@webviz/subsurface-viewer 1.14.0 → 1.14.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/layers/axes/box.vs.glsl.d.ts +1 -1
- package/dist/layers/axes/box.vs.glsl.js +1 -2
- package/dist/layers/axes/box.vs.glsl.js.map +1 -1
- package/dist/layers/axes/boxLayer.d.ts +3 -0
- package/dist/layers/axes/boxLayer.js +23 -3
- package/dist/layers/axes/boxLayer.js.map +1 -1
- package/dist/layers/northarrow/northArrow3DLayer.d.ts +5 -2
- package/dist/layers/northarrow/northArrow3DLayer.js +26 -7
- 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 -3
- package/dist/layers/northarrow/northarrow.fs.glsl.js.map +1 -1
- package/dist/layers/piechart/pieChartLayer.js +21 -2
- package/dist/layers/piechart/pieChartLayer.js.map +1 -1
- package/dist/layers/piechart/piechart.vs.glsl.d.ts +1 -1
- package/dist/layers/piechart/piechart.vs.glsl.js +2 -4
- package/dist/layers/piechart/piechart.vs.glsl.js.map +1 -1
- package/dist/layers/shader_modules/phong-lighting/phong-material.js +1 -3
- package/dist/layers/shader_modules/phong-lighting/phong-material.js.map +1 -1
- package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.d.ts +1 -1
- package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.js +2 -1
- package/dist/layers/shader_modules/phong-lighting/phong-shaders-glsl.js.map +1 -1
- package/package.json +11 -11
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@@ -1,2 +1,2 @@
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-
declare const _default: "#version 300 es\n#define SHADER_NAME axes-grid-vertex-shader\n\nin vec3 positions;\nout vec4 vColor;\
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declare const _default: "#version 300 es\n#define SHADER_NAME axes-grid-vertex-shader\n\nin vec3 positions;\nout vec4 vColor;\n\nvoid main(void) {\n vec3 position_commonspace = project_position(positions);\n gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));\n vColor = vec4(box.uColor.rgb, box.uColor.a * layer.opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
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export default _default;
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@@ -3,12 +3,11 @@ export default `#version 300 es
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in vec3 positions;
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out vec4 vColor;
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uniform vec4 uColor;
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void main(void) {
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vec3 position_commonspace = project_position(positions);
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gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));
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vColor = vec4(uColor.rgb, uColor.a * layer.opacity);
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vColor = vec4(box.uColor.rgb, box.uColor.a * layer.opacity);
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DECKGL_FILTER_COLOR(vColor, geometry);
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}
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`;
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@@ -1 +1 @@
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{"version":3,"file":"box.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes/box.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe
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{"version":3,"file":"box.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/axes/box.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;CAYd,CAAC"}
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@@ -11,6 +11,9 @@ export default class BoxLayer extends Layer<BoxLayerProps> {
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initializeState(context: DeckGLLayerContext): void;
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shouldUpdateState(): boolean;
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updateState({ context }: UpdateParameters<this>): void;
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setShaderModuleProps(args: Partial<{
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[x: string]: Partial<Record<string, unknown> | undefined>;
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}>): void;
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_getModels(device: Device): {
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model: Model;
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models: Model[];
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@@ -20,13 +20,19 @@ export default class BoxLayer extends Layer {
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updateState({ context }) {
