@itwin/core-frontend 3.0.0-dev.140 → 3.0.0-dev.141

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Files changed (159) hide show
  1. package/lib/cjs/render/MockRender.d.ts +3 -1
  2. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  3. package/lib/cjs/render/MockRender.js.map +1 -1
  4. package/lib/cjs/render/RenderSystem.d.ts +3 -1
  5. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  6. package/lib/cjs/render/RenderSystem.js +4 -2
  7. package/lib/cjs/render/RenderSystem.js.map +1 -1
  8. package/lib/cjs/render/primitives/EdgeParams.d.ts +50 -0
  9. package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -0
  10. package/lib/cjs/render/primitives/EdgeParams.js +116 -0
  11. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -0
  12. package/lib/cjs/render/primitives/PointStringParams.d.ts +16 -0
  13. package/lib/cjs/render/primitives/PointStringParams.d.ts.map +1 -0
  14. package/lib/cjs/render/primitives/PointStringParams.js +43 -0
  15. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -0
  16. package/lib/cjs/render/primitives/PolylineParams.d.ts +44 -0
  17. package/lib/cjs/render/primitives/PolylineParams.d.ts.map +1 -0
  18. package/lib/cjs/render/primitives/PolylineParams.js +205 -0
  19. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -0
  20. package/lib/cjs/render/primitives/SurfaceParams.d.ts +46 -0
  21. package/lib/cjs/render/primitives/SurfaceParams.d.ts.map +1 -0
  22. package/lib/cjs/render/primitives/SurfaceParams.js +42 -0
  23. package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -0
  24. package/lib/cjs/render/primitives/VertexTable.d.ts +3 -123
  25. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  26. package/lib/cjs/render/primitives/VertexTable.js +10 -351
  27. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  28. package/lib/cjs/render/webgl/CachedGeometry.d.ts +4 -2
  29. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  30. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  31. package/lib/cjs/render/webgl/EdgeGeometry.d.ts +73 -0
  32. package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -0
  33. package/lib/cjs/render/webgl/EdgeGeometry.js +141 -0
  34. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -0
  35. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +4 -4
  36. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  37. package/lib/cjs/render/webgl/Material.d.ts +1 -1
  38. package/lib/cjs/render/webgl/Material.d.ts.map +1 -1
  39. package/lib/cjs/render/webgl/Material.js.map +1 -1
  40. package/lib/cjs/render/webgl/Mesh.d.ts +6 -162
  41. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  42. package/lib/cjs/render/webgl/Mesh.js +11 -456
  43. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  44. package/lib/cjs/render/webgl/MeshData.d.ts +38 -0
  45. package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -0
  46. package/lib/cjs/render/webgl/MeshData.js +66 -0
  47. package/lib/cjs/render/webgl/MeshData.js.map +1 -0
  48. package/lib/cjs/render/webgl/MeshGeometry.d.ts +38 -0
  49. package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -0
  50. package/lib/cjs/render/webgl/MeshGeometry.js +60 -0
  51. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -0
