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tiled-demo.js
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tiled-demo.js
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const demo = require("./demo");
const fs = require("fs");
const REGL = require("regl");
const { vec3 } = require("gl-matrix");
const MAPBOX_KEY = fs.readFileSync("mapbox.key").toString();
async function main() {
// Define a zoom and a (lat,long) location.
const zoom = 10;
const [lat, long] = [36.233487, -112.139884]; // Grand Canyon
// Determine the tile coordinates for the location and zoom level.
const tLat = Math.floor(demo.lat2tile(lat, zoom));
const tLong = Math.floor(demo.long2tile(long, zoom));
// Download the terrain-rgb region.
const image = await demo.getRegion(
tLat,
tLong,
zoom,
`https://api.mapbox.com/v4/mapbox.terrain-rgb/zoom/tLong/tLat.pngraw?access_token=${MAPBOX_KEY}`
);
const canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
document.body.appendChild(canvas);
// Create the regl context.
const regl = REGL({ canvas: canvas, extensions: ["OES_texture_float"] });
// Create a texture from the terrain-rgb tile.
const tElevation = regl.texture({
data: image,
flipY: true
});
// Create a floating point texture that will store the elevation data.
const fboElevation = regl.framebuffer({
width: image.width,
height: image.height,
colorType: "float"
});
// Create the regl command that will process the terrain-rgb tile.
const cmdProcessElevation = regl({
vert: `
precision highp float;
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0, 1);
}
`,
frag: `
precision highp float;
uniform sampler2D tElevation;
uniform vec2 resolution;
uniform float elevationScale;
void main() {
// Sample the terrain-rgb tile.
vec3 rgb = texture2D(tElevation, gl_FragCoord.xy/resolution).rgb;
// Convert the red, green, and blue channels into an elevation.
float e = -10000.0 + ((rgb.r * 255.0 * 256.0 * 256.0 + rgb.g * 255.0 * 256.0 + rgb.b * 255.0) * 0.1);
// Scale the elevation and write it out.
gl_FragColor = vec4(vec3(e * elevationScale), 1.0);
}
`,
attributes: {
position: [-1, -1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1]
},
uniforms: {
tElevation: tElevation,
elevationScale: 4.0,
resolution: [image.width, image.height]
},
viewport: { x: 0, y: 0, width: image.width, height: image.height },
framebuffer: fboElevation,
count: 6
});
cmdProcessElevation();
// Calculate the width of a single pixel in meters.
long0 = demo.tile2long(tLong - 1, zoom);
long1 = demo.tile2long(tLong + 2, zoom);
const pixelScale =
(6371000 * (long1 - long0) * 2 * Math.PI) / 360 / image.width;
// Create the regl framebuffer we'll store the normals in.
const fboNormal = regl.framebuffer({
width: image.width,
height: image.height,
colorType: "float"
});
// Create the regl command that will calculate the normals.
const cmdNormal = regl({
vert: `
precision highp float;
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0, 1);
}
`,
frag: `
precision highp float;
uniform sampler2D tElevation;
uniform vec2 resolution;
uniform float pixelScale;
void main() {
vec2 dr = 1.0/resolution;
float p0 = texture2D(tElevation, dr * (gl_FragCoord.xy + vec2(0.0, 0.0))).r;
float px = texture2D(tElevation, dr * (gl_FragCoord.xy + vec2(1.0, 0.0))).r;
float py = texture2D(tElevation, dr * (gl_FragCoord.xy + vec2(0.0, 1.0))).r;
vec3 dx = vec3(pixelScale, 0.0, px - p0);
vec3 dy = vec3(0.0, pixelScale, py - p0);
vec3 n = normalize(cross(dx, dy));
gl_FragColor = vec4(n, 1.0);
}
`,
attributes: {
position: [-1, -1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1]
},
uniforms: {
tElevation: fboElevation,
pixelScale: pixelScale,
resolution: [image.width, image.height]
},
viewport: { x: 0, y: 0, width: image.width, height: image.height },
framebuffer: fboNormal,
count: 6
});
cmdNormal();
const shadowPP = demo.PingPong(regl, {
width: image.width,
height: image.height,
colorType: "float"
});
const cmdSoftShadows = regl({
vert: `
precision highp float;
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0, 1);
}
`,
frag: `
precision highp float;
uniform sampler2D tElevation;
uniform sampler2D tNormal;
uniform sampler2D tSrc;
uniform vec3 sunDirection;
uniform vec2 resolution;
uniform float pixelScale;
void main() {
vec2 ires = 1.0 / resolution;
vec3 src = texture2D(tSrc, gl_FragCoord.xy * ires).rgb;
vec4 e0 = texture2D(tElevation, gl_FragCoord.xy * ires);
vec3 n0 = texture2D(tNormal, gl_FragCoord.xy * ires).rgb;
vec2 sr = normalize(sunDirection.xy);
vec2 p0 = gl_FragCoord.xy;
vec2 p = floor(p0);
vec2 stp = sign(sr);
vec2 tMax = step(0.0, sr) * (1.0 - fract(p0)) + (1.0 - step(0.0, sr)) * fract(p0);
tMax /= abs(sr);
