colormapTools.d.ts +46 -0
- package/dist/layers/utils/colormapTools.js +79 -0
- package/dist/layers/utils/colormapTools.js.map +1 -0
- package/dist/layers/utils/layerTools.d.ts +9 -19
- package/dist/layers/utils/layerTools.js +0 -42
- package/dist/layers/utils/layerTools.js.map +1 -1
- package/dist/layers/well_markers/marker.fs.glsl.d.ts +1 -1
- package/dist/layers/well_markers/marker.fs.glsl.js +2 -2
- package/dist/layers/well_markers/marker.vs.glsl.d.ts +1 -1
- package/dist/layers/well_markers/marker.vs.glsl.js +3 -5
- package/dist/layers/well_markers/marker.vs.glsl.js.map +1 -1
- package/dist/layers/wells/wellsLayer.d.ts +2 -1
- package/dist/layers/wells/wellsLayer.js.map +1 -1
- package/dist/utils/index.d.ts +2 -0
- package/dist/utils/index.js +1 -0
- package/dist/utils/index.js.map +1 -1
- package/dist/utils/serialize.d.ts +23 -0
- package/dist/utils/serialize.js +105 -0
- package/dist/utils/serialize.js.map +1 -0
- package/dist/utils/typedArray.d.ts +44 -0
- package/dist/utils/typedArray.js +42 -0
- package/dist/utils/typedArray.js.map +1 -0
- package/package.json +1 -1
@@ -1,2 +1,2 @@
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declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-node-fragment-shader\n\nin vec3 cameraPosition;\nin vec4 position_commonspace;\nin float property;\n\nflat in vec3 normal;\nflat in int vertexIndex;\n\nout vec4 fragColor;\n\nuniform sampler2D colormap;\n\nvec4 getPropertyColor (float propertyValue) {\n vec4 color = vec4(1.0, 1.0, 1.0, 1.0);\n float normalizedValue = (propertyValue - grid.
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declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-node-fragment-shader\n\nin vec3 cameraPosition;\nin vec4 position_commonspace;\nin float property;\nin vec4 vColor;\n\nflat in vec3 normal;\nflat in int vertexIndex;\n\nout vec4 fragColor;\n\nuniform sampler2D colormap;\n\nvec4 getPropertyColor (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\n\nvoid main(void) {\n if (picking.isActive > 0.5 && !(picking.isAttribute > 0.5)) {\n fragColor = encodeVertexIndexToRGB(vertexIndex); \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 = getPropertyColor(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";
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export default _default;
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in vec3 cameraPosition;
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in vec4 position_commonspace;
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in float property;
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in vec4 vColor;
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flat in vec3 normal;
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flat in int vertexIndex;
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vec4 getPropertyColor (float propertyValue) {
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vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
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float normalizedValue = (propertyValue - grid.
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float normalizedValue = (propertyValue - grid.colormapRangeMin) / (grid.colormapRangeMax - grid.colormapRangeMin);
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if (normalizedValue < 0.0 || normalizedValue > 1.0) {
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// Out of range. Use clampcolor.
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if (grid.isClampColor) {
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color = grid.
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color = grid.colormapClampColor;
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if( color[3] == 0.0 ) {
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discard;
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}
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fragColor = encodeVertexIndexToRGB(vertexIndex);
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return;
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}
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// This may happen due to GPU interpolation precision causing color artifacts.
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float propertyValue = clamp(property, grid.valueRangeMin, grid.valueRangeMax);
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// Use two sided phong lighting. This has no effect if "material" property is not set.
