itowns
Version:
A JS/WebGL framework for 3D geospatial data visualization
110 lines (90 loc) • 4.32 kB
HTML
<html>
<head>
<title>Itowns - postprocessing</title>
<meta charset="UTF-8">
<link rel="stylesheet" type="text/css" href="css/example.css">
<link rel="stylesheet" type="text/css" href="css/LoadingScreen.css">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
</head>
<body>
<div id="viewerDiv"></div>
<script src="../dist/itowns.js"></script>
<script src="js/GUI/LoadingScreen.js"></script>
<!-- from https://github.com/mrdoob/three.js/blob/master/examples/js/shaders/DotScreenShader.js -->
<script type="x-shader/x-vertex" id="vertexshader">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform vec2 center;
uniform float angle;
uniform float scale;
uniform vec2 tSize;
uniform sampler2D tDiffuse;
varying vec2 vUv;
float pattern() {
float s = sin( angle ), c = cos( angle );
vec2 tex = vUv * tSize - center;
vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;
return ( sin( point.x ) * sin( point.y ) ) * 4.0;
}
void main() {
vec4 color = texture2D( tDiffuse, vUv );
float average = ( color.r + color.g + color.b ) / 3.0;
gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );
}
</script>
<script type="text/javascript">
var positionOnGlobe = { longitude: 2.351323, latitude: 48.856712, altitude: 25000000 };
// iTowns namespace defined here
var viewerDiv = document.getElementById('viewerDiv');
var view = new itowns.GlobeView(viewerDiv, positionOnGlobe);
// Simple postprocessing setup
//
var postprocessScene = new itowns.THREE.Scene();
var quad = new itowns.THREE.Mesh(new itowns.THREE.PlaneBufferGeometry(2, 2), null);
var cam = new itowns.THREE.OrthographicCamera(-1, 1, 1, -1, 0, 10);
setupLoadingScreen(viewerDiv, view);
quad.frustumCulled = false;
quad.material = new itowns.THREE.ShaderMaterial({
uniforms: {
tDiffuse: { value: null },
tSize: { value: new itowns.THREE.Vector2(256, 256) },
center: { value: new itowns.THREE.Vector2(0.5, 0.5) },
angle: { value: 1.57 },
scale: { value: 1.0 },
},
vertexShader: document.getElementById('vertexshader').textContent,
fragmentShader: document.getElementById('fragmentshader').textContent,
});
postprocessScene.add(quad);
view.render = function render() {
var g = view.mainLoop.gfxEngine;
var r = g.renderer;
r.setRenderTarget(g.fullSizeRenderTarget);
r.clear();
r.render(view.scene, view.camera.camera3D);
quad.material.uniforms.tDiffuse.value = g.fullSizeRenderTarget.texture;
quad.material.uniforms.tSize.value.set(
g.fullSizeRenderTarget.width, g.fullSizeRenderTarget.height);
r.setRenderTarget(null);
r.clear();
r.render(postprocessScene, cam);
};
itowns.Fetcher.json('./layers/JSONLayers/Ortho.json').then(function _(config) {
config.source = new itowns.WMTSSource(config.source);
var layer = new itowns.ColorLayer('Ortho', config);
view.addLayer(layer);
});
itowns.Fetcher.json('./layers/JSONLayers/IGN_MNT.json').then(function _(config) {
config.source = new itowns.WMTSSource(config.source);
var layer = new itowns.ElevationLayer(config.id, config);
view.addLayer(layer);
});
</script>
</body>
</html>