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@giro3d/giro3d

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A JS/WebGL framework for 3D geospatial data visualization

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import { Color, GLSL3, NoBlending, NormalBlending, RGBAFormat, ShaderMaterial, Uniform, UniformsLib, UnsignedByteType, Vector2, Vector3, Vector4 } from 'three'; import OffsetScale from '../core/OffsetScale'; import Rect from '../core/Rect'; import { MapLightingMode } from '../entities/MapLightingOptions'; import { getColor } from '../utils/predicates'; import TextureGenerator from '../utils/TextureGenerator'; import { nonNull } from '../utils/tsutils'; import WebGLComposer from './composition/WebGLComposer'; import EmptyTexture from './EmptyTexture'; import MaterialUtils from './MaterialUtils'; import MemoryTracker from './MemoryTracker'; import RenderingState from './RenderingState'; /* babel-plugin-inline-import './shader/TileFS.glsl' */ const TileFS = "#define LAMBERT\n\n#include <giro3d_precision_qualifiers>\n#include <giro3d_fragment_shader_header>\n#include <giro3d_common>\n\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_lambert_pars_fragment>\n#include <shadowmap_pars_fragment>\n\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\n#include <fog_pars_fragment>\n\n/**\n * Map tile fragment shader.\n */\n\n/**\n * Rendering states are modes that change the kind of data that the fragment shader outputs.\n * - FINAL : the FS outputs the regular object's color and aspect. This is the default.\n * - PICKING : the FS outputs (ID, Z, U, V) as Float32 color\n */\nconst int STATE_FINAL = 0;\nconst int STATE_PICKING = 1;\n\nvarying vec2 vUv; // The input UV\nvarying vec3 vWorldPosition; // The input world position\nvarying vec3 vWorldNormal;\nvarying vec3 vNormal;\n\n// For depth-based rendering (directional light shadow maps)\nvarying vec2 vHighPrecisionZW;\n\n// Distance-based rendering (point light shadow maps)\nuniform float nearDistance;\nuniform float farDistance;\nuniform vec3 referencePosition;\n\nuniform int renderingState; // Current rendering state (default is STATE_FINAL)\nuniform int uuid; // The ID of the tile mesh (used for the STATE_PICKING rendering state)\n\nuniform float opacity; // The entire map opacity\nuniform vec4 backgroundColor; // The background color\nuniform vec3 brightnessContrastSaturation; // Brightness/contrast/saturation for the entire map\n\nuniform vec4 extent; // The extent of the tile in local coordinates (e.g meters for cartesian, or degrees for geographic)\n\n#include <giro3d_colormap_pars_fragment>\n#include <giro3d_outline_pars_fragment>\n#include <giro3d_graticule_pars_fragment>\n#include <giro3d_compose_layers_pars_fragment>\n#include <giro3d_contour_line_pars_fragment>\n#include <giro3d_hillshading_pars_fragment>\n\n#if defined(ENABLE_ELEVATION_RANGE)\nuniform vec2 elevationRange; // Optional elevation range for the whole tile. Not to be confused with elevation range per layer.\n#endif\n\nuniform vec2 tileDimensions; // The dimensions of the tile, in linear units (not degrees)\n\n#if defined(ELEVATION_LAYER)\nuniform sampler2D elevationTexture;\nuniform LayerInfo elevationLayer;\nuniform ColorMap elevationColorMap; // The elevation layer's optional color map\n#endif\n\nvoid applyDiffuse(vec3 diffuse) {\n // Shading expects an sRGB color space, so we have to convert the color\n // temporarily to sRGB, then back to sRGB-linear. Otherwise the result\n // looks washed out and lacks contrast.\n gl_FragColor = sRGBTransferOETF(gl_FragColor);\n gl_FragColor.rgb *= diffuse;\n gl_FragColor = sRGBToLinear(gl_FragColor);\n}\n\nvoid renderDistance() {\n // Distance-based rendering for point light shadows\n float dist = length( vWorldPosition - referencePosition );\n dist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n dist = saturate( dist ); // clamp to [ 0, 1 ]\n gl_FragColor = packDepthToRGBA( dist );\n}\n\nvoid renderDepth() {\n // Depth-based rendering for directional light shadows\n // Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values.\n float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n gl_FragColor = packDepthToRGBA(fragCoordZ);\n}\n\nvoid renderBackface() {\n if (!gl_FrontFacing) {\n // Display the backside in a desaturated, darker tone, to give visual feedback that\n // we are, in fact, looking at the map from the \"wrong\" side.