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itowns

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A JS/WebGL framework for 3D geospatial data visualization

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"use strict"; var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault"); Object.defineProperty(exports, "__esModule", { value: true }); exports["default"] = exports.MODE = void 0; var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck")); var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass")); var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime/helpers/possibleConstructorReturn")); var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf")); var _get2 = _interopRequireDefault(require("@babel/runtime/helpers/get")); var _inherits2 = _interopRequireDefault(require("@babel/runtime/helpers/inherits")); var _three = require("three"); var _Capabilities = _interopRequireDefault(require("../Core/System/Capabilities")); var _ShaderUtils = _interopRequireDefault(require("./Shader/ShaderUtils")); /* babel-plugin-inline-import './Shader/PointsVS.glsl' */ var PointsVS = "#include <itowns/precision_qualifier>\n#include <itowns/project_pars_vertex>\n#if defined(USE_TEXTURES_PROJECTIVE)\n#include <itowns/projective_texturing_pars_vertex>\n#endif\n#include <common>\n#include <logdepthbuf_pars_vertex>\n\nuniform float size;\n\nuniform bool pickingMode;\nuniform int mode;\nuniform float opacity;\nuniform vec4 overlayColor;\nattribute vec3 color;\nattribute vec4 unique_id;\nattribute float intensity;\n\n#if defined(NORMAL_OCT16)\nattribute vec2 oct16Normal;\n#elif defined(NORMAL_SPHEREMAPPED)\nattribute vec2 sphereMappedNormal;\n#else\nattribute vec3 normal;\n#endif\n\nvarying vec4 vColor;\n\n// see https://web.archive.org/web/20150303053317/http://lgdv.cs.fau.de/get/1602\n// and implementation in PotreeConverter (BINPointReader.cpp) and potree (BinaryDecoderWorker.js)\n#if defined(NORMAL_OCT16)\nvec3 decodeOct16Normal(vec2 encodedNormal) {\n vec2 nNorm = 2. * (encodedNormal / 255.) - 1.;\n vec3 n;\n n.z = 1. - abs(nNorm.x) - abs(nNorm.y);\n if (n.z >= 0.) {\n n.x = nNorm.x;\n n.y = nNorm.y;\n } else {\n n.x = sign(nNorm.x) - sign(nNorm.x) * sign(nNorm.y) * nNorm.y;\n n.y = sign(nNorm.y) - sign(nNorm.y) * sign(nNorm.x) * nNorm.x;\n }\n return normalize(n);\n}\n#elif defined(NORMAL_SPHEREMAPPED)\n// see http://aras-p.info/texts/CompactNormalStorage.html method #4\n// or see potree's implementation in BINPointReader.cpp\nvec3 decodeSphereMappedNormal(vec2 encodedNormal) {\n vec2 fenc = 2. * encodedNormal / 255. - 1.;\n float f = dot(fenc,fenc);\n float g = 2. * sqrt(1. - f);\n vec3 n;\n n.xy = fenc * g;\n n.z = 1. - 2. * f;\n return n;\n}\n#endif\n\nvoid main() {\n\n#if defined(NORMAL_OCT16)\n vec3 normal = decodeOct16Normal(oct16Normal);\n#elif defined(NORMAL_SPHEREMAPPED)\n vec3 normal = decodeSphereMappedNormal(sphereMappedNormal);\n#elif defined(NORMAL)\n // nothing to do\n#else\n // default to color\n vec3 normal = color;\n#endif\n\n if (pickingMode) {\n vColor = unique_id;\n } else if (mode == MODE_INTENSITY) {\n vColor = vec4(intensity, intensity, intensity, opacity);\n } else if (mode == MODE_NORMAL) {\n vColor = vec4(abs(normal), opacity);\n } else {\n // default to color mode\n vColor = vec4(mix(color, overlayColor.rgb, overlayColor.a), opacity);\n }\n\n #include <begin_vertex>\n #include <project_vertex>\n\n if (size > 0.) {\n gl_PointSize = size;\n } else {\n gl_PointSize = clamp(-size / gl_Position.w, 3.0, 10.0);\n }\n\n#if defined(USE_TEXTURES_PROJECTIVE)\n #include <itowns/projective_texturing_vertex>\n#endif\n #include <logdepthbuf_vertex>\n}\n"; /* babel-plugin-inline-import './Shader/PointsFS.glsl' */ var PointsFS = "#include <itowns/precision_qualifier>\n#include <logdepthbuf_pars_fragment>\n#if defined(USE_TEXTURES_PROJECTIVE)\n#include <itowns/projective_texturing_pars_fragment>\n#endif\n\nvarying vec4 vColor;\nuniform bool pickingMode;\nvoid main() {\n #include <logdepthbuf_fragment>\n // circular point rendering\n if(length(gl_PointCoord - 0.5) > 0.5){\n discard;\n }\n\n#if defined(USE_TEXTURES_PROJECTIVE)\n vec4 color = vColor;\n if (!pickingMode) {\n #pragma unroll_loop\n for (int i = 0; i < ORIENTED_IMAGES_COUNT; i++) {\n color = projectiveTextureColor(projectiveTextureCoords[ ORIENTED_IMAGES_COUNT - 1 - i ], projectiveTextureDistortion[ ORIENTED_IMAGES_COUNT - 1 - i ], projectiveTexture[ ORIENTED_IMAGES_COUNT - 1 - i ], mask[ORIENTED_IMAGES_COUNT - 1 - i], color);\n }\n gl_FragColor = vec4(color.rgb, color.a * opacity);\n } else {\n gl_FragColor = color;\n }\n#else\n gl_FragColor = vColor;\n#endif\n}\n"; var MODE = { COLOR: 0, INTENSITY: 1, CLASSIFICATION: 2, NORMAL: 3 }; exports.MODE = MODE; var PointsMaterial = /*#__PURE__*/ function (_RawShaderMaterial) { (0, _inherits2["default"])(PointsMaterial, _RawShaderMaterial); function PointsMaterial() { var _this; var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {}; (0, _classCallCheck2["default"])(this, PointsMaterial); var oiMaterial = options.orientedImageMaterial; delete options.orientedImageMaterial; _this = (0, _possibleConstructorReturn2["default"])(this, (0, _getPrototypeOf2["default"])(PointsMaterial).call(this, options)); _this.vertexShader = PointsVS; _this.size = options.size || 0; _this.scale = options.scale || 0.05 * 0.5 / Math.tan(1.0 / 2.0); // autosizing scale _this.overlayColor = options.overlayColor || new _three.Vector4(0, 0, 0, 0); _this.mode = options.mode || MODE.COLOR; _this.picking = false; for (var key in MODE) { if (Object.prototype.hasOwnProperty.call(MODE, key)) { _this.defines["MODE_".concat(key)] = MODE[key]; } } _this.uniforms.size = new _three.Uniform(_this.size); _this.uniforms.mode = new _three.Uniform(_this.mode); _this.uniforms.pickingMode = new _three.Uniform(_this.picking); _this.uniforms.opacity = new _three.Uniform(_this.opacity); _this.uniforms.overlayColor = new _three.Uniform(_this.overlayColor); if (oiMaterial) { _this.uniforms.projectiveTextureAlphaBorder = oiMaterial.uniforms.projectiveTextureAlphaBorder; _this.uniforms.projectiveTextureDistortion = oiMaterial.uniforms.projectiveTextureDistortion; _this.uniforms.projectiveTextureMatrix = oiMaterial.uniforms.projectiveTextureMatrix; _this.uniforms.projectiveTexture = oiMaterial.uniforms.projectiveTexture; _this.uniforms.mask = oiMaterial.uniforms.mask; _this.uniforms.boostLight = oiMaterial.uniforms.boostLight; _this.defines.ORIENTED_IMAGES_COUNT = oiMaterial.defines.ORIENTED_IMAGES_COUNT; _this.defines.USE_DISTORTION = oiMaterial.defines.USE_DISTORTION; _this.defines.DEBUG_ALPHA_BORDER = oiMaterial.defines.DEBUG_ALPHA_BORDER; _this.defines.USE_TEXTURES_PROJECTIVE = true; _this.defines.USE_BASE_MATERIAL = true; _this.fragmentShader = _ShaderUtils["default"].unrollLoops(PointsFS, _this.defines); } else { _this.fragmentShader = PointsFS; } if (_Capabilities["default"].isLogDepthBufferSupported()) { _this.defines.USE_LOGDEPTHBUF = 1; _this.defines.USE_LOGDEPTHBUF_EXT = 1; } _this.updateUniforms(); return _this; } (0, _createClass2["default"])(PointsMaterial, [{ key: "copy", value: function copy(source) { (0, _get2["default"])((0, _getPrototypeOf2["default"])(PointsMaterial.prototype), "copy", this).call(this, source); if (source.uniforms.projectiveTextureAlphaBorder) { // Don't copy oriented image because, it's a link to oriented image material. // It needs a reference to oriented image material. this.uniforms.projectiveTextureAlphaBorder = source.uniforms.projectiveTextureAlphaBorder; this.uniforms.projectiveTextureDistortion = source.uniforms.projectiveTextureDistortion; this.uniforms.projectiveTextureMatrix = source.uniforms.projectiveTextureMatrix; this.uniforms.projectiveTexture = source.uniforms.projectiveTexture; this.uniforms.mask = source.uniforms.mask; this.uniforms.boostLight = source.uniforms.boostLight; } return this; } }, { key: "enablePicking", value: function enablePicking(picking) { this.picking = picking; this.blending = picking ? _three.NoBlending : _three.NormalBlending; this.updateUniforms(); } }, { key: "updateUniforms", value: function updateUniforms() { // if size is null, switch to autosizing using the canvas height this.uniforms.size.value = this.size > 0 ? this.size : -this.scale * window.innerHeight; this.uniforms.mode.value = this.mode; this.uniforms.pickingMode.value = this.picking; this.uniforms.opacity.value = this.opacity; this.uniforms.overlayColor.value = this.overlayColor; } }, { key: "update", value: function update(source) { this.visible = source.visible; this.opacity = source.opacity; this.transparent = source.transparent; this.size = source.size; this.mode = source.mode; this.picking = source.picking; this.scale = source.scale; this.overlayColor.copy(source.overlayColor); this.updateUniforms(); Object.assign(this.defines, source.defines); return this; } }]); return PointsMaterial; }(_three.RawShaderMaterial); var _default = PointsMaterial; exports["default"] = _default;