@itwin/core-frontend 3.0.0-dev.130 → 3.0.0-dev.135

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Files changed (193) hide show
  1. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts +3 -2
  2. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
  3. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +3 -2
  4. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  5. package/lib/cjs/quantity-formatting/BasicUnitsProvider.d.ts +5 -1
  6. package/lib/cjs/quantity-formatting/BasicUnitsProvider.d.ts.map +1 -1
  7. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js +20 -5
  8. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  9. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts +26 -3
  10. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  11. package/lib/cjs/quantity-formatting/QuantityFormatter.js +46 -7
  12. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  13. package/lib/cjs/render/RenderSystem.d.ts +0 -2
  14. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  15. package/lib/cjs/render/RenderSystem.js.map +1 -1
  16. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  17. package/lib/cjs/render/webgl/DrawCommand.js +3 -1
  18. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  19. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  20. package/lib/cjs/render/webgl/Mesh.js +1 -2
  21. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  22. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  23. package/lib/cjs/render/webgl/PlanarClassifier.js +1 -0
  24. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  25. package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  26. package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -0
  27. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  28. package/lib/cjs/render/webgl/SceneCompositor.js +1 -0
  29. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  30. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +8 -7
  31. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  32. package/lib/cjs/render/webgl/ShaderBuilder.js +20 -18
  33. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  34. package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
  35. package/lib/cjs/render/webgl/SolarShadowMap.js +1 -0
  36. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  37. package/lib/cjs/render/webgl/System.d.ts +0 -3
  38. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  39. package/lib/cjs/render/webgl/System.js +0 -3
  40. package/lib/cjs/render/webgl/System.js.map +1 -1
  41. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  42. package/lib/cjs/render/webgl/Technique.js +74 -29
  43. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  44. package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -1
  45. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  46. package/lib/cjs/render/webgl/TechniqueFlags.js +10 -1
  47. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  48. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +1 -1
  49. package/lib/cjs/render/webgl/glsl/Blur.js +1 -1
  50. package/lib/cjs/render/webgl/glsl/ClearPickAndColor.js +2 -2
  51. package/lib/cjs/render/webgl/glsl/ClearTranslucent.js +2 -2
  52. package/lib/cjs/render/webgl/glsl/Combine3Textures.js +1 -1
  53. package/lib/cjs/render/webgl/glsl/CombineTextures.js +1 -1
  54. package/lib/cjs/render/webgl/glsl/Composite.js +1 -1
  55. package/lib/cjs/render/webgl/glsl/CopyColor.js +1 -1
  56. package/lib/cjs/render/webgl/glsl/CopyPickBuffers.js +2 -2
  57. package/lib/cjs/render/webgl/glsl/CopyStencil.js +6 -6
  58. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +1 -1
  59. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +2 -2
  60. package/lib/cjs/render/webgl/glsl/Fragment.js +10 -10
  61. package/lib/cjs/render/webgl/glsl/LogarithmicDepthBuffer.js +1 -1
  62. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +3 -3
  63. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  64. package/lib/cjs/render/webgl/glsl/RealityMesh.js +5 -2
  65. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  66. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  67. package/lib/cjs/render/webgl/glsl/SkyBox.js +1 -1
  68. package/lib/cjs/render/webgl/glsl/SkySphere.js +1 -1
  69. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  70. package/lib/cjs/render/webgl/glsl/Surface.js +5 -2
  71. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  72. package/lib/cjs/render/webgl/glsl/Translucency.js +2 -2
  73. package/lib/cjs/render/webgl/glsl/Wiremesh.d.ts +9 -0
  74. package/lib/cjs/render/webgl/glsl/Wiremesh.d.ts.map +1 -0
  75. package/lib/cjs/render/webgl/glsl/Wiremesh.js +40 -0
  76. package/lib/cjs/render/webgl/glsl/Wiremesh.js.map +1 -0
  77. package/lib/cjs/tile/B3dmReader.d.ts +1 -1
  78. package/lib/cjs/tile/B3dmReader.d.ts.map +1 -1
  79. package/lib/cjs/tile/B3dmReader.js +4 -4
  80. package/lib/cjs/tile/B3dmReader.js.map +1 -1
  81. package/lib/cjs/tile/GltfReader.d.ts +3 -1
  82. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  83. package/lib/cjs/tile/GltfReader.js +33 -1
  84. package/lib/cjs/tile/GltfReader.js.map +1 -1
  85. package/lib/cjs/tile/I3dmReader.d.ts +1 -1
  86. package/lib/cjs/tile/I3dmReader.d.ts.map +1 -1
  87. package/lib/cjs/tile/I3dmReader.js +4 -4
  88. package/lib/cjs/tile/I3dmReader.js.map +1 -1
  89. package/lib/cjs/tile/RealityModelTileTree.d.ts +2 -1
  90. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  91. package/lib/cjs/tile/RealityModelTileTree.js +29 -10
  92. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  93. package/lib/cjs/tile/RealityTileLoader.d.ts +1 -0
  94. package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
  95. package/lib/cjs/tile/RealityTileLoader.js +3 -2
  96. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  97. package/lib/esm/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts +3 -2
  98. package/lib/esm/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
  99. package/lib/esm/quantity-formatting/BaseUnitFormattingSettingsProvider.js +3 -2
  100. package/lib/esm/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  101. package/lib/esm/quantity-formatting/BasicUnitsProvider.d.ts +5 -1
  102. package/lib/esm/quantity-formatting/BasicUnitsProvider.d.ts.map +1 -1
  103. package/lib/esm/quantity-formatting/BasicUnitsProvider.js +18 -4
  104. package/lib/esm/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  105. package/lib/esm/quantity-formatting/QuantityFormatter.d.ts +26 -3
  106. package/lib/esm/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  107. package/lib/esm/quantity-formatting/QuantityFormatter.js +45 -7
  108. package/lib/esm/quantity-formatting/QuantityFormatter.js.map +1 -1
  109. package/lib/esm/render/RenderSystem.d.ts +0 -2
  110. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  111. package/lib/esm/render/RenderSystem.js.map +1 -1
  112. package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
  113. package/lib/esm/render/webgl/DrawCommand.js +3 -1
  114. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  115. package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
  116. package/lib/esm/render/webgl/Mesh.js +1 -2
  117. package/lib/esm/render/webgl/Mesh.js.map +1 -1
  118. package/lib/esm/render/webgl/PlanarClassifier.d.ts.map +1 -1
  119. package/lib/esm/render/webgl/PlanarClassifier.js +1 -0
  120. package/lib/esm/render/webgl/PlanarClassifier.js.map +1 -1
  121. package/lib/esm/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  122. package/lib/esm/render/webgl/PlanarTextureProjection.js +1 -0
  123. package/lib/esm/render/webgl/PlanarTextureProjection.js.map +1 -1
  124. package/lib/esm/render/webgl/SceneCompositor.js +1 -0
  125. package/lib/esm/render/webgl/SceneCompositor.js.map +1 -1
  126. package/lib/esm/render/webgl/ShaderBuilder.d.ts +8 -7
  127. package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
  128. package/lib/esm/render/webgl/ShaderBuilder.js +20 -18
  129. package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
  130. package/lib/esm/render/webgl/SolarShadowMap.d.ts.map +1 -1
  131. package/lib/esm/render/webgl/SolarShadowMap.js +1 -0
  132. package/lib/esm/render/webgl/SolarShadowMap.js.map +1 -1
  133. package/lib/esm/render/webgl/System.d.ts +0 -3
  134. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  135. package/lib/esm/render/webgl/System.js +0 -3
  136. package/lib/esm/render/webgl/System.js.map +1 -1
  137. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  138. package/lib/esm/render/webgl/Technique.js +74 -29
  139. package/lib/esm/render/webgl/Technique.js.map +1 -1
  140. package/lib/esm/render/webgl/TechniqueFlags.d.ts +7 -1
  141. package/lib/esm/render/webgl/TechniqueFlags.d.ts.map +1 -1
  142. package/lib/esm/render/webgl/TechniqueFlags.js +10 -1
  143. package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
  144. package/lib/esm/render/webgl/glsl/AmbientOcclusion.js +1 -1
  145. package/lib/esm/render/webgl/glsl/Blur.js +1 -1
  146. package/lib/esm/render/webgl/glsl/ClearPickAndColor.js +2 -2
  147. package/lib/esm/render/webgl/glsl/ClearTranslucent.js +2 -2
  148. package/lib/esm/render/webgl/glsl/Combine3Textures.js +1 -1
  149. package/lib/esm/render/webgl/glsl/CombineTextures.js +1 -1
  150. package/lib/esm/render/webgl/glsl/Composite.js +1 -1
  151. package/lib/esm/render/webgl/glsl/CopyColor.js +1 -1
  152. package/lib/esm/render/webgl/glsl/CopyPickBuffers.js +2 -2
  153. package/lib/esm/render/webgl/glsl/CopyStencil.js +6 -6
  154. package/lib/esm/render/webgl/glsl/EVSMFromDepth.js +1 -1
  155. package/lib/esm/render/webgl/glsl/FeatureSymbology.js +2 -2
  156. package/lib/esm/render/webgl/glsl/Fragment.js +10 -10
  157. package/lib/esm/render/webgl/glsl/LogarithmicDepthBuffer.js +1 -1
  158. package/lib/esm/render/webgl/glsl/PlanarClassification.js +3 -3
  159. package/lib/esm/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  160. package/lib/esm/render/webgl/glsl/RealityMesh.js +5 -2
  161. package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
  162. package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  163. package/lib/esm/render/webgl/glsl/SkyBox.js +1 -1
  164. package/lib/esm/render/webgl/glsl/SkySphere.js +1 -1
  165. package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