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this.setState(this._getModels(context.device));
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}
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setShaderModuleProps(args) {
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var _a;
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const color = ((_a = this.props.color) !== null && _a !== void 0 ? _a : defaultProps.color).map((x, i) => i < 3 ? (x !== null && x !== void 0 ? x : 0) / 255 : 1);
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super.setShaderModuleProps(Object.assign(Object.assign({}, args), { box: {
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uColor: color,
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} }));
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}
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_getModels(device) {
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const color = this.props.color.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
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const grids = new Model(device, Object.assign(Object.assign({ id: `${this.props.id}-grids` }, super.getShaders({
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vs: vertexShader,
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fs: fragmentShader,
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modules: [project32, precisionForTests],
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})), {
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modules: [project32, precisionForTests, boxUniforms],
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})), { geometry: new Geometry({
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topology: "line-list",
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attributes: {
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positions: new Float32Array(this.props.lines),
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@@ -42,4 +48,18 @@ export default class BoxLayer extends Layer {
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}
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BoxLayer.layerName = "BoxLayer";
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BoxLayer.defaultProps = defaultProps;
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const boxUniformsBlock = `\
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uniform boxUniforms {
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uniform vec4 uColor;
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} box;
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`;
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// NOTE: this must exactly the same name than in the uniform block
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const boxUniforms = {
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name: "box",
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vs: boxUniformsBlock,
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fs: undefined,
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uniformTypes: {
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uColor: "vec4<f32>",
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},
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};
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//# sourceMappingURL=boxLayer.js.map
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@@ -1 +1 @@
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{"version":3,"file":"boxLayer.js","sourceRoot":"","sources":["../../../src/layers/axes/boxLayer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,iBAAiB,EAAE,KAAK,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;
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{"version":3,"file":"boxLayer.js","sourceRoot":"","sources":["../../../src/layers/axes/boxLayer.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,iBAAiB,EAAE,KAAK,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAIpE,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,iBAAiB,CAAC;AAOlD,OAAO,EAAE,iBAAiB,EAAE,MAAM,oDAAoD,CAAC;AAIvF,OAAO,cAAc,MAAM,eAAe,CAAC;AAC3C,OAAO,YAAY,MAAM,eAAe,CAAC;AAOzC,MAAM,YAAY,GAAG;IACjB,IAAI,EAAE,KAAK;IACX,EAAE,EAAE,WAAW;IACf,gBAAgB,EAAE,iBAAiB,CAAC,SAAS;IAC7C,KAAK,EAAE,EAAE;IACT,KAAK,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;CACtB,CAAC;AAEF,MAAM,CAAC,OAAO,OAAO,QAAS,SAAQ,KAAoB;IACtD,eAAe,CAAC,OAA2B;QACvC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC;IACnD,CAAC;IAED,iBAAiB;QACb,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,WAAW,CAAC,EAAE,OAAO,EAA0B;QAC3C,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC;IACnD,CAAC;IAED,oBAAoB,CAChB,IAEE;;QAEF,MAAM,KAAK,GAAG,CAAC,MAAA,IAAI,CAAC,KAAK,CAAC,KAAK,mCAAI,YAAY,