  52. package/lib/cjs/render/webgl/PointString.d.ts +1 -1
  53. package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
  54. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  55. package/lib/cjs/render/webgl/Polyline.d.ts +1 -1
  56. package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
  57. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  58. package/lib/cjs/render/webgl/RenderCommands.js +4 -4
  59. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  60. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +54 -0
  61. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -0
  62. package/lib/cjs/render/webgl/SurfaceGeometry.js +240 -0
  63. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -0
  64. package/lib/cjs/render/webgl/System.d.ts +3 -1
  65. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  66. package/lib/cjs/render/webgl/System.js.map +1 -1
  67. package/lib/cjs/render/webgl/glsl/Surface.js +3 -3
  68. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  69. package/lib/cjs/render-primitives.d.ts +5 -1
  70. package/lib/cjs/render-primitives.d.ts.map +1 -1
  71. package/lib/cjs/render-primitives.js +5 -1
  72. package/lib/cjs/render-primitives.js.map +1 -1
  73. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  74. package/lib/cjs/tile/ImdlReader.js +8 -5
  75. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  76. package/lib/cjs/webgl.d.ts +4 -0
  77. package/lib/cjs/webgl.d.ts.map +1 -1
  78. package/lib/cjs/webgl.js +4 -0
  79. package/lib/cjs/webgl.js.map +1 -1
  80. package/lib/esm/render/MockRender.d.ts +3 -1
  81. package/lib/esm/render/MockRender.d.ts.map +1 -1
  82. package/lib/esm/render/MockRender.js.map +1 -1
  83. package/lib/esm/render/RenderSystem.d.ts +3 -1
  84. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  85. package/lib/esm/render/RenderSystem.js +3 -1
  86. package/lib/esm/render/RenderSystem.js.map +1 -1
  87. package/lib/esm/render/primitives/EdgeParams.d.ts +50 -0
  88. package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -0
  89. package/lib/esm/render/primitives/EdgeParams.js +113 -0
  90. package/lib/esm/render/primitives/EdgeParams.js.map +1 -0
  91. package/lib/esm/render/primitives/PointStringParams.d.ts +16 -0
  92. package/lib/esm/render/primitives/PointStringParams.d.ts.map +1 -0
  93. package/lib/esm/render/primitives/PointStringParams.js +39 -0
  94. package/lib/esm/render/primitives/PointStringParams.js.map +1 -0
  95. package/lib/esm/render/primitives/PolylineParams.d.ts +44 -0
  96. package/lib/esm/render/primitives/PolylineParams.d.ts.map +1 -0
  97. package/lib/esm/render/primitives/PolylineParams.js +199 -0
  98. package/lib/esm/render/primitives/PolylineParams.js.map +1 -0
  99. package/lib/esm/render/primitives/SurfaceParams.d.ts +46 -0
  100. package/lib/esm/render/primitives/SurfaceParams.d.ts.map +1 -0
  101. package/lib/esm/render/primitives/SurfaceParams.js +37 -0
  102. package/lib/esm/render/primitives/SurfaceParams.js.map +1 -0
  103. package/lib/esm/render/primitives/VertexTable.d.ts +3 -123
  104. package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
  105. package/lib/esm/render/primitives/VertexTable.js +5 -341
  106. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  107. package/lib/esm/render/webgl/CachedGeometry.d.ts +4 -2
