s3m-three 0.4.16 → 0.4.18
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/browser/s3m-three.iife.ext-three.js +41 -23
- package/dist/browser/s3m-three.iife.js +41 -23
- package/dist/core/AttributeQuery.d.ts +13 -0
- package/dist/core/AttributeQuery.d.ts.map +1 -1
- package/dist/core/AttributeQuery.js +20 -3
- package/dist/core/AttributeQuery.js.map +1 -1
- package/dist/core/AuthFetch.d.ts +52 -0
- package/dist/core/AuthFetch.d.ts.map +1 -0
- package/dist/core/AuthFetch.js +44 -0
- package/dist/core/AuthFetch.js.map +1 -0
- package/dist/core/types.d.ts +8 -0
- package/dist/core/types.d.ts.map +1 -1
- package/dist/index.d.ts +4 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +2 -0
- package/dist/index.js.map +1 -1
- package/dist/render/DatasetManager.d.ts +7 -1
- package/dist/render/DatasetManager.d.ts.map +1 -1
- package/dist/render/DatasetManager.js +2 -1
- package/dist/render/DatasetManager.js.map +1 -1
- package/dist/render/HostRenderer.d.ts +105 -0
- package/dist/render/HostRenderer.d.ts.map +1 -0
- package/dist/render/HostRenderer.js +170 -0
- package/dist/render/HostRenderer.js.map +1 -0
- package/dist/render/S3MViewer.d.ts +28 -8
- package/dist/render/S3MViewer.d.ts.map +1 -1
- package/dist/render/S3MViewer.js +101 -42
- package/dist/render/S3MViewer.js.map +1 -1
- package/dist/render/StyleMaterial.d.ts +6 -4
- package/dist/render/StyleMaterial.d.ts.map +1 -1
- package/dist/render/StyleMaterial.js +48 -3
- package/dist/render/StyleMaterial.js.map +1 -1
- package/dist/tileset/S3MTileset.d.ts +8 -0
- package/dist/tileset/S3MTileset.d.ts.map +1 -1
- package/dist/tileset/S3MTileset.js +23 -5
- package/dist/tileset/S3MTileset.js.map +1 -1
- package/docs/API.md +40 -22
- package/package.json +1 -1
- package/src/core/AttributeQuery.ts +26 -3
- package/src/core/AuthFetch.ts +82 -0
- package/src/core/types.ts +8 -0
- package/src/index.ts +4 -0
- package/src/render/DatasetManager.ts +9 -1
- package/src/render/HostRenderer.ts +222 -0
- package/src/render/S3MViewer.ts +112 -39
- package/src/render/StyleMaterial.ts +59 -3
- package/src/tileset/S3MTileset.ts +28 -5
package/src/render/S3MViewer.ts
CHANGED
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@@ -23,8 +23,9 @@
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import * as THREE from 'three';
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import { S3MTileset, usableGeoBounds } from '../tileset/S3MTileset.js';
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import type { BuildTileFn, TileNode } from '../tileset/S3MTileset.js';
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import { authFetch, type AuthenticateFn } from '../core/AuthFetch.js';
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import { setMaxAnisotropy, setCompressedTexturesSupported, setTextureOffThreadDecode, setMaxTextureSize as setTextureSizeCap } from './TextureFactory.js';
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-
import { setMaterialQuality } from './StyleMaterial.js';
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import { getMaterialQuality, setMaterialQuality } from './StyleMaterial.js';
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import { decodeTextureWithWorker } from '../worker/S3MWorkerClient.js';
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import {
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STYLE,
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@@ -32,6 +33,7 @@ import {
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SELECT_MODE,
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DEFAULT_STYLE,
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createSharedUniforms,
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createStyledMaterial,
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createOutlineMaterial,
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resolveEdgeModes,
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sameEdgeModes,
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@@ -40,11 +42,13 @@ import type {
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OutlineMaterial,
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OutlineStyleUniforms,
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StyledMaterial,
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StyledMaterialOptions,
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StyleMode,
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SelectMode,