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vec3 lightColor = lighting_getLightColor(color.rgb, cameraPosition, position_commonspace.xyz, normal);
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fragColor = vec4(lightColor,
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fragColor = vec4(lightColor, vColor.a);
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DECKGL_FILTER_COLOR(fragColor, geometry);
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}
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`;
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{"version":3,"file":"nodeProperty.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/nodeProperty.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe
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{"version":3,"file":"nodeProperty.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/nodeProperty.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwDd,CAAC"}
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declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-node-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\nout float property;\n\nflat out vec3 normal;\nflat out int vertexIndex;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \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 switch(int(grid.coloringMode)) {\n case 2:\n property = position.x;\n break;\n case 3:\n property = position.y;\n break;\n case 4:\n property = position.z;\n break;\n // case 0 or default should never be used\n default:\n property = position.z;\n break;\n }\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
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declare const _default: "#version 300 es\n#define SHADER_NAME grid3d-node-vertex-shader\n\nin vec3 positions;\nin vec3 normals;\n\n// Outputs to fragment shader\nout vec3 cameraPosition;\nout vec4 position_commonspace;\nout float property;\nout vec4 vColor;\n\nflat out vec3 normal;\nflat out int vertexIndex;\n\nconst vec3 pickingColor = vec3(1.0, 1.0, 0.0);\n\nvoid main(void) { \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 switch(int(grid.coloringMode)) {\n case 2:\n property = position.x;\n break;\n case 3:\n property = position.y;\n break;\n case 4:\n property = position.z;\n break;\n // case 0 or default should never be used\n default:\n property = position.z;\n break;\n }\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";
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export default _default;
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out vec3 cameraPosition;
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out vec4 position_commonspace;
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out float property;
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out vec4 vColor;
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DECKGL_FILTER_COLOR(
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vColor = vec4(0.0, 0.0, 0.0, layer.opacity);
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DECKGL_FILTER_COLOR(vColor, geometry);
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}
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`;
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//# sourceMappingURL=nodeProperty.vs.glsl.js.map
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{"version":3,"file":"nodeProperty.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/nodeProperty.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe
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{"version":3,"file":"nodeProperty.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/grid3d/nodeProperty.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuDd,CAAC"}
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import type { UniformValue } from "@luma.gl/core";
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import type { DeckGLLayerContext } from "
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import
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import type { DeckGLLayerContext, ExtendedLayerProps, LayerPickInfo } from "../utils/layerTools";
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import { type ColorMapFunctionType } from "../utils/colormapTools";
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import { TGrid3DColoringMode, type IDiscretePropertyValueName } from "./grid3dLayer";
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import type { MeshType, MeshTypeLines } from "./typeDefs";
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export interface PrivateLayerProps extends ExtendedLayerProps {
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_getModels(context: DeckGLLayerContext):
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readonly vs: "uniform gridUniforms {\n bool ZIncreasingDownwards;\n float valueRangeMin;\n float valueRangeMax;\n float colorMapRangeMin;\n float colorMapRangeMax;\n vec4 colorMapClampColor;\n bool isClampColor;\n float coloringMode;\n vec3 undefinedPropertyColor;\n bool isColoringDiscrete;\n float colorMapSize;\n} grid;\n";
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readonly fs: "uniform gridUniforms {\n bool ZIncreasingDownwards;\n float valueRangeMin;\n float valueRangeMax;\n float colorMapRangeMin;\n float colorMapRangeMax;\n vec4 colorMapClampColor;\n bool isClampColor;\n float coloringMode;\n vec3 undefinedPropertyColor;\n bool isColoringDiscrete;\n float colorMapSize;\n} grid;\n";
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readonly uniformTypes: {
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})[];
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import { COORDINATE_SYSTEM, Layer, picking, project32 } from "@deck.gl/core";
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import { utilities } from "../shader_modules";
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import { utilities } from "../shader_modules";
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import { createPropertyData
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import { createPropertyData } from "../utils/layerTools";
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import { createColormapTexture, } from "../utils/colormapTools";
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import linearFragmentShader from "./nodeProperty.fs.glsl";
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import flatFragmentShader from "./cellProperty.fs.glsl";
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// eslint-disable-next-line @typescript-eslint/consistent-type-imports
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import { isDiscreteProperty, isGeometricProperty, } from "./grid3dLayer";
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const DEFAULT_TEXTURE_PARAMETERS = {
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addressModeU: "clamp-to-edge",
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addressModeV: "clamp-to-edge",
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minFilter: "linear",
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magFilter: "linear",
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};
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const DISCRETE_TEXTURE_PARAMETERS = {
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minFilter: "nearest",
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magFilter: "nearest",
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addressModeU: "clamp-to-edge",
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addressModeV: "clamp-to-edge",
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};
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const defaultProps = {
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-
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-
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colormapName: "",
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colormapClampColor: [200, 200, 200],
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coloringMode: 0,
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coordinateSystem: COORDINATE_SYSTEM.CARTESIAN,
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propertyValueRange: [0.0, 1.0],
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@@ -63,27 +52,19 @@ export default class PrivateLayer extends Layer {
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}
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//eslint-disable-next-line
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_getModels(context) {
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var _a;
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var _a, _b;
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const geometricShading = isGeometricProperty(this.props.coloringMode);
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const uniforms = this.getUniforms();
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const colormap = this.