  108. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  109. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  110. package/lib/esm/render/webgl/EdgeGeometry.d.ts +73 -0
  111. package/lib/esm/render/webgl/EdgeGeometry.d.ts.map +1 -0
  112. package/lib/esm/render/webgl/EdgeGeometry.js +135 -0
  113. package/lib/esm/render/webgl/EdgeGeometry.js.map +1 -0
  114. package/lib/esm/render/webgl/InstancedGeometry.d.ts +4 -4
  115. package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
  116. package/lib/esm/render/webgl/Material.d.ts +1 -1
  117. package/lib/esm/render/webgl/Material.d.ts.map +1 -1
  118. package/lib/esm/render/webgl/Material.js.map +1 -1
  119. package/lib/esm/render/webgl/Mesh.d.ts +6 -162
  120. package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
  121. package/lib/esm/render/webgl/Mesh.js +5 -443
  122. package/lib/esm/render/webgl/Mesh.js.map +1 -1
  123. package/lib/esm/render/webgl/MeshData.d.ts +38 -0
  124. package/lib/esm/render/webgl/MeshData.d.ts.map +1 -0
  125. package/lib/esm/render/webgl/MeshData.js +62 -0
  126. package/lib/esm/render/webgl/MeshData.js.map +1 -0
  127. package/lib/esm/render/webgl/MeshGeometry.d.ts +38 -0
  128. package/lib/esm/render/webgl/MeshGeometry.d.ts.map +1 -0
  129. package/lib/esm/render/webgl/MeshGeometry.js +56 -0
  130. package/lib/esm/render/webgl/MeshGeometry.js.map +1 -0
  131. package/lib/esm/render/webgl/PointString.d.ts +1 -1
  132. package/lib/esm/render/webgl/PointString.d.ts.map +1 -1
  133. package/lib/esm/render/webgl/PointString.js.map +1 -1
  134. package/lib/esm/render/webgl/Polyline.d.ts +1 -1
  135. package/lib/esm/render/webgl/Polyline.d.ts.map +1 -1
  136. package/lib/esm/render/webgl/Polyline.js.map +1 -1
  137. package/lib/esm/render/webgl/RenderCommands.js +1 -1
  138. package/lib/esm/render/webgl/RenderCommands.js.map +1 -1
  139. package/lib/esm/render/webgl/SurfaceGeometry.d.ts +54 -0
  140. package/lib/esm/render/webgl/SurfaceGeometry.d.ts.map +1 -0
  141. package/lib/esm/render/webgl/SurfaceGeometry.js +235 -0
  142. package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -0
  143. package/lib/esm/render/webgl/System.d.ts +3 -1
  144. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  145. package/lib/esm/render/webgl/System.js.map +1 -1
  146. package/lib/esm/render/webgl/glsl/Surface.js +1 -1
  147. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  148. package/lib/esm/render-primitives.d.ts +5 -1
  149. package/lib/esm/render-primitives.d.ts.map +1 -1
  150. package/lib/esm/render-primitives.js +5 -1
  151. package/lib/esm/render-primitives.js.map +1 -1
  152. package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
  153. package/lib/esm/tile/ImdlReader.js +4 -1
  154. package/lib/esm/tile/ImdlReader.js.map +1 -1
  155. package/lib/esm/webgl.d.ts +4 -0
  156. package/lib/esm/webgl.d.ts.map +1 -1
  157. package/lib/esm/webgl.js +4 -0
  158. package/lib/esm/webgl.js.map +1 -1
  159. package/package.json +22 -22
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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"]}
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 \"../SurfaceGeometry\";\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"]}
