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 ../views/3d/webgl-engine/core/shaderLibrary/Slice.glsl ../views/3d/webgl-engine/core/shaderLibrary/shading/MultipassTerrainTest.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/core/shaderModules/Uniform ../views/3d/webgl-engine/lib/VertexAttribute ../views/3d/webgl-engine/shaders/sources/edgeRenderer/AdjustProjectedPosition.glsl ../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardByCoverage.glsl ../views/3d/webgl-engine/shaders/sources/edgeRenderer/DiscardNonSilhouetteEdges.glsl ../views/3d/webgl-engine/shaders/sources/edgeRenderer/EdgeUtil.glsl ../views/3d/webgl-engine/shaders/sources/edgeRenderer/LineAmplitude.glsl ../views/3d/webgl-engine/shaders/sources/edgeRenderer/LineOffset.glsl ../views/3d/webgl-engine/shaders/sources/edgeRenderer/UnpackAttributes.glsl".split(" "),
function(k,p,f,q,r,t,u,v,e,w,x,d,y,z,A,g,B,C,D){function l(b){const a=new w.ShaderBuilder,{vertex:h,fragment:E}=a;b.legacy&&h.uniforms.add(new m("model"),new m("localView"));a.include(y.AdjustProjectedPosition,b);a.include(g.EdgeUtil,b);a.include(B.LineAmplitude,b);a.include(D.UnpackAttributes,b);a.include(C.LineOffset,b);a.include(q.SliceDraw,b);a.include(A.DiscardNonSilhouetteEdges,b);a.include(z.DiscardByCoverage,b);a.include(r.multipassTerrainTest,b);a.varyings.add("vColor","vec4");a.varyings.add("vRadius",
"float");a.varyings.add("vPosition","vec3");a.varyings.add("vWorldPosition","vec3");b.multipassEnabled&&a.varyings.add("vViewPos","vec3");a.varyings.add("vLineLengthPixels","float");a.varyings.add("vSizeFalloffFactor","float");h.uniforms.add(new t.Float2PassUniform("pixelToNDC",(n,c)=>p.set(F,2/c.camera.fullViewport[2],2/c.camera.fullViewport[3])),new u.Float4PassUniform("viewport",(n,c)=>c.camera.fullViewport),new v.FloatPassUniform("pixelRatio",(n,c)=>c.camera.pixelRatio));a.attributes.add(d.VertexAttribute.POSITION0,
"vec3");a.attributes.add(d.VertexAttribute.POSITION1,"vec3");a.attributes.add(d.VertexAttribute.VARIANTOFFSET,"float");a.attributes.add(d.VertexAttribute.VARIANTSTROKE,"float");a.attributes.add(d.VertexAttribute.VARIANTEXTENSION,"float");h.code.add(e.glsl`
const float opaqueCutoff = 1.0 / 255.0;
void calculateGeometricOutputs(vec3 viewPosV0, vec3 viewPosV1, vec3 worldPosV0, vec3 worldPosV1, vec3 worldNormal, UnpackedAttributes unpackedAttributes) {
vec2 sideness = unpackedAttributes.sideness;
vec2 sidenessNorm = unpackedAttributes.sidenessNorm;
vWorldPosition = mix(worldPosV0, worldPosV1, sidenessNorm.y).xyz;
vec3 viewPos = mix(viewPosV0, viewPosV1, sidenessNorm.y);
${b.multipassEnabled?"vViewPos \x3d viewPos;":""}
vec4 projPosV0 = projFromViewPosition(viewPosV0);
vec4 projPosV1 = projFromViewPosition(viewPosV1);
vec4 projPos = projFromViewPosition(viewPos);
vec3 screenSpaceLineNDC = (projPosV1.xyz / projPosV1.w - projPosV0.xyz / projPosV0.w);
vec2 ndcToPixel = viewport.zw * 0.5;
vec2 screenSpaceLinePixels = screenSpaceLineNDC.xy * ndcToPixel;
float lineLengthPixels = length(screenSpaceLinePixels);
float dzPerPixel = screenSpaceLineNDC.z / lineLengthPixels;
vec2 screenSpaceDirection = screenSpaceLinePixels / lineLengthPixels;
vec2 perpendicularScreenSpaceDirection = vec2(screenSpaceDirection.y, -screenSpaceDirection.x) * sideness.x;
float falloffFactor = distanceBasedPerspectiveFactor(-viewPos.z) * pixelRatio;
float lineWidthPixels = unpackedAttributes.lineWidthPixels * falloffFactor;
float extensionLengthPixels = calculateExtensionLength(unpackedAttributes.extensionLengthPixels, lineLengthPixels) * falloffFactor;
float lineAmplitudePixels = calculateLineAmplitude(unpackedAttributes) * pixelRatio;
vSizeFalloffFactor = falloffFactor;
float lineWidthAndAmplitudePixels = lineWidthPixels + lineAmplitudePixels + lineAmplitudePixels;
float extendedLineLengthPixels = lineLengthPixels + extensionLengthPixels + extensionLengthPixels;
const float aaPaddingPixels = 1.0;
// Line size with padding
float halfAAPaddedLineWidthAndAmplitudePixels = lineWidthAndAmplitudePixels * 0.5 + aaPaddingPixels;
