@doegis/core
Version:
DOE GIS API
261 lines (230 loc) • 16.5 kB
JavaScript
import{unwrapOr as e}from"../core/maybe.js";import{addLinearDepth as i,addCalculateLinearDepth as t}from"../views/3d/webgl-engine/core/shaderLibrary/ForwardLinearDepth.glsl.js";import{ShaderOutput as o}from"../views/3d/webgl-engine/core/shaderLibrary/ShaderOutput.js";import{SliceDraw as r}from"../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl.js";import{ObjectAndLayerIdColor as n}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/ObjectAndLayerIdColor.glsl.js";import{RibbonVertexPosition as a}from"../views/3d/webgl-engine/core/shaderLibrary/attributes/RibbonVertexPosition.glsl.js";import{OutputDepth as s}from"../views/3d/webgl-engine/core/shaderLibrary/output/OutputDepth.glsl.js";import{LineStipple as l,computePixelSize as d}from"../views/3d/webgl-engine/core/shaderLibrary/shading/LineStipple.glsl.js";import{MarkerSizing as p}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MarkerSizing.glsl.js";import{multipassTerrainTest as c}from"../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl.js";import{PiUtils as g}from"../views/3d/webgl-engine/core/shaderLibrary/shading/PiUtils.glsl.js";import{symbolAlphaCutoff as m}from"../views/3d/webgl-engine/core/shaderLibrary/util/AlphaCutoff.js";import{ColorConversion as v}from"../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl.js";import{addProjViewLocalOrigin as f}from"../views/3d/webgl-engine/core/shaderLibrary/util/View.glsl.js";import{Float2PassUniform as h}from"../views/3d/webgl-engine/core/shaderModules/Float2PassUniform.js";import{Float4PassUniform as u}from"../views/3d/webgl-engine/core/shaderModules/Float4PassUniform.js";import{FloatPassUniform as D}from"../views/3d/webgl-engine/core/shaderModules/FloatPassUniform.js";import{glsl as b}from"../views/3d/webgl-engine/core/shaderModules/interfaces.js";import{Matrix4PassUniform as S}from"../views/3d/webgl-engine/core/shaderModules/Matrix4PassUniform.js";import{ShaderBuilder as x}from"../views/3d/webgl-engine/core/shaderModules/ShaderBuilder.js";import{TransparencyPassType as L}from"../views/3d/webgl-engine/lib/TransparencyPassType.js";import{VertexAttribute as w}from"../views/3d/webgl-engine/lib/VertexAttribute.js";import{LineMarkerSpace as y}from"../views/3d/webgl-engine/shaders/LineMarkerTechniqueConfiguration.js";import{CapType as C}from"../views/3d/webgl-engine/shaders/RibbonLineTechniqueConfiguration.js";const j=1;function R(R){const A=new x,{vertex:P,fragment:F}=A,z=R.hasMultipassTerrain&&(R.output===o.Color||R.output===o.Alpha);A.include(g),A.include(a,R),A.include(l,R);const E=R.applyMarkerOffset&&!R.draped;E&&(P.uniforms.add(new D("markerScale",(e=>e.markerScale))),A.include(p,{space:y.World})),R.output===o.Depth&&A.include(s,R),A.include(n,R),f(P,R),P.uniforms.add([new S("inverseProjectionMatrix",((e,i)=>i.camera.inverseProjectionMatrix)),new h("nearFar",((e,i)=>i.camera.nearFar)),new D("miterLimit",(e=>"miter"!==e.join?0:e.miterLimit)),new u("viewport",((e,i)=>i.camera.fullViewport))]),P.constants.add("LARGE_HALF_FLOAT","float",65500),A.attributes.add(w.POSITION,"vec3"),A.attributes.add(w.SUBDIVISIONFACTOR,"float"),A.attributes.add(w.UV0,"vec2"),A.attributes.add(w.AUXPOS1,"vec3"),A.attributes.add(w.AUXPOS2,"vec3"),A.varyings.add("vColor","vec4"),A.varyings.add("vpos","vec3"),i(A),z&&A.varyings.add("depth","float");const T=R.capType===C.ROUND,W=R.stippleEnabled&&R.stippleScaleWithLineWidth||T;W&&A.varyings.add("vLineWidth","float");const O=R.stippleEnabled&&R.stippleScaleWithLineWidth;O&&A.varyings.add("vLineSizeInv","float");const V=R.innerColorEnabled||T;V&&A.varyings.add("vLineDistance","float");const N=R.stippleEnabled&&T,I=R.falloffEnabled||N;I&&A.varyings.add("vLineDistanceNorm","float"),T&&(A.varyings.add("vSegmentSDF","float"),A.varyings.add("vReverseSegmentSDF","float")),P.code.add(b`
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;
}`),P.code.add(b`vec4 projectAndScale(vec4 pos) {
vec4 posNdc = proj * pos;
posNdc.xy *= viewport.zw / posNdc.w;
return posNdc;
}`),t(A),P.code.add(b`
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]) {
//current pos behind ncp --> we need to clip
if (!isStartVertex) {
if(prev.z < -nearFar[0]) {
//previous in front of ncp
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]) {
//next in front of ncp
pos = mix(pos, next, interp(vnp, pos, next));
prev = pos;
} else {
pos = vec4(0.0, 0.0, 0.0, 1.0);
}
}
} else {
//current position visible
if (prev.z > -nearFar[0]) {
