| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254 | /*All material copyright ESRI, All Rights Reserved, unless otherwise specified.See https://js.arcgis.com/4.25/esri/copyright.txt for details.*/import{f as e}from"./vec2f64.js";import{NoiseTextureRenderMode as o}from"../views/3d/environment/NoiseTextureAtlasConfiguration.js";import{TILE_ROWS as t,WEATHER_TILE_SIZE as r,WEATHER_MAP_SIZE as a,TILE_SIZE as l,ATLAS_SIZE as i}from"../views/3d/environment/NoiseTextureAtlasDimensions.js";import{ScreenSpacePass as d}from"../views/3d/webgl-engine/core/shaderLibrary/ScreenSpacePass.js";import{Float2PassUniform as f}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{NoParameters as n,glsl as p}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{ShaderBuilder as c}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";class s extends n{constructor(){super(...arguments),this.weatherTile=e(0,0)}}function u(e){const n=new c;if(n.include(d,!1),n.fragment.code.add(p`float remap(float x, float low1, float high1, float low2, float high2) {return low2 + (x - low1) * (high2 - low2) / (high1 - low1);}`),e.mode===o.Full){const e=2,o=8;n.fragment.code.add(p`    float saturate(float x) {      return clamp(x, 0.0, 1.0);    }    // Safer modulo for positive and negative values    vec3 modulo(vec3 m, float n){      return mod(mod(m, n) + n, n);    }    vec3 hash(vec3 p3, float frequency){      p3 = modulo(p3, frequency);      p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));      p3 += dot(p3, p3.yxz + 33.33);      return -1.0 + 2.0 * fract((p3.xxy + p3.yxx) * p3.zyx);    }    // 5th order polynomial interpolation    vec3 fade(vec3 t){      return (t * t * t) * (t * (t * 6.0 - 15.0) + 10.0);    }    float gradientNoise(vec3 p, float frequency){      // Cell point is in      vec3 i = floor(p);      // Position in the cell in [0, 1]      vec3 f = fract(p);      // Interpolation value for gradient mixing      vec3 u = fade(f);      // Trilinear interpolation of gradients at cube vertices around point      return mix( mix( mix( dot( hash( i + vec3(0.0,0.0,0.0), frequency), f - vec3(0.0,0.0,0.0) ),                            dot( hash( i + vec3(1.0,0.0,0.0), frequency), f - vec3(1.0,0.0,0.0) ), u.x),                       mix( dot( hash( i + vec3(0.0,1.0,0.0), frequency), f - vec3(0.0,1.0,0.0) ),                            dot( hash( i + vec3(1.0,1.0,0.0), frequency), f - vec3(1.0,1.0,0.0) ), u.x), u.y),                  mix( mix( dot( hash( i + vec3(0.0,0.0,1.0), frequency), f - vec3(0.0,0.0,1.0) ),                            dot( hash( i + vec3(1.0,0.0,1.0), frequency), f - vec3(1.0,0.0,1.0) ), u.x),                       mix( dot( hash( i + vec3(0.0,1.0,1.0), frequency), f - vec3(0.0,1.0,1.0) ),                            dot( hash( i + vec3(1.0,1.0,1.0), frequency), f - vec3(1.0,1.0,1.0) ), u.x), u.y), u.z );    }    float getPerlinNoise(vec3 pos, float frequency) {      float octaveFrequencyFactor = 2.0;      float sum = 0.0;      float weightSum = 0.0;      float weight = 1.0;      for (int oct = 0; oct < 3; oct++) {        vec3 p = pos * frequency;        float val = 0.5 + 0.5 * gradientNoise(p, frequency);        sum += val * weight;        weightSum += weight;        weight *= 0.5;        frequency *= octaveFrequencyFactor;      }      float noise = (sum / weightSum);      noise = saturate(noise);      return noise;    }    float worley(vec3 pos, float numCells) {      vec3 p = pos * numCells;      float d = 1.0e10;      for (int x = -1; x <= 1; x++) {        for (int y = -1; y <= 1; y++) {          for (int z = -1; z <= 1; z++) {            vec3 tp = floor(p) + vec3(x, y, z);            tp = p - tp - (hash(tp, numCells) * 0.5 + 0.5);            d = min(d, dot(tp, tp));          }        }      }      return 1.0 - clamp(d, 0.0, 1.0);    }    vec3 get3Dfrom2D(vec2 uv) {      vec2 tile = floor(uv);      float z = floor(${p.float(t)} * tile.y + tile.x);      return vec3(fract(uv), z);    }    float getTextureForPointPerlinWorley(vec3 p) {      float perlinNoise = getPerlinNoise(p, ${p.float(o)});      float worley0 = worley(p, ${p.float(e)} * 2.0);      float worley1 = worley(p, ${p.float(e)} * 8.0);      float worley2 = worley(p, ${p.float(e)} * 14.0);      float worleyFBM = worley0 * 0.625 + worley1 * 0.25 + worley2 * 0.125;      return remap(perlinNoise, 0.0, 1.0, worleyFBM, 1.0);    }    float getTextureForPointWorley(vec3 p) {      float worley0 = worley(p, ${p.float(e)});      float worley1 = worley(p, ${p.float(e)} * 2.0);      float worley2 = worley(p, ${p.float(e)} * 4.0);      float worley3 = worley(p, ${p.float(e)} * 8.0);      float FBM0 = worley0 * 0.625 + worley1 * 0.25 + worley2 * 