itowns
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A JS/WebGL framework for 3D geospatial data visualization
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JavaScript
;
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 _inherits2 = _interopRequireDefault(require("@babel/runtime/helpers/inherits"));
var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime/helpers/possibleConstructorReturn"));
var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
var _RasterLayer2 = _interopRequireDefault(require("./RasterLayer"));
var _LayeredMaterialNodeProcessing = require("../Process/LayeredMaterialNodeProcessing");
var _RasterTile = require("../Renderer/RasterTile");
var _Style = _interopRequireDefault(require("../Core/Style"));
var _Undeprecator = require("../Core/Deprecated/Undeprecator");
function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflectConstruct(); return function () { var Super = (0, _getPrototypeOf2["default"])(Derived), result; if (hasNativeReflectConstruct) { var NewTarget = (0, _getPrototypeOf2["default"])(this).constructor; result = Reflect.construct(Super, arguments, NewTarget); } else { result = Super.apply(this, arguments); } return (0, _possibleConstructorReturn2["default"])(this, result); }; }
function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
/**
* Fires when the visiblity of the layer has changed.
* @event ColorLayer#visible-property-changed
*/
/**
* Fires when the opacity of the layer has changed.
* @event ColorLayer#opacity-property-changed
*/
/**
* Fires when the sequence of the layer has changed, meaning that the order of
* the layer changed in the view it is attached to.
* @event ColorLayer#sequence-property-changed
*/
/**
* @property {boolean} isColorLayer - Used to checkout whether this layer is a
* ColorLayer. Default is true. You should not change this, as it is used
* internally for optimisation.
* @property {Style} style - default style apply layer features.
* @property {boolean} visible - property to display or to hide layer.
* @property {number} opacity - property to adjust transparency, opacity is between 0. and 1.
* @property {boolean} transparent - specify if the layer could be transparent.
* @property {boolean} noTextureParentOutsideLimit - don't parent texture if it's outside limit.
* @property {number} effect_type - type effect to apply on raster color.
* if `effect_type` equals:
* * `0`: no special effect.
* * `1`: light color to invisible effect.
* * `2`: white color to invisible effect.
* * `3`: custom shader effect (defined `ShaderChunk.customBodyColorLayer` and `ShaderChunk.customHeaderColorLayer`).
* @property {number} effect_parameter - amount value used with effect applied on raster color.
*/
var ColorLayer = /*#__PURE__*/function (_RasterLayer) {
(0, _inherits2["default"])(ColorLayer, _RasterLayer);
var _super = _createSuper(ColorLayer);
/**
* A simple layer, usually managing a texture to display on a view. For example,
* it can be an aerial view of the ground or a simple transparent layer with the
* roads displayed.
*
* @constructor
* @extends Layer
*
* @param {string} id - The id of the layer, that should be unique. It is
* not mandatory, but an error will be emitted if this layer is added a
* {@link View} that already has a layer going by that id.
* @param {Object} [config] - Optional configuration, all elements in it
* will be merged as is in the layer. For example, if the configuration
* contains three elements `name, protocol, extent`, these elements will be
* available using `layer.name` or something else depending on the property
* name.
* @param {Source} [config.source] - Description and options of the source.
* @param {number} [config.magFilter] - How the texture is sampled when a texel covers more than one pixel. [see](https://threejs.org/docs/?q=texture#api/en/textures/Texture.magFilter)
* @param {number} [config.minFilter] - How the texture is sampled when a texel covers less than one pixel. [see](https://threejs.org/docs/?q=texture#api/en/textures/Texture.minFilter)
* @param {number} [effect_type=0] - type effect to apply on raster color.
* if `effect_type` equals:
* * `0`: no special effect.
* * `1`: light color to invisible effect.
* * `2`: white color to invisible effect.
* * `3`: custom shader effect (defined `ShaderChunk.customBodyColorLayer` and `ShaderChunk.customHeaderColorLayer`).
* @param {number} [effect_parameter=1.0] - amount value used with effect applied on raster color.
*
* @example
* // Create a ColorLayer
* const color = new ColorLayer('roads', {
* source: new SourceWMTS({
* protocol: 'wmts',
* url: 'http://server.geo/wmts/....',
* format: 'image/png',
* name: 'nameService',
* tileMatrixSet: 'PM',
* }),
* transparent: true,
* opacity: 0.5,
* });
*
* // Add the layer
* view.addLayer(color);
*/
function ColorLayer(id) {
var _this;
var config = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
(0, _classCallCheck2["default"])(this, ColorLayer);
(0, _Undeprecator.deprecatedColorLayerOptions)(config);
_this = _super.call(this, id, config);
_this.isColorLayer = true;
_this.style = new _Style["default"](config.style);
_this.defineLayerProperty('visible', true);
_this.defineLayerProperty('opacity', 1.0);
_this.defineLayerProperty('sequence', 0);
_this.transparent = config.transparent || _this.opacity < 1.0;
_this.noTextureParentOutsideLimit = config.source ? config.source.isFileSource : false; // Feature options
_this.buildExtent = true;
_this.structure = '2d';
return _this;
}
/**
* Setup RasterColorTile added to TileMesh. This RasterColorTile handles
* the ColorLayer textures mapped on this TileMesh.
*
* @param {TileMesh} node The node to apply new RasterColorTile;
* @return {RasterColorTile} The raster color node added.
*/
(0, _createClass2["default"])(ColorLayer, [{
key: "setupRasterNode",
value: function setupRasterNode(node) {
var rasterColorNode = new _RasterTile.RasterColorTile(node.material, this);
node.material.addLayer(rasterColorNode); // set up ColorLayer ordering.
node.material.setSequence(this.parent.colorLayersOrder);
return rasterColorNode;
}
}, {
key: "update",
value: function update(context, layer, node, parent) {
return (0, _LayeredMaterialNodeProcessing.updateLayeredMaterialNodeImagery)(context, this, node, parent);
}
}]);
return ColorLayer;
}(_RasterLayer2["default"]);
var _default = ColorLayer;
exports["default"] = _default;