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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{s as e}from"./vec2.js";import{a as i}from"./vec2f64.js";import{SliceDraw as o}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{multipassTerrainTest as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{Float2PassUniform as n}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float4PassUniform as t}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatPassUniform as d}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as a}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as l}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{Uniform as r}from"../views/3d/webgl-engine/core/shaderModules/Uniform.js";import{VertexAttribute as c}from"../views/3d/webgl-engine/lib/VertexAttribute.js";import{AdjustProjectedPosition as p}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/AdjustProjectedPosition.glsl.js";import{DiscardByCoverage as P}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardByCoverage.glsl.js";import{DiscardNonSilhouetteEdges as u}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardNonSilhouetteEdges.glsl.js";import{DiscardShortEdges as g}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardShortEdges.glsl.js";import{EdgeUtil as v}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/EdgeUtil.glsl.js";import{LineAmplitude as f}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/LineAmplitude.glsl.js";import{LineOffset as m}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/LineOffset.glsl.js";import{UnpackAttributes as x}from"../views/3d/webgl-engine/shaders/sources/edgeRenderer/UnpackAttributes.glsl.js";function w(i){const r=new l,{vertex:w,fragment:L}=r;return i.antialiasing&&(w.code.add(a`#define ANTIALIASING 1`),L.code.add(a`#define ANTIALIASING 1`)),i.legacy&&w.uniforms.add([new A("model"),new A("localView")]),r.include(p,i),r.include(v,i),r.include(f,i),r.include(x,i),r.include(m,i),r.include(o,i),r.include(u,i),r.include(P,i),r.include(g,i),r.include(s,i),r.varyings.add("vColor","vec4"),r.varyings.add("vRadius","float"),r.varyings.add("vPosition","vec3"),r.varyings.add("vWorldPosition","vec3"),r.varyings.add("vViewPos","vec3"),r.varyings.add("vLineLengthPixels","float"),r.varyings.add("vSizeFalloffFactor","float"),w.uniforms.add([new n("pixelToNDC",((i,o)=>e(h,2/o.camera.fullViewport[2],2/o.camera.fullViewport[3]))),new t("viewport",((e,i)=>i.camera.fullViewport)),new d("pixelRatio",((e,i)=>i.camera.pixelRatio))]),r.attributes.add(c.POSITION0,"vec3"),r.attributes.add(c.POSITION1,"vec3"),r.attributes.add(c.VARIANTOFFSET,"float"),r.attributes.add(c.VARIANTSTROKE,"float"),r.attributes.add(c.VARIANTEXTENSION,"float"),w.code.add(a`const float opaqueCutoff = 1.0 / 255.0;
- void calculateGeometricOutputs(vec3 viewPosV0, vec3 viewPosV1, vec3 worldPosV0, vec3 worldPosV1, vec3 worldNormal, UnpackedAttributes unpackedAttributes) {
- vec2 sideness = unpackedAttributes.sideness;
- vec2 sidenessNorm = unpackedAttributes.sidenessNorm;
- vWorldPosition = mix(worldPosV0, worldPosV1, sidenessNorm.y).xyz;
- vec3 viewPos = mix(viewPosV0, viewPosV1, sidenessNorm.y);
- vViewPos = viewPos;
- vec4 projPosV0 = projFromViewPosition(viewPosV0);
- vec4 projPosV1 = projFromViewPosition(viewPosV1);
- vec4 projPos = projFromViewPosition(viewPos);
- vec3 screenSpaceLineNDC = (projPosV1.xyz / projPosV1.w - projPosV0.xyz / projPosV0.w);
- vec2 ndcToPixel = viewport.zw * 0.5;
- vec2 screenSpaceLinePixels = screenSpaceLineNDC.xy * ndcToPixel;
- float lineLengthPixels = length(screenSpaceLinePixels);
- float dzPerPixel = screenSpaceLineNDC.z / lineLengthPixels;
- vec2 screenSpaceDirection = screenSpaceLinePixels / lineLengthPixels;
- vec2 perpendicularScreenSpaceDirection = vec2(screenSpaceDirection.y, -screenSpaceDirection.x) * sideness.x;
- float falloffFactor = distanceBasedPerspectiveFactor(-viewPos.z) * pixelRatio;
- float lineWidthPixels = unpackedAttributes.lineWidthPixels * falloffFactor;
- float extensionLengthPixels = calculateExtensionLength(unpackedAttributes.extensionLengthPixels, lineLengthPixels) * falloffFactor;
- float lineAmplitudePixels = calculateLineAmplitude(unpackedAttributes) * pixelRatio;
- vSizeFalloffFactor = falloffFactor;