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S3MStyle,
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EdgeModes,
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EdgesOption,
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MaterialQuality,
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} from './StyleMaterial.js';
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import { applyPointCloudStyle, isOwnedPointCloudMaterial } from './PointCloudMaterial.js';
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import { Picker } from './Picker.js';
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@@ -287,6 +291,13 @@ export interface S3MViewerOptions {
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onRequestRepaint?: () => void;
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/** 地图朝向(弧度),用于让灯光跟着视角走。不传则灯光方向固定 */
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getBearing?: () => number;
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/**
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* 鉴权适配函数(全局默认,数据集可用自己的 `authenticate` 覆盖)。
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* 内核主线程发出的全部请求(配置 scp / 瓦片 / 子图集 / 棱线缓存 / 属性查询)
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* 发出前都过一遍,可改写 URL(加 `?token=`)或附加请求头。
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* 不传 = 行为与旧版完全一致。见 `AuthenticateFn`。
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*/
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authenticate?: AuthenticateFn;
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onStats?: (stats: Stats) => void;
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onReady?: (entry: S3MDatasetEntry) => void;
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onPick?: (result: PickResult | null) => void;
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@@ -569,6 +580,8 @@ export class S3MViewer {
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/** 宿主重画信号与地图朝向,构造时注入 */
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private _onRequestRepaint: () => void = () => {};
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private _getBearing: (() => number) | undefined;
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/** 鉴权适配(全局默认),构造时注入 */
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private readonly _authenticate: AuthenticateFn | undefined;
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private _lodRangeScale = 1.0;
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/** LOD 判定屏幕高度的 DPR 上限。Infinity = 不截断(默认,行为同旧版) */
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private _lodPixelRatioCap = Infinity;
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@@ -597,6 +610,7 @@ export class S3MViewer {
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}
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this._onRequestRepaint = options.onRequestRepaint ?? (() => {});
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this._getBearing = options.getBearing;
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this._authenticate = options.authenticate;
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this.onStats = options.onStats ?? (() => {});
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this.onReady = options.onReady ?? (() => {});
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this.onPick = options.onPick ?? (() => {});
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@@ -667,7 +681,11 @@ export class S3MViewer {
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this._fps.last = performance.now();
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this._datasetQueue = this._normalizeDatasets(options);
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if (options.attributes)
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if (options.attributes)
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this.attributeQuery = new AttributeQuery({
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...options.attributes,
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authenticate: options.attributes.authenticate ?? this._authenticate,
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});
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}
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/* ---------------------------------------------------------------- 生命周期 */
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@@ -947,7 +965,8 @@ export class S3MViewer {
