@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
/* COPYRIGHT Esri - https://js.arcgis.com/5.0.8/LICENSE.txt */
import{SliceDraw as e}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{ObjectAndLayerIdColor as i}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/ObjectAndLayerIdColor.glsl.js";import{RibbonVertexPosition as t}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/RibbonVertexPosition.glsl.js";import{LineStipple as n,computePixelSize as r}from"../views/3d/webgl-engine/core/shaderLibrary/shading/LineStipple.glsl.js";import{MarkerSizing as o}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MarkerSizing.glsl.js";import{PiUtils as a}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PiUtils.glsl.js";import{positionOutsideClipSpace as s}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PositionOutsideClipSpace.js";import{terrainDepthTest as l}from"../views/3d/webgl-engine/core/shaderLibrary/shading/TerrainDepthTest.glsl.js";import{ColorConversion as p}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{NoPerspectiveWrite as d,NoPerspectiveRead as c}from"../views/3d/webgl-engine/core/shaderLibrary/util/NoPerspective.glsl.js";import{addProjViewLocalOrigin as m,addPixelRatio as v}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float2BindUniform as f}from"../views/3d/webgl-engine/core/shaderModules/Float2BindUniform.js";import{Float4BindUniform as g}from"../views/3d/webgl-engine/core/shaderModules/Float4BindUniform.js";import{Float4PassUniform as h}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatBindUniform as S}from"../views/3d/webgl-engine/core/shaderModules/FloatBindUniform.js";import{FloatPassUniform as u}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as D,If as x}from"../views/3d/webgl-engine/core/shaderModules/glsl.js";import{Matrix4BindUniform as L}from"../views/3d/webgl-engine/core/shaderModules/Matrix4BindUniform.js";import{AnimatedLine as w}from"../views/3d/webgl-engine/shaders/AnimatedLine.glsl.js";import{outputColorHighlightOLID as b}from"../views/3d/webgl-engine/shaders/OutputColorHighlightOLID.glsl.js";import{ShaderBuilder as y}from"../views/webgl/ShaderBuilder.js";import{alphaCutoff as P}from"../webscene/support/AlphaCutoff.js";const j=1;function z(z){const C=new y,{attributes:W,varyings:R,vertex:F,fragment:A}=C,{applyMarkerOffset:V,draped:T,output:E,capType:O,stippleEnabled:$,falloffEnabled:N,roundJoins:M,wireframe:_,innerColorEnabled:k,hasAnimation:I,hasScreenSizePerspective:B,worldSizedImagePattern:H}=z;A.include(a),C.include(t,z),C.include(n,z),C.include(i,z),C.include(l,z),C.include(w,z);const J=V&&!T;J&&(F.uniforms.add(new u("markerScale",e=>e.markerScale)),C.include(o,{space:2,hasScreenSizePerspective:B})),m(F,z),F.uniforms.add(new L("inverseProjectionMatrix",e=>e.camera.inverseProjectionMatrix),new f("nearFar",e=>e.camera.nearFar),new u("miterLimit",e=>"miter"!==e.join?0:e.miterLimit),new g("viewport",e=>e.camera.fullViewport)),F.constants.add("LARGE_HALF_FLOAT","float",65500),W.add("position","vec3"),W.add("previousDelta","vec4"),W.add("nextDelta","vec4"),W.add("lineParameters","vec2"),W.add("u0","float"),R.add("vColor","vec4"),R.add("vpos","vec3",{invariant:!0}),R.add("vLineDistance","float"),R.add("vLineWidth","float");const U=$;U&&R.add("vLineSizeInv","float");const G=2===O,q=$&&G,K=N||q;K&&R.add("vLineDistanceNorm","float"),G&&(R.add("vSegmentSDF","float"),R.add("vReverseSegmentSDF","float")),F.code.add(D`vec2 perpendicular(vec2 v) {
return vec2(v.y, -v.x);
}
float interp(float ncp, vec4 a, vec4 b) {
return (-ncp - a.z) / (b.z - a.z);
}
vec2 rotate(vec2 v, float a) {
float s = sin(a);
float c = cos(a);
mat2 m = mat2(c, -s, s, c);
