// 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 ../views/3d/support/engineContent/marker ../views/3d/webgl-engine/core/shaderLibrary/ShaderOutput ../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl ../views/3d/webgl-engine/core/shaderLibrary/attributes/RibbonVertexPosition.glsl ../views/3d/webgl-engine/core/shaderLibrary/shading/MarkerSizing.glsl ../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.glsl ../views/3d/webgl-engine/core/shaderLibrary/util/AlphaCutoff ../views/3d/webgl-engine/core/shaderLibrary/util/ColorConversion.glsl ../views/3d/webgl-engine/core/shaderLibrary/util/RgbaFloatEncoding.glsl ../views/3d/webgl-engine/core/shaderLibrary/util/View.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/Matrix4PassUniform ../views/3d/webgl-engine/core/shaderModules/ShaderBuilder ../views/3d/webgl-engine/core/shaderModules/Texture2DPassUniform ../views/3d/webgl-engine/lib/TransparencyPassType ../views/3d/webgl-engine/lib/VertexAttribute ../views/3d/webgl-engine/shaders/LineMarkerTechniqueConfiguration".split(" "), function(r,l,k,w,x,y,z,A,B,C,q,D,t,E,c,F,G,H,u,m,n){function v(a){const b=new G.ShaderBuilder,p=a.multipassEnabled&&a.output===k.ShaderOutput.Color,e=a.space===n.LineMarkerSpace.World;b.include(x.RibbonVertexPosition,a);b.include(y.MarkerSizing,a);const {vertex:d,fragment:h}=b;h.include(C.RgbaFloatEncoding);q.addProjViewLocalOrigin(d,a);b.attributes.add(m.VertexAttribute.POSITION,"vec3");b.attributes.add(m.VertexAttribute.PREVPOSITION,"vec3");b.attributes.add(m.VertexAttribute.UV0,"vec2");b.varyings.add("vColor", "vec4");b.varyings.add("vpos","vec3");b.varyings.add("vUV","vec2");b.varyings.add("vSize","float");p&&b.varyings.add("depth","float");a.hasTip&&b.varyings.add("vLineWidth","float");d.uniforms.add(new D.Float2PassUniform("nearFar",(f,g)=>g.camera.nearFar),new t.Float4PassUniform("viewport",(f,g)=>g.camera.fullViewport));d.code.add(c.glsl`vec4 projectAndScale(vec4 pos) { vec4 posNdc = proj * pos; posNdc.xy *= viewport.zw / posNdc.w; return posNdc; }`);d.code.add(c.glsl`void clip(vec4 pos, inout vec4 prev) { float vnp = nearFar[0] * 0.99; if (prev.z > -nearFar[0]) { float interpolation = (-vnp - pos.z) / (prev.z - pos.z); prev = mix(pos, prev, interpolation); } }`);e?(b.attributes.add(m.VertexAttribute.NORMAL,"vec3"),q.addViewNormal(d),d.constants.add("tiltThreshold","float",.7),d.code.add(c.glsl`vec3 perpendicular(vec3 v) { vec3 n = (viewNormal * vec4(normal.xyz, 1.0)).xyz; vec3 n2 = cross(v, n); vec3 forward = vec3(0.0, 0.0, 1.0); float tiltDot = dot(forward, n); return abs(tiltDot) < tiltThreshold ? n : n2; }`)):d.code.add(c.glsl`vec2 perpendicular(vec2 v) { return vec2(v.y, -v.x); }`);d.code.add(c.glsl` #define vecN ${e?"vec3":"vec2"} vecN normalizedSegment(vecN pos, vecN prev) { vecN segment = pos - prev; float segmentLen = length(segment); // normalize or zero if too short return (segmentLen > 0.001) ? segment / segmentLen : ${e?"vec3(0.0, 0.0, 0.0)":"vec2(0.0, 0.0)"}; } vecN displace(vecN pos, vecN prev, float displacementLen) { vecN segment = normalizedSegment(pos, prev); vecN displacementDirU = perpendicular(segment); vecN displacementDirV = segment; ${a.anchor===n.LineMarkerAnchor.Tip?"pos -\x3d 0.5 * displacementLen * displacementDirV;":""} return pos + displacementLen * (uv0.x * displacementDirU + uv0.y * displacementDirV); } `);a.space===n.LineMarkerSpace.Screen&&(d.uniforms.add(new F.Matrix4PassUniform("inverseProjectionMatrix",(f,g)=>g.camera.inverseProjectionMatrix)),d.code.add(c.glsl`vec3 inverseProject(vec4 posScreen) { posScreen.xy = (posScreen.xy / viewport.zw) * posScreen.w; return (inverseProjectionMatrix * posScreen).xyz; }`),d.code.add(c.glsl`bool rayIntersectPlane(vec3 rayDir, vec3 planeOrigin, vec3 planeNormal, out vec3 intersection) { float cos = dot(rayDir, planeNormal); float t = dot(planeOrigin, planeNormal) / cos; intersection = t * rayDir; return abs(cos) > 0.001 && t > 0.0; }`),d.uniforms.add(new E.FloatPassUniform("perScreenPixelRatio",(f,g)=>g.camera.perScreenPixelRatio)),d.code.add(c.glsl` vec4 toFront(vec4 displacedPosScreen, vec3 posLeft, vec3 posRight, vec3 prev, float lineWidth) { // Project displaced position back to camera space vec3 displacedPos = inverseProject(displacedPosScreen); // Calculate the plane that we want the marker to lie in. Note that this will always be an approximation since ribbon lines are generally // not planar and we do not know the actual position of the displaced prev vertices (they are offset in screen space, too). vec3 planeNormal = normalize(cross(posLeft - posRight, posLeft - prev)); vec3 planeOrigin = posLeft; ${a.hasCap?"\n if(prev.z \x3e posLeft.z) {\n vec2 diff \x3d posLeft.xy - posRight.xy;\n planeOrigin.xy +\x3d perpendicular(diff) / 2.0;\n }\n ":""}; // Move the plane towards the camera by a margin dependent on the line width (approximated in world space). This tolerance corrects for the // non-planarity in most cases, but sharp joins can place the prev vertices at arbitrary positions so markers can still clip. float offset = lineWidth * perScreenPixelRatio; planeOrigin *= (1.0 - offset); // Intersect camera ray with the plane and make sure it is within clip space vec3 rayDir = normalize(displacedPos); vec3 intersection; if (rayIntersectPlane(rayDir, planeOrigin, planeNormal, intersection) && intersection.z < -nearFar[0] && intersection.z > -nearFar[1]) { return vec4(intersection.xyz, 1.0); } // Fallback: use depth of pos or prev, whichever is closer to the camera float minDepth = planeOrigin.z > prev.z ? length(planeOrigin) : length(prev); displacedPos *= minDepth / length(displacedPos); return vec4(displacedPos.xyz, 1.0); } `));q.addPixelRatio(d);d.code.add(c.glsl`void main(void) { if (uv0.y == 0.0) { gl_Position = vec4(1e038, 1e038, 1e038, 1.0); } else { float lineWidth = getLineWidth(); float screenMarkerSize = getScreenMarkerSize(); vec4 pos = view * vec4(position, 1.0); vec4 prev = view * vec4(prevPosition, 1.0); clip(pos, prev);`);e?(a.hideOnShortSegments&&d.code.add(c.glsl`if (areWorldMarkersHidden(pos, prev)) { gl_Position = vec4(1e038, 1e038, 1e038, 1.0); return; }`),d.code.add(c.glsl`pos.xyz = displace(pos.xyz, prev.xyz, getWorldMarkerSize(pos)); vec4 displacedPosScreen = projectAndScale(pos);`)):(d.code.add(c.glsl`vec4 posScreen = projectAndScale(pos); vec4 prevScreen = projectAndScale(prev); vec4 displacedPosScreen = posScreen; displacedPosScreen.xy = displace(posScreen.xy, prevScreen.xy, screenMarkerSize);`),a.space===n.LineMarkerSpace.Screen&&d.code.add(c.glsl`vec2 