//previous behind ncp
prev = mix(pos, prev, interp(vnp, pos, prev));
}
if (next.z > -nearFar[0]) {
//next behind ncp
next = mix(next, pos, interp(vnp, next, pos));
}
}
${z?"depth = pos.z;":""}
linearDepth = calculateLinearDepth(nearFar,pos.z);
pos = projectAndScale(pos);
next = projectAndScale(next);
prev = projectAndScale(prev);
}
`),P.uniforms.add(new D("pixelRatio",((e,i)=>i.camera.pixelRatio))),P.code.add(b`
void main(void) {
// 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();
float lineWidth = lineSize * pixelRatio;
${W?b`vLineWidth = lineWidth;`:""}
${O?b`vLineSizeInv = 1.0 / lineSize;`:""}
// convert sub-pixel coverage to alpha
if (lineWidth < 1.0) {
coverage = lineWidth;
lineWidth = 1.0;
}else{
// Ribbon lines cannot properly render non-integer sizes. Round width to integer size if
// larger than one for better quality. Note that we do render < 1 pixels more or less correctly
// so we only really care to round anything larger than 1.
lineWidth = floor(lineWidth + 0.5);
}
vec4 pos = view * vec4(position.xyz, 1.0);
vec4 prev = view * vec4(auxpos1.xyz, 1.0);
vec4 next = view * vec4(auxpos2.xyz, 1.0);
`),E&&P.code.add(b`vec4 other = isStartVertex ? next : prev;
bool markersHidden = areWorldMarkersHidden(pos, other);
if(!isJoin && !markersHidden) {
pos.xyz += normalize(other.xyz - pos.xyz) * getWorldMarkerSize(pos) * 0.5;
}`),P.code.add(b`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);`);(R.stippleEnabled||T)&&P.code.add(b`
float isEndVertex = float(!isStartVertex);
vec2 segmentOrigin = mix(pos.xy, prev.xy, isEndVertex);
vec2 segment = mix(right, left, isEndVertex);
${T?b`vec2 segmentEnd = mix(next.xy, pos.xy, isEndVertex);`:""}
`),P.code.add(b`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)) {`),R.roundJoins?P.code.add(b`
vec2 startDir = leftLen < 0.001 ? right : left;
startDir = PERPENDICULAR(startDir);
vec2 endDir = rightLen < 0.001 ? left : right;
endDir = PERPENDICULAR(endDir);
float factor = ${R.stippleEnabled?b`min(1.0, subdivisionFactor * ${b.float((j+2)/(j+1))})`:b`subdivisionFactor`};
float rotationAngle = acos(clamp(dot(startDir, endDir), -1.0, 1.0));
joinDisplacementDir = rotate(startDir, -sign(uv0.y) * factor * rotationAngle);
`):P.code.add(b`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 _=R.capType!==C.BUTT;return P.code.add(b`
displacementLen = lineWidth;
}
} else {
// CAP handling ---------------------------------------------------
joinDisplacementDir = isStartVertex ? right : left;
joinDisplacementDir = PERPENDICULAR(joinDisplacementDir);
${_?b`capDisplacementDir = isStartVertex ? -right : left;`:""}
}
`),P.code.add(b`
// Displacement (in pixels) caused by join/or cap
vec2 dpos = joinDisplacementDir * sign(uv0.y) * displacementLen + capDisplacementDir * displacementLen;
${I||V?b`float lineDistNorm = sign(uv0.y) * pos.w;`:""}
${V?b`vLineDistance = lineWidth * lineDistNorm;`:""}
${I?b`vLineDistanceNorm = lineDistNorm;`:""}
pos.xy += dpos;
`),T&&P.code.add(b`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);`),R.stippleEnabled&&(R.draped?P.uniforms.add(new D("worldToScreenRatio",((e,i)=>1/i.screenToPCSRatio))):P.code.add(b`vec3 segmentCenter = mix((auxpos2 + position) * 0.5, (position + auxpos1) * 0.5, isEndVertex);
float worldToScreenRatio = computeWorldToScreenRatio(segmentCenter);`),P.code.add(b`float segmentLengthScreenDouble = length(segment);
float segmentLengthScreen = segmentLengthScreenDouble * 0.5;
float discreteWorldToScreenRatio = discretizeWorldToScreenRatio(worldToScreenRatio);
float segmentLengthRender = length(mix(auxpos2 - position, position - auxpos1, isEndVertex));
vStipplePatternStretch = worldToScreenRatio / discreteWorldToScreenRatio;`),R.draped?P.code.add(b`float segmentLengthPseudoScreen = segmentLengthScreen / pixelRatio * discreteWorldToScreenRatio / worldToScreenRatio;
float startPseudoScreen = uv0.x * discreteWorldToScreenRatio - mix(0.0, segmentLengthPseudoScreen, isEndVertex);`):P.code.add(b`float startPseudoScreen = mix(uv0.x, uv0.x - segmentLengthRender, isEndVertex) * discreteWorldToScreenRatio;
float segmentLengthPseudoScreen = segmentLengthRender * discreteWorldToScreenRatio;`),P.uniforms.add(new D("stipplePatternPixelSize",(e=>d(e)))),P.code.add(b`
float patternLength = ${R.stippleScaleWithLineWidth?"lineSize * ":""} stipplePatternPixelSize;
// 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 *= pos.w;
vStippleDistance *= pos.w;
// Disable stipple distance limits on caps
vStippleDistanceLimits = isJoin ?
