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@giro3d/giro3d

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A JS/WebGL framework for 3D geospatial data visualization

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import type { IUniform, Light, Side, Texture, TextureDataType, WebGLProgramParametersWithUniforms, WebGLRenderer, } from 'three'; import { Color, GLSL3, NoBlending, NormalBlending, RGBAFormat, ShaderMaterial, Uniform, UniformsLib, UnsignedByteType, Vector2, Vector3, Vector4, } from 'three'; import type ColorimetryOptions from '../core/ColorimetryOptions'; import type ColorMapMode from '../core/ColorMapMode'; import type ContourLineOptions from '../core/ContourLineOptions'; import type ElevationRange from '../core/ElevationRange'; import type Extent from '../core/geographic/Extent'; import type GraticuleOptions from '../core/GraticuleOptions'; import type BlendingMode from '../core/layer/BlendingMode'; import type ColorLayer from '../core/layer/ColorLayer'; import type ElevationLayer from '../core/layer/ElevationLayer'; import type Layer from '../core/layer/Layer'; import type { TextureAndPitch } from '../core/layer/Layer'; import type MaskLayer from '../core/layer/MaskLayer'; import type { MaskMode } from '../core/layer/MaskLayer'; import type MemoryUsage from '../core/MemoryUsage'; import { type GetMemoryUsageContext } from '../core/MemoryUsage'; import OffsetScale from '../core/OffsetScale'; import Rect from '../core/Rect'; import type TerrainOptions from '../core/TerrainOptions'; import type MapLightingOptions from '../entities/MapLightingOptions'; import { MapLightingMode } from '../entities/MapLightingOptions'; import { getColor } from '../utils/predicates'; import TextureGenerator from '../utils/TextureGenerator'; import { nonNull } from '../utils/tsutils'; import type { AtlasInfo, LayerAtlasInfo } from './AtlasBuilder'; import type ColorMapAtlas from './ColorMapAtlas'; import WebGLComposer from './composition/WebGLComposer'; import EmptyTexture from './EmptyTexture'; import MaterialUtils from './MaterialUtils'; import MemoryTracker from './MemoryTracker'; import RenderingState from './RenderingState'; import TileFS from './shader/TileFS.glsl'; import TileVS from './shader/TileVS.glsl'; const EMPTY_IMAGE_SIZE = 16; const tmpDims = new Vector2(); interface ElevationTexture extends Texture { /** * Flag to determine if the texture is borrowed from * an ancestor of it is the final texture of this material. */ isFinal: boolean; } const emptyTexture = new EmptyTexture(); const COLORMAP_DISABLED = 0; const DISABLED_ELEVATION_RANGE = new Vector2(-999999, 999999); class TextureInfo { readonly layer: ColorLayer; originalOffsetScale: OffsetScale; offsetScale: OffsetScale; texture: Texture; opacity: number; visible: boolean; color: Color; elevationRange?: Vector2; brightnessContrastSaturation: Vector3; constructor(layer: ColorLayer) { 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 as MaskLayer).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: number, height: number, composer: WebGLComposer, atlasInfo: LayerAtlasInfo, texture: Texture, ) { const dx = atlasInfo.x; const dy = atlasInfo.y + nonNull(atlasInfo.offset); const dw = width; const dh = height; const rect = new Rect(dx, dx + dw, dy, dy + dh); composer.draw(texture, rect); } function updateOffsetScale( imageSize: Vector2, atlas: LayerAtlasInfo, originalOffsetScale: OffsetScale, width: number, height: number, target: OffsetScale, ) { 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<T extends object>(value: T, count: number): T[] { const result: T[] = new Array(count); for (let i = 0; i < count; i++) { result[i] = { ...value }; } return result; } export interface MaterialOptions { /** * Discards no-data pixels. */ discardNoData: boolean; /** * Geometric terrain options. */ terrain: Required<TerrainOptions>; /** * Colorimetry options for the entire material. */ colorimetry: Required<ColorimetryOptions>; /** * The sidedness. */ side: Side; /** * Contour lines options. */ contourLines: Required<ContourLineOptions>; /** * Lighting options. */ lighting: Required<MapLightingOptions>; /** * Graticule options. */ graticule: Required<GraticuleOptions>; /** * The number of subdivision segments per tile. */ segments: number; /** * The elevation range. */ elevationRange: { min: number; max: number } | null; /** * The colormap atlas. */ colorMapAtlas: ColorMapAtlas | null; /** * The background color. */ backgroundColor: Color; /** * The background opacity. */ backgroundOpacity: number; /** * Show the outlines of tile meshes. */ showTileOutlines: boolean; /** * The tile outline color. * @defaultValue {@link DEFAULT_OUTLINE_COLOR} */ tileOutlineColor: Color; /** * Force using texture atlases even when not required by WebGL limitations. */ forceTextureAtlases: boolean; /** * Displays the collider meshes used for raycast. */ showColliderMeshes: boolean; depthTest: boolean; } enum InternalShadingMode { Disabled = 0, Simple = 1, Realistic = 2, } function mapLightingMode(input: MapLightingOptions): InternalShadingMode { if (input.enabled !