\n gl_FragColor.rgb = desaturate(gl_FragColor.rgb, 1.) * 0.5;\n }\n\n}\n\nvoid main() {\n // Step 0 : discard fragment in trivial cases of transparency\n if (opacity == 0.) {\n return;\n }\n\n vec4 diffuseColor = vec4( 1, 1, 1, opacity );\n #include <clipping_planes_fragment>\n\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = vec3(0, 0, 0);\n\n #include <logdepthbuf_fragment>\n\n float height = 0.;\n\n#if defined(ELEVATION_LAYER)\n vec2 elevUv = computeUv(vUv, elevationLayer.offsetScale.xy, elevationLayer.offsetScale.zw);\n height = getElevation(elevationTexture, elevUv);\n#endif\n\n#if defined(ENABLE_ELEVATION_RANGE)\n if (clamp(height, elevationRange.x, elevationRange.y) != height) {\n discard;\n }\n#endif\n\n // Step 1 : discard fragment if the elevation texture is transparent\n#if defined(DISCARD_NODATA_ELEVATION)\n#if defined(ELEVATION_LAYER)\n // Let's discard transparent pixels in the elevation texture\n // Important note : if there is no elevation texture, all fragments are discarded\n // because the default value for texture pixels is zero.\n if (isNoData(elevationTexture, elevUv)) {\n discard;\n }\n#else\n // No elevation layer present, discard completely.\n discard;\n#endif\n#endif\n\n // Step 2 : start with the background color\n gl_FragColor = backgroundColor;\n\n#if defined(ELEVATION_LAYER)\n // Step 3 : if the elevation layer has a color map, use it as the background color.\n if (elevationColorMap.mode != COLORMAP_MODE_DISABLED) {\n vec4 rgba = computeColorMap(\n tileDimensions,\n elevationLayer,\n elevationTexture,\n elevationColorMap,\n colorMapAtlas,\n vUv);\n gl_FragColor = blend(rgba, gl_FragColor);\n }\n#endif\n\n vec3 localNormal = vec3(0, 0, 1);\n\n#if defined(ELEVATION_LAYER)\n vec2 df = computeElevationDerivatives(\n tileDimensions,\n elevUv,\n elevationTexture,\n hillshading.zFactor,\n elevationLayer.offsetScale\n );\n\n localNormal = getNormalFromDerivatives(df.x, df.y);\n#endif\n\n vec3 outgoingLight = vec3(1, 1, 1);\n\n if (hillshading.mode == HILLSHADE_SIMPLE) {\n #if defined(ELEVATION_LAYER)\n outgoingLight = hillshade(df, hillshading.zenith, hillshading.azimuth, hillshading.intensity);\n #endif\n } else if (hillshading.mode == HILLSHADE_PHYSICAL) {\n vec3 worldNormal = localNormal;\n vec3 normal = (vec4(worldNormal.xyz, 1.0) * inverse(viewMatrix)).xyz;\n\n #include <specularmap_fragment>\n #include <lights_lambert_fragment>\n #include <lights_fragment_begin>\n #include <lights_fragment_maps>\n #include <lights_fragment_end>\n\n outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n }\n\n// Shading can be applied either:\n// - before the color layers (i.e only the background pixels will be shaded)\n// - or after the color layers (i.e all pixels will be shaded).\n#if defined(APPLY_SHADING_ON_COLORLAYERS)\n // Do nothing\n#else\n applyDiffuse(outgoingLight);\n#endif\n\n // Step 4 : process all color layers (either directly sampling the atlas texture, or use a color map).\n // Note: this was originally an included chunk (giro3d_compose_layers_pars_fragment), but due to\n // the limitation described by https://github.com/mrdoob/three.js/issues/28020,\n // we have to inline the code so that it can be patched from the material.\n#if defined(COLOR_RENDER)\n#if VISIBLE_COLOR_LAYER_COUNT\n float maskOpacity = 1.;\n\n LayerInfo layer;\n ColorMap colorMap;\n vec4 rgba;\n vec4 blended;\n vec2 range;\n\n #pragma unroll_loop_start\n for ( int i = 0; i < COLOR_LAYERS_LOOP_END; i++ ) {\n layer = layers[UNROLLED_LOOP_INDEX];\n if (layer.color.a > 0.) {\n colorMap = layersColorMaps[UNROLLED_LOOP_INDEX];\n\n // If we are using an atlas texture, then all color layers will get their pixels from this shared texture.\n #if defined(USE_ATLAS_TEXTURE)\n rgba = computeColorLayer(tileDimensions, atlasTexture, colorMapAtlas, layer, colorMap, vUv);\n // Otherwise each color layer will get their pixels from their own texture.\n #else\n // We have to unroll the loop because we are accessing an array of samplers without a constant index (i.e UNROLLED_LOOP_INDEX)\n rgba = computeColorLayer(tileDimensions, colorTextures[UNROLLED_LOOP_INDEX], colorMapAtlas, layer, colorMap, vUv);\n #endif\n\n // Let's blend the layer color to the composited color.\n #if defined(ENABLE_LAYER_MASKS)\n if (layer.mode == LAYER_MODE_MASK) {\n // Mask layers do not contribute to the composition color.\n // instead, they contribute to the overall opacity of the map.\n maskOpacity *= rgba.a;\n blended = gl_FragColor;\n } else if (layer.mode == LAYER_MODE_MASK_INVERTED) {\n maskOpacity *= (1. - rgba.a);\n blended = gl_FragColor;\n } else if (layer.mode == LAYER_MODE_NORMAL) {\n blended = applyBlending(rgba, gl_FragColor, layer.blendingMode);\n }\n #else\n blended = applyBlending(rgba, gl_FragColor, layer.blendingMode);\n #endif\n\n#if defined(ENABLE_ELEVATION_RANGE)\n range = layer.elevationRange;\n if (clamp(height, range.x, range.y) == height) {\n gl_FragColor = blended;\n }\n#else\n gl_FragColor = blended;\n#endif\n }\n }\n #pragma unroll_loop_end\n\n gl_FragColor.a *= maskOpacity;\n#endif // VISIBLE_COLOR_LAYER_COUNT\n\n if (gl_FragColor.a <= 0.0) {\n discard;\n }\n\n#if defined(ELEVATION_LAYER)\n // Contour lines\n #include <giro3d_contour_line_fragment>\n#endif\n#endif // COLOR_RENDER\n\n#if defined(APPLY_SHADING_ON_COLORLAYERS)\n applyDiffuse(outgoingLight);\n#endif\n\n gl_FragColor.a *= opacity;\n\n#if defined(DEPTH_RENDER)\n\n renderDepth();\n\n#elif defined(DISTANCE_RENDER)\n\n renderDistance();\n\n#else\n\n renderBackface();\n\n // Step 7 : draw tile outlines\n #include <giro3d_outline_fragment>\n\n #include <giro3d_graticule_fragment>\n\n // Final step : process rendering states.