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

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/* COPYRIGHT Esri - https://js.arcgis.com/5.0.19/LICENSE.txt */ import{EvaluateAmbientLighting as i}from"./EvaluateAmbientLighting.glsl.js";import{EvaluateAmbientOcclusion as n}from"./EvaluateAmbientOcclusion.glsl.js";import{Gamma as e}from"./Gamma.glsl.js";import{addMainLightDirection as o,addMainLightIntensity as t,applyShading as a}from"./MainLighting.glsl.js";import{PhysicallyBasedRendering as r}from"./PhysicallyBasedRendering.glsl.js";import{PiUtils as l}from"./PiUtils.glsl.js";import{BooleanBindUniform as c}from"../../shaderModules/BooleanBindUniform.js";import{FloatBindUniform as d}from"../../shaderModules/FloatBindUniform.js";import{If as m,glsl as s}from"../../shaderModules/glsl.js";import{ambientBoost as g}from"../../../lighting/SceneLighting.js";import{BlackLevelLightSoftCompression as h}from"../../../shaders/BlackLevelLightSoftCompression.glsl.js";import{ToneMapping as u}from"../../../shaders/ToneMapping.glsl.js";function p(i){i.constants.add("ambientBoostFactor","float",g)}function f(i){i.uniforms.add(new d("lightingGlobalFactor",i=>i.lighting.globalFactor))}function v(g,v){const{pbrMode:L,spherical:b,hasColorTexture:C}=v;g.include(n,v),0!==L&&g.include(r,v),g.include(i,v),g.include(l),g.include(u,v),g.include(e);const N=!(2===L&&!C);switch(N&&g.include(h),g.code.add(s` ${m(0!==L,"const float GROUND_REFLECTANCE = 0.2;")} `),p(g),f(g),o(g),g.code.add(s` float additionalDirectedAmbientLight(float lightAlignment) { return smoothstep(0.0, 1.0, clamp(lightAlignment * 2.5, 0.0, 1.0)); } float additionalDirectedAmbientLight(vec3 vPosWorld) { float lightAlignment = dot(${b?s`normalize(vPosWorld)`:s`vec3(0.0, 0.0, 1.0)`}, mainLightDirection); return smoothstep(0.0, 1.0, clamp(lightAlignment * 2.5, 0.0, 1.0)); } `),t(g),g.code.add(s`vec3 evaluateAdditionalLighting(float ambientOcclusion, vec3 vPosWorld) { float additionalAmbientScale = additionalDirectedAmbientLight(vPosWorld); return (1.0 - ambientOcclusion) * additionalAmbientScale * ambientBoostFactor * lightingGlobalFactor * mainLightIntensity; }`),L){case 0:case 4:case 3:g.include(a),g.code.add(s`vec3 evaluateSceneLighting(vec3 normalWorld, vec3 albedo, float shadow, float ssao, vec3 additionalLight) { vec3 mainLighting = applyShading(normalWorld, shadow); vec3 ambientLighting = calculateAmbientIrradiance(normalWorld, ssao); vec3 albedoLinear = linearizeGamma(albedo); vec3 totalLight = mainLighting + ambientLighting + additionalLight; totalLight = min(totalLight, vec3(PI)); vec3 outColor = vec3((albedoLinear / PI) * totalLight); return delinearizeGamma(outColor); }`);break;case 1:case 2:g.code.add(s`const float fillLightIntensity = 0.25; const float horizonLightDiffusion = 0.4; const float additionalAmbientIrradianceFactor = 0.02; vec3 evaluateSceneLightingPBR(vec3 normal, vec3 albedo, float shadow, float ssao, vec3 additionalLight, vec3 viewDir, vec3 groundNormal, vec3 mrr, float additionalAmbientIrradiance) { vec3 viewDirection = -viewDir; vec3 h = normalize(viewDirection + mainLightDirection); PBRShadingInfo inputs; inputs.NdotV = clamp(abs(dot(normal, viewDirection)), 0.001, 1.0); inputs.NdotNG = clamp(dot(normal, groundNormal), -1.0, 1.0); vec3 reflectedView = normalize(reflect(viewDirection, normal)); inputs.RdotNG = clamp(dot(reflectedView, groundNormal), -1.0, 1.0); inputs.albedoLinear = linearizeGamma(albedo); inputs.ssao = ssao; inputs.metalness = mrr[0]; inputs.roughness = clamp(mrr[1] * mrr[1], 0.001, 0.99);`),g.code.add(s`inputs.f0 = (0.16 * mrr[2] * mrr[2]) * (1.0 - inputs.metalness) + inputs.albedoLinear * inputs.metalness; inputs.f90 = vec3(clamp(dot(inputs.f0, vec3(50.0 * 0.33)), 0.0, 1.0)); inputs.diffuseColor = inputs.albedoLinear * (vec3(1.0) - inputs.f0) * (1.0 - inputs.metalness);`),v.useFillLights?g.uniforms.add(new c("hasFillLights",i=>i.enableFillLights)):g.constants.add("hasFillLights","bool",!1),g.code.add(s`vec3 ambientDir = vec3(5.0 * groundNormal[1] - groundNormal[0] * groundNormal[2], - 5.0 * groundNormal[0] - groundNormal[2] * groundNormal[1], groundNormal[1] * groundNormal[1] + groundNormal[0] * groundNormal[0]); ambientDir = ambientDir != vec3(0.0) ? normalize(ambientDir) : normalize(vec3(5.0, -1.0, 0.0)); inputs.NdotAmbDir = hasFillLights ? abs(dot(normal, ambientDir)) : 