  166. package/lib/esm/render/webgl/glsl/Surface.js +5 -2
  167. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  168. package/lib/esm/render/webgl/glsl/Translucency.js +2 -2
  169. package/lib/esm/render/webgl/glsl/Wiremesh.d.ts +9 -0
  170. package/lib/esm/render/webgl/glsl/Wiremesh.d.ts.map +1 -0
  171. package/lib/esm/render/webgl/glsl/Wiremesh.js +36 -0
  172. package/lib/esm/render/webgl/glsl/Wiremesh.js.map +1 -0
  173. package/lib/esm/tile/B3dmReader.d.ts +1 -1
  174. package/lib/esm/tile/B3dmReader.d.ts.map +1 -1
  175. package/lib/esm/tile/B3dmReader.js +4 -4
  176. package/lib/esm/tile/B3dmReader.js.map +1 -1
  177. package/lib/esm/tile/GltfReader.d.ts +3 -1
  178. package/lib/esm/tile/GltfReader.d.ts.map +1 -1
  179. package/lib/esm/tile/GltfReader.js +33 -1
  180. package/lib/esm/tile/GltfReader.js.map +1 -1
  181. package/lib/esm/tile/I3dmReader.d.ts +1 -1
  182. package/lib/esm/tile/I3dmReader.d.ts.map +1 -1
  183. package/lib/esm/tile/I3dmReader.js +4 -4
  184. package/lib/esm/tile/I3dmReader.js.map +1 -1
  185. package/lib/esm/tile/RealityModelTileTree.d.ts +2 -1
  186. package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
  187. package/lib/esm/tile/RealityModelTileTree.js +30 -11
  188. package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
  189. package/lib/esm/tile/RealityTileLoader.d.ts +1 -0
  190. package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
  191. package/lib/esm/tile/RealityTileLoader.js +3 -2
  192. package/lib/esm/tile/RealityTileLoader.js.map +1 -1
  193. package/package.json +22 -22
@@ -30,6 +30,7 @@ const Thematic_1 = require("./Thematic");
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  const Translucency_1 = require("./Translucency");
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  const Vertex_1 = require("./Vertex");
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  const Mesh_1 = require("../Mesh");
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+ const Wiremesh_1 = require("./Wiremesh");
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  // NB: Textures do not contain pre-multiplied alpha.
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  const sampleSurfaceTexture = `
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  vec4 sampleSurfaceTexture() {
@@ -216,7 +217,7 @@ function createSurfaceHiliter(instanced, classified) {
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  if (classified) {
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  (0, PlanarClassification_1.addHilitePlanarClassifier)(builder);
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  builder.vert.addGlobal("feature_ignore_material", 0 /* Boolean */, "false");
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- builder.frag.set(15 /* AssignFragData */, Fragment_1.assignFragColor);
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+ builder.frag.set(16 /* AssignFragData */, Fragment_1.assignFragColor);
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  }
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  else {
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  (0, FeatureSymbology_1.addSurfaceHiliter)(builder);
@@ -388,7 +389,7 @@ function addNormal(builder, instanced, animated) {
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  // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.
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  const debugNormals = false;
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  if (debugNormals) {
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- builder.frag.set(14 /* ApplyDebugColor */, "return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);");
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+ builder.frag.set(15 /* ApplyDebugColor */, "return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);");
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  builder.addFunctionComputedVarying("v_normal", 4 /* Vec3 */, "computeDebugNormal", `
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  vec2 tc = g_vertexBaseCoords;
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  tc.x += 3.0 * g_vert_stepX;
@@ -515,6 +516,8 @@ function createSurfaceBuilder(flags) {
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  addClassificationTranslucencyDiscard(builder);
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  (0, Monochrome_1.addSurfaceMonochrome)(builder.frag);
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  addMaterial(builder);
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+ if (flags.isWiremesh)
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+ (0, Wiremesh_1.addWiremesh)(builder);
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  return builder;
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  }
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  exports.createSurfaceBuilder = createSurfaceBuilder;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, ShaderBuilderFlags, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseWithBitFlagFunctions, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addFeatureAndMaterialLookup, addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../Mesh\";\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n return TEXTURE(s_texture, v_texCoord);\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseWithBitFlagFunctions(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n if (System.instance.capabilities.isWebGL2)\r\n vert.addInitializer(\"use_material = (0u == (surfaceFlags & kSurfaceBit_IgnoreMaterial));\");\r\n else\r\n vert.addInitializer(\"use_material = !nthBitSet(surfaceFlags, kSurfaceBit_IgnoreMaterial);\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n // Material atlas\r\n addFeatureAndMaterialLookup(vert);\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(instanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isThematic: IsThematic, isHiliter: boolean): ProgramBuilder {\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, IsInstanced.Yes === instanced);\r\n const builder = new ProgramBuilder(attrMap, instanced ? ShaderBuilderFlags.InstancedVertexTable : ShaderBuilderFlags.VertexTable);\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true, isThematic);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition;\r\n if (isHiliter && !System.instance.supportsLogZBuffer) {\r\n computePosition = computePositionPrelude + computePositionPostlude;\r\n } else {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition = computePositionPrelude + adjustEyeSpace + computePositionPostlude;\r\n }\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, IsThematic.No, true);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(float flag) { return nthBitSet(surfaceFlags, flag); }\r\n`;\r\nconst isSurfaceBitSet2 = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_NoFaceFront\", VariableType.Int, SurfaceBitIndex.NoFaceFront.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = System.instance.capabilities.isWebGL2 ? \"u\" : \".0\";\r\n const type = System.instance.capabilities.isWebGL2 ? VariableType.Uint : VariableType.Float;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n if (System.instance.capabilities.isWebGL2) {\r\n builder.addFunction(isSurfaceBitSet2);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n } else {\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Float);\r\n }\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0.0;\r\n`;\r\nconst initSurfaceFlags2 = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n bool hasTexture = u_surfaceFlags[kSurfaceBitIndex_HasTexture];\r\n if (feature_ignore_material) {\r\n if (hasTexture) {\r\n hasTexture = false;\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n }\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return surfaceFlags;\\n\";\r\nconst returnSurfaceFlags2 = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nconst computeNormal = `\r\n vec2 tc = g_vertexBaseCoords;\r\n tc.x += 3.0 * g_vert_stepX;\r\n vec4 enc = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec2 normal = u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal] ? enc.xy : g_vertexData2;\r\n return u_surfaceFlags[kSurfaceBitIndex_HasNormals] ? normalize(MAT_NORM * octDecodeNormal(normal)) : vec3(0.0);\r\n`;\r\n\r\nconst computeAnimatedNormal = `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n${computeNormal}`;\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nconst computeTexCoord = `\r\n vec2 tc = g_vertexBaseCoords;\r\n tc.x += 3.0 * g_vert_stepX;\r\n vec4 rgba = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2WithBitFlag(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture);\r\n`;\r\nconst computeAnimatedTexCoord = `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n${computeTexCoord}`;\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = (System.instance.capabilities.isWebGL2 ? initSurfaceFlags2 : initSurfaceFlags);\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += (System.instance.capabilities.isWebGL2 ? returnSurfaceFlags2 : returnSurfaceFlags);\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n if (System.instance.capabilities.isWebGL2)\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n else\r\n builder.frag.addInitializer(\"surfaceFlags = floor(v_surfaceFlags + 0.5);\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, instanced: IsInstanced, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert, instanced);\r\n\r\n builder.vert.addFunction(octDecodeNormal);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? computeAnimatedNormal : computeNormal);\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addFunctionComputedVarying(\"v_normal\", VariableType.Vec3, \"computeDebugNormal\", `\r\n vec2 tc = g_vertexBaseCoords;\r\n tc.x += 3.0 * g_vert_stepX;\r\n vec4 enc = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec2 normal = u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal] ? enc.xy : g_vertexData2;\r\n return u_surfaceFlags[kSurfaceBitIndex_HasNormals] ? normalize(octDecodeNormal(normal)) : vec3(0.0);\r\n `);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud = false) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n } else {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? computeAnimatedTexCoord : computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\n// Target.readPixels() renders everything in opaque pass. It turns off textures for normal surfaces but keeps them for things like 3d view attachment tiles.