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},
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},
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this.options.maxTriangles ?? Infinity,
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this.options.maxImageCache ?? 128
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this.options.maxImageCache ?? 128,
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this._authenticate
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);
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return entry;
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}
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@@ -1613,7 +1632,9 @@ export class S3MViewer {
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/* ---------------------------------------------------------------- 按业务字段着色 */
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setAttributeSource(options: AttributeQueryOptions | null): void {
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this.attributeQuery = options
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this.attributeQuery = options
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? new AttributeQuery({ ...options, authenticate: options.authenticate ?? this._authenticate })
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: null;
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}
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getLoadedSmids(): number[] {
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@@ -1864,8 +1885,11 @@ export class S3MViewer {
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mat.transparent = o < 0.999;
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const keepDepth = this.style.depthWrite !== false;
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mat.depthWrite = mat.transparent ? keepDepth : (this.style.depthWrite !== false);
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mat.flatShading
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// shading 走共享 uniform(uFlatShading),不写 mat.flatShading / needsUpdate——
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// transparent / depthWrite 也不是 program 决定项,整套样式继承零重编译
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if (mat.userData.uFlatShading) {
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mat.userData.uFlatShading.value = this.style.shading !== 'smooth' ? 1 : 0;
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}
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this._featureStyleManager.applyOverridesToMesh(mesh);
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this._startTileFade(mesh, mat);
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}
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@@ -2369,26 +2393,74 @@ export class S3MViewer {
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/** 平面/平滑着色:FLAT_SHADED 是编译期宏,改它必须重编译 */
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private _applyShading(): void {
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// shading 现在是共享 uniform(uFlatShading)驱动的运行期分支,不再是
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// flatShading define:翻一个 float 就完成切换,零重编译、零卡顿。
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const target = this.style.shading !== 'smooth' ? 1 : 0;
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for (const p of this._pickables.values()) {
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const m = styledMaterialOf(p.mesh);
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const u = m?.userData.uFlatShading;
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if (!u || u.value === target) continue;
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u.value = target;
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}
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this._requestRepaint();
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}
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/**
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-
*
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* 运行时切换材质质感(`'pbr'` | `'lambert'`)。
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*
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*
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*
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*
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* 档位是模块级设置(影响之后新建的材质);已加载瓦片的材质在这里**原位重建**:
