itowns
Version:
A JS/WebGL framework for 3D geospatial data visualization
352 lines (301 loc) • 18.7 kB
JavaScript
"use strict";
var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault");
var _typeof = require("@babel/runtime/helpers/typeof");
Object.defineProperty(exports, "__esModule", {
value: true
});
exports["default"] = exports.ClassificationScheme = exports.MODE = void 0;
var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
var _assertThisInitialized2 = _interopRequireDefault(require("@babel/runtime/helpers/assertThisInitialized"));
var _get2 = _interopRequireDefault(require("@babel/runtime/helpers/get"));
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 _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
var THREE = _interopRequireWildcard(require("three"));
var _Capabilities = _interopRequireDefault(require("../Core/System/Capabilities"));
var _ShaderUtils = _interopRequireDefault(require("./Shader/ShaderUtils"));
var _CommonMaterial = _interopRequireDefault(require("./CommonMaterial"));
function _getRequireWildcardCache(nodeInterop) { if (typeof WeakMap !== "function") return null; var cacheBabelInterop = new WeakMap(); var cacheNodeInterop = new WeakMap(); return (_getRequireWildcardCache = function _getRequireWildcardCache(nodeInterop) { return nodeInterop ? cacheNodeInterop : cacheBabelInterop; })(nodeInterop); }
function _interopRequireWildcard(obj, nodeInterop) { if (!nodeInterop && obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== "object" && typeof obj !== "function") { return { "default": obj }; } var cache = _getRequireWildcardCache(nodeInterop); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (key !== "default" && Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
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; } }
/* babel-plugin-inline-import './Shader/PointsVS.glsl' */
var PointsVS = "#include <itowns/WebGL2_pars_vertex>\n#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 picking;\nuniform int mode;\nuniform float opacity;\nuniform vec4 overlayColor;\nuniform vec2 intensityRange;\nuniform bool applyOpacityClassication;\nattribute vec3 color;\nattribute vec4 unique_id;\nattribute float intensity;\nattribute float classification;\nuniform sampler2D classificationLUT;\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 (picking) {\n vColor = unique_id;\n } else {\n vColor.a = opacity;\n if (applyOpacityClassication || mode == MODE_CLASSIFICATION) {\n vec2 uv = vec2(classification, 0.5);\n vColor = texture2D(classificationLUT, uv);\n vColor.a *= opacity;\n }\n\n if (mode == MODE_INTENSITY) {\n // adapt the grayscale knowing the range\n float i = (intensity - intensityRange.x) / (intensityRange.y - intensityRange.x);\n vColor.rgb = vec3(i, i, i);\n } else if (mode == MODE_NORMAL) {\n vColor.rgb = abs(normal);\n } else if (mode == MODE_COLOR) {\n // default to color mode\n vColor.rgb = mix(color, overlayColor.rgb, overlayColor.a);\n }\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/WebGL2_pars_fragment>\n#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 picking;\nvoid main() {\n #include <logdepthbuf_fragment>\n // circular point rendering\n if((length(gl_PointCoord - 0.5) > 0.5) || (vColor.a == 0.0)) {\n discard;\n }\n#if defined(USE_TEXTURES_PROJECTIVE)\n vec4 color = vColor;\n if (!picking) {\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 white = new THREE.Color(1.0, 1.0, 1.0);
/**
* Every lidar point can have a classification assigned to it that defines
* the type of object that has reflected the laser pulse. Lidar points can be
* classified into a number of categories including bare earth or ground,
* top of canopy, and water. The different classes are defined using numeric
* integer codes in the files.
*
* @property {object} category - category classification,
* @property {boolean} category.visible - category visibility,
* @property {string} category.name - category name,
* @property {THREE.Color} category.color - category color,
* @property {number} category.opacity - category opacity,
*/
// eslint-disable-next-line
var
/* istanbul ignore next */
Classification = function Classification() {
(0, _classCallCheck2["default"])(this, Classification);
};
var ClassificationScheme = {
DEFAULT: {
0: {
visible: true,
name: 'never classified',
color: new THREE.Color(0.5, 0.5, 0.5),
opacity: 1.0
},
1: {
visible: true,
name: 'unclassified',
color: new THREE.Color(0.5, 0.5, 0.5),
opacity: 1.0
},
2: {
visible: true,
name: 'ground',
color: new THREE.Color(0.63, 0.32, 0.18),
opacity: 1.0
},
3: {
visible: true,
name: 'low vegetation',
color: new THREE.Color(0.0, 1.0, 0.0),
opacity: 1.0
},
4: {
visible: true,
name: 'medium vegetation',
color: new THREE.Color(0.0, 0.8, 0.0),
opacity: 1.0
},
5: {
visible: true,
name: 'high vegetation',
color: new THREE.Color(0.0, 0.6, 0.0),
opacity: 1.0
},
6: {
visible: true,
name: 'building',
color: new THREE.Color(1.0, 0.66, 0.0),
opacity: 1.0
},
7: {
visible: true,
name: 'low point(noise)',
color: new THREE.Color(1.0, 0.0, 1.0),
opacity: 1.0
},
8: {
visible: true,
name: 'key-point',
color: new THREE.Color(1.0, 0.0, 0.0),
opacity: 1.0
},
9: {
visible: true,
name: 'water',
color: new THREE.Color(0.0, 0.0, 1.0),
opacity: 1.0
},
10: {
visible: true,
name: 'rail',
color: new THREE.Color(0.8, 0.8, 1.0),
opacity: 1.0
},
11: {
visible: true,
name: 'road Surface',
color: new THREE.Color(0.4, 0.4, 0.7),
opacity: 1.0
},
12: {
visible: true,
name: 'overlap',
color: new THREE.Color(1.0, 1.0, 0.0),
opacity: 1.0
},
DEFAULT: {
visible: true,
name: 'default',
color: new THREE.Color(0.3, 0.6, 0.6),
opacity: 0.5
}
}
};
exports.ClassificationScheme = ClassificationScheme;
var PointsMaterial = /*#__PURE__*/function (_THREE$RawShaderMater) {
(0, _inherits2["default"])(PointsMaterial, _THREE$RawShaderMater);
var _super = _createSuper(PointsMaterial);
/**
* @class PointsMaterial
* @param {object} [options={}] The options
* @param {number} [options.size=0] size point
* @param {number} [options.mode=MODE.COLOR] display mode.