\r\n// We want to discard fully-transparent pixels of those things during readPixels() so that we don't locate the attachment unless the cursor is over a\r\n// non-transparent pixel of it.\r\nconst discardTransparentTexel = `return isSurfaceBitSet(kSurfaceBit_HasTexture) && alpha < (1.0 / 255.0);`;\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, flags.isThematic, false);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic) {\r\n addThematicDisplay(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isInstanced, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n addChooseWithBitFlagFunctions(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardTransparentTexel);\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, ShaderBuilderFlags, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseWithBitFlagFunctions, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addFeatureAndMaterialLookup, addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../Mesh\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n return TEXTURE(s_texture, v_texCoord);\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseWithBitFlagFunctions(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n if (System.instance.capabilities.isWebGL2)\r\n vert.addInitializer(\"use_material = (0u == (surfaceFlags & kSurfaceBit_IgnoreMaterial));\");\r\n else\r\n vert.addInitializer(\"use_material = !nthBitSet(surfaceFlags, kSurfaceBit_IgnoreMaterial);\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n // Material atlas\r\n addFeatureAndMaterialLookup(vert);\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(instanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isThematic: IsThematic, isHiliter: boolean): ProgramBuilder {\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, IsInstanced.Yes === instanced);\r\n const builder = new ProgramBuilder(attrMap, instanced ? ShaderBuilderFlags.InstancedVertexTable : ShaderBuilderFlags.VertexTable);\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true, isThematic);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition;\r\n if (isHiliter && !System.instance.supportsLogZBuffer) {\r\n computePosition = computePositionPrelude + computePositionPostlude;\r\n } else {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition = computePositionPrelude + adjustEyeSpace + computePositionPostlude;\r\n }\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, IsThematic.No, true);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(float flag) { return nthBitSet(surfaceFlags, flag); }\r\n`;\r\nconst isSurfaceBitSet2 = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_NoFaceFront\", VariableType.Int, SurfaceBitIndex.NoFaceFront.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = System.instance.capabilities.isWebGL2 ? \"u\" : \".0\";\r\n const type = System.instance.capabilities.isWebGL2 ? VariableType.Uint : VariableType.Float;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n if (System.instance.capabilities.isWebGL2) {\r\n builder.addFunction(isSurfaceBitSet2);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n } else {\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Float);\r\n }\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0.0;\r\n`;\r\nconst initSurfaceFlags2 = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n bool hasTexture = u_surfaceFlags[kSurfaceBitIndex_HasTexture];\r\n if (feature_ignore_material) {\r\n if (hasTexture) {\r\n hasTexture = false;\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n }\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return surfaceFlags;\\n\";\r\nconst returnSurfaceFlags2 = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nconst computeNormal = `\r\n vec2 tc = g_vertexBaseCoords;\r\n tc.x += 3.0 * g_vert_stepX;\r\n vec4 enc = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec2 normal = u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal] ? enc.xy : g_vertexData2;\r\n return u_surfaceFlags[kSurfaceBitIndex_HasNormals] ? normalize(MAT_NORM * octDecodeNormal(normal)) : vec3(0.0);\r\n`;\r\n\r\nconst computeAnimatedNormal = `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n${computeNormal}`;\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nconst computeTexCoord = `\r\n vec2 tc = g_vertexBaseCoords;\r\n tc.x += 3.0 * g_vert_stepX;\r\n vec4 rgba = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2WithBitFlag(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture);\r\n`;\r\nconst computeAnimatedTexCoord = `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n${computeTexCoord}`;\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = (System.instance.capabilities.isWebGL2 ? initSurfaceFlags2 : initSurfaceFlags);\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += (System.instance.capabilities.isWebGL2 ? returnSurfaceFlags2 : returnSurfaceFlags);\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n if (System.instance.capabilities.isWebGL2)\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n else\r\n builder.frag.addInitializer(\"surfaceFlags = floor(v_surfaceFlags + 0.5);\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, instanced: IsInstanced, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert, instanced);\r\n\r\n builder.vert.addFunction(octDecodeNormal);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? computeAnimatedNormal : computeNormal);\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addFunctionComputedVarying(\"v_normal\", VariableType.Vec3, \"computeDebugNormal\", `\r\n vec2 tc = g_vertexBaseCoords;\r\n tc.x += 3.0 * g_vert_stepX;\r\n vec4 enc = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec2 normal = u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal] ? enc.xy : g_vertexData2;\r\n return u_surfaceFlags[kSurfaceBitIndex_HasNormals] ? normalize(octDecodeNormal(normal)) : vec3(0.0);\r\n `);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud = false) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n } else {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? computeAnimatedTexCoord : computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\n// Target.readPixels() renders everything in opaque pass. It turns off textures for normal surfaces but keeps them for things like 3d view attachment tiles.\r\n// We want to discard fully-transparent pixels of those things during readPixels() so that we don't locate the attachment unless the cursor is over a\r\n// non-transparent pixel of it.\r\nconst discardTransparentTexel = `return isSurfaceBitSet(kSurfaceBit_HasTexture) && alpha < (1.0 / 255.0);`;\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, flags.isThematic, false);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic) {\r\n addThematicDisplay(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isInstanced, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n addChooseWithBitFlagFunctions(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardTransparentTexel);\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
@@ -54,11 +54,11 @@ function addTranslucency(prog) {
54
54
  frag.addFunction(computeAlphaWeight);
55
55
  if (System_1.System.instance.capabilities.supportsMRTTransparency) {
56
56
  frag.addDrawBuffersExtension(2);
57
- frag.set(15 /* AssignFragData */, assignFragData);
57
+ frag.set(16 /* AssignFragData */, assignFragData);
58
58
  }
59
59
  else {
60
60
  (0, Fragment_1.addRenderTargetIndex)(frag);
61
- frag.set(15 /* AssignFragData */, assignFragColor);
61
+ frag.set(16 /* AssignFragData */, assignFragColor);
62
62
  }
63
63
  }
64
64
  exports.addTranslucency = addTranslucency;
@@ -0,0 +1,9 @@
1
+ /** @packageDocumentation
2
+ * @module WebGL
3
+ */
4
+ import { ProgramBuilder } from "../ShaderBuilder";
5
+ /** Adds to a mesh shader logic to produce an overlaid wiremesh.
6
+ * @internal
7
+ */
8
+ export declare function addWiremesh(builder: ProgramBuilder): void;
9
+ //# sourceMappingURL=Wiremesh.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Wiremesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Wiremesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAA2B,cAAc,EAAgB,MAAM,kBAAkB,CAAC;AAsBzF;;GAEG;AACH,wBAAgB,WAAW,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAKzD"}
@@ -0,0 +1,40 @@
1
+ "use strict";
2
+ /*---------------------------------------------------------------------------------------------
3
+ * Copyright (c) Bentley Systems, Incorporated. All rights reserved.
4
+ * See LICENSE.md in the project root for license terms and full copyright notice.
5
+ *--------------------------------------------------------------------------------------------*/
6
+ /** @packageDocumentation
7
+ * @module WebGL
8
+ */
9
+ Object.defineProperty(exports, "__esModule", { value: true });
10
+ exports.addWiremesh = void 0;
11
+ const System_1 = require("../System");
12
+ // Vertex shader produces barycentric coordinate for corner of triangle to be smoothly interpolated over face of triangle.
13
+ // This requires WebGL 2 because gl_VertexID.
14
+ // It also requires that we are drawing non-indexed vertices, or using an index buffer in which each set of 3 consecutive indices correspond to one triangle -
15
+ // otherwise gl_VertexID will not correlate to triangle corners.
16
+ const computeBarycentric = `
17
+ int vertIndex = gl_VertexID % 3;
18
+ v_barycentric = vec3(float(0 == vertIndex), float(1 == vertIndex), float(2 == vertIndex));
19
+ `;
20
+ // Fragment shader draws in the line color for fragments close to the edge of the triangle.
21
+ // Vertex shader requires WebGL 2 which includes the functionality of the GL_OES_standard_derivatives extension.
22
+ const applyWiremesh = `
23
+ const float lineWidth = 1.0;
24
+ const vec3 lineColor = vec3(0.0);
25
+ vec3 delta = fwidth(v_barycentric);
26
+ vec3 factor = smoothstep(vec3(0.0), delta * lineWidth, v_barycentric);
27
+ vec3 color = mix(lineColor, baseColor.rgb, min(min(factor.x, factor.y), factor.z));
28
+ return vec4(color, baseColor.a);
29
+ `;
30
+ /** Adds to a mesh shader logic to produce an overlaid wiremesh.
