@webviz/subsurface-viewer 1.15.5 → 1.15.7

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@@ -1,2 +1,2 @@
1
- declare const _default: "#version 300 es\n#define SHADER_NAME map-fragment-shader\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 = encodeIndexToRGB(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";
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+ declare const _default: "#version 300 es\n#define SHADER_NAME map-fragment-shader\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\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 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 // Below code is modified version of \"picking_filterPickingColor\" function.\n // Original function is in deckgl's shader modules/picking.glsl.ts\n // \"GetPickingInfo\" retrieves this color as \"pickingColor\" on the JS side.\n // Encodes vertexIndex and is used to retrieve picked info from input data.\n if ( bool(picking.isActive) && !bool(picking.isAttribute) ) {\n if (picking_vRGBcolor_Avalid.a == 0.0) {\n discard;\n }\n vec4 encodedIndexColor = encodeIndexToRGB(vertexIndex);\n fragColor = vec4(encodedIndexColor.rgb, picking_vRGBcolor_Avalid.a);\n }\n}\n";
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  export default _default;
@@ -15,7 +15,6 @@ uniform sampler2D colormap;
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  out vec4 fragColor;
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-
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  void main(void) {
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  geometry.uv = vTexCoord;
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@@ -25,12 +24,6 @@ void main(void) {
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  normal = normalize(cross(dFdx(position_commonspace.xyz), dFdy(position_commonspace.xyz)));
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  }
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- //Picking pass.
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- if (picking.isActive > 0.5 && !(picking.isAttribute > 0.5)) {
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- fragColor = encodeIndexToRGB(vertexIndex);
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- return;
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- }
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-
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  vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
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  float propertyValue = property;
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@@ -78,6 +71,18 @@ void main(void) {
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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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+ // Below code is modified version of "picking_filterPickingColor" function.
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+ // Original function is in deckgl's shader modules/picking.glsl.ts
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+ // "GetPickingInfo" retrieves this color as "pickingColor" on the JS side.
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+ // Encodes vertexIndex and is used to retrieve picked info from input data.
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+ if ( bool(picking.isActive) && !bool(picking.isAttribute) ) {
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+ if (picking_vRGBcolor_Avalid.a == 0.0) {
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+ discard;
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+ }
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+ vec4 encodedIndexColor = encodeIndexToRGB(vertexIndex);
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+ fragColor = vec4(encodedIndexColor.rgb, picking_vRGBcolor_Avalid.a);
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+ }
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  }
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  `;
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  //# sourceMappingURL=map.fs.glsl.js.map
@@ -1 +1 @@
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- {"version":3,"file":"map.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/map.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAiFd,CAAC"}
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+ {"version":3,"file":"map.fs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/map.fs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsFd,CAAC"}
@@ -1,2 +1,2 @@
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- declare const _default: "#version 300 es\n#define SHADER_NAME map-vertex-shader\n\n// Primitive attributes\nin vec3 positions;\nin float properties;\nin vec3 normals;\nin vec3 colors;\n\n// Outputs to fragment shader\nout vec2 vTexCoord;\nout vec3 cameraPosition;\nout vec3 normals_commonspace;\nout vec4 position_commonspace;\nout vec4 vColor;\nout vec3 worldPos;\nout float property;\nflat out int vertexIndex;\n\nvoid main(void) {\n geometry.pickingColor = vec3(1.0, 1.0, 0.0);\n vertexIndex = gl_VertexID;\n\n vec3 position = positions;\n position[2] *= map.ZIncreasingDownwards ? -1.0 : 1.0;\n\n cameraPosition = project.cameraPosition;\n\n worldPos = position;\n geometry.worldPosition = position;\n\n normals_commonspace = normals;\n\n property = properties;\n\n position_commonspace = vec4(project_position(position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vColor = vec4(colors.rgb, layer.opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
