@arcgis/core
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ArcGIS Maps SDK for JavaScript: A complete 2D and 3D mapping and data visualization API
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JavaScript
/*
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 i}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{ObjectAndLayerIdColor as t}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/ObjectAndLayerIdColor.glsl.js";import{RibbonVertexPosition as n}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/RibbonVertexPosition.glsl.js";import{LineStipple as r,computePixelSize as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/LineStipple.glsl.js";import{MarkerSizing as a}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MarkerSizing.glsl.js";import{PiUtils as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PiUtils.glsl.js";import{terrainDepthTest as l}from"../views/3d/webgl-engine/core/shaderLibrary/shading/TerrainDepthTest.glsl.js";import{ColorConversion as d}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{addProjViewLocalOrigin as p,addPixelRatio as c}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float2BindUniform as m}from"../views/3d/webgl-engine/core/shaderModules/Float2BindUniform.js";import{Float4BindUniform as v}from"../views/3d/webgl-engine/core/shaderModules/Float4BindUniform.js";import{Float4PassUniform as f}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatBindUniform as g}from"../views/3d/webgl-engine/core/shaderModules/FloatBindUniform.js";import{FloatPassUniform as h}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as S}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Matrix4BindUniform as u}from"../views/3d/webgl-engine/core/shaderModules/Matrix4BindUniform.js";import{VertexAttribute as D}from"../views/3d/webgl-engine/lib/VertexAttribute.js";import{LineMarkerSpace as x}from"../views/3d/webgl-engine/shaders/LineMarkerTechniqueConfiguration.js";import{outputColorHighlightOID as L}from"../views/3d/webgl-engine/shaders/OutputColorHighlightOID.glsl.js";import{CapType as w}from"../views/3d/webgl-engine/shaders/RibbonLineTechniqueConfiguration.js";import{ShaderBuilder as b}from"../views/webgl/ShaderBuilder.js";import{alphaCutoff as y}from"../webscene/support/AlphaCutoff.js";const j=1;function C(C){const F=new b,{attributes:P,varyings:R,vertex:z,fragment:A}=F,{applyMarkerOffset:T,draped:V,output:O,capType:W,stippleEnabled:E,falloffEnabled:I,roundJoins:N,wireframe:M,innerColorEnabled:_}=C;F.include(s),F.include(n,C),F.include(r,C),F.include(t,C),F.include(l,C);const k=T&&!V;k&&(z.uniforms.add(new h("markerScale",(e=>e.markerScale))),F.include(a,{space:x.World})),p(z,C),z.uniforms.add(new u("inverseProjectionMatrix",(e=>e.camera.inverseProjectionMatrix)),new m("nearFar",(e=>e.camera.nearFar)),new h("miterLimit",(e=>"miter"!==e.join?0:e.miterLimit)),new v("viewport",(e=>e.camera.fullViewport))),z.constants.add("LARGE_HALF_FLOAT","float",65500),P.add(D.POSITION,"vec3"),P.add(D.PREVPOSITION,"vec3"),P.add(D.NEXTPOSITION,"vec3"),P.add(D.SUBDIVISIONFACTOR,"float"),P.add(D.UV0,"vec2"),R.add("vColor","vec4"),R.add("vpos","vec3"),R.add("vLineDistance","float"),R.add("vLineWidth","float");const B=E;B&&R.add("vLineSizeInv","float");const U=W===w.ROUND,$=E&&U,H=I||$;H&&R.add("vLineDistanceNorm","float"),U&&(R.add("vSegmentSDF","float"),R.add("vReverseSegmentSDF","float")),z.code.add(S`vec2 perpendicular(vec2 v) {
return vec2(v.y, -v.x);