31
+ * @internal
32
+ */
33
+ function addWiremesh(builder) {
34
+ if (System_1.System.instance.isWebGL2) {
35
+ builder.addInlineComputedVarying("v_barycentric", 4 /* Vec3 */, computeBarycentric);
36
+ builder.frag.set(14 /* ApplyWiremesh */, applyWiremesh);
37
+ }
38
+ }
39
+ exports.addWiremesh = addWiremesh;
40
+ //# sourceMappingURL=Wiremesh.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Wiremesh.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Wiremesh.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAEH,sCAAmC;AAGnC,0HAA0H;AAC1H,6CAA6C;AAC7C,8JAA8J;AAC9J,gEAAgE;AAChE,MAAM,kBAAkB,GAAG;;;CAG1B,CAAC;AAEF,2FAA2F;AAC3F,gHAAgH;AAChH,MAAM,aAAa,GAAG;;;;;;;CAOrB,CAAC;AAEF;;GAEG;AACH,SAAgB,WAAW,CAAC,OAAuB;IACjD,IAAI,eAAM,CAAC,QAAQ,CAAC,QAAQ,EAAE;QAC5B,OAAO,CAAC,wBAAwB,CAAC,eAAe,gBAAqB,kBAAkB,CAAC,CAAC;QACzF,OAAO,CAAC,IAAI,CAAC,GAAG,yBAAwC,aAAa,CAAC,CAAC;KACxE;AACH,CAAC;AALD,kCAKC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { System } from \"../System\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType } from \"../ShaderBuilder\";\r\n\r\n// Vertex shader produces barycentric coordinate for corner of triangle to be smoothly interpolated over face of triangle.\r\n// This requires WebGL 2 because gl_VertexID.\r\n// It also requires that we are drawing non-indexed vertices, or using an index buffer in which each set of 3 consecutive indices correspond to one triangle -\r\n// otherwise gl_VertexID will not correlate to triangle corners.\r\nconst computeBarycentric = `\r\n int vertIndex = gl_VertexID % 3;\r\n v_barycentric = vec3(float(0 == vertIndex), float(1 == vertIndex), float(2 == vertIndex));\r\n`;\r\n\r\n// Fragment shader draws in the line color for fragments close to the edge of the triangle.\r\n// Vertex shader requires WebGL 2 which includes the functionality of the GL_OES_standard_derivatives extension.\r\nconst applyWiremesh = `\r\n const float lineWidth = 1.0;\r\n const vec3 lineColor = vec3(0.0);\r\n vec3 delta = fwidth(v_barycentric);\r\n vec3 factor = smoothstep(vec3(0.0), delta * lineWidth, v_barycentric);\r\n vec3 color = mix(lineColor, baseColor.rgb, min(min(factor.x, factor.y), factor.z));\r\n return vec4(color, baseColor.a);\r\n`;\r\n\r\n/** Adds to a mesh shader logic to produce an overlaid wiremesh.\r\n * @internal\r\n */\r\nexport function addWiremesh(builder: ProgramBuilder): void {\r\n if (System.instance.isWebGL2) {\r\n builder.addInlineComputedVarying(\"v_barycentric\", VariableType.Vec3, computeBarycentric);\r\n builder.frag.set(FragmentShaderComponent.ApplyWiremesh, applyWiremesh);\r\n }\r\n}\r\n"]}
@@ -22,7 +22,7 @@ export declare class B3dmReader extends GltfReader {
22
22
  private _pseudoRtcBias?;
23
23
  private _batchIdRemap;
24
24
  private _colors?;
25
- static create(stream: ByteStream, iModel: IModelConnection, modelId: Id64String, is3d: boolean, range: ElementAlignedBox3d, system: RenderSystem, yAxisUp: boolean, isLeaf: boolean, tileCenter: Point3d, transformToRoot?: Transform, isCanceled?: ShouldAbortReadGltf, idMap?: BatchedTileIdMap): B3dmReader | undefined;
25
+ static create(stream: ByteStream, iModel: IModelConnection, modelId: Id64String, is3d: boolean, range: ElementAlignedBox3d, system: RenderSystem, yAxisUp: boolean, isLeaf: boolean, tileCenter: Point3d, transformToRoot?: Transform, isCanceled?: ShouldAbortReadGltf, idMap?: BatchedTileIdMap, deduplicateVertices?: boolean): B3dmReader | undefined;
26
26
  private constructor();
27
27
  read(): Promise<GltfReaderResult>;
28
28
  protected readBatchTable(mesh: Mesh, json: any): void;
@@ -1 +1 @@
1
- {"version":3,"file":"B3dmReader.d.ts","sourceRoot":"","sources":["../../../src/tile/B3dmReader.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,UAAU,EAAa,MAAM,qBAAqB,CAAC;AACxE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAmC,mBAAmB,EAAuE,MAAM,oBAAoB,CAAC;AAC/J,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,0CAA0C,CAAC;AAChE,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,gBAAgB,EAAE,UAAU,EAAmB,gBAAgB,EAAE,mBAAmB,EAAE,MAAM,YAAY,CAAC;AAElH;;;GAGG;AACH,qBAAa,UAAW,SAAQ,UAAU;IAqCtC,OAAO,CAAC,MAAM;IAAuB,OAAO,CAAC,OAAO;IAAW,OAAO,CAAC,iBAAiB;IAAU,OAAO,CAAC,gBAAgB,CAAC;IAAa,OAAO,CAAC,eAAe,CAAC;IAC5H,OAAO,CAAC,MAAM,CAAC;IAAoB,OAAO,CAAC,cAAc,CAAC;IArChG,OAAO,CAAC,aAAa,CAA6B;IAClD,OAAO,CAAC,OAAO,CAAC,CAAgB;WAElB,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,mBAAmB,EAC/H,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,eAAe,CAAC,EAAE,SAAS,EACzG,UAAU,CAAC,EAAE,mBAAmB,EAAE,KAAK,CAAC,EAAE,gBAAgB,GAAG,UAAU,GAAG,SAAS;IA8BrF,OAAO;IAMM,IAAI,IAAI,OAAO,CAAC,gBAAgB,CAAC;cAiF3B,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,GAAG;CA+BxD"}
1
+ {"version":3,"file":"B3dmReader.d.ts","sourceRoot":"","sources":["../../../src/tile/B3dmReader.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,UAAU,EAAE,UAAU,EAAa,MAAM,qBAAqB,CAAC;AACxE,OAAO,EAAE,OAAO,EAAE,SAAS,EAAY,MAAM,sBAAsB,CAAC;AACpE,OAAO,EAAmC,mBAAmB,EAAuE,MAAM,oBAAoB,CAAC;AAC/J,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AACvD,OAAO,EAAE,IAAI,EAAE,MAAM,0CAA0C,CAAC;AAChE,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtD,OAAO,EAAE,gBAAgB,EAAE,UAAU,EAAmB,gBAAgB,EAAE,mBAAmB,EAAE,MAAM,YAAY,CAAC;AAElH;;;GAGG;AACH,qBAAa,UAAW,SAAQ,UAAU;IAqCtC,OAAO,CAAC,MAAM;IAAuB,OAAO,CAAC,OAAO;IAAW,OAAO,CAAC,iBAAiB;IAAU,OAAO,CAAC,gBAAgB,CAAC;IAAa,OAAO,CAAC,eAAe,CAAC;IAC5H,OAAO,CAAC,MAAM,CAAC;IAAoB,OAAO,CAAC,cAAc,CAAC;IArChG,OAAO,CAAC,aAAa,CAA6B;IAClD,OAAO,CAAC,OAAO,CAAC,CAAgB;WAElB,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,OAAO,EAAE,KAAK,EAAE,mBAAmB,EAC/H,MAAM,EAAE,YAAY,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,EAAE,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,eAAe,CAAC,EAAE,SAAS,EACzG,UAAU,CAAC,EAAE,mBAAmB,EAAE,KAAK,CAAC,EAAE,gBAAgB,EAAE,mBAAmB,UAAM,GAAG,UAAU,GAAG,SAAS;IA8BhH,OAAO;IAMM,IAAI,IAAI,OAAO,CAAC,gBAAgB,CAAC;cAiF3B,cAAc,CAAC,IAAI,EAAE,IAAI,EAAE,IAAI,EAAE,GAAG;CA+BxD"}
@@ -17,8 +17,8 @@ const internal_1 = require("./internal");
17
17
  * @internal
18
18
  */
19
19
  class B3dmReader extends internal_1.GltfReader {
20
- constructor(props, iModel, modelId, is3d, system, _range, _isLeaf, _batchTableLength, _transformToRoot, _batchTableJson, isCanceled, _idMap, _pseudoRtcBias) {
21
- super(props, iModel, modelId, is3d, system, core_common_1.BatchType.Primary, isCanceled);
20
+ constructor(props, iModel, modelId, is3d, system, _range, _isLeaf, _batchTableLength, _transformToRoot, _batchTableJson, isCanceled, _idMap, _pseudoRtcBias, deduplicateVertices = false) {
21
+ super(props, iModel, modelId, is3d, system, core_common_1.BatchType.Primary, isCanceled, deduplicateVertices);
22
22
  this._range = _range;
23
23
  this._isLeaf = _isLeaf;
24
24
  this._batchTableLength = _batchTableLength;
@@ -28,7 +28,7 @@ class B3dmReader extends internal_1.GltfReader {
28
28