\n if (gl_FragColor.a <= 0.) {\n // The fragment is transparent, discard it to short-circuit rendering state evaluation.\n discard;\n } else if (renderingState == STATE_FINAL) {\n gl_FragColor.rgb = adjustBrightnessContrastSaturation(gl_FragColor.rgb, brightnessContrastSaturation);\n #include <colorspace_fragment>\n #include <fog_fragment>\n #include <premultiplied_alpha_fragment>\n #include <dithering_fragment>\n } else if (renderingState == STATE_PICKING) {\n float id = float(uuid);\n float z = height;\n float u = vUv.x;\n float v = vUv.y;\n // Requires a float32 render target\n gl_FragColor = vec4(id, z, u, v);\n }\n#endif\n}\n"; /* babel-plugin-inline-import './shader/TileVS.glsl' */ const TileVS = "#include <giro3d_precision_qualifiers>\n#include <giro3d_common>\n#include <giro3d_terrain_pars_vertex>\n\n#include <common>\n#include <normal_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\n\n// Outputs\nvarying vec2 vUv;\nvarying vec3 vWorldPosition; // World space position\nvarying vec3 vWorldNormal; // World space normal\nvarying vec3 vViewPosition;\n\n// This is used for computing an equivalent of gl_FragCoord.z that is as high precision as possible.\n// Some platforms compute gl_FragCoord at a lower precision which makes the manually computed value better for\n// depth-based postprocessing effects. Reproduced on iPad with A10 processor / iPadOS 13.3.1.\nvarying vec2 vHighPrecisionZW;\n\nvoid main() {\n vUv = uv;\n\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\n #include <begin_vertex>\n\n #include <giro3d_terrain_vertex>\n #include <project_vertex>\n #include <logdepthbuf_vertex>\n #include <clipping_planes_vertex>\n\n vWorldNormal = normal;\n vViewPosition = -mvPosition.xyz;\n\n #include <worldpos_vertex>\n #include <shadowmap_vertex>\n #include <fog_vertex>\n\n vWorldPosition = (modelMatrix * vec4(transformed, 1.0)).xyz;\n vHighPrecisionZW = gl_Position.zw;\n}\n"; const EMPTY_IMAGE_SIZE = 16; const tmpDims = new Vector2(); const emptyTexture = new EmptyTexture(); const COLORMAP_DISABLED = 0; const DISABLED_ELEVATION_RANGE = new Vector2(-999999, 999999); class TextureInfo { constructor(layer) { this.layer = layer; this.opacity = layer.opacity; this.visible = layer.visible; this.offsetScale = new OffsetScale(0, 0, 0, 0); this.originalOffsetScale = new OffsetScale(0, 0, 0, 0); this.texture = emptyTexture; this.color = new Color(1, 1, 1); this.brightnessContrastSaturation = new Vector3(0, 1, 1); } get mode() { return this.layer.maskMode ?? 0; } } export const DEFAULT_OUTLINE_COLOR = 'red'; export const DEFAULT_HILLSHADING_INTENSITY = 1; export const DEFAULT_HILLSHADING_ZFACTOR = 1; export const DEFAULT_AZIMUTH = 135; export const DEFAULT_ZENITH = 45; export const DEFAULT_GRATICULE_COLOR = new Color(0, 0, 0); export const DEFAULT_GRATICULE_STEP = 500; // meters export const DEFAULT_GRATICULE_THICKNESS = 1; function drawImageOnAtlas(width, height, composer, atlasInfo, texture) { const dx = atlasInfo.x; const dy = atlasInfo.y + nonNull(atlasInfo.offset); const rect = new Rect(dx, dx + width, dy, dy + height); composer.draw(texture, rect); } function updateOffsetScale(imageSize, atlas, originalOffsetScale, width, height, target) { if (originalOffsetScale.z === 0 || originalOffsetScale.w === 0) { target.set(0, 0, 0, 0); return; } // compute offset / scale const xRatio = imageSize.width / width; const yRatio = imageSize.height / height; target.set(atlas.x / width + originalOffsetScale.x * xRatio, (atlas.y + nonNull(atlas.offset)) / height + originalOffsetScale.y * yRatio, originalOffsetScale.z * xRatio, originalOffsetScale.w * yRatio); } function repeat(value, count) { const result = new Array(count); for (let i = 0; i < count; i++) { result[i] = { ...value }; } return result; } var InternalShadingMode = /*#__PURE__*/function (InternalShadingMode) { InternalShadingMode[InternalShadingMode["Disabled"] = 0] = "Disabled"; InternalShadingMode[InternalShadingMode["Simple"] = 1] = "Simple"; InternalShadingMode[InternalShadingMode["Realistic"] = 2] = "Realistic"; return InternalShadingMode; }(InternalShadingMode || {}); function mapLightingMode(input) { if (input.enabled !