@@ -7,10 +7,14 @@ export * from "./render/primitives/mesh/MeshBuilderMap";
7
7
  export * from "./render/primitives/mesh/MeshPrimitives";
8
8
  export * from "./render/primitives/ColorMap";
9
9
  export * from "./render/primitives/DisplayParams";
10
+ export * from "./render/primitives/EdgeParams";
10
11
  export * from "./render/primitives/PointCloudPrimitive";
12
+ export * from "./render/primitives/PointStringParams";
13
+ export * from "./render/primitives/Polyface";
14
+ export * from "./render/primitives/PolylineParams";
11
15
  export * from "./render/primitives/Primitives";
12
16
  export * from "./render/primitives/Strokes";
13
- export * from "./render/primitives/Polyface";
17
+ export * from "./render/primitives/SurfaceParams";
14
18
  export * from "./render/primitives/VertexKey";
15
19
  export * from "./render/primitives/VertexTable";
16
20
  //# sourceMappingURL=render-primitives.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"render-primitives.d.ts","sourceRoot":"","sources":["../../src/render-primitives.ts"],"names":[],"mappings":"AAIA,cAAc,iDAAiD,CAAC;AAChE,cAAc,2CAA2C,CAAC;AAC1D,cAAc,kDAAkD,CAAC;AACjE,cAAc,kDAAkD,CAAC;AAEjE,cAAc,sCAAsC,CAAC;AACrD,cAAc,yCAAyC,CAAC;AACxD,cAAc,yCAAyC,CAAC;AAExD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAClD,cAAc,yCAAyC,CAAC;AACxD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,8BAA8B,CAAC;AAC7C,cAAc,+BAA+B,CAAC;AAC9C,cAAc,iCAAiC,CAAC"}
1
+ {"version":3,"file":"render-primitives.d.ts","sourceRoot":"","sources":["../../src/render-primitives.ts"],"names":[],"mappings":"AAIA,cAAc,iDAAiD,CAAC;AAChE,cAAc,2CAA2C,CAAC;AAC1D,cAAc,kDAAkD,CAAC;AACjE,cAAc,kDAAkD,CAAC;AAEjE,cAAc,sCAAsC,CAAC;AACrD,cAAc,yCAAyC,CAAC;AACxD,cAAc,yCAAyC,CAAC;AAExD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAClD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,yCAAyC,CAAC;AACxD,cAAc,uCAAuC,CAAC;AACtD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,oCAAoC,CAAC;AACnD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,mCAAmC,CAAC;AAClD,cAAc,+BAA+B,CAAC;AAC9C,cAAc,iCAAiC,CAAC"}
@@ -23,10 +23,14 @@ __exportStar(require("./render/primitives/mesh/MeshBuilderMap"), exports);
23
23
  __exportStar(require("./render/primitives/mesh/MeshPrimitives"), exports);
24
24
  __exportStar(require("./render/primitives/ColorMap"), exports);
25
25
  __exportStar(require("./render/primitives/DisplayParams"), exports);
26
+ __exportStar(require("./render/primitives/EdgeParams"), exports);
26
27
  __exportStar(require("./render/primitives/PointCloudPrimitive"), exports);
28
+ __exportStar(require("./render/primitives/PointStringParams"), exports);
29
+ __exportStar(require("./render/primitives/Polyface"), exports);
30
+ __exportStar(require("./render/primitives/PolylineParams"), exports);
27
31
  __exportStar(require("./render/primitives/Primitives"), exports);
28
32
  __exportStar(require("./render/primitives/Strokes"), exports);
29
- __exportStar(require("./render/primitives/Polyface"), exports);
33
+ __exportStar(require("./render/primitives/SurfaceParams"), exports);
30
34
  __exportStar(require("./render/primitives/VertexKey"), exports);
31
35
  __exportStar(require("./render/primitives/VertexTable"), exports);
32
36