  this._pseudoRtcBias = _pseudoRtcBias;
29
29
  this._batchIdRemap = new Map();
30
30
  }
31
- static create(stream, iModel, modelId, is3d, range, system, yAxisUp, isLeaf, tileCenter, transformToRoot, isCanceled, idMap) {
31
+ static create(stream, iModel, modelId, is3d, range, system, yAxisUp, isLeaf, tileCenter, transformToRoot, isCanceled, idMap, deduplicateVertices = false) {
32
32
  const header = new core_common_1.B3dmHeader(stream);
33
33
  if (!header.isValid)
34
34
  return undefined;
@@ -51,7 +51,7 @@ class B3dmReader extends internal_1.GltfReader {
51
51
  transformToRoot = transformToRoot ? transformToRoot.multiplyTransformTransform(returnToCenterTransform) : returnToCenterTransform;
52
52
  const props = internal_1.GltfReaderProps.create(stream, yAxisUp);
53
53
  const batchTableLength = header.featureTableJson ? core_bentley_1.JsonUtils.asInt(header.featureTableJson.BATCH_LENGTH, 0) : 0;
54
- return undefined !== props ? new B3dmReader(props, iModel, modelId, is3d, system, range, isLeaf, batchTableLength, transformToRoot, header.batchTableJson, isCanceled, idMap, pseudoRtcBias) : undefined;
54
+ return undefined !== props ? new B3dmReader(props, iModel, modelId, is3d, system, range, isLeaf, batchTableLength, transformToRoot, header.batchTableJson, isCanceled, idMap, pseudoRtcBias, deduplicateVertices) : undefined;
55
55
  }
56
56
  async read() {
57
57
  // NB: For reality models with no batch table, we want the model ID in the feature table
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { ByteStream, Id64String, JsonUtils } from \"@itwin/core-bentley\";\r\nimport { Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { B3dmHeader, BatchType, ColorDef, ElementAlignedBox3d, Feature, FeatureTable, GltfBufferData, GltfDataType, TileReadStatus } from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { Mesh } from \"../render/primitives/mesh/MeshPrimitives\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { BatchedTileIdMap, GltfReader, GltfReaderProps, GltfReaderResult, ShouldAbortReadGltf } from \"./internal\";\r\n\r\n/**\r\n * Deserializes a tile in [b3dm](https://github.com/AnalyticalGraphicsInc/3d-tiles/tree/master/specification/TileFormats/Batched3DModel) format.\r\n * @internal\r\n */\r\nexport class B3dmReader extends GltfReader {\r\n private _batchIdRemap = new Map<number, number>();\r\n private _colors?: Array<number>;\r\n\r\n public static create(stream: ByteStream, iModel: IModelConnection, modelId: Id64String, is3d: boolean, range: ElementAlignedBox3d,\r\n system: RenderSystem, yAxisUp: boolean, isLeaf: boolean, tileCenter: Point3d, transformToRoot?: Transform,\r\n isCanceled?: ShouldAbortReadGltf, idMap?: BatchedTileIdMap): B3dmReader | undefined {\r\n const header = new B3dmHeader(stream);\r\n if (!header.isValid)\r\n return undefined;\r\n\r\n let returnToCenterTransform, pseudoRtcBias;\r\n if (header.featureTableJson && Array.isArray(header.featureTableJson.RTC_CENTER)) {\r\n returnToCenterTransform = Transform.createTranslationXYZ(header.featureTableJson.RTC_CENTER[0], header.featureTableJson.RTC_CENTER[1], header.featureTableJson.RTC_CENTER[2]);\r\n } else {\r\n /**\r\n * This is a workaround for tiles generated by\r\n * context capture which have a large offset from the tileset origin that exceeds the\r\n * capacity of 32 bit integers. It is essentially an ad hoc RTC applied at read time only if the tile is far from the\r\n * origin and there is no RTC supplied either with the B3DM of the GLTF.\r\n * as the vertices are supplied in a quantized format, applying the RTC bias to\r\n * quantization origin will make these tiles work correctly.\r\n */\r\n pseudoRtcBias = Vector3d.create(tileCenter.x, tileCenter.y, tileCenter.z);\r\n }\r\n\r\n if (undefined !== returnToCenterTransform)\r\n transformToRoot = transformToRoot ? transformToRoot.multiplyTransformTransform(returnToCenterTransform) : returnToCenterTransform;\r\n\r\n const props = GltfReaderProps.create(stream, yAxisUp);\r\n const batchTableLength = header.featureTableJson ? JsonUtils.asInt(header.featureTableJson.BATCH_LENGTH, 0) : 0;\r\n\r\n return undefined !== props ? new B3dmReader(props, iModel, modelId, is3d, system, range, isLeaf, batchTableLength,\r\n transformToRoot, header.batchTableJson, isCanceled, idMap, pseudoRtcBias) : undefined;\r\n }\r\n\r\n private constructor(props: GltfReaderProps, iModel: IModelConnection, modelId: Id64String, is3d: boolean, system: RenderSystem,\r\n private _range: ElementAlignedBox3d, private _isLeaf: boolean, private _batchTableLength: number, private _transformToRoot?: Transform, private _batchTableJson?: any\r\n , isCanceled?: ShouldAbortReadGltf, private _idMap?: BatchedTileIdMap, private _pseudoRtcBias?: Vector3d) {\r\n super(props, iModel, modelId, is3d, system, BatchType.Primary, isCanceled);\r\n }\r\n\r\n public async read(): Promise<GltfReaderResult> {\r\n // NB: For reality models with no batch table, we want the model ID in the feature table\r\n const featureTable: FeatureTable = new FeatureTable(this._batchTableLength ? this._batchTableLength : 1, this._modelId, this._type);\r\n if (this._batchTableLength > 0 && this._idMap !== undefined && this._batchTableJson !== undefined) {\r\n if (this._batchTableJson.extensions && this._batchTableJson.extensions[\"3DTILES_batch_table_hierarchy\"]) {\r\n const hierarchy = this._batchTableJson.extensions[\"3DTILES_batch_table_hierarchy\"];\r\n const { classIds, classes, parentIds, parentCounts, instancesLength } = hierarchy;\r\n if (classes !== undefined && classIds !== undefined && instancesLength !== 0) {\r\n const classCounts = new Array<number>(classes.length);\r\n classCounts.fill(0);\r\n const classIndexes = new Uint16Array(instancesLength);\r\n for (let i = 0; i < instancesLength; ++i) {\r\n const classId = classIds[i];\r\n classIndexes[i] = classCounts[classId]++;\r\n }\r\n\r\n let parentMap: [][] | undefined;\r\n if (parentIds) {\r\n parentMap = new Array<[]>();\r\n for (let i = 0, parentIndex = 0; i < instancesLength; i++) {\r\n const parentCount = parentCounts === undefined ? 1 : parentCounts[i];\r\n parentMap[i] = parentIds.slice(parentIndex, parentIndex += parentCount);\r\n }\r\n }\r\n\r\n const getProperties = (instance: any, instanceIndex: number) => {\r\n const classId = classIds[instanceIndex];\r\n const instanceClass = classes[classId];\r\n const instances = instanceClass.instances;\r\n const indexInClass = classIndexes[instanceIndex];\r\n for (const key in instances) { // eslint-disable-line guard-for-in\r\n const value = instances[key][indexInClass];\r\n if (value !== undefined && value !== null)\r\n instance[key] = value;\r\n }\r\n if (parentIds !== undefined) {\r\n const thisParents = parentMap![instanceIndex];\r\n for (const parentId of thisParents) {\r\n if (parentId !