@itwin/core-frontend 3.0.0-dev.148 → 3.0.0-dev.153

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (259) hide show
  1. package/lib/cjs/Marker.d.ts +9 -2
  2. package/lib/cjs/Marker.d.ts.map +1 -1
  3. package/lib/cjs/Marker.js +33 -5
  4. package/lib/cjs/Marker.js.map +1 -1
  5. package/lib/cjs/RealityDataSource.js +1 -12
  6. package/lib/cjs/RealityDataSource.js.map +1 -1
  7. package/lib/cjs/render/RenderMemory.d.ts +21 -15
  8. package/lib/cjs/render/RenderMemory.d.ts.map +1 -1
  9. package/lib/cjs/render/RenderMemory.js +21 -15
  10. package/lib/cjs/render/RenderMemory.js.map +1 -1
  11. package/lib/cjs/render/RenderSystem.d.ts +2 -0
  12. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  13. package/lib/cjs/render/RenderSystem.js +2 -0
  14. package/lib/cjs/render/RenderSystem.js.map +1 -1
  15. package/lib/cjs/render/primitives/EdgeParams.d.ts +35 -1
  16. package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -1
  17. package/lib/cjs/render/primitives/EdgeParams.js +114 -10
  18. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  19. package/lib/cjs/render/primitives/VertexTable.d.ts +1 -0
  20. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  21. package/lib/cjs/render/primitives/VertexTable.js +6 -1
  22. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  23. package/lib/cjs/render/webgl/AttributeMap.js +5 -5
  24. package/lib/cjs/render/webgl/CachedGeometry.d.ts +2 -0
  25. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  26. package/lib/cjs/render/webgl/CachedGeometry.js +14 -13
  27. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  28. package/lib/cjs/render/webgl/DrawCommand.js +2 -2
  29. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +51 -0
  30. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -0
  31. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +90 -0
  32. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -0
  33. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +1 -0
  34. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  35. package/lib/cjs/render/webgl/InstancedGeometry.js +1 -0
  36. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  37. package/lib/cjs/render/webgl/Mesh.d.ts +2 -0
  38. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  39. package/lib/cjs/render/webgl/Mesh.js +7 -1
  40. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  41. package/lib/cjs/render/webgl/PlanarClassifier.js +1 -1
  42. package/lib/cjs/render/webgl/PlanarGrid.js +2 -2
  43. package/lib/cjs/render/webgl/RealityMesh.js +5 -5
  44. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  45. package/lib/cjs/render/webgl/RenderFlags.d.ts +4 -1
  46. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  47. package/lib/cjs/render/webgl/RenderFlags.js +6 -1
  48. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  49. package/lib/cjs/render/webgl/SceneCompositor.js +6 -6
  50. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +1 -1
  51. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +16 -14
  52. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  53. package/lib/cjs/render/webgl/ShaderBuilder.js +19 -15
  54. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  55. package/lib/cjs/render/webgl/System.d.ts +2 -0
  56. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  57. package/lib/cjs/render/webgl/System.js +2 -0
  58. package/lib/cjs/render/webgl/System.js.map +1 -1
  59. package/lib/cjs/render/webgl/Target.js +1 -1
  60. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  61. package/lib/cjs/render/webgl/Technique.js +72 -57
  62. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  63. package/lib/cjs/render/webgl/TechniqueId.d.ts +29 -28
  64. package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
  65. package/lib/cjs/render/webgl/TechniqueId.js +7 -7
  66. package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
  67. package/lib/cjs/render/webgl/glsl/Animation.js +1 -1
  68. package/lib/cjs/render/webgl/glsl/Color.js +1 -1
  69. package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  70. package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -7
  71. package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
  72. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +1 -1
  73. package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  74. package/lib/cjs/render/webgl/glsl/Edge.d.ts +2 -1
  75. package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
  76. package/lib/cjs/render/webgl/glsl/Edge.js +132 -14
  77. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  78. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  79. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +13 -10
  80. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  81. package/lib/cjs/render/webgl/glsl/Fragment.d.ts.map +1 -1
  82. package/lib/cjs/render/webgl/glsl/Fragment.js +9 -1
  83. package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
  84. package/lib/cjs/render/webgl/glsl/LookupTable.d.ts +4 -2
  85. package/lib/cjs/render/webgl/glsl/LookupTable.d.ts.map +1 -1
  86. package/lib/cjs/render/webgl/glsl/LookupTable.js +7 -3