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-
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const colormap = createColormapTexture((_a = this.props.colormapFunction) !== null && _a !== void 0 ? _a : {
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colormapName: this.props.colormapName,
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colorTables: this.context.userData
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.colorTables,
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}, context, this.getColoringHints());
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const mesh_model = new Model(context.device, Object.assign(Object.assign({ id: `${this.props.id}-mesh` }, super.getShaders({
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vs: geometricShading ? linearVertexShader : flatVertexShader,
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fs: geometricShading
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attributes: Object.assign({ positions: this.props.mesh.attributes.positions, normals: this.props.mesh.attributes.normals }, (geometricShading
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? {}
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: {
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properties: this.props.mesh.attributes.properties,
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})),
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vertexCount: this.props.mesh.vertexCount,
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}),
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bufferLayout: this.getAttributeManager().getBufferLayouts(),
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bindings: {
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colormap,
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},
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fs: geometricShading
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? linearFragmentShader
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: flatFragmentShader,
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modules: [
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project32,
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picking,
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@@ -92,24 +73,29 @@ export default class PrivateLayer extends Layer {
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utilities,
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gridUniforms,
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],
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-
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-
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})), { geometry: new Geometry({
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topology: (_b = this.props.mesh.drawMode) !== null && _b !== void 0 ? _b : "triangle-list",
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attributes: Object.assign({ positions: this.props.mesh.attributes.positions, normals: this.props.mesh.attributes.normals }, (geometricShading
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? {}
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: {
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properties: this.props.mesh.attributes.properties,
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})),
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vertexCount: this.props.mesh.vertexCount,
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}), bufferLayout: this.getAttributeManager().getBufferLayouts(), bindings: {
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colormap,
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}, isInstanced: false }));
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mesh_model.shaderInputs.setProps({
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grid: Object.assign({}, uniforms),
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});
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const mesh_lines_model = new Model(context.device, {
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id: `${this.props.id}-lines`,
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const mesh_lines_model = new Model(context.device, Object.assign(Object.assign({ id: `${this.props.id}-lines` }, super.getShaders({
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vs: vsLineShader,
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fs: fsLineShader,
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geometry: new Geometry(this.props.meshLines),
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bufferLayout: this.getAttributeManager().getBufferLayouts(),
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modules: [project32, picking, gridUniforms],
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});
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})), { geometry: new Geometry(this.props.meshLines), bufferLayout: this.getAttributeManager().getBufferLayouts(), isInstanced: false }));
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mesh_lines_model.shaderInputs.setProps({
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grid: Object.assign({}, uniforms),
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});
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return [mesh_model, mesh_lines_model
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return [mesh_model, mesh_lines_model];
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}
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draw(args) {
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if (!this.state["models"]) {
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@@ -189,10 +175,10 @@ export default class PrivateLayer extends Layer {
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}
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getColoringHints() {
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var _a, _b;
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if (this.props.
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if (this.props.colormapFunction instanceof Uint8Array) {
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return {
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discreteData: true,
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colormapSize: this.props.