}
float interp(float ncp, vec4 a, vec4 b) {
return (-ncp - a.z) / (b.z - a.z);
}
vec2 rotate(vec2 v, float a) {
float s = sin(a);
float c = cos(a);
mat2 m = mat2(c, -s, s, c);
return m * v;
}`),z.code.add(S`vec4 projectAndScale(vec4 pos) {
vec4 posNdc = proj * pos;
posNdc.xy *= viewport.zw / posNdc.w;
return posNdc;
}`),z.code.add(S`void clipAndTransform(inout vec4 pos, inout vec4 prev, inout vec4 next, in bool isStartVertex) {
float vnp = nearFar[0] * 0.99;
if(pos.z > -nearFar[0]) {
if (!isStartVertex) {
if(prev.z < -nearFar[0]) {
pos = mix(prev, pos, interp(vnp, prev, pos));
next = pos;
} else {
pos = vec4(0.0, 0.0, 0.0, 1.0);
}
} else {
if(next.z < -nearFar[0]) {
pos = mix(pos, next, interp(vnp, pos, next));
prev = pos;
} else {
pos = vec4(0.0, 0.0, 0.0, 1.0);
}
}
} else {
if (prev.z > -nearFar[0]) {
prev = mix(pos, prev, interp(vnp, pos, prev));
}
if (next.z > -nearFar[0]) {
next = mix(next, pos, interp(vnp, next, pos));
}
}
forwardViewPosDepth(pos.xyz);
pos = projectAndScale(pos);
next = projectAndScale(next);
prev = projectAndScale(prev);
}`),c(z),z.constants.add("aaWidth","float",E?0:1).main.add(S`
// unpack values from uv0.y
bool isStartVertex = abs(abs(uv0.y)-3.0) == 1.0;
float coverage = 1.0;
// Check for special value of uv0.y which is used by the Renderer when graphics
// are removed before the VBO is recompacted. If this is the case, then we just
// project outside of clip space.
if (uv0.y == 0.0) {
// Project out of clip space
gl_Position = vec4(1e038, 1e038, 1e038, 1.0);
}
else {
bool isJoin = abs(uv0.y) < 3.0;
float lineSize = getSize();
if (lineSize < 1.0) {
coverage = lineSize; // convert sub-pixel coverage to alpha
lineSize = 1.0;
}
lineSize += aaWidth;
float lineWidth = lineSize * pixelRatio;
vLineWidth = lineWidth;
${B?S`vLineSizeInv = 1.0 / lineSize;`:""}
vec4 pos = view * vec4(position, 1.0);
vec4 prev = view * vec4(prevPosition, 1.0);
vec4 next = view * vec4(nextPosition, 1.0);
`),k&&z.main.add(S`vec4 other = isStartVertex ? next : prev;
bool markersHidden = areWorldMarkersHidden(pos, other);
if(!isJoin && !markersHidden) {
pos.xyz += normalize(other.xyz - pos.xyz) * getWorldMarkerSize(pos) * 0.5;
}`),z.main.add(S`clipAndTransform(pos, prev, next, isStartVertex);
vec2 left = (pos.xy - prev.xy);
vec2 right = (next.xy - pos.xy);
float leftLen = length(left);
float rightLen = length(right);`);(E||U)&&z.main.add(S`
float isEndVertex = float(!isStartVertex);
vec2 segmentOrigin = mix(pos.xy, prev.xy, isEndVertex);
vec2 segment = mix(right, left, isEndVertex);
${U?S`vec2 segmentEnd = mix(next.xy, pos.xy, isEndVertex);`:""}
`),z.main.add(S`left = (leftLen > 0.001) ? left/leftLen : vec2(0.0, 0.0);
right = (rightLen > 0.001) ? right/rightLen : vec2(0.0, 0.0);
vec2 capDisplacementDir = vec2(0, 0);
vec2 joinDisplacementDir = vec2(0, 0);
float displacementLen = lineWidth;
if (isJoin) {
bool isOutside = (left.x * right.y - left.y * right.x) * uv0.y > 0.0;
joinDisplacementDir = normalize(left + right);
joinDisplacementDir = perpendicular(joinDisplacementDir);
if (leftLen > 0.001 && rightLen > 0.001) {
float nDotSeg = dot(joinDisplacementDir, left);
displacementLen /= length(nDotSeg * left - joinDisplacementDir);
if (!isOutside) {
displacementLen = min(displacementLen, min(leftLen, rightLen)/abs(nDotSeg));
}
}
if (isOutside && (displacementLen > miterLimit * lineWidth)) {`),N?z.main.add(S`
vec2 startDir = leftLen < 0.001 ? right : left;
startDir = perpendicular(startDir);