return m * v;
}`),F.code.add(D`vec4 projectAndScale(vec4 pos) {
vec4 posNdc = proj * pos;
posNdc.xy *= viewport.zw / posNdc.w;
return posNdc;
}`),F.code.add(D`void clip(
inout vec4 pos,
inout vec4 prev,
inout vec4 next,
bool isStartVertex
) {
float vnp = nearFar[0] * 0.99;
if (pos.z > -nearFar[0]) {
if (!isStartVertex) {
if (prev.z < -nearFar[0]) {
pos = mix(prev, pos, interp(vnp, prev, pos));
next = pos;
} else {
pos = vec4(0.0, 0.0, 0.0, 1.0);
}
} else {
if (next.z < -nearFar[0]) {
pos = mix(pos, next, interp(vnp, pos, next));
prev = pos;
} else {
pos = vec4(0.0, 0.0, 0.0, 1.0);
}
}
} else {
if (prev.z > -nearFar[0]) {
prev = mix(pos, prev, interp(vnp, pos, prev));
}
if (next.z > -nearFar[0]) {
next = mix(next, pos, interp(vnp, next, pos));
}
}
}`),v(F),F.constants.add("aaWidth","float",$?0:1).main.add(D`
// unpack values from vertex type
bool isStartVertex = abs(abs(lineParameters.y) - 3.0) == 1.0;
vec3 prevPosition = position + previousDelta.xyz * previousDelta.w;
vec3 nextPosition = position + nextDelta.xyz * nextDelta.w;
float coverage = 1.0;
// Check for special value of lineParameters.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 (lineParameters.y == 0.0) {
gl_Position = ${s};
}
else {
vec4 pos = view * vec4(position, 1.0);
vec4 prev = view * vec4(prevPosition, 1.0);
vec4 next = view * vec4(nextPosition, 1.0);
bool isJoin = abs(lineParameters.y) < 3.0;
`),J&&F.main.add(D`vec4 other = isStartVertex ? next : prev;
bool markersHidden = areWorldMarkersHidden(pos.xyz, other.xyz);
if (!isJoin && !markersHidden) {
pos.xyz += normalize(other.xyz - pos.xyz) * getWorldMarkerSize(pos.xyz) * 0.5;
}`),C.include(d),F.main.add(D`
clip(pos, prev, next, isStartVertex);
vec3 clippedPos = pos.xyz;
vec3 clippedCenter = mix(pos.xyz, isStartVertex ? next.xyz : prev.xyz, 0.5);
forwardViewPosDepth(pos.xyz);
pos = projectAndScale(pos);
next = projectAndScale(next);
prev = projectAndScale(prev);
vec2 left = (pos.xy - prev.xy);
vec2 right = (next.xy - pos.xy);
float leftLen = length(left);
float rightLen = length(right);
float lineSize = getSize(${x(B,"clippedPos")});
${x($&&B,"float patternLineSize = getSize(clippedCenter);")}
${x($&&!B,"float patternLineSize = lineSize;")}
${x(H,D`
lineSize += aaWidth;
float lineWidth = lineSize * pixelRatio * worldToScreenRatio;
if (lineWidth < 1.0) {
coverage = lineWidth;
lineWidth = 1.0;
}
`,D`
if (lineSize < 1.0) {
coverage = lineSize; // convert sub-pixel coverage to alpha
lineSize = 1.0;
}
lineSize += aaWidth;
float lineWidth = lineSize * pixelRatio;
`)}
vLineWidth = noPerspectiveWrite(lineWidth, pos.w);
${U?D`vLineSizeInv = noPerspectiveWrite(1.0 / lineSize, pos.w);`:""}
`);($||G)&&F.main.add(D`
float isEndVertex = float(!isStartVertex);
vec2 segmentOrigin = mix(pos.xy, prev.xy, isEndVertex);
vec2 segment = mix(right, left, isEndVertex);
${G?D`vec2 segmentEnd = mix(next.xy, pos.xy, isEndVertex);`:""}
`),F.main.add(D`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) * lineParameters.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));
}
}
float subdivisionFactor = lineParameters.x;
if (isOutside && (displacementLen > miterLimit * lineWidth)) {`),M?F.main.add(D`
vec2 startDir = leftLen < 0.001 ? right : left;
startDir = perpendicular(startDir);
vec2 endDir = rightLen < 0.001 ? left : right;
endDir = perpendicular(endDir);
float factor = ${$?D`min(1.0, subdivisionFactor * ${D.float((j+2)/(j+1))})`:D`subdivisionFactor`};
float rotationAngle = acos(clamp(dot(startDir, endDir), -1.0, 1.0));
joinDisplacementDir = rotate(startDir, -sign(lineParameters.y) * factor * rotationAngle);
`):F.main.add(D`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 Q=0!==O;return F.main.add(D`
