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- /*
- All material copyright ESRI, All Rights Reserved, unless otherwise specified.
- See https://js.arcgis.com/4.25/esri/copyright.txt for details.
- */
- import{earth as e,mars as o,moon as r}from"../geometry/support/Ellipsoid.js";import{OverlayIndex as a,RenderTargetType as i}from"../views/3d/terrain/interfaces.js";import{IntegratedMeshMode as l}from"../views/3d/webgl-engine/collections/Component/Material/ComponentTechniqueConfiguration.js";import{ComponentData as t,ComponentDataType as d}from"../views/3d/webgl-engine/collections/Component/Material/shader/ComponentData.glsl.js";import{VertexDiscardByOpacity as n}from"../views/3d/webgl-engine/collections/Component/Material/shader/VertexDiscardByOpacity.glsl.js";import{ForwardLinearDepth as s}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{ShaderOutput as c}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutput.js";import{SlicePass as m}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{NormalAttributeType as g}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/NormalAttribute.glsl.js";import{TextureCoordinateAttribute as v}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/TextureCoordinateAttribute.glsl.js";import{VertexColor as u}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{VertexNormal as h}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexNormal.glsl.js";import{VertexPosition as p}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexPosition.glsl.js";import{OutputDepth as C}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{OutputHighlight as w}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputHighlight.glsl.js";import{ReadLinearDepth as b}from"../views/3d/webgl-engine/core/shaderLibrary/output/ReadLinearDepth.glsl.js";import{ComputeMaterialColor as y}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeMaterialColor.glsl.js";import{ComputeNormalTexture as x}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeNormalTexture.glsl.js";import{ComputeShadingNormal as f}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ComputeShadingNormal.glsl.js";import{EvaluateSceneLighting as L,addLightingGlobalFactor as M}from"../views/3d/webgl-engine/core/shaderLibrary/shading/EvaluateSceneLighting.glsl.js";import{addMainLightIntensity as j}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MainLighting.glsl.js";import{multipassTerrainTest as T}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{PBRMode as S,PhysicallyBasedRenderingParameters as N}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PhysicallyBasedRenderingParameters.glsl.js";import{ReadBaseColorTexture as O}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadBaseColorTexture.glsl.js";import{ReadShadowMapPass as W}from"../views/3d/webgl-engine/core/shaderLibrary/shading/ReadShadowMap.glsl.js";import{OverlayIM as A,getColorTexture as P}from"../views/3d/webgl-engine/core/shaderLibrary/terrain/Overlay.glsl.js";import{symbolAlphaCutoff as B}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaCutoff.js";import{DiscardOrAdjustAlphaDraw as R}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaDiscard.glsl.js";import{EllipsoidMode as _}from"../views/3d/webgl-engine/core/shaderLibrary/util/EllipsoidMode.js";import{glsl as D}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as $}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Texture2DPassUniform as z}from"../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform.js";import{TransparencyPassType as E}from"../views/3d/webgl-engine/lib/TransparencyPassType.js";function F(a){const i=new $;i.include(p,a),i.include(h,a),i.include(u,a),i.include(v,a),i.include(s,a),i.include(t,a),i.include(R,a),i.include(m,a),i.include(O,a),i.include(n,a);const{vertex:F,fragment:I}=i;a.pbrMode!==S.Normal&&a.pbrMode!==S.Schematic||(i.include(N,a),a.hasNormalTexture&&i.include(x,a));const G=a.output===c.Shadow||a.output===c.ShadowHighlight||a.output===c.ShadowExludeHighlight;G&&a.componentData===d.Varying?F.code.add(D`#define discardShadows(castShadows) { if(!castShadows) { gl_Position = vec4(1e38, 1e38, 1e38, 1.0); return; } }`):F.code.add(D`#define discardShadows(castShadows) {}`);const H=a.integratedMeshMode===l.ColorOverlay||a.integratedMeshMode===l.ColorOverlayWithWater,k=H&&a.output===c.Color&&a.pbrMode===S.WaterOnIntegratedMesh;return H&&(i.include(L,a),i.include(A,a),a.spherical?F.code.add(D`
