UNPKG

@arcgis/core

Version:

ArcGIS Maps SDK for JavaScript: A complete 2D and 3D mapping and data visualization API

119 lines (103 loc) 7.74 kB
/* All material copyright ESRI, All Rights Reserved, unless otherwise specified. See https://js.arcgis.com/4.32/esri/copyright.txt for details. */ import{ShaderOutput as e}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutput.js";import{SliceDraw as o}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{Transform as r}from"../views/3d/webgl-engine/core/shaderLibrary/Transform.glsl.js";import{ObjectAndLayerIdColor as t}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/ObjectAndLayerIdColor.glsl.js";import{VertexColor as a}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/VertexColor.glsl.js";import{terrainDepthTest as i}from"../views/3d/webgl-engine/core/shaderLibrary/shading/TerrainDepthTest.glsl.js";import{VisualVariables as l}from"../views/3d/webgl-engine/core/shaderLibrary/shading/VisualVariables.glsl.js";import{ColorConversion as n}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{addProjViewLocalOrigin as c,addCameraPosition as d}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float4PassUniform as s}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatBindUniform as v}from"../views/3d/webgl-engine/core/shaderModules/FloatBindUniform.js";import{glsl as g}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{VertexAttribute as p}from"../views/3d/webgl-engine/lib/VertexAttribute.js";import{Style as m}from"../views/3d/webgl-engine/materials/PatternStyle.js";import{outputColorHighlightOID as f}from"../views/3d/webgl-engine/shaders/OutputColorHighlightOID.glsl.js";import{ShaderBuilder as u}from"../views/webgl/ShaderBuilder.js";const w=.70710678118,b=w,h=.08715574274,y=10,S=1;function j(j){const C=new u,{vertex:T,fragment:P,attributes:R,varyings:V}=C,D=j.output===e.Highlight;c(T,j),C.include(r,j),C.include(a,j),C.include(l,j),C.include(t,j),C.fragment.include(o,j),C.include(f,j),C.include(i,j),j.draped?T.uniforms.add(new v("worldToScreenRatio",(e=>1/e.screenToPCSRatio))):R.add(p.BOUNDINGRECT,"mat3"),R.add(p.POSITION,"vec3"),R.add(p.UVMAPSPACE,"vec4"),j.vvColor&&R.add(p.COLORFEATUREATTRIBUTE,"float"),j.hasVertexColors||V.add("vColor","vec4"),V.add("vpos","vec3"),V.add("vuv","vec2"),T.uniforms.add(new s("uColor",(e=>e.color)));const O=j.style===m.ForwardDiagonal||j.style===m.BackwardDiagonal||j.style===m.DiagonalCross;return O&&T.code.add(g` const mat2 rotate45 = mat2(${g.float(w)}, ${g.float(-.70710678118)}, ${g.float(b)}, ${g.float(w)}); `),j.draped||(d(T,j),T.uniforms.add(new v("worldToScreenPerDistanceRatio",(e=>1/e.camera.perScreenPixelRatio))),T.code.add(g`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); }`),T.code.add(g`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; }`),T.code.add(g` 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 = ${g.float(h)}; 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); } `)),T.code.add(g` vec2 scaledUV() { vec2 uv = uvMapSpace.xy ${O?" * rotate45":""}; vec2 uvCellOrigin = uvMapSpace.zw ${O?" * rotate45":""}; ${j.draped?"":g` 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, ${g.float(y)}); return uvOffset + (uv * discreteWorldToScreenRatio); } `),T.main.add(g` vuv = scaledUV(); vpos = position; forwardViewPosDepth((view * vec4(vpos, 1.0)).xyz); forwardNormalizedVertexColor(); forwardObjectAndLayerIdColor(); ${j.hasVertexColors?"vColor *= uColor;":j.vvColor?"vColor = uColor * interpolateVVColor(colorFeatureAttribute);":"vColor = uColor;"} gl_Position = transformPosition(proj, view, vpos); `),P.include(n),j.draped&&P.uniforms.add(new v("texelSize",(e=>1/e.camera.pixelRatio))),D||(P.code.add(g` const float lineWidth = ${g.float(S)}; const float spacing = ${g.float(y)}; const float spacingINV = ${g.float(1/y)}; 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; } `),j.draped||P.code.add(g`const int maxSamples = 5; float sampleAA(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; }`)),P.main.add(g` discardBySlice(vpos); discardByTerrainDepth(); vec4 color = vColor; ${D?"":g`color.a *= ${x(j)};`} outputColorHighlightOID(color, vpos); `),C}function x(e){function o(o){return e.draped?g`coverage(vuv.${o}, texelSize)`:g`sampleAA(vuv.${o})`}switch(e.style){case m.ForwardDiagonal:case m.Horizontal:return o("y");case m.BackwardDiagonal:case m.Vertical:return o("x");case m.DiagonalCross:case m.Cross:return g`1.0 - (1.0 - ${o("x")}) * (1.0 - ${o("y")})`;default:return"0.0"}}const C=Object.freeze(Object.defineProperty({__proto__:null,build:j},Symbol.toStringTag,{value:"Module"}));export{C as P,j as b};