displacementDirU = perpendicular(normalizedSegment(posScreen.xy, prevScreen.xy)); vec3 lineRight = inverseProject(posScreen + lineWidth * vec4(displacementDirU.xy, 0.0, 0.0)); vec3 lineLeft = pos.xyz + (pos.xyz - lineRight); pos = toFront(displacedPosScreen, lineLeft, lineRight, prev.xyz, lineWidth); displacedPosScreen = projectAndScale(pos);`));d.code.add(c.glsl` ${p?"depth \x3d pos.z;":""} // Convert back into NDC displacedPosScreen.xy = (displacedPosScreen.xy / viewport.zw) * displacedPosScreen.w; // Convert texture coordinate into [0,1] vUV = (uv0 + 1.0) / 2.0; ${e?"":"vUV *\x3d displacedPosScreen.w;"} ${a.hasTip?"vLineWidth \x3d lineWidth;":""} vSize = screenMarkerSize; vColor = getColor(); // Use camera space for slicing vpos = pos.xyz; gl_Position = displacedPosScreen; } } `);p&&b.include(z.multipassTerrainTest,a);b.include(w.SliceDraw,a);h.uniforms.add(new t.Float4PassUniform("intrinsicColor",f=>f.color),new H.Texture2DPassUniform("tex",f=>f.markerTexture));h.include(B.ColorConversion);b.constants.add("texelSize","float",1/l.markerTextureSize);h.code.add(c.glsl`float markerAlpha(vec2 samplePos) { samplePos += vec2(0.5, -0.5) * texelSize; float sdf = rgba2float(texture(tex, samplePos)) - 0.5; float distance = sdf * vSize; distance -= 0.5; return clamp(0.5 - distance, 0.0, 1.0); }`);a.hasTip&&(b.constants.add("relativeMarkerSize","float",l.markerSymbolSize/l.markerTextureSize),b.constants.add("relativeTipLineWidth","float",l.markerTipThicknessFactor),h.code.add(c.glsl` float tipAlpha(vec2 samplePos) { // Convert coordinates s.t. they are in pixels and relative to the tip of an arrow marker samplePos -= vec2(0.5, 0.5 + 0.5 * relativeMarkerSize); samplePos *= vSize; float halfMarkerSize = 0.5 * relativeMarkerSize * vSize; float halfTipLineWidth = 0.5 * max(1.0, relativeTipLineWidth * vLineWidth); ${e?"halfTipLineWidth *\x3d fwidth(samplePos.y);":""} float distance = max(abs(samplePos.x) - halfMarkerSize, abs(samplePos.y) - halfTipLineWidth); return clamp(0.5 - distance, 0.0, 1.0); } `));a.transparencyPassType===u.TransparencyPassType.ColorAlpha&&(b.outputs.add("fragColor","vec4",0),b.outputs.add("fragAlpha","float",1));b.constants.add("symbolAlphaCutoff","float",A.symbolAlphaCutoff);h.code.add(c.glsl` void main() { discardBySlice(vpos); ${p?"terrainDepthTest(depth);":""} vec4 finalColor = intrinsicColor * vColor; ${e?"vec2 samplePos \x3d vUV;":"vec2 samplePos \x3d vUV * gl_FragCoord.w;"} ${a.hasTip?"finalColor.a *\x3d max(markerAlpha(samplePos), tipAlpha(samplePos));":"finalColor.a *\x3d markerAlpha(samplePos);"} ${a.output===k.ShaderOutput.ObjectAndLayerIdColor?c.glsl`finalColor.a = 1.0;`:""} if (finalColor.a < symbolAlphaCutoff) { discard; } ${a.output===k.ShaderOutput.Color?c.glsl`fragColor = highlightSlice(finalColor, vpos);`:""} ${a.output===k.ShaderOutput.Color&&a.transparencyPassType===u.TransparencyPassType.ColorAlpha?c.glsl` fragColor = premultiplyAlpha(fragColor); fragAlpha = fragColor.a;`:""} ${a.output===k.ShaderOutput.Highlight?c.glsl`fragColor = vec4(1.0);`:""} } `);return b}const I=Object.freeze(Object.defineProperty({__proto__:null,build:v},Symbol.toStringTag,{value:"Module"}));r.LineMarker=I;r.build=v});