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAChE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,aAAD,CAAC,cAAD,CAAC,GAAI,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAChB,CAAC;QACf,KAAK,CAAC,oBAAoB,iCACnB,IAAI,KACP,GAAG,EAAE;gBACD,MAAM,EAAE,KAAK;aAChB,IACH,CAAC;IACP,CAAC;IAED,UAAU,CAAC,MAAc;QACrB,MAAM,KAAK,GAAG,IAAI,KAAK,CAAC,MAAM,gCAC1B,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,QAAQ,IACzB,KAAK,CAAC,UAAU,CAAC;YAChB,EAAE,EAAE,YAAY;YAChB,EAAE,EAAE,cAAc;YAClB,OAAO,EAAE,CAAC,SAAS,EAAE,iBAAiB,EAAE,WAAW,CAAC;SACvD,CAAC,KACF,QAAQ,EAAE,IAAI,QAAQ,CAAC;gBACnB,QAAQ,EAAE,WAAW;gBACrB,UAAU,EAAE;oBACR,SAAS,EAAE,IAAI,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC;iBAChD;gBACD,WAAW,EAAE,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,MAAM,GAAG,CAAC;aAC3C,CAAC,EACF,WAAW,EAAE,KAAK,IACpB,CAAC;QAEH,OAAO;YACH,KAAK,EAAE,KAAK;YACZ,MAAM,EAAE,CAAC,KAAK,CAAC,CAAC,MAAM,CAAC,OAAO,CAAC;YAC/B,YAAY,EAAE,EAAE,KAAK,EAAE;SAC1B,CAAC;IACN,CAAC;CACJ;AAED,QAAQ,CAAC,SAAS,GAAG,UAAU,CAAC;AAChC,QAAQ,CAAC,YAAY,GAAG,YAAY,CAAC;AAErC,MAAM,gBAAgB,GAAG;;;;CAIxB,CAAC;AAIF,kEAAkE;AAClE,MAAM,WAAW,GAAG;IAChB,IAAI,EAAE,KAAK;IACX,EAAE,EAAE,gBAAgB;IACpB,EAAE,EAAE,SAAS;IACb,YAAY,EAAE;QACV,MAAM,EAAE,WAAW;KACtB;CACyD,CAAC"}
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@@ -1,7 +1,7 @@
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import type { Color, LayerContext, UpdateParameters } from "@deck.gl/core";
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import { Layer } from "@deck.gl/core";
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import { Model } from "@luma.gl/engine";
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import type { Device } from "@luma.gl/core";
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import { Model } from "@luma.gl/engine";
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import type { ExtendedLayerProps } from "../utils/layerTools";
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export interface NorthArrow3DLayerProps extends ExtendedLayerProps {
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color: Color;
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initializeState(context: LayerContext): void;
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setShaderModuleProps(args: Partial<{
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[x: string]: Partial<Record<string, unknown> | undefined>;
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}>): void;
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draw(args: any): void;
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_getModels(device: Device): {
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model: Model;
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}
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}
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setShaderModuleProps(args) {
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const color = ((_a = this.props.color) !== null && _a !== void 0 ? _a : defaultProps.color).map((x, i) => i < 3 ? (x !== null && x !== void 0 ? x : 0) / 255 : 1);
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super.setShaderModuleProps(Object.assign(Object.assign({}, args), { northArrow3D: {
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uColor: color,
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} }));
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}
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// Signature from the base class, eslint doesn't like the any type.
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// eslint-disable-next-line
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draw(
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const { gl } =
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draw(args) {
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const { gl } = args.context;
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gl.disable(gl.DEPTH_TEST);
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super.draw(
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super.draw(args);
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}
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_getModels(device) {
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const z = model_lines[i * 3 + 2] * scale + pos[2];
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lines.push(x, y, z);
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}
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const color = this.props.color.map((x) => (x !== null && x !== void 0 ? x : 0) / 255);
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color[3] = 1;
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modules: [project32, precisionForTests],
