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A JS/WebGL framework for 3D geospatial data visualization

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import RasterLayer from "./RasterLayer.js"; import { updateLayeredMaterialNodeImagery } from "../Process/LayeredMaterialNodeProcessing.js"; import { RasterColorTile } from "../Renderer/RasterTile.js"; import { deprecatedColorLayerOptions } from "../Core/Deprecated/Undeprecator.js"; /** * 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 {StyleOptions|Style} style - style properties or a Style defined by the user, * to apply to the 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 the raster color. * If `effect_type` equals: * * `0`: no effect. * * `1`: light color to invisible effect: transparency effect is stronger for * light colors (whose distance is closer to white). This effect can be * amplified by `effect_parameter`. * * `2`: white color to invisible effect: white color is considered as * transparent. * * `3`: custom shader effect: set `ShaderChunk.customBodyColorLayer` and * `ShaderChunk.customHeaderColorLayer` to add your own glsl code in * respectively the color layer function body and at top-level. * @property {number} effect_parameter - value used as parameter of certain type * of effects. If `effect_type` equals: * * `0`: unused. * * `1`: used to amplify the transparency effect. * * `2`: unused. * * `3`: could be used by your own glsl code. * * @extends RasterLayer */ class ColorLayer extends RasterLayer { /** * 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. * * @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} [config.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} [config.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); */ constructor(id) { let config = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; deprecatedColorLayerOptions(config); const { effect_type = 0, effect_parameter = 1.0, transparent, ...rasterConfig } = config; super(id, rasterConfig); /** * @type {boolean} * @readonly */ this.isColorLayer = true; /** * @type {boolean} */ this.visible = true; this.defineLayerProperty('visible', this.visible); /** * @type {number} */ this.opacity = 1.0; this.defineLayerProperty('opacity', this.opacity); /** * @type {number} */ this.sequence = 0; this.defineLayerProperty('sequence', this.sequence); this.transparent = transparent || this.opacity < 1.0; this.noTextureParentOutsideLimit = config.source ? config.source.isFileSource : false; this.effect_type = effect_type; this.effect_parameter = effect_parameter; // Feature options this.buildExtent = true; this.structure = '2d'; } /** * 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. */ setupRasterNode(node) { const rasterColorNode = new RasterColorTile(node.material, this); node.material.addLayer(rasterColorNode); // set up ColorLayer ordering. node.material.setSequence(this.parent.colorLayersOrder); return rasterColorNode; } update(context, layer, node, parent) { return updateLayeredMaterialNodeImagery(context, this, node, parent); } } export default ColorLayer;