  87. package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
  88. package/lib/cjs/render/webgl/glsl/PlanarGrid.js +2 -2
  89. package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
  90. package/lib/cjs/render/webgl/glsl/PointCloud.js +2 -2
  91. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  92. package/lib/cjs/render/webgl/glsl/PointString.js +1 -1
  93. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  94. package/lib/cjs/render/webgl/glsl/Polyline.js +1 -1
  95. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  96. package/lib/cjs/render/webgl/glsl/RealityMesh.js +4 -4
  97. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  98. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  99. package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
  100. package/lib/cjs/render/webgl/glsl/SkyBox.js +1 -1
  101. package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
  102. package/lib/cjs/render/webgl/glsl/SkySphere.js +1 -1
  103. package/lib/cjs/render/webgl/glsl/Surface.js +3 -3
  104. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  105. package/lib/cjs/render/webgl/glsl/Vertex.js +1 -1
  106. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  107. package/lib/cjs/render/webgl/glsl/ViewportQuad.js +1 -1
  108. package/lib/cjs/render/webgl/glsl/ViewportQuad.js.map +1 -1
  109. package/lib/cjs/tile/IModelTile.d.ts.map +1 -1
  110. package/lib/cjs/tile/IModelTile.js +1 -0
  111. package/lib/cjs/tile/IModelTile.js.map +1 -1
  112. package/lib/cjs/tile/ImdlReader.d.ts +1 -0
  113. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  114. package/lib/cjs/tile/ImdlReader.js +21 -1
  115. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  116. package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
  117. package/lib/cjs/tile/PrimaryTileTree.js +4 -3
  118. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  119. package/lib/cjs/tile/TileAdmin.d.ts +9 -0
  120. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  121. package/lib/cjs/tile/TileAdmin.js +18 -13
  122. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  123. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  124. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +4 -3
  125. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  126. package/lib/cjs/webgl.d.ts +1 -0
  127. package/lib/cjs/webgl.d.ts.map +1 -1
  128. package/lib/cjs/webgl.js +1 -0
  129. package/lib/cjs/webgl.js.map +1 -1
  130. package/lib/esm/Marker.d.ts +9 -2
  131. package/lib/esm/Marker.d.ts.map +1 -1
  132. package/lib/esm/Marker.js +34 -6
  133. package/lib/esm/Marker.js.map +1 -1
  134. package/lib/esm/RealityDataSource.js +2 -13
  135. package/lib/esm/RealityDataSource.js.map +1 -1
  136. package/lib/esm/render/RenderMemory.d.ts +21 -15
  137. package/lib/esm/render/RenderMemory.d.ts.map +1 -1
  138. package/lib/esm/render/RenderMemory.js +21 -15
  139. package/lib/esm/render/RenderMemory.js.map +1 -1
  140. package/lib/esm/render/RenderSystem.d.ts +2 -0
  141. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  142. package/lib/esm/render/RenderSystem.js +2 -0
  143. package/lib/esm/render/RenderSystem.js.map +1 -1
  144. package/lib/esm/render/primitives/EdgeParams.d.ts +35 -1
  145. package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -1
  146. package/lib/esm/render/primitives/EdgeParams.js +114 -10
  147. package/lib/esm/render/primitives/EdgeParams.js.map +1 -1
  148. package/lib/esm/render/primitives/VertexTable.d.ts +1 -0
  149. package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
  150. package/lib/esm/render/primitives/VertexTable.js +6 -1
  151. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  152. package/lib/esm/render/webgl/AttributeMap.js +5 -5
  153. package/lib/esm/render/webgl/CachedGeometry.d.ts +2 -0
  154. package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
  155. package/lib/esm/render/webgl/CachedGeometry.js +14 -13
  156. package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
  157. package/lib/esm/render/webgl/DrawCommand.js +2 -2
  158. package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts +51 -0
  159. package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -0
  160. package/lib/esm/render/webgl/IndexedEdgeGeometry.js +85 -0
  161. package/lib/esm/render/webgl/IndexedEdgeGeometry.js.map +1 -0
  162. package/lib/esm/render/webgl/InstancedGeometry.d.ts +1 -0
  163. package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
  164. package/lib/esm/render/webgl/InstancedGeometry.js +1 -0
  165. package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
  166. package/lib/esm/render/webgl/Mesh.d.ts +2 -0
  167. package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
  168. package/lib/esm/render/webgl/Mesh.js +7 -1
  169. package/lib/esm/render/webgl/Mesh.js.map +1 -1
  170. package/lib/esm/render/webgl/PlanarClassifier.js +1 -1
  171. package/lib/esm/render/webgl/PlanarGrid.js +2 -2
  172. package/lib/esm/render/webgl/RealityMesh.js +5 -5
  173. package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