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colormapSize: this.props.colormapFunction.length / 3,
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};
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}
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if (isDiscreteProperty(this.props.coloringMode)) {
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@@ -213,26 +199,26 @@ export default class PrivateLayer extends Layer {
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var _a, _b, _c, _d, _e, _f, _g, _h;
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const valueRangeMin = (_b = (_a = this.props.propertyValueRange) === null || _a === void 0 ? void 0 : _a[0]) !== null && _b !== void 0 ? _b : 0.0;
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const valueRangeMax = (_d = (_c = this.props.propertyValueRange) === null || _c === void 0 ? void 0 : _c[1]) !== null && _d !== void 0 ? _d : 1.0;
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// If specified color map will extend from
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// If specified color map will extend from colormapRangeMin to colormapRangeMax.
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// Otherwise it will extend from valueRangeMin to valueRangeMax.
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const
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const
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const
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const hasClampColor = this.props.
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this.props.
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this.props.
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let
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if (
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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 isColormapClampColorTransparent = this.props.colormapClampColor === false;
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const hasClampColor = this.props.colormapClampColor !== undefined &&
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this.props.colormapClampColor !== true &&
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this.props.colormapClampColor !== false;
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let colormapClampColor = (hasClampColor ? this.props.colormapClampColor : [0, 0, 0, 255]);
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if (isColormapClampColorTransparent) {
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colormapClampColor = [0, 0, 0, 0];
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}
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if (
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if (colormapClampColor.length === 3) {
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colormapClampColor = [...colormapClampColor, 255];
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}
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-
const isClampColor = hasClampColor ||
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const isClampColor = hasClampColor || isColormapClampColorTransparent;
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// Normalize to [0,1] range.
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const
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if (
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const colormapClampColorUniform = colormapClampColor.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
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if (isColormapClampColorTransparent) {
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colormapClampColor[3] = 0;
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}
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const undefinedPropertyColorUniform = this.props.undefinedPropertyColor.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
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const coloringHints = this.getColoringHints();
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@@ -240,39 +226,15 @@ export default class PrivateLayer extends Layer {
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ZIncreasingDownwards: this.props.ZIncreasingDownwards,
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valueRangeMin,
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valueRangeMax,
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-
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-
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colormapRangeMin: colormapRangeMin,
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colormapRangeMax: colormapRangeMax,