== true) { return InternalShadingMode.Disabled; } if (input.mode === MapLightingMode.LightBased) { return InternalShadingMode.Realistic; } return InternalShadingMode.Simple; } type HillshadingUniform = { mode: InternalShadingMode; intensity: number; zFactor: number; zenith: number; azimuth: number; }; type ContourLineUniform = { thickness: number; primaryInterval: number; secondaryInterval: number; color: Vector4; }; type GraticuleUniform = { thickness: number; /** xOffset, yOffset, xStep, yStep */ position: Vector4; color: Vector4; }; type LayerUniform = { offsetScale: Vector4; color: Vector4; textureSize: Vector2; elevationRange: Vector2; brightnessContrastSaturation: Vector3; }; type ColorLayerUniform = LayerUniform & { mode: 0 | MaskMode; blendingMode: BlendingMode; }; type NeighbourUniform = { offsetScale: Vector4 | null; diffLevel: number; }; type ColorMapUniform = { mode: ColorMapMode | 0; min: number; max: number; offset: number; }; type Defines = { ENABLE_CONTOUR_LINES?: 1; STITCHING?: 1; TERRAIN_DEFORMATION?: 1; DISCARD_NODATA_ELEVATION?: 1; ENABLE_ELEVATION_RANGE?: 1; ELEVATION_LAYER?: 1; ENABLE_LAYER_MASKS?: 1; ENABLE_OUTLINES?: 1; APPLY_SHADING_ON_COLORLAYERS?: 1; ENABLE_GRATICULE?: 1; USE_ATLAS_TEXTURE?: 1; /** Normal color rendering */ COLOR_RENDER?: 1; /** For depth-based effects, such as shadow maps for directional lights */ DEPTH_RENDER?: 1; /** For distance-based effects, such as shadow maps for point lights */ DISTANCE_RENDER?: 1; /** The number of _visible_ color layers */ VISIBLE_COLOR_LAYER_COUNT: number; }; type ThreeUniforms = typeof UniformsLib.common & typeof UniformsLib.fog & typeof UniformsLib.lights; type Uniforms = ThreeUniforms & { // The id of the tile encoded into a single float uuid: IUniform<number>; // Lighting & shading hillshading: IUniform<HillshadingUniform>; renderingState: IUniform<RenderingState>; segments: IUniform<number>; extent: IUniform<Vector4>; tileDimensions: IUniform<Vector2>; neighbours: IUniform<NeighbourUniform[]>; neighbourTextures: IUniform<(Texture | null)[]>; elevationRange: IUniform<Vector2>; graticule: IUniform<GraticuleUniform>; contourLines: IUniform<ContourLineUniform>; backgroundColor: IUniform<Vector4>; tileOutlineColor: IUniform<Color>; brightnessContrastSaturation: IUniform<Vector3>; colorMapAtlas: IUniform<Texture | null>; layersColorMaps: IUniform<ColorMapUniform[]>; elevationColorMap: IUniform<ColorMapUniform>; elevationTexture: IUniform<Texture | null>; atlasTexture: IUniform<Texture | null>; colorTextures: IUniform<Texture[]>; layers: IUniform<ColorLayerUniform[]>; elevationLayer: IUniform<LayerUniform>; // For distance-based rendering (point light shadow maps) referencePosition: IUniform<Vector3>; nearDistance: IUniform<number>; farDistance: IUniform<number>; }; class LayeredMaterial extends ShaderMaterial implements MemoryUsage { readonly isMemoryUsage = true as const; // Used for point-light shadow maps isMeshDistanceMaterial = false; light?: Light; private readonly _getIndexFn: (arg0: Layer) => number; private readonly _renderer: WebGLRenderer; private readonly _colorLayers: ColorLayer[] = []; private readonly _atlasInfo: AtlasInfo; private readonly _forceTextureAtlas: boolean; private readonly _maxTextureImageUnits: number; private readonly _textureSize: Vector2; private readonly _texturesInfo: { color: { infos: TextureInfo[]; atlasTexture: Texture | null; }; elevation: { offsetScale: OffsetScale; texture: ElevationTexture | null; }; }; private _elevationLayer: ElevationLayer | null = null; private _mustUpdateUniforms = true; private _needsSorting = true; private _needsAtlasRepaint = false; private _composer: WebGLComposer | null = null; private _colorMapAtlas: ColorMapAtlas | null = null; private _composerDataType: TextureDataType = UnsignedByteType; override readonly uniforms: Uniforms; override readonly defines: Defines = { VISIBLE_COLOR_LAYER_COUNT: 0, }; private _options?: MaterialOptions; private _hasElevationLayer = false; getMemoryUsage(context: GetMemoryUsageContext) { // 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: { /** the material options. */ options: MaterialOptions; /** the WebGL renderer. */ renderer: WebGLRenderer; /** The number of maximum texture units in fragment shaders */ maxTextureImageUnits: number; /** the Atlas info */ atlasInfo: AtlasInfo; /** The function to help sorting color layers. */ getIndexFn: (arg0: Layer) => number; /** The texture data type to be used for the atlas texture. */ textureDataType: TextureDataType; hasElevationLayer: boolean; tileDimensions: Vector2; extent: Extent; textureSize: Vector2; }) { 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<HillshadingUniform>({ 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<NeighbourUniform>( { diffLevel: 0, offsetScale: null, }, 8, ), ), neighbourTextures: new Uniform([null, null, null, null, null, null, null, null]), elevationRange: new Uniform(elevationRange), graticule: new Uniform<GraticuleUniform>({ 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<ColorMapUniform>({ 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<LayerUniform>({ 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: number) { this.uniforms.segments.value = v; } updateNeighbour( neighbour: number, diffLevel: number, offsetScale: OffsetScale, texture: Texture | null, ): void { this.uniforms.neighbours.value[neighbour].diffLevel = diffLevel; this.uniforms.neighbours.value[neighbour].offsetScale = offsetScale; this.uniforms.neighbourTextures.value[neighbour] = texture; } onBeforeCompile(parameters: WebGLProgramParametersWithUniforms): void { // 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}`, ); } private updateColorLayerUniforms() { const useAtlas = this.defines.USE_ATLAS_TEXTURE === 1; this.sortLayersIfNecessary(); if (this._mustUpdateUniforms) { const layersUniform: ColorLayerUniform[] = []; 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: ColorLayerUniform = { 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: ColorLayer) { const index = this.indexOfColorLayer(layer); if (index === -1) { return null; } return this._texturesInfo.color.infos[index].texture; } private 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. */ private 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: ColorLayer, textureAndPitch: 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: ElevationLayer) { 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: ElevationLayer, { texture, pitch }: { texture: Texture; pitch: OffsetScale }, isFinal: boolean, ) { this._elevationLayer = layer; MaterialUtils.setDefine(this, 'ELEVATION_LAYER', true); this.uniforms.elevationTexture.value = texture; this._texturesInfo.elevation.texture = texture as ElevationTexture; (texture as ElevationTexture).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: ColorLayer) { 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; } private 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; } private 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: ColorLayer) { 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: ColorMapAtlas | null) { this._colorMapAtlas = atlas; } private 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: ColorMapUniform[] = []; for (let i = 0; i < colorLayers.length; i++) { const texInfo = colorLayers[i]; if (!texInfo.layer.visible) { continue; } const colorMap = texInfo.layer.colorMap; const uniform: ColorMapUniform = { 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; } } private updateGraticuleUniforms(opts: MaterialOptions) { 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); } } private updateContourLineUniforms(opts: MaterialOptions) { 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); } private updateColorUniforms(opts: MaterialOptions) { 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, ); } private updateHillshadingUniforms(opts: MaterialOptions) { 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?: MaterialOptions) { 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(); } private 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(): string { 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; } private get composerWidth() { return this._composer?.width ?? 0; } private 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: Texture | null = 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; } private rebuildAtlasTexture(newTexture: Texture | null) { 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: RenderingState) { if (this.uniforms.renderingState.value === state) { return; } this.uniforms.renderingState.value = state; this.updateOpacityParameters(this.opacity); this.updateBlendingMode(); this.needsUpdate = true; } private 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: ColorLayer) { return this.indexOfColorLayer(layer) !== -1; } hasElevationLayer(layer: ElevationLayer) { return this._elevationLayer !== layer; } indexOfColorLayer(layer: ColorLayer) { return this._colorLayers.indexOf(layer); } private updateOpacityParameters(opacity: number) { this.uniforms.opacity.value = opacity; this.updateBlendingMode(); } setLayerOpacity(layer: ColorLayer, opacity: number) { const index = this.indexOfColorLayer(layer); this._texturesInfo.color.infos[index].opacity = opacity; this._mustUpdateUniforms = true; } setLayerVisibility(layer: ColorLayer, visible: boolean) { const index = this.indexOfColorLayer(layer); this._texturesInfo.color.infos[index].visible = visible; this._mustUpdateUniforms = true; this.needsUpdate = true; this.reorderLayers(); this.updateColorLayerCount(); } setLayerElevationRange(layer: ColorLayer, range: ElevationRange | null) { 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: ColorLayer, brightness: number, contrast: number, saturation: number) { const index = this.indexOfColorLayer(layer); this._texturesInfo.color.infos[index].brightnessContrastSaturation.set( brightness, contrast, saturation, ); this._mustUpdateUniforms = true; } canProcessColorLayer(): boolean { 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(): Texture | null { return this._texturesInfo.elevation.texture; } getElevationOffsetScale(): OffsetScale { return this._texturesInfo.elevation.offsetScale; } isColorLayerTextureLoaded(layer: ColorLayer) { 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: number) { this.uniforms.uuid.value = uuid; } } export default LayeredMaterial;