== true) { return InternalShadingMode.Disabled; } if (input.mode === MapLightingMode.LightBased) { return InternalShadingMode.Realistic; } return InternalShadingMode.Simple; } class LayeredMaterial extends ShaderMaterial { isMemoryUsage = true; // Used for point-light shadow maps isMeshDistanceMaterial = false; _colorLayers = []; _elevationLayer = null; _mustUpdateUniforms = true; _needsSorting = true; _needsAtlasRepaint = false; _composer = null; _colorMapAtlas = null; _composerDataType = UnsignedByteType; defines = { VISIBLE_COLOR_LAYER_COUNT: 0 }; _hasElevationLayer = false; getMemoryUsage(context) { // We only consider textures that this material owns. That excludes layer textures. const atlas = this._texturesInfo.color.atlasTexture; if (atlas) { TextureGenerator.getMemoryUsage(context, atlas); } } constructor(params) { super({ clipping: true, glslVersion: GLSL3 }); this._atlasInfo = params.atlasInfo; this._textureSize = params.textureSize; this.fog = true; this._maxTextureImageUnits = params.maxTextureImageUnits; this._getIndexFn = params.getIndexFn; const options = params.options; MaterialUtils.setDefine(this, 'USE_ATLAS_TEXTURE', false); MaterialUtils.setDefine(this, 'STITCHING', options.terrain.stitching); MaterialUtils.setDefine(this, 'TERRAIN_DEFORMATION', options.terrain.enabled); MaterialUtils.setDefine(this, 'DISCARD_NODATA_ELEVATION', options.discardNoData); MaterialUtils.setDefine(this, 'ENABLE_ELEVATION_RANGE', options.elevationRange != null); MaterialUtils.setDefineValue(this, 'VISIBLE_COLOR_LAYER_COUNT', 0); MaterialUtils.setDefine(this, 'COLOR_RENDER', true); this.fragmentShader = TileFS; this.vertexShader = TileVS; this._texturesInfo = { color: { infos: [], atlasTexture: null }, elevation: { offsetScale: new OffsetScale(0, 0, 0, 0), texture: null } }; this.side = options.side; this.lights = true; this._renderer = params.renderer; this._forceTextureAtlas = options.forceTextureAtlases ?? false; this._hasElevationLayer = params.hasElevationLayer; this._composerDataType = params.textureDataType; this._colorMapAtlas = options.colorMapAtlas ?? null; const elevationRange = options.elevationRange ? new Vector2(options.elevationRange.min, options.elevationRange.max) : DISABLED_ELEVATION_RANGE; const elevInfo = this._texturesInfo.elevation; const extent = params.extent; const { width, height } = extent.dimensions(tmpDims); this.uniforms = { // Automatically updated by THREE.js ...UniformsLib.common, ...UniformsLib.lights, ...UniformsLib.fog, // Uniforms for point light shadow maps referencePosition: new Uniform(new Vector3()), nearDistance: new Uniform(1), farDistance: new Uniform(1000), uuid: new Uniform(0), hillshading: new Uniform({ mode: mapLightingMode(options.lighting), zenith: DEFAULT_ZENITH, azimuth: DEFAULT_AZIMUTH, intensity: DEFAULT_HILLSHADING_INTENSITY, zFactor: DEFAULT_HILLSHADING_ZFACTOR }), renderingState: new Uniform(RenderingState.FINAL), segments: new Uniform(options.segments ?? 8), extent: new Uniform(new Vector4(extent.west, extent.south, width, height)), tileDimensions: new Uniform(params.tileDimensions), neighbours: new Uniform(repeat({ diffLevel: 0, offsetScale: null }, 8)), neighbourTextures: new Uniform([null, null, null, null, null, null, null, null]), elevationRange: new Uniform(elevationRange), graticule: new Uniform({ color: new Vector4(0, 0, 0, 1), thickness: DEFAULT_GRATICULE_THICKNESS, position: new Vector4(0, 0, DEFAULT_GRATICULE_STEP, DEFAULT_GRATICULE_STEP) }), contourLines: new Uniform({ thickness: 1, primaryInterval: 100, secondaryInterval: 20, color: new Vector4(0, 0, 0, 1) }), backgroundColor: new Uniform(new Vector4()), tileOutlineColor: new Uniform(new Color(DEFAULT_OUTLINE_COLOR)), brightnessContrastSaturation: new Uniform(new Vector3(0, 1, 1)), colorMapAtlas: new Uniform(null), layersColorMaps: new Uniform([]), elevationColorMap: new Uniform({ mode: 0, offset: 0, max: 0, min: 0 }), elevationTexture: new Uniform(elevInfo.texture), atlasTexture: new Uniform(this._texturesInfo.color.atlasTexture), colorTextures: new Uniform([]), // Describe the properties of each color layer (offsetScale, color...). layers: new Uniform([]), elevationLayer: new Uniform({ brightnessContrastSaturation: new Vector3(0, 1, 1), color: new Vector4(0, 0, 0, 0), elevationRange: new Vector2(0, 0), offsetScale: new OffsetScale(0, 0, 0, 0), textureSize: new Vector2(0, 0) }) }; this.uniformsNeedUpdate = true; this.update(options); MemoryTracker.track(this, 'LayeredMaterial'); } /** * @param v - The number of segments. */ set segments(v) { this.uniforms.segments.value = v; } updateNeighbour(neighbour, diffLevel, offsetScale, texture) { this.uniforms.neighbours.value[neighbour].diffLevel = diffLevel; this.uniforms.neighbours.value[neighbour].offsetScale = offsetScale; this.uniforms.neighbourTextures.value[neighbour] = texture; } onBeforeCompile(parameters) { // This is a workaround due to a limitation in three.js, documented // here: https://github.com/mrdoob/three.js/issues/28020 // Normally, we would not have to do this and let the loop unrolling do its job. // However, in our case, the loop end index is not an integer, but a define. // We have to patch the fragment shader ourselves because three.js will not do it // before the loop is unrolled, leading to a compilation error. parameters.fragmentShader = parameters.fragmentShader.replaceAll('COLOR_LAYERS_LOOP_END', `${this.defines.VISIBLE_COLOR_LAYER_COUNT}`); } updateColorLayerUniforms() { const useAtlas = this.defines.USE_ATLAS_TEXTURE === 1; this.sortLayersIfNecessary(); if (this._mustUpdateUniforms) { const layersUniform = []; const infos = this._texturesInfo.color.infos; const textureUniforms = this.uniforms.colorTextures.value; textureUniforms.length = 0; for (const info of infos) { const layer = info.layer; // Ignore non-visible layers if (!layer.visible) { continue; } // If we use an atlas, the offset/scale is different. const offsetScale = useAtlas ? info.offsetScale : info.originalOffsetScale; const tex = info.texture; let textureSize = new Vector2(0, 0); const image = tex.image; if (image != null) { textureSize = new Vector2(image.width, image.height); } const rgb = info.color; const a = info.visible ? info.opacity : 0; const color = new Vector4(rgb.r, rgb.g, rgb.b, a); const elevationRange = info.elevationRange || DISABLED_ELEVATION_RANGE; const uniform = { offsetScale, color, textureSize, elevationRange, mode: info.mode, blendingMode: layer.blendingMode, brightnessContrastSaturation: info.brightnessContrastSaturation }; layersUniform.push(uniform); if (!useAtlas) { textureUniforms.push(tex); } } this.uniforms.layers.value = layersUniform; } } dispose() { this.dispatchEvent({ type: 'dispose' }); for (const layer of this._colorLayers) { const index = this.indexOfColorLayer(layer); if (index === -1) { continue; } delete this._texturesInfo.color.infos[index]; } this._colorLayers.length = 0; this._composer?.dispose(); this._texturesInfo.color.atlasTexture?.dispose(); } getColorTexture(layer) { const index = this.indexOfColorLayer(layer); if (index === -1) { return null; } return this._texturesInfo.color.infos[index].texture; } countIndividualTextures() { let totalTextureUnits = 0; if (this._elevationLayer) { totalTextureUnits++; if (this.defines.STITCHING) { // We use 8 neighbour textures for stit-ching totalTextureUnits += 8; } } if (this._colorMapAtlas) { totalTextureUnits++; } const visibleColorLayers = this.getVisibleColorLayerCount(); // Count only visible color layers totalTextureUnits += visibleColorLayers; return { totalTextureUnits, visibleColorLayers }; } onBeforeRender() { this.updateOpacityParameters(this.opacity); if (this.defines.USE_ATLAS_TEXTURE && this._needsAtlasRepaint) { this.repaintAtlas(); this._needsAtlasRepaint = false; } this.updateColorWrite(); this.updateColorLayerUniforms(); this.updateColorMaps(); } /** * Determine if this material should write to the color buffer. */ updateColorWrite() { if (this._texturesInfo.elevation.texture == null && this.defines.DISCARD_NODATA_ELEVATION) { // No elevation texture means that every single fragment will be discarded, // which is an illegal operation in WebGL (raising warnings). this.colorWrite = false; } else { this.colorWrite = true; } } repaintAtlas() { this.rebuildAtlasIfNecessary(); const composer = nonNull(this._composer); composer.clear(); // Redraw all visible color layers on the canvas for (const l of this._colorLayers) { if (!l.visible) { continue; } const idx = this.indexOfColorLayer(l); const atlas = nonNull(this._atlasInfo.atlas)[l.id]; const layerTexture = this._texturesInfo.color.infos[idx].texture; const w = layerTexture?.image?.width ?? EMPTY_IMAGE_SIZE; const h = layerTexture?.image?.height ?? EMPTY_IMAGE_SIZE; updateOffsetScale(new Vector2(w, h), atlas, this._texturesInfo.color.infos[idx].originalOffsetScale, this.composerWidth, this.composerHeight, this._texturesInfo.color.infos[idx].offsetScale); if (layerTexture != null) { drawImageOnAtlas(w, h, nonNull(composer), atlas, layerTexture); } } const rendered = composer.render(); rendered.name = 'LayeredMaterial - Atlas'; MemoryTracker.track(rendered, rendered.name); // Even though we asked the composer to reuse the same texture, sometimes it has // to recreate a new texture when some parameters change, such as pixel format. if (rendered.uuid !