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colormapClampColor: Array.from(colormapClampColorUniform),
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isClampColor,
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coloringMode: this.props.coloringMode,
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undefinedPropertyColor: undefinedPropertyColorUniform,
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isColoringDiscrete: coloringHints.discreteData,
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-
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-
};
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}
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getColormapTexture(context) {
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-
const textureProps = {
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255
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-
sampler: DEFAULT_TEXTURE_PARAMETERS,
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-
width: 256,
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height: 1,
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format: "rgb8unorm-webgl",
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+
colormapSize: coloringHints.colormapSize,
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237
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};
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260
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-
const colormapHints = this.getColoringHints();
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-
if (colormapHints.discreteData) {
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262
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-
if (colormapHints.colormapSize === 0) {
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const colormap = context.device.createTexture(Object.assign(Object.assign({}, textureProps), { sampler: DISCRETE_TEXTURE_PARAMETERS, width: colormapHints.colormapSize, data: new Uint8Array([0, 0, 0, 0, 0, 0]) }));
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-
return colormap;
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265
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-
}
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266
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-
const colormapData = this.props.colorMapFunction instanceof Uint8Array
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267
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-
? this.props.colorMapFunction
|
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-
: getImageData(this.props.colorMapName, this.context.userData
|
269
|
-
.colorTables, this.props.colorMapFunction, colormapHints.colormapSize, colormapHints.discreteData);
|
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const colormap = context.device.createTexture(Object.assign(Object.assign({}, textureProps), { sampler: DISCRETE_TEXTURE_PARAMETERS, width: colormapHints.colormapSize, data: colormapData }));
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return colormap;
|
272
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-
}
|
273
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-
const data = getImageData(this.props.colorMapName, this.context.userData.colorTables, this.props.colorMapFunction);
|
274
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-
const colormap = context.device.createTexture(Object.assign(Object.assign({}, textureProps), { data: data }));
|
275
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-
return colormap;
|
276
238
|
}
|
277
239
|
}
|
278
240
|
PrivateLayer.layerName = "PrivateLayer";
|
@@ -283,14 +245,14 @@ uniform gridUniforms {
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|
283
245
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bool ZIncreasingDownwards;
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284
246
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float valueRangeMin;
|
285
247
|
float valueRangeMax;
|
286
|
-
float
|
287
|
-
float
|
288
|
-
vec4
|
248
|
+
float colormapRangeMin;
|
249
|
+
float colormapRangeMax;
|
250
|
+
vec4 colormapClampColor;
|
289
251
|
bool isClampColor;
|
290
252
|
float coloringMode;
|
291
253
|
vec3 undefinedPropertyColor;
|
292
254
|
bool isColoringDiscrete;
|
293
|
-
float
|
255
|
+
float colormapSize;
|
294
256
|
} grid;
|
295
257
|
`;
|
296
258
|
const gridUniforms = {
|
@@ -301,14 +263,14 @@ const gridUniforms = {
|
|
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263
|
ZIncreasingDownwards: "u32",
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264
|
valueRangeMin: "f32",
|
303
265
|
valueRangeMax: "f32",
|
304
|
-
|
305
|
-
|
306
|
-
|
266
|
+
colormapRangeMin: "f32",
|
267
|
+
colormapRangeMax: "f32",
|
268
|
+