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* 不重拉瓦片、不重建几何,按创建时记录的参数(`userData.s3mOpts`)换一个
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* 新材质实例,并保留逐材质状态(选中编号、瓦片淡入、批量状态纹理)。
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* 切换后 program 需要重新编译一次(lambert / pbr 是不同着色器),这是唯一开销。
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*/
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setMaterialQuality(q: MaterialQuality): void {
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setMaterialQuality(q);
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this._rebuildStyledMaterials();
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this._requestRepaint();
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}
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/** 当前材质质感档位 */
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get materialQuality(): MaterialQuality {
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return getMaterialQuality();
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}
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/** 按创建参数原位重建所有 styled 材质(materialQuality 切换用) */
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private _rebuildStyledMaterials(): void {
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// 逐材质 own uniform 的状态要在重建时搬过去,否则选中高亮 / 瓦片淡入会闪没
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const PRESERVED = [
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'uSelBatch',
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'uSelWhole',
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'uBatchTex',
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'uBatchTex2',
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'uBatchTexWidth',
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'uBatchTexActive',
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'uTileFade',
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] as const;
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for (const p of this._pickables.values()) {
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const mesh = p.mesh;
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const raw = mesh.material;
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if (Array.isArray(raw)) continue; // styled 材质恒为单材质;数组材质(点云等)不归这里管
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const old = raw as StyledMaterial | undefined;
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if (!old?.userData?.isStyled || !old.userData?.s3mOpts) continue;
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const opts = old.userData.s3mOpts as StyledMaterialOptions;
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const fresh = createStyledMaterial({ ...opts, uniforms: this.uniforms });
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for (const key of PRESERVED) {
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const src = old.userData[key] as { value: unknown } | undefined;
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const dst = fresh.userData[key] as { value: unknown } | undefined;
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if (src && dst) dst.value = src.value;
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}
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mesh.material = fresh;
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old.dispose();
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}
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}
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/**
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* 预热着色 program,避免首帧同步编译。
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*
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*
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*
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*
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* shading 改为 `uFlatShading` 共享 uniform 驱动后(见 `_applyShading`),
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* flat / smooth 共用同一个 program,不再存在「另一种变体」,也不需要
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* 「翻变体 → 编译 → 翻回来」的那套流程与 `_prewarming` 跳帧。这里只把当前
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* 唯一的 program 编一次(优先 `compileAsync`,KHR_parallel_shader_compile)。
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*/
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async prewarmShading(): Promise<void> {
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if (this._shadingPrewarmed || this._prewarming) return;