displacementLen = lineWidth;
}
} else {
// CAP handling ---------------------------------------------------
joinDisplacementDir = isStartVertex ? right : left;
joinDisplacementDir = perpendicular(joinDisplacementDir);
${Q?D`capDisplacementDir = isStartVertex ? -right : left;`:""}
}
`),F.main.add(D`
// Displacement (in pixels) caused by join/or cap
vec2 dpos = joinDisplacementDir * sign(lineParameters.y) * displacementLen + capDisplacementDir * displacementLen;
float lineDistNorm = noPerspectiveWrite(sign(lineParameters.y), pos.w);
vLineDistance = lineWidth * lineDistNorm;
${K?D`vLineDistanceNorm = lineDistNorm;`:""}
pos.xy += dpos;
`),G&&F.main.add(D`vec2 segmentDir = normalize(segment);
vSegmentSDF = noPerspectiveWrite((isJoin && isStartVertex) ? LARGE_HALF_FLOAT : (dot(pos.xy - segmentOrigin, segmentDir)), pos.w);
vReverseSegmentSDF = noPerspectiveWrite((isJoin && !isStartVertex) ? LARGE_HALF_FLOAT : (dot(pos.xy - segmentEnd, -segmentDir)), pos.w);`),$&&(T?F.uniforms.add(new S("worldToScreenRatio",e=>1/e.screenToPCSRatio)):F.main.add(D`vec3 segmentCenter = mix((nextPosition + position) * 0.5, (position + prevPosition) * 0.5, isEndVertex);
float worldToScreenRatio = computeWorldToScreenRatio(segmentCenter);`),F.main.add(D`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;`),T?F.main.add(D`float segmentLengthPseudoScreen = segmentLengthScreen / pixelRatio * discreteWorldToScreenRatio / worldToScreenRatio;
float startPseudoScreen = u0 * discreteWorldToScreenRatio - mix(0.0, segmentLengthPseudoScreen, isEndVertex);`):F.main.add(D`float startPseudoScreen = mix(u0, u0 - segmentLengthRender, isEndVertex) * discreteWorldToScreenRatio;
float segmentLengthPseudoScreen = segmentLengthRender * discreteWorldToScreenRatio;`),F.uniforms.add(new u("stipplePatternPixelSize",e=>r(e))),F.main.add(D`
float patternLength = patternLineSize * stipplePatternPixelSize;
${x(H,D`
float uu = mix(u0, u0 - segmentLengthRender, isEndVertex);
vStippleDistanceLimits = vec2(uu, uu + segmentLengthRender);
vStipplePatternStretch = 1.0;
// The v-coordinate used in case of an image pattern.
bool isLeft = sign(lineParameters.y) < 0.0;
vStippleV = isLeft ? 0.0 : 1.0;
`,D`
// Compute the coordinates at both start and end of the line segment, because we need both to clamp to in the
// fragment shader
vStippleDistanceLimits = computeStippleDistanceLimits(startPseudoScreen, segmentLengthPseudoScreen, segmentLengthScreen, patternLength);
`)}
vStippleDistance = mix(vStippleDistanceLimits.x, vStippleDistanceLimits.y, isEndVertex);
// Adjust the coordinate to the displaced position (the pattern is shortened/overextended on the in/outside of
// joins)
if (segmentLengthScreenDouble >= 0.001) {
// Project the actual vertex position onto the line segment. Note that the resulting factor is within [0..1]
// at the original vertex positions, and slightly outside of that range at the displaced positions
vec2 stippleDisplacement = pos.xy - segmentOrigin;
float stippleDisplacementFactor = dot(segment, stippleDisplacement) / (segmentLengthScreenDouble * segmentLengthScreenDouble);
// Apply this offset to the actual vertex coordinate (can be screen or pseudo-screen space)
vStippleDistance += (stippleDisplacementFactor - isEndVertex) * (vStippleDistanceLimits.y - vStippleDistanceLimits.x);
}
// Cancel out perspective correct interpolation because we want this length the really represent the screen
// distance
vStippleDistanceLimits = noPerspectiveWrite(vStippleDistanceLimits, pos.w);
vStippleDistance = noPerspectiveWrite(vStippleDistance, pos.w);
// Disable stipple distance limits on caps
vStippleDistanceLimits = isJoin ?