vec2 tDelta = 1.0 / abs(sr);
for (int i = 0; i < 65536; i++) {
if (tMax.x < tMax.y) {
tMax.x += tDelta.x;
p.x += stp.x;
} else {
tMax.y += tDelta.y;
p.y += stp.y;
}
vec2 ptex = ires * (p + 0.5);
if (ptex.x < 0.0 || ptex.x > 1.0 || ptex.y < 0.0 || ptex.y > 1.0) {
gl_FragColor = vec4(src + vec3(1.0/128.0) * clamp(dot(n0, sunDirection), 0.0, 1.0), 1.0);
return;
}
vec4 e = texture2D(tElevation, ptex);
float t = distance(p + 0.5, p0);
float z = e0.r + t * pixelScale * sunDirection.z;
if (e.r > z) {
gl_FragColor = vec4(src, 1.0);
return;
}
}
gl_FragColor = vec4(src + vec3(1.0/128.0) * clamp(dot(n0, sunDirection), 0.0, 1.0), 1.0);
}
`,
depth: {
enable: false
},
attributes: {
position: [-1, -1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1]
},
uniforms: {
tElevation: fboElevation,
tNormal: fboNormal,
tSrc: regl.prop("src"),
sunDirection: regl.prop("sunDirection"),
pixelScale: pixelScale,
resolution: [image.width, image.height]
},
viewport: { x: 0, y: 0, width: image.width, height: image.height },
framebuffer: regl.prop("dest"),
count: 6
});
for (let i = 0; i < 128; i++) {
cmdSoftShadows({
sunDirection: vec3.normalize(
[],
vec3.add(
[],
vec3.scale([], vec3.normalize([], [1, 1, 0.5]), 149600000000),
vec3.random([], 695508000 * 100)
)
),
src: shadowPP.ping(),
dest: shadowPP.pong()
});
shadowPP.swap();
}
const ambientPP = demo.PingPong(regl, {
width: image.width,
height: image.height,
colorType: "float"
});
const cmdAmbient = regl({
vert: `
precision highp float;
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0, 1);
}
`,
frag: `
precision highp float;
uniform sampler2D tElevation;
uniform sampler2D tNormal;
uniform sampler2D tSrc;
uniform vec3 direction;
uniform vec2 resolution;
uniform float pixelScale;
void main() {
vec2 ires = 1.0 / resolution;
vec3 src = texture2D(tSrc, gl_FragCoord.xy * ires).rgb;
vec4 e0 = texture2D(tElevation, gl_FragCoord.xy * ires);
vec3 n0 = texture2D(tNormal, gl_FragCoord.xy * ires).rgb;
vec3 sr3d = normalize(n0 + direction);
vec2 sr = normalize(sr3d.xy);
vec2 p0 = gl_FragCoord.xy;
vec2 p = floor(p0);
vec2 stp = sign(sr);
vec2 tMax = step(0.0, sr) * (1.0 - fract(p0)) + (1.0 - step(0.0, sr)) * fract(p0);
tMax /= abs(sr);
vec2 tDelta = 1.0 / abs(sr);
for (int i = 0; i < 65536; i++) {
if (tMax.x < tMax.y) {
tMax.x += tDelta.x;
p.x += stp.x;
} else {
tMax.y += tDelta.y;
p.y += stp.y;
}
vec2 ptex = ires * (p + 0.5);
if (ptex.x < 0.0 || ptex.x > 1.0 || ptex.y < 0.0 || ptex.y > 1.0) {
gl_FragColor = vec4(src + vec3(1.0/128.0), 1.0);
return;
}
vec4 e = texture2D(tElevation, ptex);
float t = distance(p + 0.5, p0);
float z = e0.r + t * pixelScale * sr3d.z;
if (e.r > z) {
gl_FragColor = vec4(src, 1.0);
return;
}
}
gl_FragColor = vec4(src + vec3(1.0/128.0), 1.0);
}
`,
depth: {
enable: false
},
attributes: {
position: [-1, -1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1]
},
uniforms: {
tElevation: fboElevation,
tNormal: fboNormal,
tSrc: regl.prop("src"),
direction: regl.prop("direction"),
pixelScale: pixelScale,
resolution: [image.width, image.height]
},
viewport: { x: 0, y: 0, width: image.width, height: image.height },
framebuffer: regl.prop("dest"),
count: 6
});
for (let i = 0; i < 128; i++) {
cmdAmbient({
direction: vec3.random([], Math.random()),
src: ambientPP.ping(),
dest: ambientPP.pong()
});
ambientPP.swap();
}
// Download the terrain-rgb region.
const satelliteImage = await demo.getRegion(
tLat,
tLong,
zoom,
`https://api.mapbox.com/v4/mapbox.satellite/zoom/tLong/tLat.pngraw?access_token=${MAPBOX_KEY}`
);
// Create a texture from the satellite tile.
const tSatellite = regl.texture({
data: satelliteImage,
flipY: true
});
const cmdFinal = regl({
vert: `
precision highp float;
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0, 1);
}
`,
frag: `
precision highp float;
uniform sampler2D tSoftShadow;
uniform sampler2D tAmbient;
uniform sampler2D tSatellite;
uniform vec2 resolution;
void main() {
vec2 ires = 1.0 / resolution;
float softShadow = texture2D(tSoftShadow, ires * gl_FragCoord.xy).r;
float ambient = texture2D(tAmbient, ires * gl_FragCoord.xy).r;
vec3 satellite = texture2D(tSatellite, ires * gl_FragCoord.xy).rgb;
float l = 4.0 * softShadow + 0.25 * ambient;
vec3 color = l * pow(satellite, vec3(2.0));
color = pow(color, vec3(1.0/2.2));
gl_FragColor = vec4(color, 1.0);
}
`,
depth: {
enable: false
},
attributes: {
position: [-1, -1, 1, -1, 1, 1, -1, -1, 1, 1, -1, 1]
},
uniforms: {
tSoftShadow: shadowPP.ping(),
tAmbient: ambientPP.ping(),
tSatellite: tSatellite,
resolution: [image.width, image.height]
},
viewport: { x: 0, y: 0, width: image.width, height: image.height },
count: 6
});
cmdFinal();
}
main();