== this._texturesInfo.color.atlasTexture?.uuid) { this.rebuildAtlasTexture(rendered); } this.uniforms.atlasTexture.value = this._texturesInfo.color.atlasTexture; } setColorTextures(layer, textureAndPitch) { const index = this.indexOfColorLayer(layer); if (index < 0) { this.pushColorLayer(layer); } const { pitch, texture } = textureAndPitch; this._texturesInfo.color.infos[index].originalOffsetScale.copy(pitch); this._texturesInfo.color.infos[index].texture = texture; const currentSize = TextureGenerator.getBytesPerChannel(this._composerDataType); const textureSize = TextureGenerator.getBytesPerChannel(texture.type); if (textureSize > currentSize) { // The new layer uses a bigger data type, we need to recreate the atlas this._composerDataType = texture.type; } this._needsAtlasRepaint = true; } pushElevationLayer(layer) { this._elevationLayer = layer; this._hasElevationLayer = true; } removeElevationLayer() { this._elevationLayer = null; this.uniforms.elevationTexture.value = null; this._texturesInfo.elevation.texture = null; this._hasElevationLayer = false; MaterialUtils.setDefine(this, 'ELEVATION_LAYER', false); } setElevationTexture(layer, { texture, pitch }, isFinal) { this._elevationLayer = layer; MaterialUtils.setDefine(this, 'ELEVATION_LAYER', true); this.uniforms.elevationTexture.value = texture; this._texturesInfo.elevation.texture = texture; texture.isFinal = isFinal; this._texturesInfo.elevation.offsetScale.copy(pitch); const uniform = this.uniforms.elevationLayer.value; uniform.offsetScale = pitch; uniform.textureSize = new Vector2(texture.image.width, texture.image.height); uniform.color = new Vector4(1, 1, 1, 1); uniform.brightnessContrastSaturation = new Vector3(1, 1, 1); uniform.elevationRange = new Vector2(); this.updateColorMaps(); return Promise.resolve(true); } pushColorLayer(newLayer) { if (this._colorLayers.includes(newLayer)) { return; } this._colorLayers.push(newLayer); const info = new TextureInfo(newLayer); if (newLayer.type === 'MaskLayer') { MaterialUtils.setDefine(this, 'ENABLE_LAYER_MASKS', true); } // Optional feature: limit color layer display within an elevation range if (newLayer.elevationRange != null) { MaterialUtils.setDefine(this, 'ENABLE_ELEVATION_RANGE', true); const { min, max } = newLayer.elevationRange; info.elevationRange = new Vector2(min, max); } this._texturesInfo.color.infos.push(info); this.updateColorLayerCount(); this.updateColorMaps(); this.needsUpdate = true; } getVisibleColorLayerCount() { let result = 0; for (let i = 0; i < this._colorLayers.length; i++) { const layer = this._colorLayers[i]; if (layer.visible) { result++; } } return result; } reorderLayers() { this._needsSorting = true; } sortLayersIfNecessary() { const idx = this._getIndexFn; if (this._needsSorting) { this._colorLayers.sort((a, b) => idx(a) - idx(b)); this._texturesInfo.color.infos.sort((a, b) => idx(a.layer) - idx(b.layer)); this._needsSorting = false; } } removeColorLayer(layer) { const index = this.indexOfColorLayer(layer); if (index === -1) { return; } // NOTE: we cannot dispose the texture here, because it might be cached for later. this._texturesInfo.color.infos.splice(index, 1); this._colorLayers.splice(index, 1); this.updateColorMaps(); this.updateColorLayerCount(); } /** * Sets the colormap atlas. * * @param atlas - The atlas. */ setColorMapAtlas(atlas) { this._colorMapAtlas = atlas; } updateColorMaps() { this.sortLayersIfNecessary(); const atlas = this._colorMapAtlas; const elevationColorMap = this._elevationLayer?.colorMap; const elevationUniform = this.uniforms.elevationColorMap; if (elevationColorMap?.active === true) { elevationUniform.value.mode = elevationColorMap?.mode ?? COLORMAP_DISABLED; elevationUniform.value.min = elevationColorMap?.min ?? 0; elevationUniform.value.max = elevationColorMap?.max ?? 0; elevationUniform.value.offset = atlas?.getOffset(elevationColorMap) ?? 0; } else { elevationUniform.value.mode = COLORMAP_DISABLED; elevationUniform.value.min = 0; elevationUniform.value.max = 0; } const colorLayers = this._texturesInfo.color.infos; const uniforms = []; for (let i = 0; i < colorLayers.length; i++) { const texInfo = colorLayers[i]; if (!texInfo.layer.visible) { continue; } const colorMap = texInfo.layer.colorMap; const uniform = { mode: colorMap?.active === true ? colorMap.mode : COLORMAP_DISABLED, min: colorMap?.min ?? 0, max: colorMap?.max ?? 0, offset: colorMap ? atlas?.getOffset(colorMap) ?? 0 : 0 }; uniforms.push(uniform); } this.uniforms.layersColorMaps = new Uniform(uniforms); if (atlas?.texture) { const luts = atlas.texture ?? null; this.uniforms.colorMapAtlas.value = luts; } } updateGraticuleUniforms(opts) { const graticule = opts.graticule; const enabled = graticule.enabled ?? false; MaterialUtils.setDefine(this, 'ENABLE_GRATICULE', enabled); if (enabled) { const uniform = this.uniforms.graticule.value; uniform.thickness = graticule.thickness; uniform.position.set(graticule.xOffset, graticule.yOffset, graticule.xStep, graticule.yStep); const rgb = getColor(graticule.color); uniform.color.set(rgb.r, rgb.g, rgb.b, graticule.opacity ?? 