vStippleDistanceLimits :
isStartVertex ?
vec2(-1e34, vStippleDistanceLimits.y) :
vec2(vStippleDistanceLimits.x, 1e34);
`)),F.main.add(D`
// Convert back into NDC
pos.xy = (pos.xy / viewport.zw) * pos.w;
vColor = getColor();
vColor.a = noPerspectiveWrite(vColor.a * coverage, pos.w);
${_&&!T?"pos.z -= 0.001 * pos.w;":""}
// transform final position to camera space for slicing
vpos = (inverseProjectionMatrix * pos).xyz;
gl_Position = pos;
forwardObjectAndLayerIdColor();
}`),C.fragment.include(e,z),C.include(b,z),A.include(p),A.main.add(D`discardBySlice(vpos);
discardByTerrainDepth();`),C.include(c),A.main.add(D`
float lineWidth = noPerspectiveRead(vLineWidth);
float lineDistance = noPerspectiveRead(vLineDistance);
${x(K,D`float lineDistanceNorm = noPerspectiveRead(vLineDistanceNorm);`)}
`),_?A.main.add(D`vec4 finalColor = vec4(1.0, 0.0, 1.0, 1.0);`):(G&&A.main.add(D`
float sdf = noPerspectiveRead(min(vSegmentSDF, vReverseSegmentSDF));
vec2 fragmentPosition = vec2(min(sdf, 0.0), lineDistance);
float fragmentRadius = length(fragmentPosition);
float fragmentCapSDF = (fragmentRadius - lineWidth) * 0.5; // Divide by 2 to transform from double pixel scale
float capCoverage = clamp(0.5 - fragmentCapSDF, 0.0, 1.0);
if (capCoverage < ${D.float(P)}) {
discard;
}
`),q?A.main.add(D`
vec2 stipplePosition = vec2(
min(getStippleSDF() * 2.0 - 1.0, 0.0),
lineDistanceNorm
);
float stippleRadius = length(stipplePosition * lineWidth);
float stippleCapSDF = (stippleRadius - lineWidth) * 0.5; // Divide by 2 to transform from double pixel scale
float stippleCoverage = clamp(0.5 - stippleCapSDF, 0.0, 1.0);
float stippleAlpha = step(${D.float(P)}, stippleCoverage);
`):A.main.add(D`float stippleAlpha = getStippleAlpha(lineWidth);`),9!==E&&A.main.add(D`discardByStippleAlpha(stippleAlpha, ${D.float(P)});`),C.include(c),A.uniforms.add(new h("intrinsicColor",e=>e.color)).main.add(D`vec4 color = intrinsicColor * vColor;
color.a = noPerspectiveRead(color.a);`),k&&A.uniforms.add(new h("innerColor",e=>e.innerColor??e.color),new u("innerWidth",(e,i)=>e.innerWidth*i.camera.pixelRatio)).main.add(D`float distToInner = abs(lineDistance) - innerWidth;
float innerAA = clamp(0.5 - distToInner, 0.0, 1.0);
float innerAlpha = innerColor.a + color.a * (1.0 - innerColor.a);
color = mix(color, vec4(innerColor.rgb, innerAlpha), innerAA);`),A.main.add(D`vec4 finalColor = blendStipple(color, stippleAlpha);`),N&&(A.uniforms.add(new u("falloff",e=>e.falloff)),A.main.add(D`finalColor.a *= pow(max(0.0, 1.0 - abs(lineDistanceNorm)), falloff);`)),$||A.main.add(D`float featherStartDistance = max(lineWidth - 2.0, 0.0);
float value = abs(lineDistance);
float feather = (value - featherStartDistance) / (lineWidth - featherStartDistance);
finalColor.a *= 1.0 - clamp(feather, 0.0, 1.0);`),I&&A.main.add(D`
finalColor = animate(finalColor);
${x(9!==E,D`
if (finalColor.a <= ${D.float(P)}) {
discard;
}`)}
`)),A.main.add(D`outputColorHighlightOLID(applySlice(finalColor, vpos), finalColor.rgb);`),C}const C=Object.freeze(Object.defineProperty({__proto__:null,build:z,ribbonlineNumRoundJoinSubdivisions:j},Symbol.toStringTag,{value:"Module"}));export{C as R,z as b,j as r};