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@@ -2397,23 +2469,17 @@ export class S3MViewer {
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const camera = this.camera;
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if (!r || !scene || !camera) return;
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// 场上还没有材质就没必要预热:program 会在首个材质出现时编译
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let hasMaterial = false;
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for (const p of this._pickables.values()) {
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if (styledMaterialOf(p.mesh)) {
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hasMaterial = true;
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break;
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}
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}
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-
if (
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if (!hasMaterial) return;
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this._shadingPrewarmed = true;
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-
this._prewarming = true;
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// 当前是 smooth(flatShading = false)就预热 flat,反之预热 smooth
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const target = this.style.shading === 'smooth';
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const saved = mats.map((m) => m.flatShading);
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for (const m of mats) m.flatShading = target;
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-
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try {
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const anyR = r as unknown as {
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compileAsync?: (s: THREE.Object3D, c: THREE.Camera) => Promise<unknown>;
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@@ -2421,15 +2487,9 @@ export class S3MViewer {
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if (typeof anyR.compileAsync === 'function') await anyR.compileAsync(scene, camera);
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else r.compile(scene, camera);
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} catch {
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//
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} finally {
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for (let i = 0; i < mats.length; i++) {
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mats[i].flatShading = saved[i];
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mats[i].needsUpdate = true;
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}
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-
this._prewarming = false;
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-
this._requestRepaint();
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+
// 预热失败不影响主流程:最坏情况退回「首次渲染时编译一次」
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}
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this._requestRepaint();
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}
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/**
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@@ -2641,7 +2701,7 @@ export class S3MViewer {
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* @param url 棱线缓存地址(二进制 Float32 序列:x,y,z,x,y,z,… 成对成段)
|
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*/
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async loadCreases(url: string): Promise<void> {
|
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-
const resp = await
|
|
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|
+
const resp = await authFetch(url, this._authenticate, 'creases');
|
|
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2705
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if (!resp.ok) throw new Error(`[s3m] 棱线缓存加载失败: ${resp.status} ${url}`);
|
|
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2706
|
const buf = await resp.arrayBuffer();
|
|
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|
const arr = new Float32Array(buf);
|
|
@@ -3989,6 +4049,10 @@ export class S3MViewer {
|
|
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vertices: 0,
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|
triangles: 0,
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|