colormapClampColor: "vec4<f32>",
|
307
269
|
isClampColor: "u32",
|
308
270
|
coloringMode: "f32",
|
309
271
|
undefinedPropertyColor: "vec3<f32>",
|
310
272
|
isColoringDiscrete: "u32",
|
311
|
-
|
273
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+
colormapSize: "f32",
|
312
274
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},
|
313
275
|
};
|
314
276
|
//# sourceMappingURL=privateGrid3dLayer.js.map
|
@@ -1 +1 @@
|
|
1
|
-
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1
|
+
{"version":3,"file":"privateGrid3dLayer.js","sourceRoot":"","sources":["../../../src/layers/grid3d/privateGrid3dLayer.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,iBAAiB,EAAE,KAAK,EAAE,OAAO,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAG7E,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,iBAAiB,CAAC;AAGlD,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAEhD,OAAO,EAAE,SAAS,EAAE,MAAM,mBAAmB,CAAC;AAC9C,OAAO,EAAE,aAAa,EAAE,MAAM,iDAAiD,CAAC;AAOhF,OAAO,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AACzD,OAAO,EAEH,qBAAqB,GACxB,MAAM,wBAAwB,CAAC;AAChC,OAAO,oBAAoB,MAAM,wBAAwB,CAAC;AAC1D,OAAO,kBAAkB,MAAM,wBAAwB,CAAC;AACxD,OAAO,kBAAkB,MAAM,wBAAwB,CAAC;AACxD,OAAO,gBAAgB,MAAM,wBAAwB,CAAC;AACtD,OAAO,YAAY,MAAM,gBAAgB,CAAC;AAC1C,OAAO,YAAY,MAAM,gBAAgB,CAAC;AAE1C,sEAAsE;AACtE,OAAO,EAGH,kBAAkB,EAClB,mBAAmB,GACtB,MAAM,eAAe,CAAC;AAsBvB,MAAM,YAAY,GAAG;IACjB,YAAY,EAAE,EAAE;IAChB,kBAAkB,EAAE,CAAC,GAAG,EAAE,GAAG,EAAE,GAAG,CAAC;IACnC,YAAY,EAAE,CAAC;IACf,gBAAgB,EAAE,iBAAiB,CAAC,SAAS;IAC7C,kBAAkB,EAAE,CAAC,GAAG,EAAE,GAAG,CAAC;IAC9B,SAAS,EAAE,IAAI;IACf,oBAAoB,EAAE,IAAI;IAC1B,cAAc,EAAE,IAAI;CACvB,CAAC;AAqBF,iEAAiE;AACjE,MAAM,CAAC,OAAO,OAAO,YAAa,SAAQ,KAAwB;IAC9D,IAAI,QAAQ;;QACR,OAAO,MAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAa,mCAAI,KAAK,CAAC;IACxD,CAAC;IAED,oBAAoB,CAChB,IAEE;QAEF,KAAK,CAAC,oBAAoB,iCACnB,IAAI,KACP,QAAQ,kCACD,IAAI,CAAC,UAAU,CAAC,KACnB,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,cAAc,OAExC,CAAC;IACP,CAAC;IAED,eAAe,CAAC,OAA2B;QACvC,MAAM,CAAC,UAAU,EAAE,gBAAgB,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;QAChE,IAAI,CAAC,QAAQ,CAAC;YACV,MAAM,EAAE,CAAC,UAAU,EAAE,gBAAgB,CAAC;YACtC,QAAQ,EAAE,KAAK;SAClB,CAAC,CAAC;IACP,CAAC;IAED,iBAAiB,CAAC,EACd,KAAK,EACL,QAAQ,EACR,OAAO,EACP,WAAW,GAC8B;QACzC,OAAO,CACH,KAAK,CAAC,iBAAiB,CAAC;YACpB,KAAK;YACL,QAAQ;YACR,OAAO;YACP,WAAW;SACd,CAAC,IAAI,WAAW,CAAC,kBAAkB,CACvC,CAAC;IACN,CAAC;IAED,WAAW,CAAC,EAAE,OAAO,EAA8C;QAC/D,IAAI,CAAC,eAAe,CAAC,OAA6B,CAAC,CAAC;IACxD,CAAC;IAED,0BAA0B;IAC1B,UAAU,CAAC,OAA2B;;QAClC,MAAM,gBAAgB,GAAG,mBAAmB,CAAC,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,CAAC;QACtE,MAAM,QAAQ,GAAG,IAAI,CAAC,WAAW,EAAE,CAAC;QACpC,MAAM,QAAQ,GAAG,qBAAqB,CAClC,MAAA,IAAI,CAAC,KAAK,CAAC,gBAAgB,mCAAI;YAC3B,YAAY,EAAE,IAAI,CAAC,KAAK,CAAC,YAAY;YACrC,WAAW,EAAG,IAAI,CAAC,OAA8B,CAAC,QAAQ;iBACrD,WAAW;SACnB,EACD,OAAO,EACP,IAAI,CAAC,gBAAgB,EAAE,CAC1B,CAAC;QACF,MAAM,UAAU,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,gCACvC,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,OAAO,IACxB,KAAK,CAAC,UAAU,CAAC;YAChB,EAAE,EAAE,gBAAgB,CAAC,CAAC,CAAC,kBAAkB,CAAC,CAAC,CAAC,gBAAgB;YAC5D,EAAE,EAAE,gBAAgB;gBAChB,CAAC,CAAC,oBAAoB;gBACtB,CAAC,CAAC,kBAAkB;YACxB,OAAO,EAAE;gBACL,SAAS;gBACT,OAAO;gBACP,QAAQ;gBACR,aAAa;gBACb,SAAS;gBACT,YAAY;aACf;SACJ,CAAC,KACF,QAAQ,EAAE,IAAI,QAAQ,CAAC;gBACnB,QAAQ,EAAE,MAAA,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,QAAQ,mCAAI,eAAe;gBACrD,UAAU,kBACN,SAAS,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,EAC/C,OAAO,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,IACxC,CAAC,gBAAgB;oBAChB,CAAC,CAAC,EAAE;oBACJ,CAAC,CAAC;wBACI,UAAU,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,UAAU,CAAC,UAAU;qBACpD,CAAC,CACX;gBACD,WAAW,EAAE,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW;aAC3C,CAAC,EACF,YAAY,EAAE,IAAI,CAAC,mBAAmB,EAAG,CAAC,gBAAgB,EAAE,EAC5D,QAAQ,EAAE;gBACN,QAAQ;aACX,EACD,WAAW,EAAE,KAAK,IACpB,CAAC;QACH,UAAU,CAAC,YAAY,CAAC,QAAQ,CAAC;YAC7B,IAAI,oBACG,QAAQ,CACd;SACJ,CAAC,CAAC;QAEH,MAAM,gBAAgB,GAAG,IAAI,KAAK,CAAC,OAAO,CAAC,MAAM,gCAC7C,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,QAAQ,IACzB,KAAK,CAAC,UAAU,CAAC;YAChB,EAAE,EAAE,YAAY;YAChB,EAAE,EAAE,YAAY;YAChB,OAAO,EAAE,CAAC,SAAS,EAAE,OAAO,EAAE,YAAY,CAAC;SAC9C,CAAC,KACF,QAAQ,EAAE,IAAI,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,EAC5C,YAAY,EAAE,IAAI,CAAC,mBAAmB,EAAG,CAAC,gBAAgB,EAAE,EAC5D,WAAW,EAAE,KAAK,IACpB,CAAC;QACH,gBAAgB,CAAC,YAAY,CAAC,QAAQ,CAAC;YACnC,IAAI,oBACG,QAAQ,CACd;SACJ,CAAC,CAAC;QAEH,OAAO,CAAC,UAAU,EAAE,gBAAgB,CAAC,CAAC;IAC1C,CAAC;IAED,IAAI,CAAC,IAIJ;QACG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,EAAE,CAAC;YACxB,OAAO;QACX,CAAC;QAED,MAAM,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC;QACzB,MAAM,EAAE,EAAE,EAAE,GAAG,OAAO,CAAC;QAEvB,MAAM,CAAC,UAAU,EAAE,gBAAgB,