Custom Gis Application with Arcgis Javascript API with modern layouting
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// 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)=>0<b.size?Math.max(1,b.size)*c.camera.pixelRatio:0),new k.Float2PassUniform("pixelToNDC",(b,c)=>n.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});