== instanceIndex)\r\n getProperties(instance, parentId);\r\n }\r\n }\r\n };\r\n for (let batchId = 0; batchId < instancesLength; batchId++) {\r\n const instance: any = {};\r\n getProperties(instance, batchId);\r\n this._batchIdRemap.set(batchId, featureTable.insert(new Feature(this._idMap.getBatchId(instance))));\r\n const cesiumColor = instance[\"cesium#color\"];\r\n if (undefined !== cesiumColor) {\r\n if (!this._colors) {\r\n this._colors = new Array<number>(instancesLength);\r\n this._colors.fill(ColorDef.white.tbgr);\r\n }\r\n this._colors[batchId] = ColorDef.create(cesiumColor).tbgr;\r\n }\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < this._batchTableLength; i++) {\r\n const feature: any = {};\r\n for (const key in this._batchTableJson) // eslint-disable-line guard-for-in\r\n feature[key] = this._batchTableJson[key][i];\r\n\r\n this._batchIdRemap.set(i, featureTable.insert(new Feature(this._idMap.getBatchId(feature))));\r\n }\r\n }\r\n }\r\n\r\n if (featureTable.isEmpty) {\r\n this._batchIdRemap.set(0, 0);\r\n const feature = new Feature(this._modelId);\r\n featureTable.insert(feature);\r\n }\r\n\r\n await this.loadTextures();\r\n if (this._isCanceled)\r\n return { readStatus: TileReadStatus.Canceled, isLeaf: this._isLeaf };\r\n\r\n return this.readGltfAndCreateGraphics(this._isLeaf, featureTable, this._range, this._transformToRoot, this._pseudoRtcBias);\r\n }\r\n\r\n protected override readBatchTable(mesh: Mesh, json: any) {\r\n if (mesh.features !== undefined) {\r\n if (this._batchTableLength > 0 && undefined !== this._batchTableJson && undefined !== json.attributes) {\r\n const view = this.getBufferView(json.attributes, \"_BATCHID\");\r\n let batchIds: undefined | GltfBufferData;\r\n if (undefined !== view && (undefined !== (batchIds = view.toBufferData(GltfDataType.UInt32)) || undefined !== (batchIds = view.toBufferData(GltfDataType.Float)))) {\r\n const indices = [];\r\n const { colors, colorMap } = mesh;\r\n let colorRemap: Uint32Array | undefined;\r\n if (this._colors && this._colors.length === this._batchTableLength) {\r\n colorRemap = new Uint32Array(this._batchTableLength);\r\n\r\n for (let i = 0; i < this._batchTableLength; i++)\r\n colorRemap[i] = colorMap.insert(this._colors[i]);\r\n }\r\n\r\n for (let i = 0; i < batchIds.count; i++) {\r\n const batchId = batchIds.buffer[i * view.stride];\r\n const remapId = this._batchIdRemap.get(batchId);\r\n indices.push(remapId === undefined ? 0 : remapId);\r\n if (colorRemap)\r\n colors.push(colorRemap[batchId]);\r\n }\r\n mesh.features.setIndices(indices);\r\n\r\n }\r\n } else {\r\n mesh.features.add(new Feature(this._modelId), 1);\r\n }\r\n }\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\n\r\nimport { ByteStream, Id64String, JsonUtils } from \"@itwin/core-bentley\";\r\nimport { Point3d, Transform, Vector3d } from \"@itwin/core-geometry\";\r\nimport { B3dmHeader, BatchType, ColorDef, ElementAlignedBox3d, Feature, FeatureTable, GltfBufferData, GltfDataType, TileReadStatus } from \"@itwin/core-common\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { Mesh } from \"../render/primitives/mesh/MeshPrimitives\";\r\nimport { RenderSystem } from \"../render/RenderSystem\";\r\nimport { BatchedTileIdMap, GltfReader, GltfReaderProps, GltfReaderResult, ShouldAbortReadGltf } from \"./internal\";\r\n\r\n/**\r\n * Deserializes a tile in [b3dm](https://github.com/AnalyticalGraphicsInc/3d-tiles/tree/master/specification/TileFormats/Batched3DModel) format.\r\n * @internal\r\n */\r\nexport class B3dmReader extends GltfReader {\r\n private _batchIdRemap = new Map<number, number>();\r\n private _colors?: Array<number>;\r\n\r\n public static create(stream: ByteStream, iModel: IModelConnection, modelId: Id64String, is3d: boolean, range: ElementAlignedBox3d,\r\n system: RenderSystem, yAxisUp: boolean, isLeaf: boolean, tileCenter: Point3d, transformToRoot?: Transform,\r\n isCanceled?: ShouldAbortReadGltf, idMap?: BatchedTileIdMap, deduplicateVertices=false): B3dmReader | undefined {\r\n const header = new B3dmHeader(stream);\r\n if (!header.isValid)\r\n return undefined;\r\n\r\n let returnToCenterTransform, pseudoRtcBias;\r\n if (header.featureTableJson && Array.isArray(header.featureTableJson.RTC_CENTER)) {\r\n returnToCenterTransform = Transform.createTranslationXYZ(header.featureTableJson.RTC_CENTER[0], header.featureTableJson.RTC_CENTER[1], header.featureTableJson.RTC_CENTER[2]);\r\n } else {\r\n /**\r\n * This is a workaround for tiles generated by\r\n * context capture which have a large offset from the tileset origin that exceeds the\r\n * capacity of 32 bit integers. It is essentially an ad hoc RTC applied at read time only if the tile is far from the\r\n * origin and there is no RTC supplied either with the B3DM of the GLTF.\r\n * as the vertices are supplied in a quantized format, applying the RTC bias to\r\n * quantization origin will make these tiles work correctly.\r\n */\r\n pseudoRtcBias = Vector3d.create(tileCenter.x, tileCenter.y, tileCenter.z);\r\n }\r\n\r\n if (undefined !== returnToCenterTransform)\r\n transformToRoot = transformToRoot ? transformToRoot.multiplyTransformTransform(returnToCenterTransform) : returnToCenterTransform;\r\n\r\n const props = GltfReaderProps.create(stream, yAxisUp);\r\n const batchTableLength = header.featureTableJson ? JsonUtils.asInt(header.featureTableJson.BATCH_LENGTH, 0) : 0;\r\n\r\n return undefined !== props ? new B3dmReader(props, iModel, modelId, is3d, system, range, isLeaf, batchTableLength,\r\n transformToRoot, header.batchTableJson, isCanceled, idMap, pseudoRtcBias, deduplicateVertices) : undefined;\r\n }\r\n\r\n private constructor(props: GltfReaderProps, iModel: IModelConnection, modelId: Id64String, is3d: boolean, system: RenderSystem,\r\n private _range: ElementAlignedBox3d, private _isLeaf: boolean, private _batchTableLength: number, private _transformToRoot?: Transform, private _batchTableJson?: any\r\n , isCanceled?: ShouldAbortReadGltf, private _idMap?: BatchedTileIdMap, private _pseudoRtcBias?: Vector3d, deduplicateVertices=false) {\r\n super(props, iModel, modelId, is3d, system, BatchType.Primary, isCanceled, deduplicateVertices);\r\n }\r\n\r\n public async read(): Promise<GltfReaderResult> {\r\n // NB: For reality models with no batch table, we want the model ID in the feature table\r\n const featureTable: FeatureTable = new FeatureTable(this._batchTableLength ? this._batchTableLength : 1, this._modelId, this._type);\r\n if (this._batchTableLength > 0 && this._idMap !== undefined && this._batchTableJson !== undefined) {\r\n if (this._batchTableJson.extensions && this._batchTableJson.extensions[\"3DTILES_batch_table_hierarchy\"]) {\r\n const hierarchy = this._batchTableJson.extensions[\"3DTILES_batch_table_hierarchy\"];\r\n const { classIds, classes, parentIds, parentCounts, instancesLength } = hierarchy;\r\n if (classes !