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})), {
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modules: [project32, precisionForTests, northArrow3DUniforms],
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})), { geometry: new Geometry({
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topology: "line-list",
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attributes: {
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NorthArrow3DLayer.layerName = "NorthArrow3DLayer";
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NorthArrow3DLayer.defaultProps = defaultProps;
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const northArrow3DUniformsBlock = `\
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uniform northArrow3DUniforms {
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uniform vec4 uColor;
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} northArrow3D;
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`;
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// NOTE: this must exactly the same name than in the uniform block
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const northArrow3DUniforms = {
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name: "northArrow3D",
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vs: undefined,
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fs: northArrow3DUniformsBlock,
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uniformTypes: {
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uColor: "vec4<f32>",
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},
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};
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//-- Local functions. --------------------------------------
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function GetArrowLines() {
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const lines = [];
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{"version":3,"file":"northArrow3DLayer.js","sourceRoot":"","sources":["../../../src/layers/northarrow/northArrow3DLayer.ts"],"names":[],"mappings":"
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+
{"version":3,"file":"northArrow3DLayer.js","sourceRoot":"","sources":["../../../src/layers/northarrow/northArrow3DLayer.ts"],"names":[],"mappings":"AAOA,OAAO,EAAE,KAAK,EAAE,oBAAoB,EAAE,SAAS,EAAE,MAAM,eAAe,CAAC;AAGvE,OAAO,EAAE,QAAQ,EAAE,KAAK,EAAE,MAAM,iBAAiB,CAAC;AAGlD,OAAO,EAAE,OAAO,EAAE,MAAM,eAAe,CAAC;AAIxC,OAAO,EAAE,iBAAiB,EAAE,MAAM,oDAAoD,CAAC;AAIvF,OAAO,cAAc,MAAM,sBAAsB,CAAC;AAClD,OAAO,YAAY,MAAM,sBAAsB,CAAC;AAMhD,MAAM,YAAY,GAAG;IACjB,QAAQ,EAAE,mBAAmB;IAC7B,IAAI,EAAE,cAAc;IACpB,EAAE,EAAE,mBAAmB;IACvB,OAAO,EAAE,IAAI;IACb,KAAK,EAAE,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC;CACtB,CAAC;AAEF,MAAM,CAAC,OAAO,OAAO,iBAAkB,SAAQ,KAA6B;IACxE,eAAe,CAAC,OAAqB;QACjC,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC;IACnD,CAAC;IAED,iBAAiB;QACb,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,WAAW,CAAC,EAAE,OAAO,EAA0B;QAC3C,IAAI,OAAO,CAAC,MAAM,EAAE,CAAC;YACjB,IAAI,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC,CAAC;QACnD,CAAC;IACL,CAAC;IAED,oBAAoB,CAChB,IAEE;;QAEF,MAAM,KAAK,GAAG,CAAC,MAAA,IAAI,CAAC,KAAK,CAAC,KAAK,mCAAI,YAAY,CAAC,KAAK,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE,CAChE,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,aAAD,CAAC,cAAD,CAAC,GAAI,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,CAChB,CAAC;QACf,KAAK,CAAC,oBAAoB,iCACnB,IAAI,KACP,YAAY,EAAE;gBACV,MAAM,EAAE,KAAK;aAChB,IACH,CAAC;IACP,CAAC;IAED,mEAAmE;IACnE,2BAA2B;IAC3B,IAAI,CAAC,IAAS;QACV,MAAM,EAAE,EAAE,EAAE,GAAG,IAAI,CAAC,OAAO,CAAC;QAC5B,EAAE,CAAC,OAAO,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;QAC1B,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;QACjB,EAAE,CAAC,MAAM,CAAC,EAAE,CAAC,UAAU,CAAC,CAAC;IAC7B,CAAC;IAED,UAAU,CAAC,MAAc;QACrB,MAAM,WAAW,GAAG,aAAa,EAAE,CAAC;QAEpC,MAAM,eAAe,GACjB,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,WAAW,KAAK,oBAAoB,CAAC;QAE/D,MAAM,OAAO,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC,GAAG,EAAE,GAAG,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;QAC3D,IAAI,SAAS,GAAG,IAAI,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC;QAElE,IAAI,eAAe,EAAE,CAAC;YAClB,MAAM,SAAS,GAAG,IAAI,OAAO,CACxB,IAAI,CAAC,OAAO,CAAC,QAAqB,CAAC,cAAc,CACrD,CAAC,CAAC,CAAC,CAAC;YACL,SAAS,GAAG,IAAI,OAAO,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,EAAE,SAAS,CAAC,CAAC,CAAC;QACjE,CAAC;QAED,MAAM,GAAG,GAAG,IAAI,OAAO,CAAC;YACpB,OAAO,CAAC,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;YACzB,OAAO,CAAC,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;YACzB,OAAO,CAAC,CAAC,CAAC,GAAG,SAAS,CAAC,CAAC,