Finish topography overlay
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f2cb1ce9e2
commit
832c958fba
4 changed files with 117 additions and 104 deletions
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@ -15,13 +15,8 @@ import {
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WebGLRenderer,
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} from "three";
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import { buildMeshes } from "./utils/build-meshes";
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import { Extent, buildScene } from "./utils/build-scene";
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import {
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getFrustumIntersections,
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getMetadata,
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tileBounds,
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transform,
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} from "./utils/utils";
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import { Extent, animate, buildScene } from "./utils/build-scene";
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import { getMetadata, tileBounds, transform } from "./utils/utils";
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import { MODEL_ID, SERVICE_URL } from "./config";
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import {
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Orientation,
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@ -177,8 +172,10 @@ export class SceneView extends EventTarget {
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}
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toggleTopography() {
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const topo = this._scene.getObjectByName("topography");
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if (topo) {
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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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topo.visible = !topo.visible;
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}
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}
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@ -471,7 +468,14 @@ 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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model.add(...meshes);
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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.name = "geologic-model";
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scene.add(model);
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@ -494,27 +498,18 @@ 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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const map = new MapView(MapView.PLANAR, provider);
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map.lod = lod;
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map.rotateX(Math.PI / 2);
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map.name = "topography";
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map.name = "osm-topography";
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map.visible = false;
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scene.add(map);
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controls.addEventListener("change", () => {
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const tiles: TileData[] = [];
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camera.updateMatrix();
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const frustumPoints = getFrustumIntersections(camera);
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map.lod.updateLOD(map, camera, renderer, scene);
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traverse(map.root, extent, tiles, frustumPoints);
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tiles.sort((a, b) => b.zoom - a.zoom);
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updateTiles(tiles);
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});
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renderer.setAnimationLoop(animate(rendererCallback(map, extent)));
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return {
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scene,
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@ -526,12 +521,19 @@ async function init(container: HTMLElement, modelId = MODEL_ID) {
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};
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}
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function traverse(
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node: MapPlaneNode,
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extent: Extent,
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tiles: TileData[],
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frustumPoints: Vector3[]
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) {
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function rendererCallback(map: MapView, extent: Extent) {
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return () => {
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if (map.visible) {
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const tiles: TileData[] = [];
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traverse(map.root, extent, tiles);
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tiles.sort((a, b) => b.zoom - a.zoom);
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updateTiles(tiles);
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}
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};
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}
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function traverse(node: MapPlaneNode, extent: Extent, tiles: TileData[]) {
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const bounds = tileBounds(node.level, node.x, node.y);
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const xmin = bounds[0];
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@ -545,28 +547,22 @@ function traverse(
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((ymax >= extent.ymin && ymax <= extent.ymax) ||
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(ymin >= extent.ymin && ymin <= extent.ymax))
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) {
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if (
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frustumPoints.length < 2 ||
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(((xmax >= frustumPoints[0].x && xmax <= frustumPoints[1].x) ||
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(xmin >= frustumPoints[0].x && xmin <= frustumPoints[1].x)) &&
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((ymax >= frustumPoints[0].y && ymax <= frustumPoints[1].y) ||
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(ymin >= frustumPoints[0].y && ymin <= frustumPoints[1].y)))
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) {
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const texture = (node.material as MeshPhongMaterial).map;
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if (texture) {
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tiles.push({
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xmin,
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ymin,
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xmax,
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ymax,
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zoom: node.level,
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texture,
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});
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}
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const texture = (node.material as MeshPhongMaterial).map;
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if (texture) {
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tiles.push({
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xmin,
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ymin,
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xmax,
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ymax,
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x: node.x,
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y: node.y,
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zoom: node.level,
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texture,
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});
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}
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}
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for (const c of node.children) {
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traverse(c as MapPlaneNode, extent, tiles, frustumPoints);
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traverse(c as MapPlaneNode, extent, tiles);
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}
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}
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@ -13,23 +13,42 @@ export interface TileData {
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ymin: number;
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xmax: number;
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ymax: number;
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x: number;
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y: number;
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zoom: number;
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texture: Texture;
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}
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const maxTiles = 24;
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const maxTiles = 48;
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const width = 256;
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const height = 256;
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const size = width * height;
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// Initialize empty texture slots
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const dummyTexture = new Texture();
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dummyTexture.image = document.createElement("canvas");
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dummyTexture.needsUpdate = true;
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const canvas = new OffscreenCanvas(width, height);
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const ctx = canvas.getContext("2d");
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const tileBounds = Array(maxTiles).fill(new Vector4(0, 0, 0, 0));
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const data = new Uint8Array(4 * size * maxTiles);
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const tileCache: {
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[key: string]: {
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imageData: Uint8ClampedArray;
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};
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} = {};
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const dataArrayTexture = new DataArrayTexture(data, width, height, maxTiles);
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dataArrayTexture.format = RGBAFormat;
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dataArrayTexture.generateMipmaps = false;
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dataArrayTexture.magFilter = LinearFilter;
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dataArrayTexture.minFilter = LinearFilter;
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dataArrayTexture.needsUpdate = true;
