3d-viewer/app/three/CustomMapHeightNodeShader.ts

237 lines
6.2 KiB
TypeScript

import {
BufferGeometry,
Intersection,
Material,
MeshPhongMaterial,
NearestFilter,
Raycaster,
RGBAFormat,
Texture,
Vector3,
} from "three";
import {
MapHeightNode,
MapNodeGeometry,
MapPlaneNode,
UnitsUtils,
MapNode,
QuadTreePosition,
TextureUtils,
MapView,
} from "geo-three";
/**
* Map height node that uses GPU height calculation to generate the deformed plane mesh.
*
* 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).
*
* @param parentNode - The parent node of this node.
* @param mapView - Map view object where this node is placed.
* @param location - Position in the node tree relative to the parent.
* @param level - Zoom level in the tile tree of the node.
* @param x - X position of the node in the tile tree.
* @param y - Y position of the node in the tile tree.
*/
export class CustomMapHeightNodeShader extends MapHeightNode {
/**
* Default height texture applied when tile load fails.
*
* This tile sets the height to sea level where it is common for the data sources to be missing height data.
*/
public static defaultHeightTexture =
TextureUtils.createFillTexture("#0186C0");
/**
* Size of the grid of the geometry displayed on the scene for each tile.
*/
public static geometrySize: number = 256;
/**
* Map node plane geometry.
*/
public static geometry: BufferGeometry = new MapNodeGeometry(
1.0,
1.0,
CustomMapHeightNodeShader.geometrySize,
CustomMapHeightNodeShader.geometrySize,
true
);
/**
* Base geometry of the map node.
*/
public static baseGeometry: BufferGeometry = MapPlaneNode.geometry;
/**
* Base scale of the map node.
*/
public static baseScale: Vector3 = new Vector3(
UnitsUtils.EARTH_PERIMETER,
1,
UnitsUtils.EARTH_PERIMETER
);
public constructor(
parentNode: MapHeightNode | undefined,
mapView: MapView,
location: number = QuadTreePosition.root,
level: number = 0,
x: number = 0,
y: number = 0
) {
const material: Material = CustomMapHeightNodeShader.prepareMaterial(
new MeshPhongMaterial({
map: MapNode.defaultTexture,
color: 0xffffff,
})
);
super(
parentNode,
mapView,
location,
level,
x,
y,
CustomMapHeightNodeShader.geometry,
material
);
this.frustumCulled = true;
}
/**
* Prepare the three.js material to be used in the map tile.
*
* @param material - Material to be transformed.
*/
public static prepareMaterial(material: Material): Material {
material.userData = {
heightMap: { value: CustomMapHeightNodeShader.defaultHeightTexture },
};
material.onBeforeCompile = (shader) => {
// Pass uniforms from userData to the
for (const i in material.userData) {
shader.uniforms[i] = material.userData[i];
}
// Vertex variables
shader.vertexShader =
`
uniform sampler2D heightMap;
` + shader.vertexShader;
// Vertex depth logic
// elevation = -10000 + ((R * 256 * 256 + G * 256 + B) * 0.1)
// heightMap stores normalized values in the range [0, 1]
// multiply by 255.0 to obtain values in the range [0, 255]
shader.vertexShader = shader.vertexShader.replace(
"#include <fog_vertex>",
`
#include <fog_vertex>
// Calculate height of the tile
vec4 _theight = texture(heightMap, vMapUv);
float _height = ((_theight.r * 255.0 * 65536.0 + _theight.g * 255.0 * 256.0 + _theight.b * 255.0) * 0.1) - 10000.0;
// Apply height displacement
vec3 _transformed = position + _height * normal;
gl_Position = projectionMatrix * modelViewMatrix * vec4(_transformed, 1.0);
`
);
};
return material;
}
public async loadData(): Promise<void> {
await super.loadData();
this.textureLoaded = true;
}
public async loadHeightGeometry(): Promise<void> {
if (this.mapView.heightProvider === null) {
throw new Error("GeoThree: MapView.heightProvider provider is null.");
}
if (
this.level < this.mapView.heightProvider.minZoom ||
this.level > this.mapView.heightProvider.maxZoom
) {
console.warn("Geo-Three: Loading tile outside of provider range: ", this);
(this.material as MeshPhongMaterial).map =
CustomMapHeightNodeShader.defaultTexture;
(this.material as MeshPhongMaterial).needsUpdate = true;
return;
}
try {
const image = await this.mapView.heightProvider.fetchTile(
this.level,
this.x,
this.y
);
if (this.disposed) {
return;
}
const texture = new Texture(image as HTMLImageElement);
texture.generateMipmaps = false;
texture.format = RGBAFormat;
texture.magFilter = NearestFilter;
texture.minFilter = NearestFilter;
texture.needsUpdate = true;
(this.material as Material).userData.heightMap.value = texture;
} catch (e) {
console.warn("Could not fetch tile: ", e);
if (this.disposed) {
return;
}
console.warn("Geo-Three: Failed to load height data: ", this);
// Water level texture (assume that missing texture will be water level)
(this.material as Material).userData.heightMap.value =
CustomMapHeightNodeShader.defaultHeightTexture;
}
(this.material as Material).needsUpdate = true;
this.heightLoaded = true;
}
/**
* Overrides normal raycasting, to avoid raycasting when isMesh is set to false.
*
* Switches the geometry for a simpler one for faster raycasting.
*/
public raycast(raycaster: Raycaster, intersects: Intersection[]): void {
if (this.isMesh === true) {
this.geometry = MapPlaneNode.geometry;
super.raycast(raycaster, intersects);
this.geometry = CustomMapHeightNodeShader.geometry;
}
}
public dispose(): void {
super.dispose();
if (
(this.material as Material).userData.heightMap.value &&
(this.material as Material).userData.heightMap.value !==
CustomMapHeightNodeShader.defaultHeightTexture
) {
(this.material as Material).userData.heightMap.value.dispose();
}
}
}