Finish topography overlay

This commit is contained in:
Fuhrmann 2025-04-07 14:47:24 +02:00
parent f2cb1ce9e2
commit 832c958fba
4 changed files with 117 additions and 104 deletions

View file

@ -13,23 +13,42 @@ export interface TileData {
ymin: number;
xmax: number;
ymax: number;
x: number;
y: number;
zoom: number;
texture: Texture;
}
const maxTiles = 24;
const maxTiles = 48;
const width = 256;
const height = 256;
const size = width * height;
// Initialize empty texture slots
const dummyTexture = new Texture();
dummyTexture.image = document.createElement("canvas");
dummyTexture.needsUpdate = true;
const canvas = new OffscreenCanvas(width, height);
const ctx = canvas.getContext("2d");
const tileBounds = Array(maxTiles).fill(new Vector4(0, 0, 0, 0));
const data = new Uint8Array(4 * size * maxTiles);
const tileCache: {
[key: string]: {
imageData: Uint8ClampedArray;
};
} = {};
const dataArrayTexture = new DataArrayTexture(data, width, height, maxTiles);
dataArrayTexture.format = RGBAFormat;
dataArrayTexture.generateMipmaps = false;
dataArrayTexture.magFilter = LinearFilter;
dataArrayTexture.minFilter = LinearFilter;
dataArrayTexture.needsUpdate = true;
// Create shader material
export const shaderMaterial = new ShaderMaterial({
uniforms: {
tileBounds: { value: Array(maxTiles).fill(new Vector4(0, 0, 0, 0)) },
tileCount: { value: 0 },
tiles: { value: null },
tileBounds: { value: tileBounds },
tileCount: { value: maxTiles },
tiles: { value: dataArrayTexture },
},
vertexShader:
ShaderChunk.common +
@ -91,54 +110,42 @@ export function updateTiles(newTiles: TileData[]) {
newTiles = newTiles.slice(0, maxTiles);
}
const textures = newTiles.map((t) => t.texture);
const bounds = newTiles.map(
(t) => new Vector4(t.xmin, t.xmax, t.ymin, t.ymax)
);
// Fill remaining slots with dummy data to maintain uniform array size
while (textures.length < maxTiles) {
textures.push(dummyTexture);
bounds.push(new Vector4(0, 0, 0, 0));
for (let i = 0; i < newTiles.length; i++) {
updateDataArrayTexture(newTiles[i], i);
}
// Update shader uniforms
shaderMaterial.uniforms.tileBounds.value = bounds;
shaderMaterial.uniforms.tileCount.value = newTiles.length;
shaderMaterial.uniforms.tiles.value = createDataArrayTexture(textures);
dataArrayTexture.needsUpdate = true;
}
// Create a buffer with color data
const width = 256;
const height = 256;
const size = width * height;
function createDataArrayTexture(textures: Texture[]) {
const depth = textures.length;
// Update buffer
function updateDataArrayTexture(tileData: TileData, index: number) {
const k = getTileDataKey(tileData);
const cachedData = tileCache[k]?.imageData;
const data = new Uint8Array(4 * size * depth);
for (let i = 0; i < depth; i++) {
const texture = textures[i];
const imageData = getImageData(texture);
if (cachedData) {
tileBounds[index] = getTileBounds(tileData);
data.set(cachedData, index * size * 4);
} else {
const imageData = getImageData(tileData.texture);
if (imageData) {
data.set(imageData, i * size * 4);
// Update cache and buffer
tileCache[k] = { imageData };
tileBounds[index] = getTileBounds(tileData);
data.set(imageData, index * size * 4);
}
}
}
// Use the buffer to create a DataArrayTexture
const texture = new DataArrayTexture(data, width, height, depth);
texture.format = RGBAFormat;
texture.generateMipmaps = false;
texture.magFilter = LinearFilter;
texture.minFilter = LinearFilter;
texture.needsUpdate = true;
return texture;
function getTileDataKey(t: TileData) {
return `${t.zoom}/${t.x}/${t.y}`;
}
function getTileBounds(t: TileData) {
return new Vector4(t.xmin, t.xmax, t.ymin, t.ymax);
}
// Create a canvas and draw the image on it
const canvas = new OffscreenCanvas(width, height);
const ctx = canvas.getContext("2d");
function getImageData(texture: Texture) {
const image = texture.source.data;