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datasets: this.datasets.size,
|
|
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+
drawCalls: 0,
|
|
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|
+
programs: 0,
|
|
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+
textures: 0,
|
|
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+
geometries: 0,
|
|
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|
};
|
|
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|
for (const entry of this.datasets.values()) {
|
|
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4058
|
const s = entry.tileset?.stats;
|
|
@@ -4000,6 +4064,15 @@ export class S3MViewer {
|
|
|
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4064
|
total.vertices += s.vertices;
|
|
4001
4065
|
total.triangles += s.triangles;
|
|
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|
}
|
|
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|
+
// GPU 侧预算观测:draw call / program / 显存驻留。没有渲染器(未 mount /
|
|
4068
|
+
// 纯解析场景)时保持 0,不抛错。
|
|
4069
|
+
const info = this.renderer?.info;
|
|
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|
+
if (info) {
|
|
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|
+
total.drawCalls = info.render.calls;
|
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|
+
total.programs = info.programs?.length ?? 0;
|
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|
+
total.textures = info.memory.textures;
|
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|
+
total.geometries = info.memory.geometries;
|
|
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|
+
}
|
|
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|
return total;
|
|
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4077
|
}
|
|
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4078
|
|
|
@@ -375,6 +375,12 @@ export function createSharedUniforms(): StyleUniforms {
|
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* (压暗 → 换模式 → 亮回来),比硬切自然得多。
|
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|
*/
|
|
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|
uFade: { value: 1 },
|
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|
+
/**
|
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|
+
* 平面 / 平滑着色开关:0 = 平滑(插值法线),1 = 平面(屏幕导数法线)。
|
|
380
|
+
* 走 uniform 而不是 three 的 `flatShading` define,所以切换 shading 不会触发
|
|
381
|
+
* 着色器重编译(旧实现靠 prewarm 把卡顿藏起来,现在连卡顿都没有)。
|
|
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|
+
*/
|
|
383
|
+
uFlatShading: { value: 1 },
|
|
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384
|
};
|
|
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|
}
|
|
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386
|
const VERT_PARS = /* glsl */ `
|
|
@@ -411,6 +417,8 @@ const VERT_PARS = /* glsl */ `
|
|
|
411
417
|
varying float vWorldZ;
|
|
412
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|
varying vec3 vWorldNormal;
|
|
413
419
|
varying vec3 vWorldPos;
|
|
420
|
+
// 视图空间位置:平面着色用它算屏幕导数法线,符号与 three 的 vViewPosition 一致
|
|
421
|
+
varying vec3 vS3MViewPos;
|
|
414
422
|
|
|
415
423
|
// 跨 chunk 共享的顶点姿态变量(在 beginnormal_vertex 建立,begin_vertex / worldpos 使用)
|
|
416
424
|
vec3 s3mCustomOffset;
|
|
@@ -576,6 +584,9 @@ const VERT_WORLD = /* glsl */ `
|
|
|
576
584
|
mat3 s3mNormMat = mat3( modelMatrix );
|
|
577
585
|
#endif
|
|
578
586
|
vWorldNormal = normalize( s3mNormMat * ( s3mRot * normal ) );
|
|
587
|
+
// 视图空间位置直接拷 three 的 vViewPosition(此处已在 project_vertex 之后,
|
|
588
|
+
// 含实例化 / 形变的最终值):平面着色的导数法线与 FLAT_SHADED 分支逐点一致
|
|
589
|
+
vS3MViewPos = vViewPosition;
|
|
579
590
|
`;
|
|
580
591
|
|
|
581
592
|
const FRAG_PARS = /* glsl */ `
|
|
@@ -684,6 +695,8 @@ const FRAG_PARS = /* glsl */ `
|
|
|
684
695
|
varying float vWorldZ;
|
|
685
696
|
varying vec3 vWorldNormal;
|
|
686
697
|
varying vec3 vWorldPos;
|
|
698
|
+
varying vec3 vS3MViewPos;
|
|
699
|
+
uniform float uFlatShading;
|
|
687
700
|
|
|
688
701
|
vec4 s3mSampleBatchRow0( sampler2D texA, sampler2D texB, vec2 uv, float mixVal ) {
|
|
689
702
|
vec4 vA = texture2D( texA, uv );
|
|
@@ -885,6 +898,12 @@ export interface StyledMaterialOptions {
|
|
|
885
898
|
transparent?: boolean;
|
|
886
899
|
opacity?: number;
|
|
887
900
|
roughness?: number;
|
|
901
|
+
/**
|
|
902
|
+
* @deprecated 旧版用 three 的 `flatShading` define 表达,切换必重编译;现在
|
|
903
|
+
* shading 走共享 uniform `uFlatShading`(见 `createSharedUniforms`),运行期
|
|
904
|
+
* 二选一。此参数仅作为 uniform 的**初始值**被兼容(false = smooth),
|
|
905
|
+
* 运行期切换请走 viewer 的 `setStyle({ shading })`。