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAY,CAAC;QAEvE,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAClC,EAAE,CAAC,aAAa,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC;QAEvB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;YACxB,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC9B,CAAC;QAED,UAAU,CAAC,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QACpC,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,mBAAmB,CAAC,CAAC;QAEnC,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;YACvB,gBAAgB,CAAC,IAAI,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;QAC9C,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,SAAS,EAAE,CAAC;YACxB,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC7B,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,UAAU,CAAC,EAAE,CAAC;YAC1B,IAAI,CAAC,QAAQ,iCAAM,IAAI,CAAC,KAAK,KAAE,QAAQ,EAAE,IAAI,IAAG,CAAC;QACrD,CAAC;IACL,CAAC;IAED,kBAAkB;QACd,OAAO,IAAI,CAAC,gBAAgB,EAAuB,CAAC;IACxD,CAAC;IAED,kBAAkB;QACd,OAAO,IAAI,CAAC,gBAAgB,EAA8B,CAAC;IAC/D,CAAC;IAED,cAAc,CAAC,EAAE,IAAI,EAAyB;;QAC1C,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,MAAM,gBAAgB,GAAuB,EAAE,CAAC;QAEhD,4CAA4C;QAC5C,MAAM,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC;QACxB,MAAM,CAAC,GAAG,IAAI,CAA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@@ -36,12 +36,6 @@ export type MeshTypeLines = {
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};
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vertexCount: number;
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};
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39
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-
export type Material = {
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-
ambient: number;
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-
diffuse: number;
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-
shininess: number;
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-
specularColor: [number, number, number];
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-
} | boolean;
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export type WebWorkerParams = {
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points: Float32Array;
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polys: Uint32Array;
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@@ -55,8 +55,8 @@ export default class Hillshading2DLayer extends BitmapLayer {
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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
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const
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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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@@ -72,8 +72,8 @@ export default class Hillshading2DLayer extends BitmapLayer {
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map: {
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valueRangeMin,
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valueRangeMax,
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-
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-
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+
colormapRangeMin,
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colormapRangeMax,
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bitmapResolution,
|
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78
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valueRangeSize,
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lightDirection,
|
@@ -115,8 +115,8 @@ const map2DUniformsBlock = /*glsl*/ `\
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uniform mapUniforms {
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float valueRangeMin;
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float valueRangeMax;
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-
float
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-
float
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+
float colormapRangeMin;
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+
float colormapRangeMax;
|
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121
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vec2 bitmapResolution;
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float valueRangeSize;
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@@ -139,9 +139,9 @@ float decode_rgb2float(vec3 rgb) {
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value = floor(value / map.step + 0.5) * map.step;
|
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}
|
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-
// If
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|
+
// If colormapRangeMin/Max specified, color map will span this interval.