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// Create shader material
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export const shaderMaterial = new ShaderMaterial({
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uniforms: {
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tileBounds: { value: Array(maxTiles).fill(new Vector4(0, 0, 0, 0)) },
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tileCount: { value: 0 },
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tiles: { value: null },
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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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},
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vertexShader:
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ShaderChunk.common +
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@ -91,54 +110,42 @@ export function updateTiles(newTiles: TileData[]) {
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newTiles = newTiles.slice(0, maxTiles);
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}
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const textures = newTiles.map((t) => t.texture);
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const bounds = newTiles.map(
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(t) => new Vector4(t.xmin, t.xmax, t.ymin, t.ymax)
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);
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// Fill remaining slots with dummy data to maintain uniform array size
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while (textures.length < maxTiles) {
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textures.push(dummyTexture);
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bounds.push(new Vector4(0, 0, 0, 0));
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for (let i = 0; i < newTiles.length; i++) {
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updateDataArrayTexture(newTiles[i], i);
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}
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// Update shader uniforms
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shaderMaterial.uniforms.tileBounds.value = bounds;
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shaderMaterial.uniforms.tileCount.value = newTiles.length;
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shaderMaterial.uniforms.tiles.value = createDataArrayTexture(textures);
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dataArrayTexture.needsUpdate = true;
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}
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// Create a buffer with color data
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const width = 256;
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const height = 256;
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const size = width * height;
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function createDataArrayTexture(textures: Texture[]) {
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const depth = textures.length;
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// Update buffer
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function updateDataArrayTexture(tileData: TileData, index: number) {
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const k = getTileDataKey(tileData);
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const cachedData = tileCache[k]?.imageData;
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const data = new Uint8Array(4 * size * depth);
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for (let i = 0; i < depth; i++) {
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const texture = textures[i];
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const imageData = getImageData(texture);
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if (cachedData) {
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tileBounds[index] = getTileBounds(tileData);
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data.set(cachedData, index * size * 4);
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} else {
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const imageData = getImageData(tileData.texture);
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if (imageData) {
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data.set(imageData, i * size * 4);
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// Update cache and buffer
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tileCache[k] = { imageData };
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tileBounds[index] = getTileBounds(tileData);
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data.set(imageData, index * size * 4);
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}
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}
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}
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// Use the buffer to create a DataArrayTexture
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const texture = new DataArrayTexture(data, width, height, depth);
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texture.format = RGBAFormat;
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texture.generateMipmaps = false;
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texture.magFilter = LinearFilter;
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texture.minFilter = LinearFilter;
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texture.needsUpdate = true;
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return texture;
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function getTileDataKey(t: TileData) {
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return `${t.zoom}/${t.x}/${t.y}`;
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}
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function getTileBounds(t: TileData) {
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return new Vector4(t.xmin, t.xmax, t.ymin, t.ymax);
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}
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// Create a canvas and draw the image on it
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const canvas = new OffscreenCanvas(width, height);
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const ctx = canvas.getContext("2d");
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function getImageData(texture: Texture) {
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const image = texture.source.data;
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@ -62,7 +62,7 @@ export function buildScene(container: HTMLElement, extent: Extent) {
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renderer.setSize(width, height);
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renderer.localClippingEnabled = true;
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renderer.autoClear = false;
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renderer.setAnimationLoop(animate);
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// renderer.setAnimationLoop(animate);
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// Handle window resize event to adapt the aspect ratio
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window.addEventListener("resize", () => onWindowResize(container));
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@ -121,14 +121,19 @@ function onWindowResize(container: HTMLElement) {
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controls.update();
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}
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function animate() {
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// Update controls for main camera
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controls.update();
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// Callback for animation loop
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export function animate(cb: () => void) {
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return () => {
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// Update controls for main camera
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controls.update();
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renderer.render(scene, camera);
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renderer.render(scene, camera);
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// Render the UI overlay
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renderOverlay();
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// Render the UI overlay
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renderOverlay();
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cb();
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};
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}
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// Render the overlay scene as an overlay
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@ -90,9 +90,14 @@ export function tileBounds(zoom: number, x: number, y: number): number[] {
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const plane = new Plane(new Vector3(0, 0, 1), 0);
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const corners = [new Vector2(-1, -1), new Vector2(1, 1)];
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const corners = [
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new Vector2(-1, -1),
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new Vector2(1, 1),
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new Vector2(-1, 1),
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new Vector2(1, -1),
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];
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export const getFrustumIntersections = (camera: PerspectiveCamera) => {
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export const getFrustumBoundingBox = (camera: PerspectiveCamera) => {
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const points = [];
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const raycaster = new Raycaster();
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@ -112,13 +117,13 @@ export const getFrustumIntersections = (camera: PerspectiveCamera) => {
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if (points.length > 1) {
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return [
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new Vector3(
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Math.min(points[0].x, points[1].x),
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Math.min(points[0].y, points[1].y),
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Math.min(points[0].x, points[1].x, points[2].x, points[3].x),
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Math.min(points[0].y, points[1].y, points[2].y, points[3].y),
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0
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),
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new Vector3(
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Math.max(points[0].x, points[1].x),
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Math.max(points[0].y, points[1].y),
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Math.max(points[0].x, points[1].x, points[2].x, points[3].x),
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Math.max(points[0].y, points[1].y, points[2].y, points[3].y),
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0
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),
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];
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