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+ declare const _default: "#version 300 es\n#define SHADER_NAME map-vertex-shader\n\n// Primitive attributes\nin vec3 positions;\nin float properties;\nin vec3 normals;\nin vec3 colors;\nin vec3 pickingColors;\n\n// Outputs to fragment shader\nout vec2 vTexCoord;\nout vec3 cameraPosition;\nout vec3 normals_commonspace;\nout vec4 position_commonspace;\nout vec4 vColor;\nout vec3 worldPos;\nout float property;\nflat out int vertexIndex;\n\nvoid main(void) {\n geometry.pickingColor = pickingColors;\n vertexIndex = gl_VertexID;\n\n vec3 position = positions;\n position[2] *= map.ZIncreasingDownwards ? -1.0 : 1.0;\n\n cameraPosition = project.cameraPosition;\n\n worldPos = position;\n geometry.worldPosition = position;\n\n normals_commonspace = normals;\n\n property = properties;\n\n position_commonspace = vec4(project_position(position), 0.0);\n gl_Position = project_common_position_to_clipspace(position_commonspace);\n\n DECKGL_FILTER_GL_POSITION(gl_Position, geometry);\n\n vColor = vec4(colors.rgb, layer.opacity);\n DECKGL_FILTER_COLOR(vColor, geometry);\n}\n";
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  export default _default;
@@ -7,6 +7,7 @@ in vec3 positions;
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  in float properties;
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  in vec3 normals;
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  in vec3 colors;
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+ in vec3 pickingColors;
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  // Outputs to fragment shader
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  out vec2 vTexCoord;
@@ -19,7 +20,7 @@ out float property;
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  flat out int vertexIndex;
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  void main(void) {
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- geometry.pickingColor = vec3(1.0, 1.0, 0.0);
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+ geometry.pickingColor = pickingColors;
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  vertexIndex = gl_VertexID;
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  vec3 position = positions;
@@ -1 +1 @@
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- {"version":3,"file":"map.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/map.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4Cd,CAAC"}
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+ {"version":3,"file":"map.vs.glsl.js","sourceRoot":"","sources":["../../../src/layers/map/map.vs.glsl.ts"],"names":[],"mappings":"AAAA,eAAe;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6Cd,CAAC"}
@@ -1,4 +1,4 @@
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- import type { Color, PickingInfo, UpdateParameters, LayerContext } from "@deck.gl/core";
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+ import type { Color, PickingInfo, UpdateParameters, LayerContext, Attribute } from "@deck.gl/core";
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  import { Layer } from "@deck.gl/core";
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  import type { Device, UniformValue } from "@luma.gl/core";
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  import { Model } from "@luma.gl/engine";
@@ -29,6 +29,7 @@ export default class PrivateMapLayer extends Layer<PrivateMapLayerProps> {
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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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+ calculatePickingColors(attribute: Attribute): void;
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  initializeState(context: DeckGLLayerContext): void;
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  shouldUpdateState({ props, oldProps, context, changeFlags, }: UpdateParameters<this>): boolean;
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  updateState({ context }: UpdateParameters<this>): void;
@@ -39,6 +40,7 @@ export default class PrivateMapLayer extends Layer<PrivateMapLayerProps> {
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  context: LayerContext;
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  }): void;
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  decodePickingColor(): number;
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+ _disablePickingIndex(): void;
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  getPickingInfo({ info }: {
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  info: PickingInfo;
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  }): LayerPickInfo;
@@ -4,6 +4,7 @@ import { Model, Geometry } from "@luma.gl/engine";
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  import { phongMaterial } from "../shader_modules/phong-lighting/phong-material";
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  import { precisionForTests } from "../shader_modules/test-precision/precisionForTests";
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  import { decodeIndexFromRGB, utilities } from "../shader_modules";
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+ import { encodeIndexToRGB } from "../shader_modules/utilities";
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  import { createPropertyData } from "../utils/layerTools";
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  import { getImageData, } from "../utils/colormapTools";
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  import fs from "./map.fs.glsl";
@@ -11,7 +12,6 @@ import vs from "./map.vs.glsl";
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  import fsLineShader from "./line.fs.glsl";
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  import vsLineShader from "./line.vs.glsl";
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  const defaultProps = {
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- data: ["dummy"],
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  contours: [-1, -1],
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  isContoursDepth: true,
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  gridLines: false,
@@ -32,6 +32,18 @@ export default class PrivateMapLayer extends Layer {
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  setShaderModuleProps(args) {
