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160 lines (131 loc) · 5.39 KB
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<!DOCTYPE html>
<html>
<head>
<title>Itowns - postprocessing</title>
<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>
<script src="../dist/itowns.js"></script>
<script src="js/GUI/LoadingScreen.js"></script>
<script type="text/javascript">
const graph = itowns.graph;
// Graph showcase
const outerGraph = new graph.Graph();
// iTowns namespace defined here
const placement = new graph.InputNode({
coord: new itowns.Coordinates('EPSG:4326', 2.351323, 48.856712),
range: 25_000_000,
}, graph.BuiltinType.Placement);
const viewerDiv = new graph.InputNode(document.getElementById('viewerDiv'));
const viewNode = new graph.GlobeViewNode(viewerDiv, placement);
outerGraph.set({placement, viewerDiv, viewNode});
const div = viewerDiv.getOutput();
const view = viewNode.getOutput('view', outerGraph);
setupLoadingScreen(div, view);
const renderer = {node: viewNode, output: 'renderer'};
const render = new graph.RenderViewNode({node: viewNode, output: 'view'});
outerGraph.set({render});
// Post-processing subgraph
const postProcessingGraph = new graph.Graph();
// Coast highlight uniforms
const sharpenWeight = new graph.InputNode(5);
const sharpenOffset = new graph.InputNode(new itowns.THREE.Vector2(3., 0.));
postProcessingGraph.set({sharpenWeight, sharpenOffset});
// Screen shaders
const warp = new graph.ScreenShaderNode(render, renderer, {
fragmentShaderParts: {
auxCode: /* glsl */`
uniform vec2 resolution;
`,
main: /* glsl */`
float frequency = 50.;
float strength = 5.;
vec2 uv = sqrt(2. * abs(vUv - 0.5));
if (resolution.x > resolution.y) {
uv.x *= resolution.x / resolution.y;
}
vec2 squv = uv * uv;
vec2 uvOffset = vec2(
sin(floor(frequency * squv.x)),
cos(floor(frequency * squv.y))
);
return texture2D(tDiffuse, vUv + uvOffset * vec2(strength, strength) / resolution);
`
},
});
const coastHighlight = new graph.ScreenShaderNode(warp, renderer, {
fragmentShaderParts: {
uniforms: {uWeight: sharpenWeight, uOffset: sharpenOffset},
auxCode: /* glsl */`
uniform vec2 resolution;
float getAvg(vec4 color) {
return (color.r + color.g + color.b) / 3.0;
}
`,
main: /* glsl */`
float mid = getAvg(color);
float left = getAvg(texture2D(tDiffuse, vUv - uOffset / resolution));
float diff = uWeight * (mid - left);
float avg = (mid + left) / 2.0;
float smoothed = max(0., diff - avg);
float blueness = color.b / (color.r + color.g + color.b);
return color + blueness * vec4(smoothed, smoothed, smoothed, 1.0);
`
},
});
const greyscale = new graph.ScreenShaderNode(coastHighlight, renderer, {
fragmentShaderParts: {
main: /* glsl */`
float avg = (color.r + color.g + color.b) / 3.;
return vec4(avg, avg, avg, 1.0);`
},
});
const uvcolor = new graph.ScreenShaderNode(greyscale, renderer, {
fragmentShaderParts: {
main: /* glsl */`
float r = min(color.r * vUv.x, 1.);
float g = min(color.g * vUv.y, 1.);
return vec4(r, g, color.b, 1.0);
`,
},
});
postProcessingGraph.set({warp, coastHighlight, greyscale, uvcolor});
const postProcessingSubGraph = graph.SubGraph.from(postProcessingGraph, 'Post-processing');
const postProcessingGraphNode = new graph.SubGraphNode(outerGraph, postProcessingSubGraph, {
uvcolor: {
node: uvcolor,
output: 'value',
},
});
const renderFBO = new graph.ScreenShaderNode({node: postProcessingGraphNode, output: 'uvcolor'}, renderer, {toScreen: true});
outerGraph.set({postProcessingGraphNode, renderFBO});
// We expect coastHighlight, greyscale and uvcolor to be merged
// warp will not be merged as the merged node from the previous merges violates the no-offset access invariant
postProcessingSubGraph.optimize(uvcolor);
const graphNodeIds = graph => Array.from(graph.nodes.entries()).map(([name, n]) => `${name}: ${n.id}`).join('\n');
let frame = 0;
view.render = function render() {
outerGraph.run(frame++, renderFBO);
// Reach cruising speed before dumping so timing information is accurate
if (frame == 10) {
window.open(outerGraph.dumpDotGraphvizLink(), '_blank', 'popup');
}
};
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);
console.dir(config.source);
var layer = new itowns.ElevationLayer(config.id, config);
view.addLayer(layer);
});
</script>
</body>
</html>