/* All material copyright ESRI, All Rights Reserved, unless otherwise specified. See https://js.arcgis.com/4.25/esri/copyright.txt for details. */ import{addNearFar as e,addLinearDepth as o}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{ShaderOutput as t}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutput.js";import{SliceDraw as r}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{Transform as a}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{VertexColor as i}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{OutputDepth as n}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as l}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{multipassTerrainTest as c}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{symbolAlphaCutoff as d}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaCutoff.js";import{ColorConversion as s}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{addProjViewLocalOrigin as p,addCameraPosition as g}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float4PassUniform as u}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatPassUniform as v}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as m}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as f}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{TransparencyPassType as h}from"../views/3d/webgl-engine/lib/TransparencyPassType.js";import{VertexAttribute as w}from"../views/3d/webgl-engine/lib/VertexAttribute.js";import{Style as b}from"../views/3d/webgl-engine/materials/PatternStyle.js";const y=.70710678118,S=y,j=.08715574274;function x(x){const T=new f,C=x.hasMultipassTerrain&&(x.output===t.Color||x.output===t.Alpha);x.draped||T.extensions.add("GL_OES_standard_derivatives");const{vertex:R,fragment:D}=T;p(R,x),T.include(a,x),T.include(i,x),x.draped?R.uniforms.add(new v("worldToScreenRatio",((e,o)=>1/o.screenToPCSRatio))):T.attributes.add(w.BOUNDINGRECT,"mat3"),T.attributes.add(w.POSITION,"vec3"),T.attributes.add(w.UVMAPSPACE,"vec4"),T.varyings.add("vpos","vec3"),T.varyings.add("vuv","vec2"),C&&T.varyings.add("depth","float");const $=x.style===b.ForwardDiagonal||x.style===b.BackwardDiagonal||x.style===b.DiagonalCross;$&&R.code.add(m` const mat2 rotate45 = mat2(${m.float(y)}, ${m.float(-S)}, ${m.float(S)}, ${m.float(y)}); `),x.draped||(g(R,x),R.uniforms.add(new v("worldToScreenPerDistanceRatio",((e,o)=>1/o.camera.perScreenPixelRatio))),R.code.add(m`vec3 projectPointToLineSegment(vec3 center, vec3 halfVector, vec3 point) { float projectedLength = dot(halfVector, point - center) / dot(halfVector, halfVector); return center + halfVector * clamp(projectedLength, -1.0, 1.0); }`),R.code.add(m`vec3 intersectRayPlane(vec3 rayDir, vec3 rayOrigin, vec3 planeNormal, vec3 planePoint) { float d = dot(planeNormal, planePoint); float t = (d - dot(planeNormal, rayOrigin)) / dot(planeNormal, rayDir); return rayOrigin + t * rayDir; }`),R.code.add(m` float boundingRectDistanceToCamera() { vec3 center = vec3(boundingRect[0][0], boundingRect[0][1], boundingRect[0][2]); vec3 halfU = vec3(boundingRect[1][0], boundingRect[1][1], boundingRect[1][2]); vec3 halfV = vec3(boundingRect[2][0], boundingRect[2][1], boundingRect[2][2]); vec3 n = normalize(cross(halfU, halfV)); vec3 viewDir = - vec3(view[0][2], view[1][2], view[2][2]); float viewAngle = dot(viewDir, n); float minViewAngle = ${m.float(j)}; if (abs(viewAngle) < minViewAngle) { // view direction is (almost) parallel to plane -> clamp it to min angle float normalComponent = sign(viewAngle) * minViewAngle - viewAngle; viewDir = normalize(viewDir + normalComponent * n); } // intersect view direction with infinite plane that contains bounding rect vec3 planeProjected = intersectRayPlane(viewDir, cameraPosition, n, center); // clip to bounds by projecting to u and v line segments individually vec3 uProjected = projectPointToLineSegment(center, halfU, planeProjected); vec3 vProjected = projectPointToLineSegment(center, halfV, planeProjected); // use to calculate the closest point to camera on bounding rect vec3 closestPoint = uProjected + vProjected - center; return length(closestPoint - cameraPosition); } `)),R.code.add(m` vec2 scaledUV() { vec2 uv = uvMapSpace.xy ${$?" * rotate45":""}; vec2 uvCellOrigin = uvMapSpace.zw ${$?" * rotate45":""}; ${x.draped?"":m` float distanceToCamera = boundingRectDistanceToCamera(); float worldToScreenRatio = worldToScreenPerDistanceRatio / distanceToCamera; `} // Logarithmically discretize ratio to avoid jittering float step = 0.1; float discreteWorldToScreenRatio = log(worldToScreenRatio); discreteWorldToScreenRatio = ceil(discreteWorldToScreenRatio / step) * step; discreteWorldToScreenRatio = exp(discreteWorldToScreenRatio); vec2 uvOffset = mod(uvCellOrigin * discreteWorldToScreenRatio, ${m.float(x.patternSpacing)}); return uvOffset + (uv * discreteWorldToScreenRatio); } `);const V=x.output===t.Depth;return V&&(T.include(n,x),e(T),o(T)),R.code.add(m` void main(void) { vuv = scaledUV(); vpos = position; ${C?"depth = (view * vec4(vpos, 1.0)).z;":""} forwardNormalizedVertexColor(); gl_Position = ${V?m`transformPositionWithDepth(proj, view, vpos, nearFar, linearDepth);`:m`transformPosition(proj, view, vpos);`} } `),T.include(r,x),D.include(s),x.draped&&D.uniforms.add(new v("texelSize",((e,o)=>1/o.camera.pixelRatio))),x.output===t.Highlight&&T.include(l,x),C&&T.include(c,x),x.output!==t.Highlight&&(D.code.add(m` const float lineWidth = ${m.float(x.lineWidth)}; const float spacing = ${m.float(x.patternSpacing)}; const float spacingINV = ${m.float(1/x.patternSpacing)}; float coverage(float p, float txlSize) { p = mod(p, spacing); float halfTxlSize = txlSize / 2.0; float start = p - halfTxlSize; float end = p + halfTxlSize; float coverage = (ceil(end * spacingINV) - floor(start * spacingINV)) * lineWidth; coverage -= min(lineWidth, mod(start, spacing)); coverage -= max(lineWidth - mod(end, spacing), 0.0); return coverage / txlSize; } `),x.draped||D.code.add(m`const int maxSamples = 5; float sample(float p) { vec2 dxdy = abs(vec2(dFdx(p), dFdy(p))); float fwidth = dxdy.x + dxdy.y; ivec2 samples = 1 + ivec2(clamp(dxdy, 0.0, float(maxSamples - 1))); vec2 invSamples = 1.0 / vec2(samples); float accumulator = 0.0; for (int j = 0; j < maxSamples; j++) { if(j >= samples.y) { break; } for (int i = 0; i < maxSamples; i++) { if(i >= samples.x) { break; } vec2 step = vec2(i,j) * invSamples - 0.5; accumulator += coverage(p + step.x * dxdy.x + step.y * dxdy.y, fwidth); } } accumulator /= float(samples.x * samples.y); return accumulator; }`)),D.uniforms.add(new u("uColor",(e=>e.color))),D.code.add(m` void main() { discardBySlice(vpos); ${C?"terrainDepthTest(gl_FragCoord, depth);":""} vec4 color = ${x.hasVertexColors?"vColor * uColor;":"uColor;"} color = highlightSlice(color, vpos); ${x.output!==t.Highlight?m`color.a *= ${P(x)};`:""} if (color.a < ${m.float(d)}) { discard; } ${x.output===t.Alpha?m`gl_FragColor = vec4(color.a);`:""} ${x.output===t.Color?m`gl_FragColor = color; ${x.transparencyPassType===h.Color?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}`:""} ${x.output===t.Highlight?m`outputHighlight();`:""} ${x.output===t.Depth?m`outputDepth(linearDepth);`:""}; } `),T}function P(e){function o(o){return e.draped?m`coverage(vuv.${o}, texelSize)`:m`sample(vuv.${o})`}switch(e.style){case b.ForwardDiagonal:case b.Horizontal:return o("y");case b.BackwardDiagonal:case b.Vertical:return o("x");case b.DiagonalCross:case b.Cross:return m` 1.0 - (1.0 - ${o("x")}) * (1.0 - ${o("y")}) `;default:return"0.0"}}const T=Object.freeze(Object.defineProperty({__proto__:null,build:x},Symbol.toStringTag,{value:"Module"}));export{T as P,x as b};