- const float invEllipsoidRadius = ${D.float(1/(a.ellipsoidMode===_.Earth?e.radius:a.ellipsoidMode===_.Mars?o.radius:r.radius))};
- vec2 projectOverlay(vec3 pos) {
- return pos.xy / (1.0 + invEllipsoidRadius * pos.z);
- }
- `):F.code.add(D`vec2 projectOverlay(vec3 pos) { return pos.xy; }`)),k&&(i.varyings.add("tbnTangent","vec3"),i.varyings.add("tbnBiTangent","vec3"),i.varyings.add("groundNormal","vec3")),F.code.add(D`
- void main() {
- bool castShadows;
- vec4 externalColor = forwardExternalColor(castShadows);
- discardShadows(castShadows);
- vertexDiscardByOpacity(externalColor.a);
- if (externalColor.a < ${D.float(B)}) {
- // Discard this vertex
- gl_Position = vec4(1e38, 1e38, 1e38, 1.0);
- return;
- }
- forwardPosition(readElevationOffset());
- forwardNormal();
- forwardTextureCoordinates();
- forwardVertexColor();
- forwardLinearDepth();
- ${a.output===c.ObjectAndLayerIdColor?D`forwardObjectAndLayerIdColor();`:""}
- ${k?a.spherical?D`
- groundNormal = normalize(positionWorld());
- tbnTangent = normalize(cross(vec3(0.0, 0.0, 1.0), groundNormal));
- tbnBiTangent = normalize(cross(groundNormal, tbnTangent));`:D`
- groundNormal = vec3(0.0, 0.0, 1.0);
- tbnTangent = vec3(1.0, 0.0, 0.0);
- tbnBiTangent = vec3(0.0, 1.0, 0.0);`:""}
- ${H?D`setOverlayVTC(projectOverlay(position));`:""}
- }
- `),a.output===c.Alpha&&(I.include(b),i.include(T,a),i.include(y,a),H&&I.uniforms.add(new z("ovColorTex",((e,o)=>P(e,o)))),I.code.add(D`
- void main() {
- discardBySlice(vPositionWorldCameraRelative);
- ${a.hasMultipassTerrain?D`terrainDepthTest(gl_FragCoord, vPosition_view.z);`:""}
- vec4 textureColor = readBaseColorTexture();
- discardOrAdjustAlpha(textureColor);
- vec4 externalColor;
- int externalColorMixMode;
- readExternalColor(externalColor, externalColorMixMode);
- vec4 materialColor = computeMaterialColor(
- textureColor,
- externalColor,
- externalColorMixMode
- );
- ${H?D`
- vec4 overlayColor = getOverlayColor(ovColorTex, vtcOverlay);
- materialColor = materialColor * (1.0 - overlayColor.a) + overlayColor;`:""}
- gl_FragColor = vec4(materialColor.a);
- }
- `)),a.output===c.Color&&(I.include(b),i.include(T,a),i.include(y,a),i.include(f,a),i.include(L,a),a.receiveShadows?(i.include(W,a),I.code.add(D`float evaluateShadow() {
- return readShadowMap(vPositionWorldCameraRelative, linearDepth);
- }`)):I.code.add(D`float evaluateShadow() { return 0.0; }`),H&&I.uniforms.add(new z("ovColorTex",((e,o)=>P(e,o)))),I.code.add(D`
- void main() {
- discardBySlice(vPositionWorldCameraRelative);
- ${a.hasMultipassTerrain?D`terrainDepthTest(gl_FragCoord, vPosition_view.z);`:""}
- vec4 textureColor = readBaseColorTexture();
- discardOrAdjustAlpha(textureColor);
- vec4 externalColor;
- int externalColorMixMode;
- readExternalColor(externalColor, externalColorMixMode);
- vec4 materialColor = computeMaterialColor(
- textureColor,
- externalColor,
- externalColorMixMode
- );
- ${H?D`vec4 overlayColor = getOverlayColor(ovColorTex, vtcOverlay);`:""}
- `),a.pbrMode===S.Normal||a.pbrMode===S.Schematic?(j(I),I.code.add(D`
- ${a.pbrMode===S.Normal?D`
- applyPBRFactors();
- if (int(externalColorMixMode) == 3) {
- mrr = vec3(0.0, 0.6, 0.2);
- }`:""}
- vec3 normalVertex = shadingNormalWorld();
- float additionalIrradiance = 0.02 * mainLightIntensity[2];
- `),a.hasNormalTexture?I.code.add(D`mat3 tangentSpace = computeTangentSpace(normalVertex, vPositionWorldCameraRelative, vuv0);
- vec3 shadingNormal = computeTextureNormal(tangentSpace, vuv0);`):I.code.add(D`vec3 shadingNormal = normalVertex;`),I.code.add(D`${a.spherical?D`vec3 normalGround = normalize(positionWorld());`:D`vec3 normalGround = vec3(0.0, 0.0, 1.0);`}
- `),I.code.add(D`
- vec3 viewDir = normalize(vPositionWorldCameraRelative);
- float ssao = 1.0 - occlusion * (1.0 - evaluateAmbientOcclusion());
- ${a.snowCover?D`
- vec3 surfaceNormal = normalize(shadingNormalWorld());
- float snow = smoothstep(0.5, 0.55, dot(surfaceNormal, normalize(positionWorld())));
