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itowns

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A JS/WebGL framework for 3D geospatial data visualization

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<!DOCTYPE html> <html> <head> <title>Itowns - postprocessing</title> <script type="importmap"> { "imports": { "itowns": "../dist/itowns.js", "debug": "../dist/debug.js", "dat": "https://unpkg.com/dat.gui@0.7.9/build/dat.gui.module.js", "GuiTools": "./jsm/GUI/GuiTools.js", "LoadingScreen": "./jsm/GUI/LoadingScreen.js", "itowns_widgets": "../dist/itowns_widgets.js", "three": "https://unpkg.com/three@0.170.0/build/three.module.js", "three/addons/": "https://unpkg.com/three@0.170.0/examples/jsm/" } } </script> <meta charset="UTF-8"> <link rel="stylesheet" type="text/css" href="css/example.css"> <link rel="stylesheet" type="text/css" href="css/LoadingScreen.css"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> </head> <body> <div id="viewerDiv"></div> <!-- from https://github.com/mrdoob/three.js/blob/master/examples/js/shaders/DotScreenShader.js --> <script type="x-shader/x-vertex" id="vertexshader"> varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); } </script> <script type="x-shader/x-fragment" id="fragmentshader"> uniform vec2 center; uniform float angle; uniform float scale; uniform vec2 tSize; uniform sampler2D tDiffuse; varying vec2 vUv; float pattern() { float s = sin( angle ), c = cos( angle ); vec2 tex = vUv * tSize - center; vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale; return ( sin( point.x ) * sin( point.y ) ) * 4.0; } void main() { vec4 color = texture2D( tDiffuse, vUv ); float average = ( color.r + color.g + color.b ) / 3.0; gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a ); } </script> <script type="module"> import GuiTools from 'GuiTools'; import setupLoadingScreen from 'LoadingScreen'; import * as THREE from 'three'; import * as itowns from 'itowns'; import * as debug from 'debug'; import * as itowns_widgets from 'itowns_widgets'; var placement = { coord: new itowns.Coordinates('EPSG:4326', 2.351323, 48.856712), range: 25000000, } // iTowns namespace defined here var viewerDiv = document.getElementById('viewerDiv'); var view = new itowns.GlobeView(viewerDiv, placement); // Simple postprocessing setup // var postprocessScene = new THREE.Scene(); var quad = new THREE.Mesh(new THREE.PlaneGeometry(2, 2), null); var cam = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 10); setupLoadingScreen(viewerDiv, view); quad.frustumCulled = false; quad.material = new THREE.ShaderMaterial({ uniforms: { tDiffuse: { value: null }, tSize: { value: new THREE.Vector2(256, 256) }, center: { value: new THREE.Vector2(0.5, 0.5) }, angle: { value: 1.57 }, scale: { value: 1.0 }, }, vertexShader: document.getElementById('vertexshader').textContent, fragmentShader: document.getElementById('fragmentshader').textContent, }); postprocessScene.add(quad); view.render = function render() { var g = view.mainLoop.gfxEngine; var r = g.renderer; r.setRenderTarget(g.fullSizeRenderTarget); r.clear(); r.render(view.scene, view.camera3D); quad.material.uniforms.tDiffuse.value = g.fullSizeRenderTarget.texture; quad.material.uniforms.tSize.value.set( g.fullSizeRenderTarget.width, g.fullSizeRenderTarget.height); r.setRenderTarget(null); r.clear(); r.render(postprocessScene, cam); }; itowns.Fetcher.json('./layers/JSONLayers/Ortho.json').then(function _(config) { config.source = new itowns.WMTSSource(config.source); var layer = new itowns.ColorLayer('Ortho', config); view.addLayer(layer); }); itowns.Fetcher.json('./layers/JSONLayers/IGN_MNT.json').then(function _(config) { config.source = new itowns.WMTSSource(config.source); var layer = new itowns.ElevationLayer(config.id, config); view.addLayer(layer); }); window.view = view; window.itowns = itowns; window.THREE = THREE; </script> </body> </html>