vec2 endDir = rightLen < 0.001 ? left : right;
endDir = perpendicular(endDir);
float factor = ${E?S`min(1.0, subdivisionFactor * ${S.float((j+2)/(j+1))})`:S`subdivisionFactor`};
float rotationAngle = acos(clamp(dot(startDir, endDir), -1.0, 1.0));
joinDisplacementDir = rotate(startDir, -sign(uv0.y) * factor * rotationAngle);
`):z.main.add(S`if (leftLen < 0.001) {
joinDisplacementDir = right;
}
else if (rightLen < 0.001) {
joinDisplacementDir = left;
}
else {
joinDisplacementDir = (isStartVertex || subdivisionFactor > 0.0) ? right : left;
}
joinDisplacementDir = perpendicular(joinDisplacementDir);`);const J=W!==w.BUTT;return z.main.add(S`
displacementLen = lineWidth;
}
} else {
// CAP handling ---------------------------------------------------
joinDisplacementDir = isStartVertex ? right : left;
joinDisplacementDir = perpendicular(joinDisplacementDir);
${J?S`capDisplacementDir = isStartVertex ? -right : left;`:""}
}
`),z.main.add(S`
// Displacement (in pixels) caused by join/or cap
vec2 dpos = joinDisplacementDir * sign(uv0.y) * displacementLen + capDisplacementDir * displacementLen;
float lineDistNorm = sign(uv0.y) * pos.w;
vLineDistance = lineWidth * lineDistNorm;
${H?S`vLineDistanceNorm = lineDistNorm;`:""}
pos.xy += dpos;
`),U&&z.main.add(S`vec2 segmentDir = normalize(segment);
vSegmentSDF = (isJoin && isStartVertex) ? LARGE_HALF_FLOAT : (dot(pos.xy - segmentOrigin, segmentDir) * pos.w) ;
vReverseSegmentSDF = (isJoin && !isStartVertex) ? LARGE_HALF_FLOAT : (dot(pos.xy - segmentEnd, -segmentDir) * pos.w);`),E&&(V?z.uniforms.add(new g("worldToScreenRatio",(e=>1/e.screenToPCSRatio))):z.main.add(S`vec3 segmentCenter = mix((nextPosition + position) * 0.5, (position + prevPosition) * 0.5, isEndVertex);
float worldToScreenRatio = computeWorldToScreenRatio(segmentCenter);`),z.main.add(S`float segmentLengthScreenDouble = length(segment);
float segmentLengthScreen = segmentLengthScreenDouble * 0.5;
float discreteWorldToScreenRatio = discretizeWorldToScreenRatio(worldToScreenRatio);
float segmentLengthRender = length(mix(nextPosition - position, position - prevPosition, isEndVertex));
vStipplePatternStretch = worldToScreenRatio / discreteWorldToScreenRatio;`),V?z.main.add(S`float segmentLengthPseudoScreen = segmentLengthScreen / pixelRatio * discreteWorldToScreenRatio / worldToScreenRatio;
float startPseudoScreen = uv0.x * discreteWorldToScreenRatio - mix(0.0, segmentLengthPseudoScreen, isEndVertex);`):z.main.add(S`float startPseudoScreen = mix(uv0.x, uv0.x - segmentLengthRender, isEndVertex) * discreteWorldToScreenRatio;
float segmentLengthPseudoScreen = segmentLengthRender * discreteWorldToScreenRatio;`),z.uniforms.add(new h("stipplePatternPixelSize",(e=>o(e)))),z.main.add(S`float patternLength = lineSize * stipplePatternPixelSize;
vStippleDistanceLimits = computeStippleDistanceLimits(startPseudoScreen, segmentLengthPseudoScreen, segmentLengthScreen, patternLength);
vStippleDistance = mix(vStippleDistanceLimits.x, vStippleDistanceLimits.y, isEndVertex);
if (segmentLengthScreenDouble >= 0.001) {
vec2 stippleDisplacement = pos.xy - segmentOrigin;
float stippleDisplacementFactor = dot(segment, stippleDisplacement) / (segmentLengthScreenDouble * segmentLengthScreenDouble);
vStippleDistance += (stippleDisplacementFactor - isEndVertex) * (vStippleDistanceLimits.y - vStippleDistanceLimits.x);
}
vStippleDistanceLimits *= pos.w;
vStippleDistance *= pos.w;
vStippleDistanceLimits = isJoin ?