0); } } updateContourLineUniforms(opts) { const contourLines = opts.contourLines; if (contourLines.enabled) { const c = getColor(contourLines.color); const a = contourLines.opacity; this.uniforms.contourLines.value = { thickness: contourLines.thickness ?? 1, primaryInterval: contourLines.interval ?? 100, secondaryInterval: contourLines.secondaryInterval ?? 0, color: new Vector4(c.r, c.g, c.b, a) }; } MaterialUtils.setDefine(this, 'ENABLE_CONTOUR_LINES', contourLines.enabled); } updateColorUniforms(opts) { const a = opts.backgroundOpacity; const c = opts.backgroundColor; const vec4 = new Vector4(c.r, c.g, c.b, a); this.uniforms.backgroundColor.value.copy(vec4); const colorimetry = opts.colorimetry; this.uniforms.brightnessContrastSaturation.value.set(colorimetry.brightness, colorimetry.contrast, colorimetry.saturation); } updateHillshadingUniforms(opts) { const params = opts.lighting; MaterialUtils.setDefine(this, 'APPLY_SHADING_ON_COLORLAYERS', !params.elevationLayersOnly); const uniform = this.uniforms.hillshading.value; if (params.mode === MapLightingMode.Hillshade) { uniform.zenith = params.hillshadeZenith ?? DEFAULT_ZENITH; uniform.azimuth = params.hillshadeAzimuth ?? DEFAULT_AZIMUTH; uniform.intensity = params.hillshadeIntensity ?? 1; } uniform.mode = mapLightingMode(params); uniform.zFactor = params.zFactor ?? 1; } update(opts) { if (opts) { this._options = opts; this.depthTest = opts.depthTest; if (this._colorMapAtlas) { this.updateColorMaps(); } this.updateColorUniforms(opts); this.updateGraticuleUniforms(opts); this.updateContourLineUniforms(opts); this.updateHillshadingUniforms(opts); if (opts.elevationRange) { const { min, max } = opts.elevationRange; this.uniforms.elevationRange.value.set(min, max); } MaterialUtils.setDefine(this, 'ELEVATION_LAYER', this._elevationLayer?.visible); MaterialUtils.setDefine(this, 'ENABLE_OUTLINES', opts.showTileOutlines); if (opts.showTileOutlines) { this.uniforms.tileOutlineColor.value = getColor(opts.tileOutlineColor); } MaterialUtils.setDefine(this, 'DISCARD_NODATA_ELEVATION', opts.discardNoData); MaterialUtils.setDefine(this, 'TERRAIN_DEFORMATION', opts.terrain.enabled); MaterialUtils.setDefine(this, 'STITCHING', opts.terrain.stitching); const newSide = opts.side; if (this.side !== newSide) { this.side = newSide; this.needsUpdate = true; } } if (this._colorLayers.length === 0) { return true; } return this.rebuildAtlasIfNecessary(); } updateColorLayerCount() { // If we have fewer textures than allowed by WebGL max texture units, // then we can directly use those textures in the shader. // Otherwise we have to reduce the number of color textures by aggregating // them in a texture atlas. Note that doing so will have a performance cost, // both increasing memory consumption and GPU time, since each color texture // must rendered into the atlas. const { totalTextureUnits, visibleColorLayers } = this.countIndividualTextures(); const shouldUseAtlas = this._forceTextureAtlas || totalTextureUnits > this._maxTextureImageUnits; MaterialUtils.setDefine(this, 'USE_ATLAS_TEXTURE', shouldUseAtlas); // If the number of visible layers has changed, we need to repaint the // atlas because it only shows visible layers. if (MaterialUtils.setDefineValue(this, 'VISIBLE_COLOR_LAYER_COUNT', visibleColorLayers)) { this._mustUpdateUniforms = true; this._needsAtlasRepaint = true; this.needsUpdate = true; } } customProgramCacheKey() { return (this.defines.VISIBLE_COLOR_LAYER_COUNT ?? 0).toString(); } createComposer() { const newComposer = new WebGLComposer({ extent: new Rect(0, this._atlasInfo.maxX, 0, this._atlasInfo.maxY), width: this._atlasInfo.maxX, height: this._atlasInfo.maxY, reuseTexture: true, webGLRenderer: this._renderer, pixelFormat: RGBAFormat, textureDataType: this._composerDataType }); return newComposer; } get composerWidth() { return this._composer?.width ?? 0; } get composerHeight() { return this._composer?.height ?? 0; } rebuildAtlasIfNecessary() { if (this._composer == null || this._atlasInfo.maxX > this.composerWidth || this._atlasInfo.maxY > this.composerHeight || this._composer.dataType !