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A JS/WebGL framework for 3D geospatial data visualization

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/** * Generated On: 2015-10-5 * Class: c3DEngine * Description: 3DEngine est l'interface avec le framework webGL. */ import * as THREE from 'three'; import Capabilities from "../Core/System/Capabilities.js"; import { unpack1K } from "./LayeredMaterial.js"; import Label2DRenderer from "./Label2DRenderer.js"; import { deprecatedC3DEngineWebGLOptions } from "../Core/Deprecated/Undeprecator.js"; import WEBGL from "../ThreeExtended/capabilities/WebGL.js"; const depthRGBA = new THREE.Vector4(); class c3DEngine { constructor(rendererOrDiv) { let options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {}; deprecatedC3DEngineWebGLOptions(options); // pick sensible default options if (options.antialias === undefined) { options.antialias = true; } if (options.alpha === undefined) { options.alpha = true; } if (options.logarithmicDepthBuffer === undefined) { options.logarithmicDepthBuffer = true; } // If rendererOrDiv parameter is a domElement, we use it as support to display data. // If it is a renderer, we check the renderer.domElement parameter which can be : // - a domElement, in this case we use this domElement as a support // - a canvas, in this case we use the canvas parent (which should be a domElement) as a support let renderer; let viewerDiv; if (rendererOrDiv.domElement) { renderer = rendererOrDiv; viewerDiv = renderer.domElement instanceof HTMLDivElement ? renderer.domElement : renderer.domElement.parentElement; } else { viewerDiv = rendererOrDiv; } this.width = viewerDiv.clientWidth; this.height = 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.camera3D); if (view.tileLayer) { this.label2dRenderer.render(view.tileLayer.object3d, view.camera3D); } }.bind(this); /** * @type {function} * @param {number} w * @param {number} h */ 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); this.label2dRenderer.setSize(this.width, this.height); }.bind(this); // Create renderer try { this.label2dRenderer = new Label2DRenderer(); this.label2dRenderer.setSize(this.width, this.height); viewerDiv.appendChild(this.label2dRenderer.domElement); this.renderer = renderer || new THREE.WebGLRenderer({ canvas: document.createElement('canvas'), antialias: options.antialias, alpha: options.alpha, logarithmicDepthBuffer: options.logarithmicDepthBuffer }); this.renderer.domElement.style.position = 'relative'; this.renderer.domElement.style.zIndex = 0; this.renderer.domElement.style.top = 0; } catch (ex) { if (!WEBGL.isWebGL2Available()) { viewerDiv.appendChild(WEBGL.getErrorMessage(2)); } throw ex; } // 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.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); } } getWindowSize() { return new THREE.Vector2(this.width, this.height); } /** * return renderer THREE.js * @returns {THREE.WebGLRenderer} */ 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. */ renderViewToBuffer(view, zone) { if (!zone) { zone = { x: 0, y: 0, width: this.width, height: this.height }; } zone.buffer = zone.buffer || new Uint8Array(4 * zone.width * zone.height); this.renderViewToRenderTarget(view, this.fullSizeRenderTarget, zone); this.renderer.readRenderTargetPixels(this.fullSizeRenderTarget, zone.x, this.height - (zone.y + zone.height), zone.width, zone.height, zone.buffer); return zone.buffer; } /** * 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 */ renderViewToRenderTarget(view, target, zone) { if (!target) { target = this.fullSizeRenderTarget; } const 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; } bufferToImage(pixelBuffer, width, height) { const canvas = document.createElement('canvas'); const ctx = canvas.getContext('2d', { willReadFrequently: true }); // size the canvas to your desired image canvas.width = width; canvas.height = height; const imgData = ctx.getImageData(0, 0, width, height); imgData.data.set(pixelBuffer); ctx.putImageData(imgData, 0, 0); // create a new img object const image = new Image(); // set the img.src to the canvas data url image.src = canvas.toDataURL(); return image; } depthBufferRGBAValueToOrthoZ(depthBufferRGBA, camera) { depthRGBA.fromArray(depthBufferRGBA).divideScalar(255.0); if (Capabilities.isLogDepthBufferSupported() && camera.type == 'PerspectiveCamera') { const gl_FragDepthEXT = unpack1K(depthRGBA); const logDepthBufFC = 2.0 / (Math.log(camera.far + 1.0) / Math.LN2); // invert function : gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5; return 2 ** (2 * gl_FragDepthEXT / logDepthBufFC); } else { let gl_FragCoord_Z = unpack1K(depthRGBA); gl_FragCoord_Z = gl_FragCoord_Z * 2.0 - 1.0; return gl_FragCoord_Z; } } } export default c3DEngine;