vStippleDistanceLimits :
isStartVertex ?
vec2(-1e34, vStippleDistanceLimits.y) :
vec2(vStippleDistanceLimits.x, 1e34);`)),z.main.add(S`
// Convert back into NDC
pos.xy = (pos.xy / viewport.zw) * pos.w;
vColor = getColor();
vColor.a *= coverage;
${M&&!V?"pos.z -= 0.001 * pos.w;":""}
// transform final position to camera space for slicing
vpos = (inverseProjectionMatrix * pos).xyz;
gl_Position = pos;
forwardObjectAndLayerIdColor();
}`),F.fragment.include(i,C),F.include(L,C),A.include(d),A.main.add(S`discardBySlice(vpos);
discardByTerrainDepth();`),M?A.main.add(S`vec4 finalColor = vec4(1.0, 0.0, 1.0, 1.0);`):(U&&A.main.add(S`
float sdf = min(vSegmentSDF, vReverseSegmentSDF);
vec2 fragmentPosition = vec2(
min(sdf, 0.0),
vLineDistance
) * gl_FragCoord.w;
float fragmentRadius = length(fragmentPosition);
float fragmentCapSDF = (fragmentRadius - vLineWidth) * 0.5; // Divide by 2 to transform from double pixel scale
float capCoverage = clamp(0.5 - fragmentCapSDF, 0.0, 1.0);
if (capCoverage < ${S.float(y)}) {
discard;
}
`),$?A.main.add(S`
vec2 stipplePosition = vec2(
min(getStippleSDF() * 2.0 - 1.0, 0.0),
vLineDistanceNorm * gl_FragCoord.w
);
float stippleRadius = length(stipplePosition * vLineWidth);
float stippleCapSDF = (stippleRadius - vLineWidth) * 0.5; // Divide by 2 to transform from double pixel scale
float stippleCoverage = clamp(0.5 - stippleCapSDF, 0.0, 1.0);
float stippleAlpha = step(${S.float(y)}, stippleCoverage);
`):A.main.add(S`float stippleAlpha = getStippleAlpha();`),O!==e.ObjectAndLayerIdColor&&A.main.add(S`discardByStippleAlpha(stippleAlpha, ${S.float(y)});`),A.uniforms.add(new f("intrinsicColor",(e=>e.color))),A.main.add(S`vec4 color = intrinsicColor * vColor;`),_&&(A.uniforms.add(new f("innerColor",(e=>e.innerColor??e.color)),new h("innerWidth",((e,i)=>e.innerWidth*i.camera.pixelRatio))),A.main.add(S`float distToInner = abs(vLineDistance * gl_FragCoord.w) - innerWidth;
float innerAA = clamp(0.5 - distToInner, 0.0, 1.0);
float innerAlpha = innerColor.a + color.a * (1.0 - innerColor.a);
color = mix(color, vec4(innerColor.rgb, innerAlpha), innerAA);`)),A.main.add(S`vec4 finalColor = blendStipple(color, stippleAlpha);`),I&&(A.uniforms.add(new h("falloff",(e=>e.falloff))),A.main.add(S`finalColor.a *= pow(max(0.0, 1.0 - abs(vLineDistanceNorm * gl_FragCoord.w)), falloff);`)),E||A.main.add(S`float featherStartDistance = max(vLineWidth - 2.0, 0.0);
float value = abs(vLineDistance) * gl_FragCoord.w;
float feather = (value - featherStartDistance) / (vLineWidth - featherStartDistance);
finalColor.a *= 1.0 - clamp(feather, 0.0, 1.0);`)),A.main.add(S`outputColorHighlightOID(finalColor, vpos);`),F}const F=Object.freeze(Object.defineProperty({__proto__:null,build:C,ribbonlineNumRoundJoinSubdivisions:j},Symbol.toStringTag,{value:"Module"}));export{F as R,C as b,j as r};