vStippleDistanceLimits :
isStartVertex ?
vec2(-1e038, vStippleDistanceLimits.y) :
vec2(vStippleDistanceLimits.x, 1e038);
`)),P.code.add(b`
// Convert back into NDC
pos.xy = (pos.xy / viewport.zw) * pos.w;
vColor = getColor();
vColor.a *= coverage;
${R.wireframe&&!R.draped?"pos.z -= 0.001 * pos.w;":""}
// transform final position to camera space for slicing
vpos = (inverseProjectionMatrix * pos).xyz;
gl_Position = pos;
forwardObjectAndLayerIdColor();
}
}
`),z&&A.include(c,R),A.include(r,R),F.include(v),F.code.add(b`
void main() {
discardBySlice(vpos);
${z?"terrainDepthTest(gl_FragCoord, depth);":""}
`),R.wireframe?F.code.add(b`vec4 finalColor = vec4(1.0, 0.0, 1.0, 1.0);`):(T&&F.code.add(b`
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 < ${b.float(m)}) {
discard;
}
`),N?F.code.add(b`
vec2 stipplePosition = vec2(
min(getStippleSDF() * 2.0 - 1.0, 0.0),
vLineDistanceNorm * gl_FragCoord.w
);
float stippleRadius = length(stipplePosition * vLineWidth);
float stippleCapSDF = (stippleRadius - vLineWidth) * 0.5; // Divide by 2 to transform from double pixel scale
float stippleCoverage = clamp(0.5 - stippleCapSDF, 0.0, 1.0);
float stippleAlpha = step(${b.float(m)}, stippleCoverage);
`):F.code.add(b`float stippleAlpha = getStippleAlpha();`),F.uniforms.add(new u("intrinsicColor",(e=>e.color))),R.output!==o.ObjectAndLayerIdColor&&F.code.add(b`discardByStippleAlpha(stippleAlpha, stippleAlphaColorDiscard);`),F.code.add(b`vec4 color = intrinsicColor * vColor;`),R.innerColorEnabled&&(F.uniforms.add(new u("innerColor",(i=>e(i.innerColor,i.color)))),F.uniforms.add(new D("innerWidth",((e,i)=>e.innerWidth*i.camera.pixelRatio))),F.code.add(b`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);`)),F.code.add(b`vec4 finalColor = blendStipple(color, stippleAlpha);`),R.falloffEnabled&&(F.uniforms.add(new D("falloff",(e=>e.falloff))),F.code.add(b`finalColor.a *= pow(max(0.0, 1.0 - abs(vLineDistanceNorm * gl_FragCoord.w)), falloff);`))),F.code.add(b`
${R.output===o.ObjectAndLayerIdColor?b`finalColor.a = 1.0;`:""}
if (finalColor.a < ${b.float(m)}) {
discard;
}
${R.output===o.Alpha?b`gl_FragColor = vec4(finalColor.a);`:""}
${R.output===o.Color?b`gl_FragColor = highlightSlice(finalColor, vpos);`:""}
${R.output===o.Color&&R.transparencyPassType===L.Color?"gl_FragColor = premultiplyAlpha(gl_FragColor);":""}
${R.output===o.Highlight?b`gl_FragColor = vec4(1.0);`:""}
${R.output===o.Depth?b`outputDepth(linearDepth);`:""}
${R.output===o.ObjectAndLayerIdColor?b`outputObjectAndLayerIdColor();`:""}
}
`),A}const A=Object.freeze(Object.defineProperty({__proto__:null,RIBBONLINE_NUM_ROUND_JOIN_SUBDIVISIONS:j,build:R},Symbol.toStringTag,{value:"Module"}));export{j as R,A as a,R as b};