== undefined && classIds !== undefined && instancesLength !== 0) {\r\n const classCounts = new Array<number>(classes.length);\r\n classCounts.fill(0);\r\n const classIndexes = new Uint16Array(instancesLength);\r\n for (let i = 0; i < instancesLength; ++i) {\r\n const classId = classIds[i];\r\n classIndexes[i] = classCounts[classId]++;\r\n }\r\n\r\n let parentMap: [][] | undefined;\r\n if (parentIds) {\r\n parentMap = new Array<[]>();\r\n for (let i = 0, parentIndex = 0; i < instancesLength; i++) {\r\n const parentCount = parentCounts === undefined ? 1 : parentCounts[i];\r\n parentMap[i] = parentIds.slice(parentIndex, parentIndex += parentCount);\r\n }\r\n }\r\n\r\n const getProperties = (instance: any, instanceIndex: number) => {\r\n const classId = classIds[instanceIndex];\r\n const instanceClass = classes[classId];\r\n const instances = instanceClass.instances;\r\n const indexInClass = classIndexes[instanceIndex];\r\n for (const key in instances) { // eslint-disable-line guard-for-in\r\n const value = instances[key][indexInClass];\r\n if (value !== undefined && value !== null)\r\n instance[key] = value;\r\n }\r\n if (parentIds !== undefined) {\r\n const thisParents = parentMap![instanceIndex];\r\n for (const parentId of thisParents) {\r\n if (parentId !== instanceIndex)\r\n getProperties(instance, parentId);\r\n }\r\n }\r\n };\r\n for (let batchId = 0; batchId < instancesLength; batchId++) {\r\n const instance: any = {};\r\n getProperties(instance, batchId);\r\n this._batchIdRemap.set(batchId, featureTable.insert(new Feature(this._idMap.getBatchId(instance))));\r\n const cesiumColor = instance[\"cesium#color\"];\r\n if (undefined !== cesiumColor) {\r\n if (!this._colors) {\r\n this._colors = new Array<number>(instancesLength);\r\n this._colors.fill(ColorDef.white.tbgr);\r\n }\r\n this._colors[batchId] = ColorDef.create(cesiumColor).tbgr;\r\n }\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < this._batchTableLength; i++) {\r\n const feature: any = {};\r\n for (const key in this._batchTableJson) // eslint-disable-line guard-for-in\r\n feature[key] = this._batchTableJson[key][i];\r\n\r\n this._batchIdRemap.set(i, featureTable.insert(new Feature(this._idMap.getBatchId(feature))));\r\n }\r\n }\r\n }\r\n\r\n if (featureTable.isEmpty) {\r\n this._batchIdRemap.set(0, 0);\r\n const feature = new Feature(this._modelId);\r\n featureTable.insert(feature);\r\n }\r\n\r\n await this.loadTextures();\r\n if (this._isCanceled)\r\n return { readStatus: TileReadStatus.Canceled, isLeaf: this._isLeaf };\r\n\r\n return this.readGltfAndCreateGraphics(this._isLeaf, featureTable, this._range, this._transformToRoot, this._pseudoRtcBias);\r\n }\r\n\r\n protected override readBatchTable(mesh: Mesh, json: any) {\r\n if (mesh.features !== undefined) {\r\n if (this._batchTableLength > 0 && undefined !== this._batchTableJson && undefined !== json.attributes) {\r\n const view = this.getBufferView(json.attributes, \"_BATCHID\");\r\n let batchIds: undefined | GltfBufferData;\r\n if (undefined !== view && (undefined !== (batchIds = view.toBufferData(GltfDataType.UInt32)) || undefined !== (batchIds = view.toBufferData(GltfDataType.Float)))) {\r\n const indices = [];\r\n const { colors, colorMap } = mesh;\r\n let colorRemap: Uint32Array | undefined;\r\n if (this._colors && this._colors.length === this._batchTableLength) {\r\n colorRemap = new Uint32Array(this._batchTableLength);\r\n\r\n for (let i = 0; i < this._batchTableLength; i++)\r\n colorRemap[i] = colorMap.insert(this._colors[i]);\r\n }\r\n\r\n for (let i = 0; i < batchIds.count; i++) {\r\n const batchId = batchIds.buffer[i * view.stride];\r\n const remapId = this._batchIdRemap.get(batchId);\r\n indices.push(remapId === undefined ? 0 : remapId);\r\n if (colorRemap)\r\n colors.push(colorRemap[batchId]);\r\n }\r\n mesh.features.setIndices(indices);\r\n\r\n }\r\n } else {\r\n mesh.features.add(new Feature(this._modelId), 1);\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -85,6 +85,7 @@ export declare abstract class GltfReader {
85
85
  protected readonly _returnToCenter: number[] | undefined;
86
86
  protected readonly _yAxisUp: boolean;
87
87
  protected readonly _type: BatchType;
88
+ protected readonly _deduplicateVertices: boolean;
88
89
  private readonly _canceled?;
89
90
  /** Asynchronously deserialize the tile data and return the result. */
90
91
  abstract read(): Promise<GltfReaderResult>;
@@ -98,7 +99,7 @@ export declare abstract class GltfReader {
98
99
  readBufferData16(json: any, accessorName: string): GltfBufferData | undefined;
99
100
  readBufferData8(json: any, accessorName: string): GltfBufferData | undefined;
100
101
  readBufferDataFloat(json: any, accessorName: string): GltfBufferData | undefined;
101
- protected constructor(props: GltfReaderProps, iModel: IModelConnection, modelId: Id64String, is3d: boolean, system: RenderSystem, type?: BatchType, isCanceled?: ShouldAbortReadGltf);
102
+ protected constructor(props: GltfReaderProps, iModel: IModelConnection, modelId: Id64String, is3d: boolean, system: RenderSystem, type?: BatchType, isCanceled?: ShouldAbortReadGltf, deduplicateVertices?: boolean);
102
103
  protected readBufferData(json: any, accessorName: string, type: GltfDataType): GltfBufferData | undefined;
103
104
  protected readFeatureIndices(_json: any): number[] | undefined;
104
105
  private colorFromJson;
@@ -107,6 +108,7 @@ export declare abstract class GltfReader {
107
108
  protected createDisplayParams(materialJson: any, hasBakedLighting: boolean): DisplayParams | undefined;
108
109
  protected extractReturnToCenter(extensions: any): number[] | undefined;
109
110
  protected readMeshPrimitive(primitive: any, featureTable?: FeatureTable, pseudoRtcBias?: Vector3d): GltfMeshData | undefined;
111
+ private deduplicateVertices;
110
112
  /**
111
113
  *
112
114
  * @param positions quantized points