  //# sourceMappingURL=render-primitives.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"render-primitives.js","sourceRoot":"","sources":["../../src/render-primitives.ts"],"names":[],"mappings":";;;;;;;;;;;;AAAA;;;+FAG+F;AAC/F,kFAAgE;AAChE,4EAA0D;AAC1D,mFAAiE;AACjE,mFAAiE;AAEjE,uEAAqD;AACrD,0EAAwD;AACxD,0EAAwD;AAExD,+DAA6C;AAC7C,oEAAkD;AAClD,0EAAwD;AACxD,iEAA+C;AAC/C,8DAA4C;AAC5C,+DAA6C;AAC7C,gEAA8C;AAC9C,kEAAgD","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\nexport * from \"./render/primitives/geometry/GeometryPrimitives\";\r\nexport * from \"./render/primitives/geometry/GeometryList\";\r\nexport * from \"./render/primitives/geometry/GeometryListBuilder\";\r\nexport * from \"./render/primitives/geometry/GeometryAccumulator\";\r\n\r\nexport * from \"./render/primitives/mesh/MeshBuilder\";\r\nexport * from \"./render/primitives/mesh/MeshBuilderMap\";\r\nexport * from \"./render/primitives/mesh/MeshPrimitives\";\r\n\r\nexport * from \"./render/primitives/ColorMap\";\r\nexport * from \"./render/primitives/DisplayParams\";\r\nexport * from \"./render/primitives/PointCloudPrimitive\";\r\nexport * from \"./render/primitives/Primitives\";\r\nexport * from \"./render/primitives/Strokes\";\r\nexport * from \"./render/primitives/Polyface\";\r\nexport * from \"./render/primitives/VertexKey\";\r\nexport * from \"./render/primitives/VertexTable\";\r\n"]}
1
+ {"version":3,"file":"render-primitives.js","sourceRoot":"","sources":["../../src/render-primitives.ts"],"names":[],"mappings":";;;;;;;;;;;;AAAA;;;+FAG+F;AAC/F,kFAAgE;AAChE,4EAA0D;AAC1D,mFAAiE;AACjE,mFAAiE;AAEjE,uEAAqD;AACrD,0EAAwD;AACxD,0EAAwD;AAExD,+DAA6C;AAC7C,oEAAkD;AAClD,iEAA+C;AAC/C,0EAAwD;AACxD,wEAAsD;AACtD,+DAA6C;AAC7C,qEAAmD;AACnD,iEAA+C;AAC/C,8DAA4C;AAC5C,oEAAkD;AAClD,gEAA8C;AAC9C,kEAAgD","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\nexport * from \"./render/primitives/geometry/GeometryPrimitives\";\r\nexport * from \"./render/primitives/geometry/GeometryList\";\r\nexport * from \"./render/primitives/geometry/GeometryListBuilder\";\r\nexport * from \"./render/primitives/geometry/GeometryAccumulator\";\r\n\r\nexport * from \"./render/primitives/mesh/MeshBuilder\";\r\nexport * from \"./render/primitives/mesh/MeshBuilderMap\";\r\nexport * from \"./render/primitives/mesh/MeshPrimitives\";\r\n\r\nexport * from \"./render/primitives/ColorMap\";\r\nexport * from \"./render/primitives/DisplayParams\";\r\nexport * from \"./render/primitives/EdgeParams\";\r\nexport * from \"./render/primitives/PointCloudPrimitive\";\r\nexport * from \"./render/primitives/PointStringParams\";\r\nexport * from \"./render/primitives/Polyface\";\r\nexport * from \"./render/primitives/PolylineParams\";\r\nexport * from \"./render/primitives/Primitives\";\r\nexport * from \"./render/primitives/Strokes\";\r\nexport * from \"./render/primitives/SurfaceParams\";\r\nexport * from \"./render/primitives/VertexKey\";\r\nexport * from \"./render/primitives/VertexTable\";\r\n"]}
@@ -1 +1 @@