|
|
906
|
+
*/
|
|
888
907
|
flatShading?: boolean;
|
|
889
908
|
/** >0 时开启 alphaTest:镂空贴图(S3MBLOCK 图集)的透明片元直接丢弃,避免渲染成黑面 */
|
|
890
909
|
alphaTest?: number;
|
|
@@ -898,6 +917,27 @@ export interface StyledMaterialOptions {
|
|
|
898
917
|
* 创建一个带样式的 PBR 材质。
|
|
899
918
|
* 每个 Mesh 独享一个材质实例,但 uniform 对象是全局共享的。
|
|
900
919
|
*/
|
|
920
|
+
/**
|
|
921
|
+
* 片元法线覆盖:平面着色时用屏幕导数算真实几何法线。
|
|
922
|
+
*
|
|
923
|
+
* 注入在 `<normal_fragment_begin>` 之后——此时 three 已按平滑路径算好 `normal`
|
|
924
|
+
* (来自插值 vNormal);uFlatShading > 0.5 时用视图空间位置的导数叉积覆盖它,
|
|
925
|
+
* 数学上与 three 的 FLAT_SHADED 分支逐点一致(vS3MViewPos 符号对齐 vViewPosition)。
|
|
926
|
+
* 因为是运行期分支而非编译期 define,切 shading 不再触发重编译。
|
|
927
|
+
*/
|
|
928
|
+
const FRAG_NORMAL = /* glsl */ `
|
|
929
|
+
if ( uFlatShading > 0.5 ) {
|
|
930
|
+
vec3 s3mFlatN = normalize( cross( dFdx( vS3MViewPos ), dFdy( vS3MViewPos ) ) );
|
|
931
|
+
#ifdef USE_DOUBLE_SIDED
|
|
932
|
+
s3mFlatN = s3mFlatN * ( float( gl_FrontFacing ) * 2.0 - 1.0 );
|
|
933
|
+
#endif
|
|
934
|
+
#ifdef USE_FLIP_SIDED
|
|
935
|
+
s3mFlatN = - s3mFlatN;
|
|
936
|
+
#endif
|
|
937
|
+
normal = s3mFlatN;
|
|
938
|
+
}
|
|
939
|
+
`;
|
|
940
|
+
|
|
901
941
|
export function createStyledMaterial(opts: StyledMaterialOptions): StyledMaterial {
|
|
902
942
|
const uniforms = opts.uniforms;
|
|
903
943
|
// 两种光照模型共用的参数。注入的 chunk 只动 diffuseColor / normal / transformed,
|
|
@@ -909,9 +949,10 @@ export function createStyledMaterial(opts: StyledMaterialOptions): StyledMateria
|
|
|
909
949
|
transparent: !!opts.transparent,
|
|
910
950
|
opacity: opts.opacity ?? 1,
|
|
911
951
|
depthWrite: opts.transparent ? false : true,
|
|
912
|
-
// 白模 / OSGB
|
|
913
|
-
//
|
|
914
|
-
|
|
952
|
+
// 白模 / OSGB 的法线多是共享顶点平均出来的,平滑插值会让墙面出现斑驳。
|
|
953
|
+
// 平面 / 平滑不再走 three 的 flatShading define(那是编译期变体,切换必重编译),
|
|
954
|
+
// 改由共享 uniform uFlatShading 在片元里二选一:材质恒为平滑,program 因此稳定。
|
|
955
|
+
flatShading: false,
|
|
915
956
|
// 顶点色、贴图全部在自定义 chunk 里处理,不让 three 插手
|
|
916
957
|
vertexColors: false,
|
|
917
958
|
alphaTest: opts.alphaTest ?? 0,
|
|
@@ -930,6 +971,10 @@ export function createStyledMaterial(opts: StyledMaterialOptions): StyledMateria
|
|
|
930
971
|
const uSelBatch = { value: -1 };
|
|
931
972
|
// 没有单体化信息的几何(batchId = -1)只能整块选中
|
|
932
973
|
const uSelWhole = { value: 0 };
|
|
974
|
+
// shading 开关:跟随共享 uniforms(改一次全场景生效);测试里可能不传
|
|
975
|
+
// uniforms,这里兜底一份独立对象,与旧代码容忍 uniforms === undefined 的口径一致。
|
|
976
|
+
// 兼容旧参数:显式传 flatShading: false(旧语义 = smooth)映射为初始值 0
|
|
977
|
+
const uFlatShading = uniforms?.uFlatShading ?? { value: opts.flatShading === false ? 0 : 1 };
|
|
933
978
|
const uBatchTex = { value: DUMMY_BATCH_TEX };
|
|
934
979
|
const uBatchTex2 = { value: DUMMY_BATCH_TEX };
|
|
935
980
|
const uBatchTexWidth = { value: 1.0 };
|
|
@@ -950,6 +995,7 @@ export function createStyledMaterial(opts: StyledMaterialOptions): StyledMateria
|
|
|
950
995
|
Object.assign(shader.uniforms, uniforms, {
|
|
951
996
|
uSelBatch,
|
|
952
997
|
uSelWhole,
|
|
998
|
+
uFlatShading,
|
|
953
999
|
uBatchTex,
|
|
954
1000
|
uBatchTex2,
|
|
955
1001
|
uBatchTexWidth,
|
|
@@ -987,6 +1033,12 @@ export function createStyledMaterial(opts: StyledMaterialOptions): StyledMateria
|
|
|
987
1033
|
} else if (secMap) {
|
|
988
1034
|
shader.fragmentShader = shader.fragmentShader.replace('#include <map_fragment>', `#include <map_fragment>\n${FRAG_BAKE}`);
|
|
989
1035
|
}
|
|
1036
|
+
|
|
1037
|
+
// 平面 / 平滑着色:运行期分支(见 FRAG_NORMAL),不再依赖 flatShading define
|
|
1038
|
+
shader.fragmentShader = shader.fragmentShader.replace(
|
|
1039
|
+
'#include <normal_fragment_begin>',
|
|
1040
|
+
`#include <normal_fragment_begin>\n${FRAG_NORMAL}`
|
|
1041
|
+
);
|
|
990
1042
|
};
|
|
991
1043
|
|
|
992
1044
|
// 不同材质共用同一段注入代码,必须让 three 认为它们的 program 可复用;
|
|
@@ -1009,6 +1061,10 @@ export function createStyledMaterial(opts: StyledMaterialOptions): StyledMateria
|
|
|
1009
1061
|
mat.userData.uBatchTexWidth = uBatchTexWidth;
|
|
1010
1062
|
mat.userData.uBatchTexActive = uBatchTexActive;
|
|
1011
1063
|
mat.userData.uTileFade = uTileFade;
|
|
1064
|
+
// 平面 / 平滑着色开关:S3MViewer._applyShading 翻它,不触发重编译
|
|
1065
|
+
mat.userData.uFlatShading = uFlatShading;
|
|
1066
|
+
// 记录创建参数:materialQuality 运行时切换时按原参数重建材质(换类不换外观)
|
|
1067
|
+
mat.userData.s3mOpts = opts;
|
|
1012
1068
|
mat.userData.isStyled = true;
|
|
1013
1069
|
return mat;
|
|
1014
1070
|
}
|
|
@@ -7,6 +7,7 @@
|
|
|
7
7
|
* 命中阈值就请求 childTile,实现渐进式细化。
|
|
8
8
|
*/
|
|
9
9
|