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float x = value * (map.valueRangeMax - map.valueRangeMin) + map.valueRangeMin;
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-
x = (x - map.
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+
x = (x - map.colormapRangeMin) / (map.colormapRangeMax - map.colormapRangeMin);
|
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|
x = max(0.0, x);
|
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x = min(1.0, x);
|
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147
|
|
@@ -156,8 +156,8 @@ const map2DUniforms = {
|
|
156
156
|
uniformTypes: {
|
157
157
|
valueRangeMin: "f32",
|
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158
|
valueRangeMax: "f32",
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159
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-
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160
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-
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159
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+
colormapRangeMin: "f32",
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colormapRangeMax: "f32",
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bitmapResolution: "vec2<f32>",
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valueRangeSize: "f32",
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lightDirection: "vec3<f32>",
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@@ -1,2 +1,2 @@
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1
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-
declare const _default: "#version 300 es\n#define SHADER_NAME map-lines-fragment-shader\n\nprecision highp float;\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor =
|
1
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+
declare const _default: "#version 300 es\n#define SHADER_NAME map-lines-fragment-shader\n\nprecision highp float;\n\nin vec4 vColor;\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vColor;\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
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2
2
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export default _default;
|
@@ -1 +1 @@
|
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1
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-
{"version":3,"file":"line.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/line.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe
|
1
|
+
{"version":3,"file":"line.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/line.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;CAad,CAAC"}
|
@@ -1,2 +1,2 @@
|
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1
|
-
declare const _default: "#version 300 es\n#define SHADER_NAME map-lines-vertex-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] *= map.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 DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n}\n";
|
1
|
+
declare const _default: "#version 300 es\n#define SHADER_NAME map-lines-vertex-shader\n\nprecision highp float;\n\nin vec3 positions;\n\nout vec4 position_commonspace;\nout vec4 vColor;\n\nuniform bool ZIncreasingDownwards;\n\nvoid main(void) {\n vec3 position = positions;\n position[2] *= map.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 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;
|
@@ -7,6 +7,7 @@ precision highp float;
|
|
7
7
|
in vec3 positions;
|
8
8
|
|
9
9
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out vec4 position_commonspace;
|
10
|
+
out vec4 vColor;
|
10
11
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|
11
12
|
uniform bool ZIncreasingDownwards;
|
12
13
|
|
@@ -17,6 +18,9 @@ void main(void) {
|
|
17
18
|
vec3 position_commonspace = project_position(position);
|
18
19
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gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));
|
19
20
|
DECKGL_FILTER_GL_POSITION(gl_Position, geometry);
|
21
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+
|
22
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+
vColor = vec4(0.0, 0.0, 0.0, layer.opacity);
|
23
|
+
DECKGL_FILTER_COLOR(vColor, geometry);
|
20
24
|
}
|
21
25
|
`;
|
22
26
|
//# sourceMappingURL=line.vs.glsl.js.map
|
@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"line.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/line.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe
|
1
|
+
{"version":3,"file":"line.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/line.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;CAwBd,CAAC"}
|
@@ -1,2 +1,2 @@
|
|
1
|
-
declare const _default: "#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;\
|
1
|
+
declare const _default: "#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;\nin vec3 worldPos;\nin float property;\nflat in int vertexIndex;\n\n// Uniforms\nuniform sampler2D colormap;\n\nout vec4 fragColor;\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, vColor.a);\n DECKGL_FILTER_COLOR(fragColor, geometry);\n}\n";
|
2
2
|
export default _default;
|