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- {"version":3,"file":"ImdlReader.d.ts","sourceRoot":"","sources":["../../../src/tile/ImdlReader.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAU,UAAU,EAAE,UAAU,EAAa,MAAM,qBAAqB,CAAC;AAEhF,OAAO,EACL,SAAS,EAAE,QAAQ,EACnB,kBAAkB,EAAuE,cAAc,EACxF,cAAc,EAC9B,MAAM,oBAAoB,CAAC;AAE5B,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAIvD,OAAO,EAAE,aAAa,EAAE,MAAM,oCAAoC,CAAC;AAMnE,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAkB,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtE,OAAO,EAAE,YAAY,EAAE,MAAM,0BAA0B,CAAC;AACxD,OAAO,EAAE,UAAU,EAAmB,iBAAiB,EAAE,mBAAmB,EAAE,MAAM,YAAY,CAAC;AAIjG,gBAAgB;AAChB,MAAM,WAAW,gBAAiB,SAAQ,iBAAiB;IACzD,UAAU,EAAE,cAAc,CAAC;CAC5B;AAED;;;;;;;GAOG;AACH,wBAAsB,mBAAmB,CAAC,KAAK,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,OAAO,EAAE,OAAO,CAAC,EAAE,YAAY,GAAG,KAAK,GAAG,OAAO,CAAC,aAAa,GAAG,SAAS,CAAC,CAY7L;AAqID;;GAEG;AACH,MAAM,WAAW,oBAAoB;IACnC,MAAM,EAAE,UAAU,CAAC;IACnB,MAAM,EAAE,gBAAgB,CAAC;IACzB,OAAO,EAAE,UAAU,CAAC;IACpB,IAAI,EAAE,OAAO,CAAC;IACd,MAAM,EAAE,YAAY,CAAC;IACrB,IAAI,CAAC,EAAE,SAAS,CAAC;IACjB,SAAS,CAAC,EAAE,OAAO,CAAC;IACpB,UAAU,CAAC,EAAE,mBAAmB,CAAC;IACjC,cAAc,CAAC,EAAE,MAAM,CAAC;IACxB,OAAO,CAAC,EAAE,YAAY,GAAG,KAAK,CAAC;IAC/B,sBAAsB,CAAC,EAAE,OAAO,CAAC;CAClC;AAED;;GAEG;AACH,qBAAa,UAAW,SAAQ,UAAU;IACxC,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAS;IAC1C,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAU;IACrC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAuB;IAChD,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAuD;IACvF,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAAuC;IACxE,OAAO,CAAC,QAAQ,CAAC,uBAAuB,CAAU;IAElD,sHAAsH;WACxG,MAAM,CAAC,IAAI,EAAE,oBAAoB,GAAG,UAAU,GAAG,SAAS;IAcxE,2CAA2C;IAC9B,IAAI,IAAI,OAAO,CAAC,gBAAgB,CAAC;IAuB9C,gBAAgB;cACG,qBAAqB,CAAC,WAAW,EAAE,GAAG,GAAG,MAAM,EAAE,GAAG,SAAS;IAEhF,gBAAgB;cACG,mBAAmB,CAAC,IAAI,EAAE,GAAG,GAAG,aAAa,GAAG,SAAS;IAoC5E,gBAAgB;IAChB,SAAS,CAAC,wBAAwB,CAAC,IAAI,EAAE,GAAG,GAAG,QAAQ,GAAG,SAAS;IAInE,gBAAgB;IAChB,SAAS,CAAC,gBAAgB,CAAC,GAAG,EAAE,MAAM,GAAG,cAAc,GAAG,SAAS;IAsCnE,OAAO,CAAC,sBAAsB;YAwBhB,iBAAiB;YAYjB,gBAAgB;YAkBhB,gBAAgB;IA2C9B,gBAAgB;IAChB,SAAS,CAAC,gBAAgB,CAAC,QAAQ,EAAE,MAAM,GAAG,kBAAkB,GAAG,SAAS;IA2C5E,OAAO;IASP,OAAO,CAAC,MAAM,CAAC,gBAAgB;IAS/B,OAAO,CAAC,eAAe;IA4CvB,OAAO,CAAC,eAAe;IASvB,OAAO,CAAC,UAAU;IAgBlB,OAAO,CAAC,eAAe;IA0CvB,OAAO,CAAC,mBAAmB;IAuB3B,OAAO,CAAC,aAAa;IAqCrB,OAAO,CAAC,iBAAiB;IAKzB,OAAO,CAAC,yBAAyB;IASjC,OAAO,CAAC,sBAAsB;IAW9B,OAAO,CAAC,sBAAsB;IAa9B,OAAO,CAAC,WAAW;IAyCnB,OAAO,CAAC,gBAAgB;IAMxB,OAAO,CAAC,eAAe;IAMvB,OAAO,CAAC,SAAS;IA8BjB,OAAO,CAAC,kBAAkB;IAmB1B,OAAO,CAAC,qBAAqB;IA4B7B,OAAO,CAAC,kBAAkB;IAoB1B,OAAO,CAAC,UAAU;CA8FnB"}
1
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@@ -16,7 +16,10 @@ const GraphicBranch_1 = require("../render/GraphicBranch");
16
16
  const AuxChannelTable_1 = require("../render/primitives/AuxChannelTable");
17
17
  const DisplayParams_1 = require("../render/primitives/DisplayParams");
18
18
  const MeshPrimitives_1 = require("../render/primitives/mesh/MeshPrimitives");
19
+ const SurfaceParams_1 = require("../render/primitives/SurfaceParams");
19
20
  const VertexTable_1 = require("../render/primitives/VertexTable");
21
+ const PointStringParams_1 = require("../render/primitives/PointStringParams");
22
+ const PolylineParams_1 = require("../render/primitives/PolylineParams");
20
23
  const internal_1 = require("./internal");
21
24
  /** Convert the byte array returned by [[TileAdmin.requestElementGraphics]] into a [[RenderGraphic]].