1.0; float NdotL = clamp(dot(normal, mainLightDirection), 0.001, 1.0); vec3 mainLightIrradianceComponent = NdotL * (1.0 - shadow) * mainLightIntensity; vec3 fillLightsIrradianceComponent = inputs.NdotAmbDir * mainLightIntensity * fillLightIntensity; vec3 ambientLightIrradianceComponent = calculateAmbientIrradiance(normal, ssao) + additionalLight; inputs.skyIrradianceToSurface = ambientLightIrradianceComponent + mainLightIrradianceComponent + fillLightsIrradianceComponent ; inputs.groundIrradianceToSurface = GROUND_REFLECTANCE * ambientLightIrradianceComponent + mainLightIrradianceComponent + fillLightsIrradianceComponent ;`),g.uniforms.add(new d("lightingSpecularStrength",i=>i.lighting.mainLight.specularStrength),new d("lightingEnvironmentStrength",i=>i.lighting.mainLight.environmentStrength)).code.add(s`vec3 horizonRingDir = inputs.RdotNG * groundNormal - reflectedView; vec3 horizonRingH = normalize(viewDirection + horizonRingDir); inputs.NdotH_Horizon = dot(normal, horizonRingH); float NdotH = clamp(dot(normal, h), 0.0, 1.0); vec3 mainLightRadianceComponent = lightingSpecularStrength * normalDistribution(NdotH, inputs.roughness) * mainLightIntensity * (1.0 - shadow); vec3 horizonLightRadianceComponent = lightingEnvironmentStrength * normalDistribution(inputs.NdotH_Horizon, min(inputs.roughness + horizonLightDiffusion, 1.0)) * mainLightIntensity * fillLightIntensity; vec3 ambientLightRadianceComponent = lightingEnvironmentStrength * calculateAmbientRadiance(ssao) + additionalLight; float normalDirectionModifier = mix(1., min(mix(0.1, 2.0, (inputs.NdotNG + 1.) * 0.5), 1.0), clamp(inputs.roughness * 5.0, 0.0 , 1.0)); inputs.skyRadianceToSurface = (ambientLightRadianceComponent + horizonLightRadianceComponent) * normalDirectionModifier + mainLightRadianceComponent; inputs.groundRadianceToSurface = 0.5 * GROUND_REFLECTANCE * (ambientLightRadianceComponent + horizonLightRadianceComponent) * normalDirectionModifier + mainLightRadianceComponent; inputs.averageAmbientRadiance = ambientLightIrradianceComponent[1] * (1.0 + GROUND_REFLECTANCE);`),g.code.add(s` vec3 reflectedColorComponent = evaluateEnvironmentIllumination(inputs); vec3 additionalMaterialReflectanceComponent = inputs.albedoLinear * additionalAmbientIrradiance; vec3 outColorLinear = reflectedColorComponent + additionalMaterialReflectanceComponent; ${N?s`vec3 outColor = blackLevelSoftCompression(outColorLinear, inputs.averageAmbientRadiance);`:s`vec3 outColor = max(vec3(0.0), outColorLinear - 0.005 * inputs.averageAmbientRadiance);`} return delinearizeGamma(outColor); } `);break;case 5:case 6:o(g),t(g),g.code.add(s`const float roughnessTerrain = 0.5; const float specularityTerrain = 0.5; const vec3 fresnelReflectionTerrain = vec3(0.04); vec3 evaluatePBRSimplifiedLighting(vec3 n, vec3 c, float shadow, float ssao, vec3 al, vec3 vd, vec3 nup) { vec3 viewDirection = -vd; vec3 h = normalize(viewDirection + mainLightDirection); float NdotL = clamp(dot(n, mainLightDirection), 0.001, 1.0); float NdotV = clamp(abs(dot(n, viewDirection)), 0.001, 1.0); float NdotH = clamp(dot(n, h), 0.0, 1.0); float NdotNG = clamp(dot(n, nup), -1.0, 1.0); vec3 albedoLinear = linearizeGamma(c); float lightness = 0.3 * albedoLinear[0] + 0.5 * albedoLinear[1] + 0.2 * albedoLinear[2]; vec3 f0 = (0.85 * lightness + 0.15) * fresnelReflectionTerrain; vec3 f90 = vec3(clamp(dot(f0, vec3(50.0 * 0.33)), 0.0, 1.0)); vec3 mainLightIrradianceComponent = (1. - shadow) * NdotL * mainLightIntensity; vec3 ambientLightIrradianceComponent = calculateAmbientIrradiance(n, ssao) + al; vec3 ambientSky = ambientLightIrradianceComponent + mainLightIrradianceComponent; vec3 indirectDiffuse = ((1.0 - NdotNG) * mainLightIrradianceComponent + (1.0 + NdotNG ) * ambientSky) * 0.5; vec3 outDiffColor = albedoLinear * (1.0 - f0) * indirectDiffuse / PI; vec3 mainLightRadianceComponent = normalDistribution(NdotH, roughnessTerrain) * mainLightIntensity; vec2 dfg = prefilteredDFGAnalytical(roughnessTerrain, NdotV); vec3 specularColor = f0 * dfg.x + f90 * dfg.y; vec3 specularComponent = specularityTerrain * specularColor * mainLightRadianceComponent; vec3 outColorLinear = outDiffColor + specularComponent; vec3 outColor = delinearizeGamma(outColorLinear); return outColor; }`)}}export{v as EvaluateSceneLighting,p as addAmbientBoostFactor,f as addLightingGlobalFactor};