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A JS/WebGL framework for 3D geospatial data visualization

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"use strict"; var _interopRequireWildcard = require("@babel/runtime/helpers/interopRequireWildcard"); var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault"); Object.defineProperty(exports, "__esModule", { value: true }); exports["default"] = void 0; var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck")); var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass")); var THREE = _interopRequireWildcard(require("three")); var _Capabilities = _interopRequireDefault(require("../Core/System/Capabilities")); var _LayeredMaterial = require("./LayeredMaterial"); var _WebGL = require("../ThreeExtended/WebGL"); /** * Generated On: 2015-10-5 * Class: c3DEngine * Description: 3DEngine est l'interface avec le framework webGL. */ var depthRGBA = new THREE.Vector4(); var c3DEngine = /*#__PURE__*/ function () { function c3DEngine(rendererOrDiv) { var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; (0, _classCallCheck2["default"])(this, c3DEngine); var NOIE = !_Capabilities["default"].isInternetExplorer(); // pick sensible default options if (options.antialias === undefined) { options.antialias = true; } if (options.alpha === undefined) { options.alpha = true; } if (options.logarithmicDepthBuffer === undefined) { options.logarithmicDepthBuffer = this.gLDebug || NOIE; } var renderer = rendererOrDiv.domElement ? rendererOrDiv : undefined; var viewerDiv = renderer ? undefined : rendererOrDiv; this.width = (renderer ? renderer.domElement : viewerDiv).clientWidth; this.height = (renderer ? renderer.domElement : viewerDiv).clientHeight; this.positionBuffer = null; this._nextThreejsLayer = 1; this.fullSizeRenderTarget = new THREE.WebGLRenderTarget(this.width, this.height); this.fullSizeRenderTarget.texture.minFilter = THREE.LinearFilter; this.fullSizeRenderTarget.texture.magFilter = THREE.NearestFilter; this.fullSizeRenderTarget.depthBuffer = true; this.fullSizeRenderTarget.depthTexture = new THREE.DepthTexture(); this.fullSizeRenderTarget.depthTexture.type = THREE.UnsignedShortType; this.renderView = function (view) { this.renderer.clear(); this.renderer.render(view.scene, view.camera.camera3D); }.bind(this); this.onWindowResize = function (w, h) { this.width = w; this.height = h; this.fullSizeRenderTarget.setSize(this.width, this.height); this.renderer.setSize(this.width, this.height); }.bind(this); // Create renderer try { this.renderer = renderer || new THREE.WebGLRenderer({ canvas: document.createElement('canvas'), antialias: options.antialias, alpha: options.alpha, logarithmicDepthBuffer: options.logarithmicDepthBuffer }); } catch (ex) { console.error('Failed to create WebGLRenderer', ex); this.renderer = null; } if (!this.renderer) { if (!_WebGL.WEBGL.isWebGLAvailable()) { viewerDiv.appendChild(_WebGL.WEBGL.getErrorMessage(1)); } else if (!_WebGL.WEBGL.isWebGL2Available()) { viewerDiv.appendChild(_WebGL.WEBGL.getErrorMessage(2)); } throw new Error('WebGL unsupported'); } if (!renderer && options.logarithmicDepthBuffer) { // We don't support logarithmicDepthBuffer when EXT_frag_depth is missing. // So recreated a renderer if needed. if (!this.renderer.extensions.get('EXT_frag_depth')) { var _canvas = this.renderer.domElement; this.renderer.dispose(); this.renderer = new THREE.WebGLRenderer({ canvas: _canvas, antialias: options.antialias, alpha: options.alpha, logarithmicDepthBuffer: false }); } } // Let's allow our canvas to take focus // The condition below looks weird, but it's correct: querying tabIndex // returns -1 if not set, but we still need to explicitly set it to force // the tabindex focus flag to true (see // https://www.w3.org/TR/html5/editing.html#specially-focusable) if (this.renderer.domElement.tabIndex === -1) { this.renderer.domElement.tabIndex = -1; } _Capabilities["default"].updateCapabilities(this.renderer); this.renderer.setClearColor(0x030508); this.renderer.autoClear = false; this.renderer.sortObjects = true; this.renderer.debug.checkShaderErrors = false; if (!renderer) { this.renderer.setPixelRatio(viewerDiv.devicePixelRatio); this.renderer.setSize(viewerDiv.clientWidth, viewerDiv.clientHeight); viewerDiv.appendChild(this.renderer.domElement); } } (0, _createClass2["default"])(c3DEngine, [{ key: "getWindowSize", value: function getWindowSize() { return new THREE.Vector2(this.width, this.height); } /** * return renderer THREE.js * @returns {undefined|c3DEngine_L7.THREE.WebGLRenderer} */ }, { key: "getRenderer", value: function getRenderer() { return this.renderer; } /** * Render view to a Uint8Array. * * @param {View} view - The view to render * @param {object} [zone] - partial zone to render * @param {number} zone.x - x (in view coordinate) * @param {number} zone.y - y (in view coordinate) * @param {number} zone.width - width of area to render (in pixels) * @param {number} zone.height - height of area to render (in pixels) * @return {THREE.RenderTarget} - Uint8Array, 4 bytes per pixel. The first pixel in * the array is the bottom-left pixel. */ }, { key: "renderViewToBuffer", value: function renderViewToBuffer(view, zone) { if (!zone) { zone = { x: 0, y: 0, width: this.width, height: this.height }; } this.renderViewToRenderTarget(view, this.fullSizeRenderTarget, zone); var pixelBuffer = new Uint8Array(4 * zone.width * zone.height); this.renderer.readRenderTargetPixels(this.fullSizeRenderTarget, zone.x, this.height - (zone.y + zone.height), zone.width, zone.height, pixelBuffer); return pixelBuffer; } /** * Render view to a THREE.RenderTarget. * * @param {View} view - The view to render * @param {THREE.RenderTarget} [target] - destination render target. Default value: full size render target owned by c3DEngine. * @param {object} [zone] - partial zone to render (zone x/y uses view coordinates) Note: target must contain complete zone * @return {THREE.RenderTarget} - the destination render target */ }, { key: "renderViewToRenderTarget", value: function renderViewToRenderTarget(view, target, zone) { if (!target) { target = this.fullSizeRenderTarget; } var current = this.renderer.getRenderTarget(); // Don't use setViewport / setScissor on renderer because they would affect // on screen rendering as well. Instead set them on the render target. // Example : this.fullSizeRenderTarget.viewport.set(0, 0, target.width, target.height); if (zone) { this.fullSizeRenderTarget.scissor.set(zone.x, target.height - (zone.y + zone.height), zone.width, zone.height); this.fullSizeRenderTarget.scissorTest = true; } this.renderer.setRenderTarget(target); this.renderer.clear(true, true, false); this.renderer.render(view.scene, view.camera.camera3D); this.renderer.setRenderTarget(current); this.fullSizeRenderTarget.scissorTest = false; return target; } }, { key: "bufferToImage", value: function bufferToImage(pixelBuffer, width, height) { var canvas = document.createElement('canvas'); var ctx = canvas.getContext('2d'); // size the canvas to your desired image canvas.width = width; canvas.height = height; var imgData = ctx.getImageData(0, 0, width, height); imgData.data.set(pixelBuffer); ctx.putImageData(imgData, 0, 0); // create a new img object var image = new Image(); // set the img.src to the canvas data url image.src = canvas.toDataURL(); return image; } }, { key: "getUniqueThreejsLayer", value: function getUniqueThreejsLayer() { // We use three.js Object3D.layers feature to manage visibility of // geometry layers; so we need an internal counter to assign a new // one to each new geometry layer. // Warning: only 32 ([0, 31]) different layers can exist. if (this._nextThreejsLayer > 31) { console.warn('Too much three.js layers. Starting from now all of them will use layerMask = 31'); this._nextThreejsLayer = 31; } var result = this._nextThreejsLayer++; return result; } }, { key: "depthBufferRGBAValueToOrthoZ", value: function depthBufferRGBAValueToOrthoZ(depthBufferRGBA, camera) { depthRGBA.fromArray(depthBufferRGBA).divideScalar(255.0); if (_Capabilities["default"].isLogDepthBufferSupported()) { var gl_FragDepthEXT = (0, _LayeredMaterial.unpack1K)(depthRGBA); var logDepthBufFC = 2.0 / (Math.log(camera.far + 1.0) / Math.LN2); // invert function : gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5; return Math.pow(2, 2 * gl_FragDepthEXT / logDepthBufFC); } else { var gl_FragCoord_Z = (0, _LayeredMaterial.unpack1K)(depthRGBA); gl_FragCoord_Z = gl_FragCoord_Z * 2.0 - 1.0; return 2.0 * camera.near * camera.far / (camera.far + camera.near - gl_FragCoord_Z * (camera.far - camera.near)); } } }]); return c3DEngine; }(); var _default = c3DEngine; exports["default"] = _default;