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  super.setShaderModuleProps(Object.assign(Object.assign({}, args), { lighting: Object.assign(Object.assign({}, args["lighting"]), { enabled: this.props.enableLighting }) }));
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  }
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+ calculatePickingColors(attribute) {
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+ const n = this.props.positions.length / 3;
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+ const arr = new Uint8Array(n * 3);
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+ for (let i = 0; i < arr.length / 3; i++) {
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+ const pickingColor = encodeIndexToRGB(i);
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+ arr[i * 3 + 0] = pickingColor[0];
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+ arr[i * 3 + 1] = pickingColor[1];
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+ arr[i * 3 + 2] = pickingColor[2];
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+ }
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+ attribute.value = arr;
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+ return;
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+ }
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  initializeState(context) {
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  const gl = context.device;
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  const [mesh_model, mesh_lines_model] = this._getModels(gl);
@@ -39,6 +51,14 @@ export default class PrivateMapLayer extends Layer {
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  models: [mesh_model, mesh_lines_model],
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  isLoaded: false,
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  });
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+ this.getAttributeManager().remove(["instancePickingColors"]);
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+ this.getAttributeManager().add({
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+ pickingColors: {
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+ size: 3,
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+ type: "uint8",
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+ update: this.calculatePickingColors,
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+ },
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+ });
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  }
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  shouldUpdateState({ props, oldProps, context, changeFlags, }) {
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  return (super.shouldUpdateState({
@@ -170,9 +190,28 @@ export default class PrivateMapLayer extends Layer {
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  this.setState(Object.assign(Object.assign({}, this.state), { isLoaded: true }));
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  }
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  }
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- decodePickingColor() {
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+ // Maps all colors to index 0 as this layer does not use multiple indexes.
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+ decodePickingColor( /*color: Uint8Array*/) {
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  return 0;
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  }
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+ // Disable picking by setting all picking colors to null color.
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+ // Used in multipicking to prevent recurring picks of the same layer.
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+ _disablePickingIndex( /*objectIndex: number*/) {
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+ const { pickingColors, instancePickingColors } = this.getAttributeManager().attributes;
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+ const colors = pickingColors || instancePickingColors;
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+ if (!colors) {
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+ return;
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+ }
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+ const pickingColor = this.nullPickingColor();
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+ const n = this.props.positions.length / 3;
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+ const arr = new Uint8Array(n * 3);
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+ for (let i = 0; i < arr.length / 3; i++) {
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+ arr[i * 3 + 0] = pickingColor[0];
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+ arr[i * 3 + 1] = pickingColor[1];
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+ arr[i * 3 + 2] = pickingColor[2];
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+ }
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+ colors.buffer.write(arr, 0);
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+ }
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  getPickingInfo({ info }) {
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  var _a;
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  if (!info.color) {
@@ -1 +1 @@
1
- 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@webviz/subsurface-viewer",
3
- "version": "1.15.5",
3
+ "version": "1.15.7",
4
4
  "description": "3D visualization component for subsurface reservoir data",
5
5
  "keywords": [
6
6
  "subsurface",
@@ -46,7 +46,7 @@
46
46
  "@equinor/eds-icons": "^0.21.0",
47
47
  "@turf/simplify": "^7.1.0",
48
48
  "@vivaxy/png": "^1.3.0",
49
- "@webviz/wsc-common": "1.3.17",
49
+ "@webviz/wsc-common": "1.3.18",
50
50
  "ajv": "^8.16.0",
51
51
  "convert-units": "^2.3.4",
52
52
  "d3": "^7.8.2",