Add clipping planes to topography
This commit is contained in:
parent
961c2f79cc
commit
618979ad52
6 changed files with 65 additions and 291 deletions
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@ -258,43 +258,47 @@ export function Form() {
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>
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{
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<div className="flex flex-col gap-2">
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{sceneView?.model.children.map((child) => {
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const key = `toggle-visibility-${child.name}`;
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let color = "transparent";
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if ((child as Mesh).material instanceof MeshStandardMaterial) {
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color = `#${(
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(child as Mesh).material as MeshStandardMaterial
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).color.getHexString()}`;
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}
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const visible = (child as Mesh).visible;
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{sceneView?.model.children
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.filter((c) => c.name !== "Topography")
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.map((child) => {
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const key = `toggle-visibility-${child.name}`;
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let color = "transparent";
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if (
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(child as Mesh).material instanceof MeshStandardMaterial
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) {
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color = `#${(
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(child as Mesh).material as MeshStandardMaterial
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).color.getHexString()}`;
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}
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const visible = (child as Mesh).visible;
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return (
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<div
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key={key}
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className="flex items-center justify-start gap-2.5 border-b border-gray-200 dark:border-gray-400 py-1 dark:text-gray-400"
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>
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<span
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className="inline-block w-5 h-5 flex-none rounded"
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style={{
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backgroundColor: color,
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}}
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></span>
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<input
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id={key}
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type="checkbox"
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onChange={() => handleCheckboxChange(child.name)}
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className="hover:cursor-pointer"
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defaultChecked={visible ? true : false}
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/>
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<label
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htmlFor={key}
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className="font-light text-gray-500 dark:text-gray-400"
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return (
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<div
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key={key}
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className="flex items-center justify-start gap-2.5 border-b border-gray-200 dark:border-gray-400 py-1 dark:text-gray-400"
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>
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{child.name}
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</label>
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</div>
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);
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})}
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<span
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className="inline-block w-5 h-5 flex-none rounded"
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style={{
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backgroundColor: color,
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}}
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></span>
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<input
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id={key}
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type="checkbox"
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onChange={() => handleCheckboxChange(child.name)}
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className="hover:cursor-pointer"
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defaultChecked={visible ? true : false}
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/>
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<label
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htmlFor={key}
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className="font-light text-gray-500 dark:text-gray-400"
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>
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{child.name}
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</label>
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</div>
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);
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})}
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</div>
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}
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</Accordion>
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@ -1,237 +0,0 @@
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import {
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BufferGeometry,
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Intersection,
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Material,
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MeshPhongMaterial,
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NearestFilter,
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Raycaster,
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RGBAFormat,
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Texture,
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Vector3,
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} from "three";
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import {
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MapHeightNode,
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MapNodeGeometry,
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MapPlaneNode,
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UnitsUtils,
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MapNode,
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QuadTreePosition,
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TextureUtils,
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MapView,
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} from "geo-three";
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/**
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* Map height node that uses GPU height calculation to generate the deformed plane mesh.
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*
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* This solution is faster if no mesh interaction is required since all trasnformations are done in the GPU the transformed mesh cannot be accessed for CPU operations (e.g. raycasting).
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*
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* @param parentNode - The parent node of this node.
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* @param mapView - Map view object where this node is placed.
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* @param location - Position in the node tree relative to the parent.
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* @param level - Zoom level in the tile tree of the node.
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* @param x - X position of the node in the tile tree.
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* @param y - Y position of the node in the tile tree.
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*/
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export class CustomMapHeightNodeShader extends MapHeightNode {
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/**
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* Default height texture applied when tile load fails.
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*
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* This tile sets the height to sea level where it is common for the data sources to be missing height data.
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*/
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public static defaultHeightTexture =
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TextureUtils.createFillTexture("#0186C0");
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/**
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* Size of the grid of the geometry displayed on the scene for each tile.
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*/
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public static geometrySize: number = 256;
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/**
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* Map node plane geometry.
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*/
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public static geometry: BufferGeometry = new MapNodeGeometry(
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1.0,
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1.0,
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CustomMapHeightNodeShader.geometrySize,
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CustomMapHeightNodeShader.geometrySize,
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true
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);
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/**
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* Base geometry of the map node.
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*/
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public static baseGeometry: BufferGeometry = MapPlaneNode.geometry;
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/**
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* Base scale of the map node.