CAAC;SAC5B,CAAC,CAAC;QACH,GAAG,CAAC,SAAS,EAAE,CAAC;QAChB,GAAG,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;QAEhB,2EAA2E;QAC3E,MAAM,GAAG,GAAG,IAAI,OAAO,CAAC;YACpB,SAAS,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YACrB,SAAS,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;YACrB,SAAS,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC,CAAC;SACxB,CAAC,CAAC;QAEH,MAAM,KAAK,GAAa,EAAE,CAAC;QAE3B,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC;QACxC,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,CAAC;QACrC,MAAM,KAAK,GAAG,eAAe,CAAC,CAAC,CAAC,EAAE,GAAG,UAAU,CAAC,CAAC,CAAC,EAAE,CAAC;QAErD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,WAAW,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC;YACpD,MAAM,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;YAClD,MAAM,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;YAClD,MAAM,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,KAAK,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC;YAClD,KAAK,CAAC,IAAI,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACxB,CAAC;QAED,MAAM,KAAK,GAAG,IAAI,KAAK,CAAC,MAAM,gCAC1B,EAAE,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,EAAE,QAAQ,IACzB,KAAK,CAAC,UAAU,CAAC;YAChB,EAAE,EAAE,YAAY;YAChB,EAAE,EAAE,cAAc;YAClB,OAAO,EAAE,CAAC,SAAS,EAAE,iBAAiB,EAAE,oBAAoB,CAAC;SAChE,CAAC,KACF,QAAQ,EAAE,IAAI,QAAQ,CAAC;gBACnB,QAAQ,EAAE,WAAW;gBACrB,UAAU,EAAE;oBACR,SAAS,EAAE,IAAI,YAAY,CAAC,KAAK,CAAC;iBACrC;gBACD,WAAW,EAAE,KAAK,CAAC,MAAM,GAAG,CAAC;aAChC,CAAC,EACF,WAAW,EAAE,KAAK,IACpB,CAAC;QAEH,OAAO;YACH,KAAK,EAAE,KAAK;YACZ,MAAM,EAAE,CAAC,KAAK,CAAC,CAAC,MAAM,CAAC,OAAO,CAAC;YAC/B,YAAY,EAAE,EAAE,KAAK,EAAE;SAC1B,CAAC;IACN,CAAC;CACJ;AAED,iBAAiB,CAAC,SAAS,GAAG,mBAAmB,CAAC;AAClD,iBAAiB,CAAC,YAAY,GAAG,YAAY,CAAC;AAE9C,MAAM,yBAAyB,GAAG;;;;CAIjC,CAAC;AAIF,kEAAkE;AAClE,MAAM,oBAAoB,GAAG;IACzB,IAAI,EAAE,cAAc;IACpB,EAAE,EAAE,SAAS;IACb,EAAE,EAAE,yBAAyB;IAC7B,YAAY,EAAE;QACV,MAAM,EAAE,WAAW;KACtB;CACkE,CAAC;AAExE,4DAA4D;AAE5D,SAAS,aAAa;IAClB,MAAM,KAAK,GAAe,EAAE,CAAC;IAE7B,IAAI,CAAC,GAAG,GAAG,CAAC;IACZ,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACxB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEvB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACvB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEzB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACzB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAEtB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACtB,KAAK,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IAExB,KAAK,CAAC,IAAI,CAAC,CAAC,GAAG,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;IACxB,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC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|
|
@@ -1,2 +1,2 @@
|
|
|
1
|
-
declare const _default: "#version 300 es\n#define SHADER_NAME northarrow-fragment-shader\n\nout vec4 fragColor;\n\
|
|
1
|
+
declare const _default: "#version 300 es\n#define SHADER_NAME northarrow-fragment-shader\n\nout vec4 fragColor;\n\nvoid main(void) {\n fragColor = vec4(northArrow3D.uColor.rgb, northArrow3D.uColor.a * layer.opacity);\n}\n";
|
|
2
2
|
export default _default;
|
|
@@ -4,10 +4,8 @@ export default `\
|
|
|
4
4
|
|
|
5
5
|
out vec4 fragColor;
|
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6
6
|
|
|
7
|
-
uniform vec4 uColor;
|
|
8
|
-
|
|
9
7
|
void main(void) {
|
|
10
|
-
fragColor = vec4(uColor.rgb, uColor.a * layer.opacity);
|
|
8
|
+
fragColor = vec4(northArrow3D.uColor.rgb, northArrow3D.uColor.a * layer.opacity);
|
|
11
9
|
}
|
|
12
10
|
`;
|
|
13
11
|
//# sourceMappingURL=northarrow.fs.glsl.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"northarrow.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/northarrow/northarrow.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe
|
|
1
|
+
{"version":3,"file":"northarrow.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/northarrow/northarrow.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;CASd,CAAC"}
|
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@@ -103,7 +103,12 @@ export default class PieChartLayer extends Layer {
|
|
|
103
103
|
const model = new Model(device, Object.assign(Object.assign({ id: `${this.props.id}-pie` }, super.getShaders({
|
|
104
104
|
vs: vertexShader,
|
|
105
105
|
fs: fragmentShader,
|
|
106
|
-
modules: [
|
|
106
|
+
modules: [
|
|
107
|
+
project32,
|
|
108
|
+
picking,
|
|
109
|
+
precisionForTests,
|
|
110
|
+
piechartUniforms,
|
|
111
|
+
],
|
|
107
112
|
})), { geometry: new Geometry({
|
|
108
113
|
topology: "triangle-list",
|
|
109
114
|
attributes: {
|
|
@@ -142,7 +147,7 @@ export default class PieChartLayer extends Layer {
|
|
|
142
147
|
if (!this.props.depthTest) {
|
|
143
148
|
gl.disable(GL.DEPTH_TEST);
|
|
144
149
|
}
|
|
145
|
-
model.