* @param {THREE.Vector4} [options.overlayColor=new THREE.Vector4(0, 0, 0, 0)] overlay color.
* @param {THREE.Vector2} [options.intensityRange=new THREE.Vector2(0, 1)] intensity range.
* @param {boolean} [options.applyOpacityClassication=false] apply opacity classification on all display mode.
* @param {Classification} [options.classification] - define points classification.
* @property {Classification} classification - points classification.
*
* @example
* // change color category classification
* const pointMaterial = new PointsMaterial();
* pointMaterial.classification[3].color.setStyle('red');
* pointMaterial.recomputeClassification();
*/
function PointsMaterial() {
var _this;
var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
(0, _classCallCheck2["default"])(this, PointsMaterial);
var intensityRange = options.intensityRange || new THREE.Vector2(0, 1);
var oiMaterial = options.orientedImageMaterial;
var classification = options.classification || ClassificationScheme.DEFAULT;
var applyOpacityClassication = options.applyOpacityClassication == undefined ? false : options.applyOpacityClassication;
delete options.orientedImageMaterial;
delete options.intensityRange;
delete options.classification;
delete options.applyOpacityClassication;
_this = _super.call(this, options);
_this.vertexShader = PointsVS;
_this.scale = options.scale || 0.05 * 0.5 / Math.tan(1.0 / 2.0); // autosizing scale
_CommonMaterial["default"].setDefineMapping((0, _assertThisInitialized2["default"])(_this), 'MODE', MODE);
_CommonMaterial["default"].setUniformProperty((0, _assertThisInitialized2["default"])(_this), 'size', options.size || 0);
_CommonMaterial["default"].setUniformProperty((0, _assertThisInitialized2["default"])(_this), 'mode', options.mode || MODE.COLOR);
_CommonMaterial["default"].setUniformProperty((0, _assertThisInitialized2["default"])(_this), 'picking', false);
_CommonMaterial["default"].setUniformProperty((0, _assertThisInitialized2["default"])(_this), 'opacity', _this.opacity);
_CommonMaterial["default"].setUniformProperty((0, _assertThisInitialized2["default"])(_this), 'overlayColor', options.overlayColor || new THREE.Vector4(0, 0, 0, 0));
_CommonMaterial["default"].setUniformProperty((0, _assertThisInitialized2["default"])(_this), 'intensityRange', intensityRange);
_CommonMaterial["default"].setUniformProperty((0, _assertThisInitialized2["default"])(_this), 'applyOpacityClassication', applyOpacityClassication); // add classification texture to apply classification lut.
var data = new Uint8Array(256 * 4);
var texture = new THREE.DataTexture(data, 256, 1, THREE.RGBAFormat);
texture.magFilter = THREE.NearestFilter;
_CommonMaterial["default"].setUniformProperty((0, _assertThisInitialized2["default"])(_this), 'classificationLUT', texture); // Classification scheme
_this.classification = classification; // Update classification
_this.recomputeClassification();
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;
}
return _this;
}
(0, _createClass2["default"])(PointsMaterial, [{
key: "recomputeClassification",
value: function recomputeClassification() {
var classification = this.classification;
var data = this.classificationLUT.image.data;
var width = this.classificationLUT.image.width;
for (var i = 0; i < width; i++) {
var color = void 0;
var opacity = void 0;
var visible = true;
if (classification[i]) {
color = classification[i].color;
visible = classification[i].visible;
opacity = classification[i].opacity;
} else if (classification[i % 32]) {
color = classification[i % 32].color;
visible = classification[i % 32].visible;
opacity = classification[i % 32].opacity;
} else if (classification.DEFAULT) {
color = classification.DEFAULT.color;
visible = classification.DEFAULT.visible;
opacity = classification.DEFAULT.opacity;
} else {
color = white;
opacity = 1.0;
}
var j = 4 * i;
data[j + 0] = parseInt(255 * color.r, 10);
data[j + 1] = parseInt(255 * color.g, 10);
data[j + 2] = parseInt(255 * color.b, 10);
data[j + 3] = visible ? parseInt(255 * opacity, 10) : 0;
}
this.classificationLUT.needsUpdate = true;
this.dispatchEvent({
type: 'material_property_changed',
target: this
});
}
}, {
key: "onBeforeCompile",
value: function onBeforeCompile(shader, renderer) {
if (renderer.capabilities.isWebGL2) {
this.defines.WEBGL2 = true;
shader.glslVersion = '300 es';
}
}
}, {
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;
}
}, {
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.intensityRange.copy(source.intensityRange);
Object.assign(this.defines, source.defines);
return this;
}
}]);
return PointsMaterial;
}(THREE.RawShaderMaterial);
var _default = PointsMaterial;
exports["default"] = _default;