import { parseS3MB } from '../core/S3MBParser.js';
|
|
10
|
+
import { authFetch, type AuthenticateFn } from '../core/AuthFetch.js';
|
|
10
11
|
import { getSharedS3MWorker, S3MWorkerClient, WorkerDeadError } from '../worker/S3MWorkerClient.js';
|
|
11
12
|
import {
|
|
12
13
|
composeLeafAtlas,
|
|
@@ -281,6 +282,11 @@ export interface S3MTilesetOptions {
|
|
|
281
282
|
* 度量方式见 `_tmp/atlas/rule2.mts`。
|
|
282
283
|
*/
|
|
283
284
|
atlasLod?: boolean;
|
|
285
|
+
/**
|
|
286
|
+
* 鉴权适配函数(默认不传 = 行为与旧版一致)。每个请求(配置 scp / 瓦片 /
|
|
287
|
+
* 子图集)发出前过一遍,可改写 URL(加 `?token=`)或附加请求头。见 `AuthenticateFn`。
|
|
288
|
+
*/
|
|
289
|
+
authenticate?: AuthenticateFn;
|
|
284
290
|
}
|
|
285
291
|
|
|
286
292
|
export class S3MTileset {
|
|
@@ -321,7 +327,21 @@ export class S3MTileset {
|
|
|
321
327
|
readonly atlasUpgraded = new Set<string>();
|
|
322
328
|
/** 拿到高清版但判定不通过 → 原因。用于排查「为什么这块还是糊的」 */
|
|
323
329
|
readonly atlasUpgradeSkipped = new Map<string, string>();
|
|
324
|
-
|
|
330
|
+
// drawCalls / programs / textures / geometries 是 viewer 级 GPU 观测,
|
|
331
|
+
// 瓦片侧不产生,恒为 0;聚合时由 S3MViewer.stats 用 renderer.info 覆盖
|
|
332
|
+
readonly stats: Stats = {
|
|
333
|
+
tiles: 0,
|
|
334
|
+
loading: 0,
|
|
335
|
+
failed: 0,
|
|
336
|
+
meshes: 0,
|
|
337
|
+
vertices: 0,
|
|
338
|
+
triangles: 0,
|
|
339
|
+
datasets: 1,
|
|
340
|
+
drawCalls: 0,
|
|
341
|
+
programs: 0,
|
|
342
|
+
textures: 0,
|
|
343
|
+
geometries: 0,
|
|
344
|
+
};
|
|
325
345
|
|
|
326
346
|
maxConcurrent: number;
|
|
327
347
|
maxTiles: number;
|
|
@@ -346,6 +366,8 @@ export class S3MTileset {
|
|
|
346
366
|
private readonly _onError: (error: unknown) => void;
|
|
347
367
|
private readonly _onProgress: (stats: Stats) => void;
|
|
348
368
|
private readonly _maxRetries: number;
|
|
369
|
+
/** 鉴权适配函数;undefined = 不做任何改写(行为与旧版一致) */
|
|
370
|
+
readonly authenticate: AuthenticateFn | undefined;
|
|
349
371
|
/** 失败重试计数与下次可用时间,退避期间 _enqueue 会直接跳过 */
|
|
350
372
|
private readonly _retryCount = new Map<string, number>();
|
|
351
373
|
private readonly _retryAt = new Map<string, number>();
|
|
@@ -374,6 +396,7 @@ export class S3MTileset {
|
|
|
374
396
|
this._onError = options.onError ?? ((e) => console.warn(e));
|
|
375
397
|
this._onProgress = options.onProgress ?? (() => {});
|
|
376
398
|
this._maxRetries = Math.max(0, options.maxRetries ?? 2);
|
|
399
|
+
this.authenticate = options.authenticate;
|
|
377
400
|
|
|
378
401
|
// 渲染层可注入:Node 环境下不需要 three,也能跑 URL / 解析链路
|
|
379
402
|
this._buildTile = options.buildTile ?? null;
|
|
@@ -395,7 +418,7 @@ export class S3MTileset {
|
|
|
395
418
|
|
|
396
419
|
async init(): Promise<this> {
|
|
397
420
|
this.configUrl = toAbsolute(this.configUrl);
|
|
398
|
-
const res = await
|
|
421
|
+
const res = await authFetch(this.configUrl, this.authenticate, 'config');
|
|
399
422
|
if (!res.ok) throw new Error(`配置读取失败 ${res.status} ${this.configUrl}`);
|
|
400
423
|
const text = await res.text();
|
|
401
424
|
const config = parseConfigText(text);
|
|
@@ -977,7 +1000,7 @@ export class S3MTileset {
|
|
|
977
1000
|
const u = resolveUrl(dirOf(baseUrl), `${names[0]}.texblock?extratiles=${names.join(';')}`);
|
|
978
1001
|
try {
|
|
979
1002
|
if (!u) throw new Error('无法拼出 URL');
|
|
980
|
-
const res = await
|
|
1003
|
+
const res = await authFetch(u, this.authenticate, 'texblock');
|
|
981
1004
|
if (!res.ok) throw new Error(`HTTP ${res.status}`);
|
|
982
1005
|
const segments = await parseTexblockSegments(await res.arrayBuffer());
|
|
983
1006
|
if (segments.length !== names.length) {
|
|
@@ -995,7 +1018,7 @@ export class S3MTileset {
|
|
|
995
1018
|
const u = resolveUrl(dirOf(baseUrl), `${stem}.texblock`);
|
|
996
1019
|
try {
|
|
997
1020
|
if (!u) throw new Error('无法拼出 URL');
|
|
998
|
-
const res = await
|
|
1021
|
+
const res = await authFetch(u, this.authenticate, 'texblock');
|
|
999
1022
|
if (!res.ok) throw new Error(`HTTP ${res.status}`);
|
|
1000
1023
|
const records = (await parseTexblockSegments(await res.arrayBuffer())).flat();
|
|
1001
1024
|
this.putLeafRecords(stem, records);
|
|
@@ -1038,7 +1061,7 @@ export class S3MTileset {
|
|
|
1038
1061
|
groupNames = cachedSet.names;
|
|
1039
1062
|
tile = cachedSet.tiles[groupIndex] ?? cachedSet.tiles[0]!;
|
|
1040
1063
|
} else {
|
|
1041
|
-
const res = await
|
|
1064
|
+
const res = await authFetch(baseUrl, this.authenticate, 'tile');
|
|
1042
1065
|
if (!res.ok) {
|
|
1043
1066
|
throw new Error(`HTTP ${res.status} 加载瓦片失败: ${baseUrl}`);
|
|
1044
1067
|
}
|