|
|
150
|
+
model.shaderInputs.setProps(Object.assign(Object.assign({}, args.uniforms), { piechart: { scale } }));
|
|
146
151
|
model.draw(context.renderPass);
|
|
147
152
|
if (!this.props.depthTest) {
|
|
148
153
|
gl.enable(GL.DEPTH_TEST);
|
|
@@ -169,4 +174,18 @@ export default class PieChartLayer extends Layer {
|
|
|
169
174
|
}
|
|
170
175
|
PieChartLayer.layerName = "PieChartLayer";
|
|
171
176
|
PieChartLayer.defaultProps = defaultProps;
|
|
177
|
+
const piechartUniformsBlock = `\
|
|
178
|
+
uniform piechartUniforms {
|
|
179
|
+
uniform float scale;
|
|
180
|
+
} piechart;
|
|
181
|
+
`;
|
|
182
|
+
// NOTE: this must exactly the same name than in the uniform block
|
|
183
|
+
const piechartUniforms = {
|
|
184
|
+
name: "piechart",
|
|
185
|
+
vs: piechartUniformsBlock,
|
|
186
|
+
fs: undefined,
|
|
187
|
+
uniformTypes: {
|
|
188
|
+
scale: "f32",
|
|
189
|
+
},
|
|
190
|
+
};
|
|
172
191
|
//# sourceMappingURL=pieChartLayer.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"pieChartLayer.js","sourceRoot":"","sources":["../../../src/layers/piechart/pieChartLayer.ts"],"names":[],"mappings":"
|
|
1
|
+
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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 piechart-vertex-shader\n\nin vec3 positions;\nin vec3 colors;\nin float do_scale;\nin float mx;\nin float my;\nin int pie_index;\n\nflat out int pie_index_;\n\
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1
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+
declare const _default: "#version 300 es\n#define SHADER_NAME piechart-vertex-shader\n\nin vec3 positions;\nin vec3 colors;\nin float do_scale;\nin float mx;\nin float my;\nin int pie_index;\n\nflat out int pie_index_;\n\nout vec4 vColor;\n\nvoid main(void) {\n\n vec3 v = positions;\n\n if (do_scale == 1.0) {\n // Triangle vertex' are (mx,my) and two more. The\n // latter two will be scaled so that the triangle (or the pie piece its part of) will\n // have constant size depending on zoom.\n float x = piechart.scale * (positions.x - mx);\n float y = piechart.scale * (positions.y - my);\n\n v = vec3(x + mx, y + my, 0.0);\n }\n\n vec3 position_commonspace = project_position(v);\n\n vColor = vec4(colors.rgb, 1.0);\n\n pie_index_ = pie_index;\n\n gl_Position = project_common_position_to_clipspace(vec4(position_commonspace, 0.0));\n}\n";
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2
2
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export default _default;
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@@ -11,8 +11,6 @@ in int pie_index;
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11
11
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12
12
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flat out int pie_index_;
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13
13
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14
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-
uniform float scale;
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15
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-
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14
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out vec4 vColor;
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17
15
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18
16
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void main(void) {
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@@ -23,8 +21,8 @@ void main(void) {
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23
21
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// Triangle vertex' are (mx,my) and two more. The
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24
22
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// latter two will be scaled so that the triangle (or the pie piece its part of) will
|
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25
23
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// have constant size depending on zoom.