- float lineWidthAndAmplitudePixels = lineWidthPixels + lineAmplitudePixels + lineAmplitudePixels;
- float extendedLineLengthPixels = lineLengthPixels + extensionLengthPixels + extensionLengthPixels;
- #ifdef ANTIALIASING
- const float aaPaddingPixels = 1.0;
- float halfAAPaddedLineWidthAndAmplitudePixels = lineWidthAndAmplitudePixels * 0.5 + aaPaddingPixels;
- float aaPaddedRoundedCapSizePixels = lineWidthPixels * 0.5 + aaPaddingPixels;
- #else
- float halfAAPaddedLineWidthAndAmplitudePixels = max(lineWidthAndAmplitudePixels, 1.0) * 0.5;
- float aaPaddedRoundedCapSizePixels = max(lineWidthPixels, 1.0) * 0.5;
- #endif
- vec2 halfAAPaddedLineWidthAndAmplitudeNDC = halfAAPaddedLineWidthAndAmplitudePixels * pixelToNDC;
- vec2 aaPaddedRoundedCapSizeNDC = aaPaddedRoundedCapSizePixels * pixelToNDC;
- vec2 extensionLengthNDC = extensionLengthPixels * pixelToNDC;
- vec2 ndcOffset = (
- screenSpaceDirection * sideness.y * (aaPaddedRoundedCapSizeNDC + extensionLengthNDC)
- + perpendicularScreenSpaceDirection * halfAAPaddedLineWidthAndAmplitudeNDC
- );
- projPos.xy += ndcOffset * projPos.w;
- projPos.z += (dzPerPixel * (aaPaddedRoundedCapSizePixels + extensionLengthPixels)) * sideness.y * projPos.w;
- projPos = adjustProjectedPosition(projPos, worldNormal, 1.0 + max((lineWidthAndAmplitudePixels - 1.0) * 0.5, 0.0));
- float aaPaddedLineWithCapsLengthPixels = extendedLineLengthPixels + aaPaddedRoundedCapSizePixels + aaPaddedRoundedCapSizePixels;
- float pixelPositionAlongLine = aaPaddedLineWithCapsLengthPixels * sidenessNorm.y - aaPaddedRoundedCapSizePixels;
- vPosition = vec3(
- halfAAPaddedLineWidthAndAmplitudePixels * sideness.x,
- pixelPositionAlongLine,
- pixelPositionAlongLine / extendedLineLengthPixels
- );
- vRadius = lineWidthPixels * 0.5;
- vLineLengthPixels = extendedLineLengthPixels;
- discardShortEdges(unpackedAttributes, lineLengthPixels);
- gl_Position = projPos;
- }
- void main() {
- ComponentData component = readComponentData();
- UnpackedAttributes unpackedAttributes = unpackAttributes(component);
- vec3 worldPosV0, worldPosV1, viewPosV0, viewPosV1;
- worldAndViewFromModelPosition(position0, component.verticalOffset, worldPosV0, viewPosV0);
- worldAndViewFromModelPosition(position1, component.verticalOffset, worldPosV1, viewPosV1);
- vColor = component.color;
- if (vColor.a < opaqueCutoff) {
- gl_Position = vec4(10.0, 10.0, 10.0, 1.0);
- return;
- }
- if (discardNonSilhouetteEdges(viewPosV0, worldPosV0)) {
- return;
- }
- calculateGeometricOutputs(viewPosV0, viewPosV1, worldPosV0, worldPosV1, worldNormal(), unpackedAttributes);
- calculateStyleOutputs(unpackedAttributes);
- }`),r.fragment.code.add(a`
- vec2 lineWithCapsDistance(float radius, vec2 position, float lineLength) {
- float lineOffset = calculateLineOffset();
- float positionX = position.x - lineOffset;
- if (radius < 1.0) {
- // Handle this specifically for subpixel sizes:
- // 1. Compute correct coverage (note coverage is computed by
- // 0.5 - dist, so we make sure that that will lead to correct
- // subpixel coverage
- // 2. Ignore rounded caps
- float coverageX = clamp(min(radius, positionX + 0.5) - max(-radius, positionX - 0.5), 0.0, 1.0);
- float coverageY = clamp(min(lineLength, position.y + 0.5) - max(0.0, position.y - 0.5), 0.0, 1.0);
- float coverage = min(coverageX, coverageY);
- return vec2(0.5 - coverage, 0.0);
- }
- else {
- // Between -radius -> 0 for start cap, 0 for line, 0 -> radius
- float positionOnCap = position.y - clamp(position.y, 0.0, lineLength);
- vec2 lineToPosition = vec2(positionX, positionOnCap);
- return vec2(length(lineToPosition) - radius, positionOnCap / radius);
- }
- }
- void main() {
- ${i.hasMultipassTerrain?"terrainDepthTest(gl_FragCoord, vViewPos.z);":""}
- float radius = vRadius * calculateLinePressure();
- vec2 distance = lineWithCapsDistance(radius, vPosition.xy, vLineLengthPixels);
- float coverage = clamp(0.5 - distance.x, 0.0, 1.0);
- discardByCoverage(radius, coverage);
- discardBySlice(vWorldPosition);
- float alpha = vColor.a * coverage;
- gl_FragColor = vec4(vColor.rgb, alpha);
- }
- `),r}const h=i();class A extends r{constructor(e){super(e,"mat4")}}const L=Object.freeze(Object.defineProperty({__proto__:null,build:w},Symbol.toStringTag,{value:"Module"}));export{L as E,w as b};
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