// All material copyright Esri, All Rights Reserved, unless otherwise specified. // See https://js.arcgis.com/4.30/esri/copyright.txt for details. //>>built define("exports ../core/libs/gl-matrix-2/math/vec2 ../core/libs/gl-matrix-2/factories/vec2f64 ../core/libs/gl-matrix-2/factories/vec4f64 ../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl ../views/3d/webgl-engine/core/shaderLibrary/hud/AlignPixel.glsl ../views/3d/webgl-engine/core/shaderLibrary/hud/HUD.glsl ../views/3d/webgl-engine/core/shaderLibrary/hud/HUDVisibility.glsl ../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassGeometryTest.glsl ../views/3d/webgl-engine/core/shaderLibrary/util/ScreenSizePerspective.glsl ../views/3d/webgl-engine/core/shaderModules/Float2PassUniform ../views/3d/webgl-engine/core/shaderModules/Float4PassUniform ../views/3d/webgl-engine/core/shaderModules/FloatPassUniform ../views/3d/webgl-engine/core/shaderModules/interfaces ../views/3d/webgl-engine/core/shaderModules/ShaderBuilder ../views/3d/webgl-engine/lib/VertexAttribute".split(" "), function(m,n,h,u,v,w,x,y,z,A,k,l,p,d,B,C){function q(a){const e=new B.ShaderBuilder,{vertex:f,fragment:g}=e;f.include(w.AlignPixel);e.include(x.HUD,a);e.include(v.SliceDraw,a);e.attributes.add(C.VertexAttribute.UV0,"vec2");f.uniforms.add(new l.Float4PassUniform("viewport",(b,c)=>c.camera.fullViewport),new p.FloatPassUniform("lineSize",(b,c)=>0n.set(r,2/c.camera.fullViewport[2],2/c.camera.fullViewport[3])), new p.FloatPassUniform("borderSize",(b,c)=>null!=b.borderColor?c.camera.pixelRatio:0),new k.Float2PassUniform("screenOffset",(b,c)=>n.set(r,b.horizontalScreenOffset*c.camera.pixelRatio,0)));e.varyings.add("coverageSampling","vec4");e.varyings.add("lineSizes","vec2");a.multipassEnabled&&e.varyings.add("depth","float");a.occlusionTestEnabled&&e.include(y.HUDVisibility);a.hasScreenSizePerspective&&A.addScreenSizePerspectiveAlignment(f);f.code.add(d.glsl` void main(void) { ProjectHUDAux projectAux; vec4 endPoint = projectPositionHUD(projectAux); vec3 vpos = projectAux.posModel; if (rejectBySlice(vpos)) { gl_Position = vec4(1e38, 1e38, 1e38, 1.0); return; } ${a.occlusionTestEnabled?d.glsl` if (!testHUDVisibility(endPoint)) { gl_Position = vec4(1e38, 1e38, 1e38, 1.0); return; }`:""} ${a.hasScreenSizePerspective?d.glsl` vec3 perspectiveFactor = screenSizePerspectiveScaleFactor(projectAux.absCosAngle, projectAux.distanceToCamera, screenSizePerspectiveAlignment); vec2 screenOffsetScaled = applyScreenSizePerspectiveScaleFactorVec2(screenOffset, perspectiveFactor); `:d.glsl`vec2 screenOffsetScaled = screenOffset;`} // Add view dependent polygon offset to get exact same original starting point. This is mostly used to get the // correct depth value vec3 posView = (view * vec4(position, 1.0)).xyz; ${a.multipassEnabled?"depth \x3d posView.z;":""} applyHUDViewDependentPolygonOffset(centerOffsetAndDistance.w, projectAux.absCosAngle, posView); vec4 startPoint = proj * vec4(posView, 1.0); // Apply screen offset to both start and end point vec2 screenOffsetNorm = screenOffsetScaled * 2.0 / viewport.zw; startPoint.xy += screenOffsetNorm * startPoint.w; endPoint.xy += screenOffsetNorm * endPoint.w; // Align start and end to pixel origin vec4 startAligned = alignToPixelOrigin(startPoint, viewport.zw); vec4 endAligned = alignToPixelOrigin(endPoint, viewport.zw); ${a.depthHudEnabled?a.depthHudAlignStartEnabled?d.glsl`endAligned = vec4(endAligned.xy / endAligned.w * startAligned.w, startAligned.zw);`:d.glsl`startAligned = vec4(startAligned.xy / startAligned.w * endAligned.w, endAligned.zw);`:""} vec4 projectedPosition = mix(startAligned, endAligned, uv0.y); // The direction of the line in screen space vec2 screenSpaceDirection = normalize(endAligned.xy / endAligned.w - startAligned.xy / startAligned.w); vec2 perpendicularScreenSpaceDirection = vec2(screenSpaceDirection.y, -screenSpaceDirection.x); ${a.hasScreenSizePerspective?d.glsl` float lineSizeScaled = applyScreenSizePerspectiveScaleFactorFloat(lineSize, perspectiveFactor); float borderSizeScaled = applyScreenSizePerspectiveScaleFactorFloat(borderSize, perspectiveFactor); `:d.glsl` float lineSizeScaled = lineSize; float borderSizeScaled = borderSize; `} float halfPixelSize = lineSizeScaled * 0.5; // Compute full ndc offset, adding 1px padding for doing anti-aliasing and the border size float padding = 1.0 + borderSizeScaled; vec2 ndcOffset = (-halfPixelSize - padding + uv0.x * (lineSizeScaled + padding + padding)) * pixelToNDC; // Offset x/y from the center of the line in screen space projectedPosition.xy += perpendicularScreenSpaceDirection * ndcOffset * projectedPosition.w; // Compute a coverage varying which we can use in the fragment shader to determine // how much a pixel is actually covered by the line (i.e. to anti alias the line). // This works by computing two coordinates that can be linearly interpolated and then // subtracted to find out how far away from the line edge we are. float edgeDirection = (uv0.x * 2.0 - 1.0); float halfBorderSize = 0.5 * borderSizeScaled; float halfPixelSizeAndBorder = halfPixelSize + halfBorderSize; float outerEdgeCoverageSampler = edgeDirection * (halfPixelSizeAndBorder + halfBorderSize + 1.0); float isOneSided = float(lineSizeScaled < 2.0 && borderSize < 2.0); coverageSampling = vec4( // Edge coordinate outerEdgeCoverageSampler, // Border edge coordinate outerEdgeCoverageSampler - halfPixelSizeAndBorder * isOneSided, // Line offset halfPixelSize - 0.5, // Border offset halfBorderSize - 0.5 + halfPixelSizeAndBorder * (1.0 - isOneSided) ); lineSizes = vec2(lineSizeScaled, borderSizeScaled); gl_Position = projectedPosition; } `);g.uniforms.add(new l.Float4PassUniform("uColor",b=>t(b.color)),new l.Float4PassUniform("borderColor",b=>t(b.borderColor)));a.multipassEnabled&&(g.include(z.multipassGeometryTest,a),g.uniforms.add(new k.Float2PassUniform("inverseViewport",(b,c)=>c.inverseViewport)));g.code.add(d.glsl` void main() { ${a.multipassEnabled?"if( geometryDepthTest(gl_FragCoord.xy * inverseViewport, depth) ){ discard; }":""} // Mix between line and border coverage offsets depending on whether we need // a border (based on the sidedness). vec2 coverage = min(1.0 - clamp(abs(coverageSampling.xy) - coverageSampling.zw, 0.0, 1.0), lineSizes); // Mix between border and line color based on the line coverage (conceptually the line blends on top of the // border background). // // Anti-alias by blending final result using the full (including optional border) coverage and the color alpha float borderAlpha = uColor.a * borderColor.a * coverage.y; float colorAlpha = uColor.a * coverage.x; float finalAlpha = mix(borderAlpha, 1.0, colorAlpha); ${a.depthHudEnabled?d.glsl` if (finalAlpha < 0.01) { discard; } `:d.glsl` vec3 finalRgb = mix(borderColor.rgb * borderAlpha, uColor.rgb, colorAlpha); fragColor = vec4(finalRgb, finalAlpha); `} } `);return e}function t(a){return null!=a?a:u.ZEROS}const r=h.create();h=Object.freeze(Object.defineProperty({__proto__:null,build:q},Symbol.toStringTag,{value:"Module"}));m.LineCallout=h;m.build=q});