0.125;      float FBM1 = worley1 * 0.625 + worley2 * 0.25 + worley3 * 0.125;      float FBM2 = worley2 * 0.75 + worley3 * 0.25;      return FBM0 * 0.625 + FBM1 * 0.25 + FBM2 * 0.125;    }  `)}return n.fragment.uniforms.add(new f("weatherTile",(e=>e.weatherTile))),n.fragment.code.add(p`    vec2 modulo(vec2 m, float n){      return mod(mod(m, n) + n, n);    }    vec2 hash(vec2 p){      // Get position of p in weather tile      p = modulo(p, ${p.float(r)});      // Get global coordinates of p      p += weatherTile * ${p.float(r)};      // Limit position to avoid numerical instability      p = modulo(p, ${p.float(a)});      vec3 p3 = fract(vec3(p.xyx) * vec3(0.1031, 0.1030, 0.0973));      p3 += dot(p3, p3.yzx + 33.33);      return 2.0 * fract((p3.xx + p3.yz) * p3.zy) - 1.0;    }    vec2 fade(vec2 t){      return (t * t * t) * (t * (t * 6.0 - 15.0) + 10.0);    }    float gradientNoise(vec2 p){      vec2 i = floor( p );      vec2 f = fract( p );      vec2 u = fade(f);      // Bilinear interpolation of gradients at cell vertices around point      return  mix(                mix(dot( hash( i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ),                    dot( hash( i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x),                mix(dot( hash( i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ),                    dot( hash( i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x),                u.y);    }    float worley(vec2 p){      float d = 1.0e10;      for (int x = -1; x <= 1; x++){        for (int y = -1; y <= 1; y++){                vec2 tp = floor(p) + vec2(x, y);                tp = p - tp - (0.5 + 0.5 * hash(tp));                d = min(d, dot(tp, tp));            }        }      return 1.0 - clamp(d, 0.0, 1.0);    }  `),n.fragment.code.add(p`void main() {`),e.mode===o.Full&&n.fragment.code.add(p`        float padWidth = 1.0;        float paddedSize = ${p.float(l)} + 2.0 * padWidth;        float tileCount = ${p.float(t)} * ${p.float(t)};        vec2 tile = floor((gl_FragCoord.xy - 0.5) / paddedSize);        bool padCell = false;        if (mod(gl_FragCoord.x, paddedSize) == 0.5 || mod(gl_FragCoord.x, paddedSize) == paddedSize - 0.5) {          padCell = true;        }        if (mod(gl_FragCoord.y, paddedSize) == 0.5 || mod(gl_FragCoord.y, paddedSize) == paddedSize - 0.5) {          padCell = true;        }        bool startPadX = false;        bool startPadY = false;        bool endPadX = false;        bool endPadY = false;        if (gl_FragCoord.x == tile.x * paddedSize + 0.5) {          startPadX = true;        }        if (gl_FragCoord.y == tile.y * paddedSize + 0.5) {          startPadY = true;        }        if (gl_FragCoord.x == (tile.x + 1.0) * paddedSize - 0.5) {          endPadX = true;        }        if (gl_FragCoord.y == (tile.y + 1.0) * paddedSize - 0.5) {          endPadY = true;        }        vec2 padding = vec2(2.0 * padWidth) * tile;        vec2 uv;        if (padCell) {          vec2 pixel = gl_FragCoord.xy - padWidth - padding;          if (startPadX) {            pixel.x += ${p.float(l)};          }          if (startPadY) {            pixel.y += ${p.float(l)};          }          if (endPadX) {            pixel.x -= ${p.float(l)};          }          if (endPadY) {            pixel.y -= ${p.float(l)};          }          uv = vec2(pixel.xy / ${p.float(l)});        } else {          vec2 pixel = gl_FragCoord.xy - padWidth - padding;          uv = vec2(pixel.xy / ${p.float(l)});        }        vec3 p_ = get3Dfrom2D(uv);        vec3 p = p_;        p.z /= (${p.float(t)} * ${p.float(t)});        float worleyPerlinNoise = getTextureForPointPerlinWorley(p);        float worleyNoise = getTextureForPointWorley(p);        gl_FragColor.r = saturate(remap(worleyPerlinNoise, worleyNoise, 1.0, 0.0, 1.0));        p_ = mod(p_ + 1.0, ${p.float(t)} * ${p.float(t)});        p = p_;        p.z /= (${p.float(t)} * ${p.float(t)});        worleyPerlinNoise = getTextureForPointPerlinWorley(p);        worleyNoise = getTextureForPointWorley(p);        gl_FragColor.g = saturate(remap(worleyPerlinNoise, worleyNoise, 1.0, 0.0, 1.0));      `),n.fragment.code.add(p`      vec2 mapUV = ${p.float(r)} * (gl_FragCoord.xy / ${p.float(i)});      float map = abs(gradientNoise(mapUV));      map = remap(map, 0.25 * (1.0 - worley(8.0 * mapUV)), 1.0, 0.0, 1.0);      ${e.mode===o.Full?p`gl_FragColor.ba = vec2(0.0, map);`:p`gl_FragColor = vec4(map);`};    }  `),n}const v=Object.freeze(Object.defineProperty({__proto__:null,NoiseTextureAtlasPassParameters:s,build:u},Symbol.toStringTag,{value:"Module"}));export{s as N,v as a,u as b};
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