float aaPaddedRoundedCapSizePixels = lineWidthPixels * 0.5 + aaPaddingPixels;
// Half line width in NDC including padding for anti aliasing
vec2 halfAAPaddedLineWidthAndAmplitudeNDC = halfAAPaddedLineWidthAndAmplitudePixels * pixelToNDC;
vec2 aaPaddedRoundedCapSizeNDC = aaPaddedRoundedCapSizePixels * pixelToNDC;
vec2 extensionLengthNDC = extensionLengthPixels * pixelToNDC;
// Compute screen space position of vertex, offsetting for line size and end caps
vec2 ndcOffset = (
screenSpaceDirection * sideness.y * (aaPaddedRoundedCapSizeNDC + extensionLengthNDC)
+ perpendicularScreenSpaceDirection * halfAAPaddedLineWidthAndAmplitudeNDC
);
projPos.xy += ndcOffset * projPos.w;
projPos.z += (dzPerPixel * (aaPaddedRoundedCapSizePixels + extensionLengthPixels)) * sideness.y * projPos.w;
projPos = adjustProjectedPosition(projPos, worldNormal, 1.0 + max((lineWidthAndAmplitudePixels - 1.0) * 0.5, 0.0));
// Line length with end caps
float aaPaddedLineWithCapsLengthPixels = extendedLineLengthPixels + aaPaddedRoundedCapSizePixels + aaPaddedRoundedCapSizePixels;
float pixelPositionAlongLine = aaPaddedLineWithCapsLengthPixels * sidenessNorm.y - aaPaddedRoundedCapSizePixels;
// Position in pixels with origin at first vertex of line segment
vPosition = vec3(
halfAAPaddedLineWidthAndAmplitudePixels * sideness.x,
pixelPositionAlongLine,
pixelPositionAlongLine / extendedLineLengthPixels
);
// The line width radius in pixels
vRadius = lineWidthPixels * 0.5;
vLineLengthPixels = extendedLineLengthPixels;
// discard short edges below a certain length threshold
${b.type===g.EdgeType.Sketch?e.glsl`
if (lineLengthPixels <= 3.0) {
gl_Position = vec4(10.0, 10.0, 10.0, 1.0);
return;
}`:b.type===g.EdgeType.Mixed?e.glsl`
if (lineLengthPixels <= 3.0 && unpackedAttributes.type <= 0.0) {
gl_Position = vec4(10.0, 10.0, 10.0, 1.0);
return;
}`:""}
gl_Position = projPos;
}
void main() {
ComponentData component = readComponentData();
UnpackedAttributes unpackedAttributes = unpackAttributes(component);
vec3 worldPosV0, worldPosV1, viewPosV0, viewPosV1;
worldAndViewFromModelPosition(position0, component.verticalOffset, worldPosV0, viewPosV0);
worldAndViewFromModelPosition(position1, component.verticalOffset, worldPosV1, viewPosV1);
// Component color
vColor = component.color;
// Discard fully transparent edges
if (vColor.a < opaqueCutoff) {
gl_Position = vec4(10.0, 10.0, 10.0, 1.0);
return;
}
if (discardNonSilhouetteEdges(viewPosV0, worldPosV0, component)) {
return;
}
// General geometric computation for all types of edges
calculateGeometricOutputs(viewPosV0, viewPosV1, worldPosV0, worldPosV1, worldNormal(component), unpackedAttributes);
// Specific computation for different edge styles
calculateStyleOutputs(unpackedAttributes);
}
`);E.code.add(e.glsl`
vec2 lineWithCapsDistance(float radius, vec2 position, float lineLength) {
float positionX = position.x - calculateLineOffset();
if (radius < 1.0) {
float coverageX = clamp(min(radius, positionX + 0.5) - max(-radius, positionX - 0.5), 0.0, 1.0);
float coverageY = clamp(min(lineLength, position.y + 0.5) - max(0.0, position.y - 0.5), 0.0, 1.0);
return vec2(0.5 - min(coverageX, coverageY), 0.0);
}
else {
// Between -radius -> 0 for start cap, 0 for line, 0 -> radius
float positionOnCap = position.y - clamp(position.y, 0.0, lineLength);
vec2 lineToPosition = vec2(positionX, positionOnCap);
return vec2(length(lineToPosition) - radius, positionOnCap / radius);
}
}
void main() {
${b.multipassEnabled?"terrainDepthTest(vViewPos.z);":""}
float radius = vRadius * calculateLinePressure();
vec2 distance = lineWithCapsDistance(radius, vPosition.xy, vLineLengthPixels);
float coverage = clamp(0.5 - distance.x, 0.0, 1.0);
discardByCoverage(radius, coverage);
discardBySlice(vWorldPosition);
fragColor = vec4(vColor.rgb, vColor.a * coverage);
}
`);return a}const F=f.create();class m extends x.Uniform{constructor(b){super(b,"mat4")}}f=Object.freeze(Object.defineProperty({__proto__:null,build:l},Symbol.toStringTag,{value:"Module"}));k.EdgeShader=f;k.build=l});