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*/
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public static baseScale: Vector3 = new Vector3(
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UnitsUtils.EARTH_PERIMETER,
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1,
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UnitsUtils.EARTH_PERIMETER
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);
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public constructor(
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parentNode: MapHeightNode | undefined,
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mapView: MapView,
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location: number = QuadTreePosition.root,
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level: number = 0,
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x: number = 0,
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y: number = 0
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) {
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const material: Material = CustomMapHeightNodeShader.prepareMaterial(
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new MeshPhongMaterial({
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map: MapNode.defaultTexture,
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color: 0xffffff,
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})
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);
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super(
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parentNode,
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mapView,
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location,
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level,
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x,
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y,
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CustomMapHeightNodeShader.geometry,
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material
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);
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this.frustumCulled = true;
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}
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/**
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* Prepare the three.js material to be used in the map tile.
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*
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* @param material - Material to be transformed.
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*/
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public static prepareMaterial(material: Material): Material {
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material.userData = {
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heightMap: { value: CustomMapHeightNodeShader.defaultHeightTexture },
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};
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material.onBeforeCompile = (shader) => {
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// Pass uniforms from userData
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for (const i in material.userData) {
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shader.uniforms[i] = material.userData[i];
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}
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// Vertex variables
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shader.vertexShader =
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`
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uniform sampler2D heightMap;
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` + shader.vertexShader;
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// Vertex depth logic
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// elevation = -10000 + ((R * 256 * 256 + G * 256 + B) * 0.1)
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// heightMap stores normalized values in the range [0, 1]
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// multiply by 255.0 to obtain values in the range [0, 255]
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shader.vertexShader = shader.vertexShader.replace(
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"#include <fog_vertex>",
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`
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#include <fog_vertex>
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// Calculate height of the tile
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vec4 _theight = texture(heightMap, vMapUv);
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float _height = ((_theight.r * 255.0 * 65536.0 + _theight.g * 255.0 * 256.0 + _theight.b * 255.0) * 0.1) - 10000.0;
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// Apply height displacement
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vec3 _transformed = position + _height * normal;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(_transformed, 1.0);
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`
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);
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};
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return material;
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}
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public async loadData(): Promise<void> {
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await super.loadData();
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this.textureLoaded = true;
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}
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public async loadHeightGeometry(): Promise<void> {
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if (this.mapView.heightProvider === null) {
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throw new Error("GeoThree: MapView.heightProvider provider is null.");
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}
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if (
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this.level < this.mapView.heightProvider.minZoom ||
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this.level > this.mapView.heightProvider.maxZoom
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) {
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console.warn("Geo-Three: Loading tile outside of provider range: ", this);
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(this.material as MeshPhongMaterial).map =
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CustomMapHeightNodeShader.defaultTexture;
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(this.material as MeshPhongMaterial).needsUpdate = true;
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return;
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}
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try {
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const image = await this.mapView.heightProvider.fetchTile(
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this.level,
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this.x,
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this.y
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);
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if (this.disposed) {
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return;
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}
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const texture = new Texture(image as HTMLImageElement);
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texture.generateMipmaps = false;
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texture.format = RGBAFormat;
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texture.magFilter = NearestFilter;
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texture.minFilter = NearestFilter;
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texture.needsUpdate = true;
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(this.material as Material).userData.heightMap.value = texture;
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} catch (e) {
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console.warn("Could not fetch tile: ", e);
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if (this.disposed) {
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return;
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}
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console.warn("Geo-Three: Failed to load height data: ", this);
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// Water level texture (assume that missing texture will be water level)
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(this.material as Material).userData.heightMap.value =
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CustomMapHeightNodeShader.defaultHeightTexture;
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}
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(this.material as Material).needsUpdate = true;
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this.heightLoaded = true;
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}
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/**
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* Overrides normal raycasting, to avoid raycasting when isMesh is set to false.
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*
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* Switches the geometry for a simpler one for faster raycasting.