== this._composerDataType) { const newComposer = this.createComposer(); let newTexture = null; const currentTexture = this._texturesInfo.color.atlasTexture; if (this._composer && currentTexture && this.composerWidth > 0) { // repaint the old canvas into the new one. newComposer.draw(currentTexture, new Rect(0, this.composerWidth, 0, this.composerHeight)); newTexture = newComposer.render(); } this._composer?.dispose(); currentTexture?.dispose(); this._composer = newComposer; const atlases = nonNull(this._atlasInfo.atlas); for (let i = 0; i < this._colorLayers.length; i++) { const layer = this._colorLayers[i]; const atlas = atlases[layer.id]; const pitch = this._texturesInfo.color.infos[i].originalOffsetScale; const texture = this._texturesInfo.color.infos[i].texture; // compute offset / scale const w = texture?.image?.width ?? EMPTY_IMAGE_SIZE; const h = texture?.image?.height ?? EMPTY_IMAGE_SIZE; const xRatio = w / this.composerWidth; const yRatio = h / this.composerHeight; this._texturesInfo.color.infos[i].offsetScale = new OffsetScale(atlas.x / this.composerWidth + pitch.x * xRatio, (atlas.y + nonNull(atlas.offset)) / this.composerHeight + pitch.y * yRatio, pitch.z * xRatio, pitch.w * yRatio); } this.rebuildAtlasTexture(newTexture); } return this.composerWidth > 0; } rebuildAtlasTexture(newTexture) { if (newTexture) { newTexture.name = 'LayeredMaterial - Atlas'; } this._texturesInfo.color.atlasTexture?.dispose(); this._texturesInfo.color.atlasTexture = newTexture; this.uniforms.atlasTexture.value = this._texturesInfo.color.atlasTexture; } changeState(state) { if (this.uniforms.renderingState.value === state) { return; } this.uniforms.renderingState.value = state; this.updateOpacityParameters(this.opacity); this.updateBlendingMode(); this.needsUpdate = true; } updateBlendingMode() { const state = this.uniforms.renderingState.value; if (state === RenderingState.FINAL) { const background = this._options?.backgroundOpacity ?? 1; this.transparent = this.opacity < 1 || background < 1; this.needsUpdate = true; this.blending = NormalBlending; } else { // We cannot use alpha blending with custom rendering states because the alpha component // of the fragment in those modes has nothing to do with transparency at all. this.blending = NoBlending; this.transparent = false; this.needsUpdate = true; } } hasColorLayer(layer) { return this.indexOfColorLayer(layer) !== -1; } hasElevationLayer(layer) { return this._elevationLayer !== layer; } indexOfColorLayer(layer) { return this._colorLayers.indexOf(layer); } updateOpacityParameters(opacity) { this.uniforms.opacity.value = opacity; this.updateBlendingMode(); } setLayerOpacity(layer, opacity) { const index = this.indexOfColorLayer(layer); this._texturesInfo.color.infos[index].opacity = opacity; this._mustUpdateUniforms = true; } setLayerVisibility(layer, visible) { const index = this.indexOfColorLayer(layer); this._texturesInfo.color.infos[index].visible = visible; this._mustUpdateUniforms = true; this.needsUpdate = true; this.reorderLayers(); this.updateColorLayerCount(); } setLayerElevationRange(layer, range) { if (range != null) { MaterialUtils.setDefine(this, 'ENABLE_ELEVATION_RANGE', true); } const index = this.indexOfColorLayer(layer); const value = range ? new Vector2(range.min, range.max) : DISABLED_ELEVATION_RANGE; this._texturesInfo.color.infos[index].elevationRange = value; this._mustUpdateUniforms = true; } setColorimetry(layer, brightness, contrast, saturation) { const index = this.indexOfColorLayer(layer); this._texturesInfo.color.infos[index].brightnessContrastSaturation.set(brightness, contrast, saturation); this._mustUpdateUniforms = true; } canProcessColorLayer() { if (!this._elevationLayer) { return true; } if (!this._elevationLayer.visible) { return true; } return this.isElevationLayerTextureLoaded(); } isElevationLayerTextureLoaded() { if (!this._hasElevationLayer) { return true; } const texture = this._texturesInfo.elevation.texture; return texture != null && texture.isFinal === true; } getElevationTexture() { return this._texturesInfo.elevation.texture; } getElevationOffsetScale() { return this._texturesInfo.elevation.offsetScale; } isColorLayerTextureLoaded(layer) { const index = this.indexOfColorLayer(layer); if (index < 0) { return false; } return this._texturesInfo.color.infos[index].texture !== emptyTexture; } /** * Gets the number of layers on this material. * * @returns The number of layers present on this material. */ getLayerCount() { return (this._elevationLayer ? 1 : 0) + this._colorLayers.length; } /** * Gets the progress of the loading of textures on this material. * The progress is the number of currently present textures divided * by the number of expected textures. */ get progress() { let total = 0; let weight = 0; if (this._elevationLayer != null) { if (this.isElevationLayerTextureLoaded()) { total += 1; } weight += 1; } for (const layer of this._colorLayers) { if (this.isColorLayerTextureLoaded(layer)) { total += 1; } weight += 1; } if (weight === 0) { // No layer present return 1; } return total / weight; } get loading() { return this.progress < 1; } setUuid(uuid) { this.uniforms.uuid.value = uuid; } } export default LayeredMaterial;