- materialColor.rgb = mix(materialColor.rgb, vec3(1), snow);
- shadingNormal = mix(shadingNormal, surfaceNormal, snow);
- ssao = mix(ssao, 0.0, snow);
- mrr = mix(mrr, vec3(0.0, 1.0, 0.04), snow);
- emission = mix(emission, vec3(0.0), snow);`:""}
- ${H?D` materialColor = materialColor * (1.0 - overlayColor.a) + overlayColor;`:""}
- vec3 additionalLight = evaluateAdditionalLighting(ssao, positionWorld());
- vec4 shadedColor = vec4(evaluateSceneLightingPBR(shadingNormal, materialColor.rgb, evaluateShadow(), ssao, additionalLight, viewDir, normalGround, mrr, emission, additionalIrradiance), materialColor.a);
- `)):(a.receiveShadows?I.code.add(D`float shadow = evaluateShadow();`):a.spherical?(M(I),I.code.add(D`float additionalAmbientScale = additionalDirectedAmbientLight(positionWorld());
- float shadow = lightingGlobalFactor * (1.0 - additionalAmbientScale);`)):I.code.add(D`float shadow = 0.0;`),k&&I.uniforms.add(new z("ovNormalTex",((e,o)=>V(o)))),a.snowCover&&(i.extensions.add("GL_OES_standard_derivatives"),I.code.add(D`vec3 surfaceNormal = normalize(cross(dFdx(vPositionWorldCameraRelative), dFdy(vPositionWorldCameraRelative)));
- float snow = smoothstep(0.5, 0.55, dot(surfaceNormal, normalize(positionWorld())));
- materialColor.rgb = mix(materialColor.rgb, vec3(1), snow);`)),I.code.add(D`
- float ambientOcclusion = evaluateAmbientOcclusion();
- vec3 additionalLight = evaluateAdditionalLighting(ambientOcclusion, positionWorld());
- ${H?D` materialColor = materialColor * (1.0 - overlayColor.a) + overlayColor;`:""}
- vec4 shadedColor = vec4(evaluateSceneLighting(shadingNormalWorld(), materialColor.rgb, shadow, ambientOcclusion, additionalLight), materialColor.a);
- ${k?D`
- vec4 overlayWaterMask = getOverlayColor(ovNormalTex, vtcOverlay);
- float waterNormalLength = length(overlayWaterMask);
- if (waterNormalLength > 0.95) {
- mat3 tbnMatrix = mat3(tbnTangent, tbnBiTangent, groundNormal);
- vec4 waterColorLinear = getOverlayWaterColor(overlayWaterMask, overlayColor, -normalize(vPositionWorldCameraRelative), shadow, groundNormal, tbnMatrix, vPosition_view, positionWorld());
- vec4 waterColorNonLinear = delinearizeGamma(vec4(waterColorLinear.xyz, 1.0));
- // un-gamma the ground color to mix in linear space
- shadedColor = mix(shadedColor, waterColorNonLinear, waterColorLinear.w);
- }`:""}
- `)),I.code.add(D`
- gl_FragColor = highlightSlice(shadedColor, vPositionWorldCameraRelative);
- ${a.transparencyPassType===E.Color?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
- }
- `)),(a.output===c.Depth||G)&&(i.include(C,a),I.code.add(D`void main() {
- discardBySlice(vPositionWorldCameraRelative);
- vec4 textureColor = readBaseColorTexture();
- discardOrAdjustAlpha(textureColor);
- outputDepth(linearDepth);
- }`)),a.output===c.Normal&&(i.include(f,a),I.code.add(D`
- void main() {
- discardBySlice(vPositionWorldCameraRelative);
- vec4 textureColor = readBaseColorTexture();
- discardOrAdjustAlpha(textureColor);
- // note: the alpha component needs to be 1.0 in order for this material
- // to influence ambient occlusion, see the ssao fragment shader
- float alpha = ${a.normalType===g.Ground?"0.0":"1.0"};
- gl_FragColor = vec4(vec3(.5) + .5 * shadingNormal_view(), alpha);
- }
- `)),a.output===c.ObjectAndLayerIdColor&&i.fragment.code.add(D`void main() {
- discardBySlice(vPositionWorldCameraRelative);
- vec4 textureColor = readBaseColorTexture();
- discardOrAdjustAlpha(textureColor);
- outputObjectAndLayerIdColor();
- }`),a.output===c.Highlight&&(i.include(w,a),I.code.add(D`
- void main() {
- discardBySlice(vPositionWorldCameraRelative);
- vec4 textureColor = readBaseColorTexture();
- discardOrAdjustAlpha(textureColor);
- ${H?D`
- vec4 overlayColor = getCombinedOverlayColor();
- if (overlayColor.a == 0.0) {
- gl_FragColor = vec4(0.0);
- return;
- }`:""}
- outputHighlight();
- }
- `)),i}function V(e){return 0===e.overlays.length?null:e.overlays[a.INNER].getValidTexture(i.Water)}const I=Object.freeze(Object.defineProperty({__proto__:null,build:F,getOverlayNormalTexture:V},Symbol.toStringTag,{value:"Module"}));export{I as C,F as b,V as g};
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