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*/
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public raycast(raycaster: Raycaster, intersects: Intersection[]): void {
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if (this.isMesh === true) {
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this.geometry = MapPlaneNode.geometry;
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super.raycast(raycaster, intersects);
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this.geometry = CustomMapHeightNodeShader.geometry;
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}
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}
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public dispose(): void {
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super.dispose();
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if (
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(this.material as Material).userData.heightMap.value &&
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(this.material as Material).userData.heightMap.value !==
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CustomMapHeightNodeShader.defaultHeightTexture
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) {
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(this.material as Material).userData.heightMap.value.dispose();
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}
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}
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}
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@ -172,10 +172,8 @@ export class SceneView extends EventTarget {
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}
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toggleTopography() {
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const osmTopo = this._scene.getObjectByName("osm-topography");
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const topo = this._scene.getObjectByName("Topography");
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if (osmTopo && topo) {
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// osmTopo.visible = !osmTopo.visible;
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if (topo) {
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topo.visible = !topo.visible;
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}
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}
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@ -468,14 +466,7 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
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// Build the 3D model
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const meshes = await buildMeshes(mappedFeatures);
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const model = new Group();
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for (const mesh of meshes) {
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if (mesh.name !== "Topography") {
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model.add(mesh);
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} else {
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// Add the topography as a separate layer
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scene.add(mesh);
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}
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}
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model.add(...meshes);
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model.name = "geologic-model";
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scene.add(model);
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@ -498,8 +489,8 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
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// Create the map view for OSM topography
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const lod = new LODFrustum();
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lod.simplifyDistance = 200;
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lod.subdivideDistance = 120;
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lod.simplifyDistance = 225;
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lod.subdivideDistance = 80;
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const map = new MapView(MapView.PLANAR, provider);
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map.lod = lod;
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@ -1,4 +1,5 @@
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import {
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Color,
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DataArrayTexture,
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LinearFilter,
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RGBAFormat,
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@ -45,10 +46,12 @@ dataArrayTexture.needsUpdate = true;
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// Create shader material
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export const shaderMaterial = new ShaderMaterial({
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clipping: true,
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uniforms: {
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tileBounds: { value: tileBounds },
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tileCount: { value: maxTiles },
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tiles: { value: dataArrayTexture },
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color: { value: new Color(1, 1, 1) },
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},
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vertexShader:
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ShaderChunk.common +
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@ -58,10 +61,16 @@ export const shaderMaterial = new ShaderMaterial({
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varying vec3 vWorldPosition;
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varying float fragDepth;
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#include <clipping_planes_pars_vertex>
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void main() {
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#include <begin_vertex>
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vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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fragDepth = (gl_Position.z / gl_Position.w + 1.0) * 0.5;
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#include <project_vertex>
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#include <clipping_planes_vertex>
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` +
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ShaderChunk.logdepthbuf_vertex +
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@ -77,7 +86,11 @@ export const shaderMaterial = new ShaderMaterial({
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varying vec3 vWorldPosition;
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varying float fragDepth;
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#include <clipping_planes_pars_fragment>
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void main() {
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#include <clipping_planes_fragment>
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vec4 color = vec4(191.0/255.0, 209.0/255.0, 229.0/255.0, 1.0); // Default color
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for (int i = 0; i < ${maxTiles}; i++) {
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@ -1,6 +1,7 @@
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import {
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BufferAttribute,
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BufferGeometry,
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Color,
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DoubleSide,
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EdgesGeometry,
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Group,
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@ -649,8 +650,13 @@ function generateCapMeshes(
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? 1
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: -1;
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const color =
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mesh.material instanceof MeshStandardMaterial
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? mesh.material.color
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: new Color(1, 1, 1);
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const material = new MeshStandardMaterial({
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color: (mesh.material as MeshStandardMaterial).color,
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color,
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side: DoubleSide,
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metalness: 0.0,
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roughness: 1.0,
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@ -37,8 +37,8 @@ let overlayCamera: OrthographicCamera;
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let overlayScene: Scene;
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let maxSize = 0;
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const compass = new Group();
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const UI_WIDTH = 200;
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const UI_HEIGHT = 200;
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const UI_WIDTH = 150;
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const UI_HEIGHT = 150;
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export function buildScene(container: HTMLElement, extent: Extent) {
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maxSize = getMaxSize(extent);
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@ -152,11 +152,8 @@ function renderOverlay() {
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);
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// Render the overlay scene to the screen (position it in the bottom left)
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renderer.setScissorTest(true);
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renderer.setScissor(10, 10, UI_WIDTH, UI_HEIGHT);
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renderer.setViewport(10, 10, UI_WIDTH, UI_HEIGHT);
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renderer.render(overlayScene, overlayCamera);
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renderer.setScissorTest(false); // Disable scissor testing for the rest of the scene
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renderer.setViewport(
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0,
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0,
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