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26
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-
float x = scale * (positions.x - mx);
|
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27
|
-
float y = scale * (positions.y - my);
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24
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+
float x = piechart.scale * (positions.x - mx);
|
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25
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+
float y = piechart.scale * (positions.y - my);
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28
26
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29
27
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v = vec3(x + mx, y + my, 0.0);
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30
28
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}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"piechart.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/piechart/piechart.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe
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1
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+
{"version":3,"file":"piechart.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/piechart/piechart.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAqCd,CAAC"}
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@@ -11,9 +11,7 @@ export const phongMaterial = {
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11
11
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vs: PHONG_VS,
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12
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fs: PHONG_FS,
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13
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defines: {
|
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14
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-
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15
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-
// @ts-expect-error
|
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16
|
-
LIGHTING_FRAGMENT: true,
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14
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+
LIGHTING_FRAGMENT: 1,
|
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17
15
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},
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18
16
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uniformTypes: {
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19
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ambient: "f32",
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"phong-material.js","sourceRoot":"","sources":["../../../../src/layers/shader_modules/phong-lighting/phong-material.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AASpC,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAEhD,OAAO,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAU1D,wIAAwI;AACxI,MAAM,CAAC,MAAM,aAAa,GAAqC;IAC3D,IAAI,EAAE,eAAe;IACrB,YAAY,EAAE,CAAC,QAAQ,CAAC;IACxB,oDAAoD;IACpD,EAAE,EAAE,QAAQ;IACZ,EAAE,EAAE,QAAQ;IACZ,OAAO,EAAE;QACL,
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1
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+
{"version":3,"file":"phong-material.js","sourceRoot":"","sources":["../../../../src/layers/shader_modules/phong-lighting/phong-material.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AASpC,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAEhD,OAAO,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAU1D,wIAAwI;AACxI,MAAM,CAAC,MAAM,aAAa,GAAqC;IAC3D,IAAI,EAAE,eAAe;IACrB,YAAY,EAAE,CAAC,QAAQ,CAAC;IACxB,oDAAoD;IACpD,EAAE,EAAE,QAAQ;IACZ,EAAE,EAAE,QAAQ;IACZ,OAAO,EAAE;QACL,iBAAiB,EAAE,CAAC;KACvB;IACD,YAAY,EAAE;QACV,OAAO,EAAE,KAAK;QACd,OAAO,EAAE,KAAK;QACd,SAAS,EAAE,KAAK;QAChB,aAAa,EAAE,WAAW;KAC7B;IACD,eAAe,EAAE;QACb,OAAO,EAAE,IAAI;QACb,OAAO,EAAE,GAAG;QACZ,SAAS,EAAE,EAAE;QACb,aAAa,EAAE,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,CAAC;KACpC;IACD,WAAW,CAAC,KAA0B;QAClC,MAAM,QAAQ,qBAAQ,KAAK,CAAE,CAAC;QAC9B,IAAI,QAAQ,CAAC,aAAa,EAAE,CAAC;YACzB,QAAQ,CAAC,aAAa,GAAG,QAAQ,CAAC,aAAa,CAAC,GAAG,CAC/C,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,GAAG,GAAG,CACD,CAAC;QACtB,CAAC;QACD,uCAAY,aAAa,CAAC,eAAe,GAAK,QAAQ,EAAG;IAC7D,CAAC;CACJ,CAAC"}
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@@ -1,2 +1,2 @@
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1
1
|
export declare const PHONG_VS = "uniform phongMaterialUniforms {\n uniform float ambient;\n uniform float diffuse;\n uniform float shininess;\n uniform vec3 specularColor;\n} material;\n";
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2
|
-
export declare const PHONG_FS = "\nuniform phongMaterialUniforms {\n uniform float ambient;\n uniform float diffuse;\n uniform float shininess;\n uniform vec3 specularColor;\n} material;\n\n// Note modified for two sided
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2
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+
export declare const PHONG_FS = "#define MAX_LIGHTS 3\n\nuniform phongMaterialUniforms {\n uniform float ambient;\n uniform float diffuse;\n uniform float shininess;\n uniform vec3 specularColor;\n} material;\n\n// Note modified for two sided lighting.\nvec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {\n vec3 halfway_direction = normalize(light_direction + view_direction); \n\n float lambertian = abs(dot(light_direction, normal_worldspace));\n float specular_angle = abs(dot(normal_worldspace, halfway_direction));\n\n float specular = pow(specular_angle, material.shininess); \n return (lambertian * material.diffuse * surfaceColor + specular * material.specularColor) * color;\n}\n\nvec3 lighting_getLightColor(vec3 surfaceColor, vec3 cameraPosition, vec3 position_worldspace, vec3 normal_worldspace) {\n vec3 lightColor = surfaceColor;\n\n if (lighting.enabled == 0) {\n return lightColor;\n }\n\n vec3 view_direction = normalize(cameraPosition - position_worldspace);\n lightColor = material.ambient * surfaceColor * lighting.ambientColor;\n\n for (int i = 0; i < lighting.pointLightCount; i++) {\n PointLight pointLight = lighting_getPointLight(i);\n vec3 light_position_worldspace = pointLight.position;\n vec3 light_direction = normalize(light_position_worldspace - position_worldspace);\n float light_attenuation = getPointLightAttenuation(pointLight, distance(light_position_worldspace, position_worldspace));\n lightColor += lighting_getLightColor(surfaceColor, light_direction, view_direction, normal_worldspace, pointLight.color / light_attenuation);\n }\n\n int totalLights = min(MAX_LIGHTS, lighting.pointLightCount + lighting.directionalLightCount);\n for (int i = lighting.pointLightCount; i < totalLights; i++) {\n DirectionalLight directionalLight = lighting_getDirectionalLight(i);\n lightColor += lighting_getLightColor(surfaceColor, -directionalLight.direction, view_direction, normal_worldspace, directionalLight.color);\n }\n \n return lightColor;\n}\n";
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@@ -10,6 +10,7 @@ uniform phongMaterialUniforms {
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} material;
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11
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`;
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export const PHONG_FS = /* glsl */ `\
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+
#define MAX_LIGHTS 3
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uniform phongMaterialUniforms {
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uniform float ambient;
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@@ -18,7 +19,7 @@ uniform phongMaterialUniforms {
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uniform vec3 specularColor;
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} material;
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21
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-
// Note modified for two sided
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22
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+
// Note modified for two sided lighting.