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"GltfReader.d.ts","sourceRoot":"","sources":["../../../src/tile/GltfReader.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAU,UAAU,EAAE,UAAU,EAA2B,MAAM,qBAAqB,CAAC;AAC9F,OAAO,EAAqC,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AAChH,OAAO,EACL,SAAS,EAAY,mBAAmB,EAAE,YAAY,EAAa,cAAc,EAAE,cAAc,EAAE,YAAY,EAChC,gBAAgB,EAAwC,SAAS,EAAE,SAAS,EAE3J,aAAa,EAAE,cAAc,EAAE,cAAc,EAC9C,MAAM,oBAAoB,CAAC;AAE5B,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAEvD,OAAO,EAAE,sBAAsB,EAAE,MAAM,kCAAkC,CAAC;AAC1E,OAAO,EAAE,aAAa,EAAE,MAAM,oCAAoC,CAAC;AACnE,OAAO,EAAE,IAAI,EAAmB,MAAM,0CAA0C,CAAC;AAGjF,OAAO,EAAE,YAAY,EAAE,MAAM,wBAAwB,CAAC;AAEtD,OAAO,EAAE,WAAW,EAAE,MAAM,YAAY,CAAC;AAWzC;;GAEG;AACH,MAAM,WAAW,gBAAiB,SAAQ,WAAW;IACnD,UAAU,EAAE,cAAc,CAAC;CAC5B;AAED;;GAEG;AACH,qBAAa,eAAe;aACU,MAAM,EAAE,UAAU;aACpC,UAAU,EAAE,UAAU;aACtB,SAAS,EAAE,GAAG;aACd,WAAW,EAAE,GAAG;aAChB,KAAK,EAAE,GAAG;aACV,KAAK,EAAE,GAAG;aACV,MAAM,EAAE,GAAG;aACX,SAAS,EAAE,GAAG;aACd,UAAU,EAAE,GAAG;aACf,QAAQ,EAAE,GAAG;aACb,UAAU,EAAE,GAAG;aACf,OAAO,EAAE,OAAO;IAXlC,OAAO;IAaP,gIAAgI;WAClH,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,OAAO,GAAE,OAAe,GAAG,eAAe,GAAG,SAAS;CA+BhG;AAED;;;;;IAKI;AACJ,qBAAa,YAAY;IAChB,SAAS,EAAE,IAAI,CAAC;IAChB,YAAY,CAAC,EAAE,SAAS,CAAC;IACzB,MAAM,CAAC,EAAE,WAAW,CAAC;IACrB,UAAU,CAAC,EAAE,OAAO,CAAC;IACrB,OAAO,CAAC,EAAE,WAAW,CAAC;IACtB,SAAS,CAAC,EAAE,SAAS,CAAC;IACtB,GAAG,CAAC,EAAE,WAAW,CAAC;IAClB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClB,OAAO,CAAC,EAAE,WAAW,GAAG,WAAW,CAAC;gBAExB,KAAK,EAAE,IAAI;CAG/B;AAED;;GAEG;AACH,oBAAY,mBAAmB,GAAG,CAAC,MAAM,EAAE,UAAU,KAAK,OAAO,CAAC;AAalE;;GAEG;AACH,8BAAsB,UAAU;IAC9B,SAAS,CAAC,QAAQ,CAAC,OAAO,EAAE,UAAU,CAAC;IACvC,SAAS,CAAC,QAAQ,CAAC,MAAM,EAAE,GAAG,CAAC;IAC/B,SAAS,CAAC,QAAQ,CAAC,UAAU,EAAE,GAAG,CAAC;IACnC,SAAS,CAAC,QAAQ,CAAC,YAAY,EAAE,GAAG,CAAC;IACrC,SAAS,CAAC,QAAQ,CAAC,OAAO,EAAE,GAAG,CAAC;IAChC,SAAS,CAAC,QAAQ,CAAC,MAAM,EAAE,GAAG,CAAC;IAC/B,SAAS,CAAC,QAAQ,CAAC,UAAU,EAAE,GAAG,CAAC;IACnC,SAAS,CAAC,QAAQ,CAAC,eAAe,EAAE,GAAG,CAAC;IACxC,SAAS,CAAC,QAAQ,CAAC,SAAS,EAAE,GAAG,CAAC;IAClC,SAAS,CAAC,QAAQ,CAAC,gBAAgB,EAAE,GAAG,CAAC;IACzC,SAAS,CAAC,QAAQ,CAAC,cAAc,EAAE,GAAG,CAAC;IACvC,SAAS,CAAC,QAAQ,CAAC,OAAO,EAAE,GAAG,CAAC;IAChC,SAAS,CAAC,QAAQ,CAAC,SAAS,EAAE,GAAG,CAAC;IAClC,SAAS,CAAC,QAAQ,CAAC,WAAW,EAAE,GAAG,CAAC;IACpC,SAAS,CAAC,QAAQ,CAAC,WAAW,EAAE,GAAG,CAAC;IACpC,SAAS,CAAC,QAAQ,CAAC,WAAW,EAAE,UAAU,CAAC;IAC3C,SAAS,CAAC,QAAQ,CAAC,OAAO,EAAE,gBAAgB,CAAC;IAC7C,SAAS,CAAC,QAAQ,CAAC,KAAK,EAAE,OAAO,CAAC;IAClC,SAAS,CAAC,QAAQ,CAAC,QAAQ,EAAE,UAAU,CAAC;IACxC,SAAS,CAAC,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAC;IACzC,SAAS,CAAC,QAAQ,CAAC,eAAe,EAAE,MAAM,EAAE,GAAG,SAAS,CAAC;IACzD,SAAS,CAAC,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IACrC,SAAS,CAAC,QAAQ,CAAC,KAAK,EAAE,SAAS,CAAC;IACpC,SAAS,CAAC,QAAQ,CAAC,oBAAoB,EAAE,OAAO,CAAC;IACjD,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAC,CAAsB;IAajD,sEAAsE;aACtD,IAAI,IAAI,OAAO,CAAC,gBAAgB,CAAC;IAEjD,SAAS,KAAK,WAAW,IAAI,OAAO,CAAiE;IACrG,SAAS,KAAK,mBAAmB,IAAI,OAAO,CAAsD;IAElG,SAAS,CAAC,yBAAyB,CAAC,MAAM,EAAE,OAAO,EAAE,YAAY,EAAE,YAAY,EAAE,YAAY,EAAE,mBAAmB,EAAE,eAAe,CAAC,EAAE,SAAS,EAAE,aAAa,CAAC,EAAE,QAAQ,EAAE,SAAS,CAAC,EAAE,sBAAsB,GAAG,gBAAgB;IA+DhO,OAAO,CAAC,mBAAmB;IA6B3B,OAAO,CAAC,yBAAyB;IAkE1B,aAAa,CAAC,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS;IAgD1E,gBAAgB,CAAC,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS;IAC7E,gBAAgB,CAAC,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS;IAC7E,eAAe,CAAC,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS;IAC5E,mBAAmB,CAAC,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS;IAEvF,SAAS,aAAa,KAAK,EAAE,eAAe,EAAE,MAAM,EAAE,gBAAgB,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,OAAO,EAAE,MAAM,EAAE,YAAY,EAAE,IAAI,GAAE,SAA6B,EAAE,UAAU,CAAC,EAAE,mBAAmB,EAAE,mBAAmB,UAAM;IA6BlO,SAAS,CAAC,cAAc,CAAC,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,GAAG,cAAc,GAAG,SAAS;IAKzG,SAAS,CAAC,kBAAkB,CAAC,KAAK,EAAE,GAAG,GAAG,MAAM,EAAE,GAAG,SAAS;IAE9D,OAAO,CAAC,aAAa;IAErB,OAAO,CAAC,iBAAiB;IAazB,OAAO,CAAC,gBAAgB;IAuCxB,SAAS,CAAC,mBAAmB,CAAC,YAAY,EAAE,GAAG,EAAE,gBAAgB,EAAE,OAAO,GAAG,aAAa,GAAG,SAAS;IAMtG,SAAS,CAAC,qBAAqB,CAAC,UAAU,EAAE,GAAG,GAAG,MAAM,EAAE,GAAG,SAAS;IAQtE,SAAS,CAAC,iBAAiB,CAAC,SAAS,EAAE,GAAG,EAAE,YAAY,CAAC,EAAE,YAAY,EAAE,aAAa,CAAC,EAAE,QAAQ,GAAG,YAAY,GAAG,SAAS;IA8H5H,OAAO,CAAC,mBAAmB;IAuC3B;;;;;;;OAOG;IACH,OAAO,CAAC,YAAY;IAmEpB,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,GAAG,MAAM,EAAE,GAAG,SAAS;IAY5E,SAAS,CAAC,cAAc,CAAC,KAAK,EAAE,IAAI,EAAE,KAAK,EAAE,GAAG;IAGhD,SAAS,CAAC,eAAe,CAAC,IAAI,EAAE,YAAY,EAAE,IAAI,EAAE,GAAG,GAAG,OAAO;IAUjE,SAAS,CAAC,WAAW,CAAC,IAAI,EAAE,YAAY,EAAE,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,GAAG,OAAO;IAyCnF,OAAO,CAAC,YAAY;IAgEpB,SAAS,CAAC,aAAa,CAAC,SAAS,EAAE,gBAAgB,EAAE,IAAI,EAAE,GAAG,EAAE,YAAY,EAAE,MAAM,EAAE,QAAQ,EAAE,OAAO,GAAG,OAAO;cA6BjG,YAAY,IAAI,OAAO,CAAC,IAAI,CAAC;cA4B7B,gBAAgB,CAAC,SAAS,EAAE,GAAG,EAAE,WAAW,EAAE,GAAG,EAAE,aAAa,EAAE,OAAO,GAAG,OAAO,CAAC,aAAa,GAAG,SAAS,CAAC;cAkD9G,WAAW,CAAC,SAAS,EAAE,MAAM,EAAE,aAAa,EAAE,OAAO,GAAG,OAAO,CAAC,IAAI,CAAC;IASrF,SAAS,CAAC,kBAAkB,CAAC,SAAS,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS;CAK5E"}
@@ -94,7 +94,7 @@ exports.GltfMeshData = GltfMeshData;
94
94
  * @internal
95
95
  */
96
96
  class GltfReader {
97
- constructor(props, iModel, modelId, is3d, system, type = core_common_1.BatchType.Primary, isCanceled) {
97
+ constructor(props, iModel, modelId, is3d, system, type = core_common_1.BatchType.Primary, isCanceled, deduplicateVertices = false) {
98
98
  this._buffer = props.buffer;
99
99
  this._scene = props.scene;
100
100
  this._binaryData = props.binaryData;
@@ -118,6 +118,7 @@ class GltfReader {
118
118
  this._system = system;
119
119
  this._type = type;
120
120
  this._canceled = isCanceled;
121
+ this._deduplicateVertices = deduplicateVertices;
121
122
  }
122
123
  get _isCanceled() { return undefined !== this._canceled && this._canceled(this); }
123
124
  get _isVolumeClassifier() { return core_common_1.BatchType.VolumeClassifier === this._type; }
@@ -460,6 +461,8 @@ class GltfReader {
460
461
  return undefined;
461
462
  if (!mesh.uvs)
462
463
  this.readUVParams(mesh, primitive.attributes, "TEXCOORD_0");
464
+ if (this._deduplicateVertices && !this.deduplicateVertices(mesh))
465
+ return undefined;
463
466
  break;
464
467
  }
465
468
  case MeshPrimitives_1.Mesh.PrimitiveType.Polyline:
@@ -486,6 +489,35 @@ class GltfReader {
486
489
  }
487
490
  return mesh;
488
491
  }
492
+ deduplicateVertices(mesh) {
493
+ if (!mesh.points || !mesh.indices)
494
+ return false;
495
+ const numPoints = mesh.indices.length;
496
+ (0, core_bentley_1.assert)(0 === numPoints % 3);
497
+ const indices = mesh.indices;
498
+ if (indices instanceof Uint16Array && numPoints > 0xffff)
499
+ mesh.indices = new Uint32Array(numPoints);
500
+ const points = new Uint16Array(3 * numPoints);
501
+ const normals = mesh.normals ? new Uint16Array(numPoints) : undefined;
502
+ const uvs = mesh.uvs ? new Uint16Array(2 * numPoints) : undefined;
503
+ for (let i = 0; i < numPoints; i++) {
504
+ const index = indices[i];
505
+ mesh.indices[i] = i;
506
+ points[i * 3 + 0] = mesh.points[index * 3 + 0];
507
+ points[i * 3 + 1] = mesh.points[index * 3 + 1];
508
+ points[i * 3 + 2] = mesh.points[index * 3 + 2];
509
+ if (normals)
510
+ normals[i] = mesh.normals[index];
511
+ if (uvs) {
512
+ uvs[i * 2 + 0] = mesh.uvs[index * 2 + 0];
513
+ uvs[i * 2 + 1] = mesh.uvs[index * 2 + 1];
514
+ }
515
+ }
516
+ mesh.points = points;
517
+ mesh.normals = normals;
518
+ mesh.uvs = uvs;
519
+ return true;
520
+ }
489
521
  /**
490
522
  *
491
523
  * @param positions quantized points