22
25
  * @param bytes The binary graphics data obtained from `requestElementGraphics`.
@@ -432,7 +435,7 @@ class ImdlReader extends internal_1.GltfReader {
432
435
  const indices = this.readVertexIndices(primitive.indices);
433
436
  if (undefined === indices)
434
437
  return undefined;
435
- const params = new VertexTable_1.PointStringParams(vertices, indices, displayParams.width);
438
+ const params = new PointStringParams_1.PointStringParams(vertices, indices, displayParams.width);
436
439
  return this._system.createPointStringGeometry(params, viewIndependentOrigin);
437
440
  }
438
441
  readTesselatedPolyline(json) {
@@ -450,7 +453,7 @@ class ImdlReader extends internal_1.GltfReader {
450
453
  let flags = core_common_1.PolylineTypeFlags.Normal;
451
454
  if (DisplayParams_1.DisplayParams.RegionEdgeType.Outline === displayParams.regionEdgeType)
452
455
  flags = (undefined === displayParams.gradient || displayParams.gradient.isOutlined) ? core_common_1.PolylineTypeFlags.Edge : core_common_1.PolylineTypeFlags.Outline;
453
- const params = new VertexTable_1.PolylineParams(vertices, polyline, displayParams.width, displayParams.linePixels, isPlanar, flags);
456
+ const params = new PolylineParams_1.PolylineParams(vertices, polyline, displayParams.width, displayParams.linePixels, isPlanar, flags);
454
457
  return this._system.createPolylineGeometry(params, viewIndependentOrigin);
455
458
  }
456
459
  readSurface(mesh, displayParams) {
@@ -461,7 +464,7 @@ class ImdlReader extends internal_1.GltfReader {
461
464
  if (undefined === indices)
462
465
  return undefined;
463
466
  const type = surf.type;
464
- if (!(0, VertexTable_1.isValidSurfaceType)(type))
467
+ if (!(0, SurfaceParams_1.isValidSurfaceType)(type))
465
468
  return undefined;
466
469
  const texture = undefined !== displayParams.textureMapping ? displayParams.textureMapping.texture : undefined;
467
470
  let material;
@@ -477,7 +480,7 @@ class ImdlReader extends internal_1.GltfReader {
477
480
  };
478
481
  }
479
482
  else {
480
- material = (0, VertexTable_1.createSurfaceMaterial)(displayParams.material);
483
+ material = (0, SurfaceParams_1.createSurfaceMaterial)(displayParams.material);
481
484
  }
482
485
  const textureMapping = undefined !== texture ? { texture, alwaysDisplayed: core_bentley_1.JsonUtils.asBool(surf.alwaysDisplayTexture) } : undefined;
483
486
  return {
@@ -530,7 +533,7 @@ class ImdlReader extends internal_1.GltfReader {
530
533
  return undefined;
531
534
  // ###TODO: Tile generator shouldn't bother producing edges for classification meshes in the first place...
532
535
  let edgeParams;
533
- if (this._loadEdges && undefined !== primitive.edges && VertexTable_1.SurfaceType.VolumeClassifier !== surface.type) {
536
+ if (this._loadEdges && undefined !== primitive.edges && SurfaceParams_1.SurfaceType.VolumeClassifier !== surface.type) {
534
537
  const edgeResult = this.readEdges(primitive.edges, displayParams);
535
538
  if (!edgeResult.succeeded)
536
539
  return undefined;