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vec3 lighting_getLightColor(vec3 surfaceColor, vec3 light_direction, vec3 view_direction, vec3 normal_worldspace, vec3 color) {
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23
24
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vec3 halfway_direction = normalize(light_direction + view_direction);
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24
25
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"phong-shaders-glsl.js","sourceRoot":"","sources":["../../../../src/layers/shader_modules/phong-lighting/phong-shaders-glsl.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AAEpC,MAAM,CAAC,MAAM,QAAQ,GAAG,UAAU,CAAC;;;;;;;CAOlC,CAAC;AAEF,MAAM,CAAC,MAAM,QAAQ,GAAG,UAAU,CAAC
|
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1
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+
{"version":3,"file":"phong-shaders-glsl.js","sourceRoot":"","sources":["../../../../src/layers/shader_modules/phong-lighting/phong-shaders-glsl.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AAEpC,MAAM,CAAC,MAAM,QAAQ,GAAG,UAAU,CAAC;;;;;;;CAOlC,CAAC;AAEF,MAAM,CAAC,MAAM,QAAQ,GAAG,UAAU,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+ClC,CAAC"}
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
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1
1
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{
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2
2
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"name": "@webviz/subsurface-viewer",
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3
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-
"version": "1.14.
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3
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+
"version": "1.14.1",
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4
4
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"description": "3D visualization component for subsurface reservoir data",
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5
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"keywords": [
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"subsurface",
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@@ -32,21 +32,21 @@
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"author": "Equinor <opensource@equinor.com>",
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"license": "MPL-2.0",
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"dependencies": {
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35
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-
"@deck.gl-community/editable-layers": "
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-
"@deck.gl/aggregation-layers": "
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-
"@deck.gl/core": "
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-
"@deck.gl/extensions": "
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-
"@deck.gl/geo-layers": "
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-
"@deck.gl/json": "
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-
"@deck.gl/layers": "
|
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-
"@deck.gl/mesh-layers": "
|
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-
"@deck.gl/react": "
|
|
35
|
+
"@deck.gl-community/editable-layers": "~9.1.1",
|
|
36
|
+
"@deck.gl/aggregation-layers": "~9.1.15",
|
|
37
|
+
"@deck.gl/core": "~9.1.15",
|
|
38
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+
"@deck.gl/extensions": "~9.1.15",
|
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39
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+
"@deck.gl/geo-layers": "~9.1.15",
|
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+
"@deck.gl/json": "~9.1.15",
|
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|
+
"@deck.gl/layers": "~9.1.15",
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+
"@deck.gl/mesh-layers": "~9.1.15",
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+
"@deck.gl/react": "~9.1.15",
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44
|
"@emerson-eps/color-tables": "^0.4.92",
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45
45
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"@equinor/eds-core-react": "^0.36.0",
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46
46
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"@equinor/eds-icons": "^0.21.0",
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"@turf/simplify": "^7.1.0",
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48
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|
"@vivaxy/png": "^1.3.0",
|
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49
|
-
"@webviz/wsc-common": "1.3.
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+
"@webviz/wsc-common": "1.3.6",
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50
50
|
"ajv": "^8.16.0",
|
|
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"convert-units": "^2.3.4",
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|
"d3": "^7.8.2",
|