  174. package/lib/esm/render/webgl/RenderFlags.d.ts +4 -1
  175. package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
  176. package/lib/esm/render/webgl/RenderFlags.js +6 -1
  177. package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
  178. package/lib/esm/render/webgl/SceneCompositor.js +6 -6
  179. package/lib/esm/render/webgl/ScreenSpaceEffect.js +1 -1
  180. package/lib/esm/render/webgl/ShaderBuilder.d.ts +16 -14
  181. package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
  182. package/lib/esm/render/webgl/ShaderBuilder.js +19 -15
  183. package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
  184. package/lib/esm/render/webgl/System.d.ts +2 -0
  185. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  186. package/lib/esm/render/webgl/System.js +2 -0
  187. package/lib/esm/render/webgl/System.js.map +1 -1
  188. package/lib/esm/render/webgl/Target.js +1 -1
  189. package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
  190. package/lib/esm/render/webgl/Technique.js +72 -57
  191. package/lib/esm/render/webgl/Technique.js.map +1 -1
  192. package/lib/esm/render/webgl/TechniqueId.d.ts +29 -28
  193. package/lib/esm/render/webgl/TechniqueId.d.ts.map +1 -1
  194. package/lib/esm/render/webgl/TechniqueId.js +7 -7
  195. package/lib/esm/render/webgl/TechniqueId.js.map +1 -1
  196. package/lib/esm/render/webgl/glsl/Animation.js +1 -1
  197. package/lib/esm/render/webgl/glsl/Color.js +1 -1
  198. package/lib/esm/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
  199. package/lib/esm/render/webgl/glsl/CopyStencil.js +4 -7
  200. package/lib/esm/render/webgl/glsl/CopyStencil.js.map +1 -1
  201. package/lib/esm/render/webgl/glsl/EVSMFromDepth.js +1 -1
  202. package/lib/esm/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
  203. package/lib/esm/render/webgl/glsl/Edge.d.ts +2 -1
  204. package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
  205. package/lib/esm/render/webgl/glsl/Edge.js +132 -14
  206. package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
  207. package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  208. package/lib/esm/render/webgl/glsl/FeatureSymbology.js +13 -10
  209. package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  210. package/lib/esm/render/webgl/glsl/Fragment.d.ts.map +1 -1
  211. package/lib/esm/render/webgl/glsl/Fragment.js +9 -1
  212. package/lib/esm/render/webgl/glsl/Fragment.js.map +1 -1
  213. package/lib/esm/render/webgl/glsl/LookupTable.d.ts +4 -2
  214. package/lib/esm/render/webgl/glsl/LookupTable.d.ts.map +1 -1
  215. package/lib/esm/render/webgl/glsl/LookupTable.js +7 -3
  216. package/lib/esm/render/webgl/glsl/LookupTable.js.map +1 -1
  217. package/lib/esm/render/webgl/glsl/PlanarGrid.js +2 -2
  218. package/lib/esm/render/webgl/glsl/PlanarGrid.js.map +1 -1
  219. package/lib/esm/render/webgl/glsl/PointCloud.js +2 -2
  220. package/lib/esm/render/webgl/glsl/PointCloud.js.map +1 -1
  221. package/lib/esm/render/webgl/glsl/PointString.js +1 -1
  222. package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
  223. package/lib/esm/render/webgl/glsl/Polyline.js +1 -1
  224. package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
  225. package/lib/esm/render/webgl/glsl/RealityMesh.js +4 -4
  226. package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
  227. package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
  228. package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
  229. package/lib/esm/render/webgl/glsl/SkyBox.js +1 -1
  230. package/lib/esm/render/webgl/glsl/SkyBox.js.map +1 -1
  231. package/lib/esm/render/webgl/glsl/SkySphere.js +1 -1
  232. package/lib/esm/render/webgl/glsl/Surface.js +3 -3
  233. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  234. package/lib/esm/render/webgl/glsl/Vertex.js +1 -1
  235. package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
  236. package/lib/esm/render/webgl/glsl/ViewportQuad.js +1 -1
  237. package/lib/esm/render/webgl/glsl/ViewportQuad.js.map +1 -1
  238. package/lib/esm/tile/IModelTile.d.ts.map +1 -1
  239. package/lib/esm/tile/IModelTile.js +1 -0
  240. package/lib/esm/tile/IModelTile.js.map +1 -1
  241. package/lib/esm/tile/ImdlReader.d.ts +1 -0
  242. package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
  243. package/lib/esm/tile/ImdlReader.js +21 -1
  244. package/lib/esm/tile/ImdlReader.js.map +1 -1
  245. package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
  246. package/lib/esm/tile/PrimaryTileTree.js +5 -4
  247. package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
  248. package/lib/esm/tile/TileAdmin.d.ts +9 -0
  249. package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
  250. package/lib/esm/tile/TileAdmin.js +19 -14
  251. package/lib/esm/tile/TileAdmin.js.map +1 -1
  252. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  253. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +4 -3
  254. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  255. package/lib/esm/webgl.d.ts +1 -0
  256. package/lib/esm/webgl.d.ts.map +1 -1
  257. package/lib/esm/webgl.js +1 -0
  258. package/lib/esm/webgl.js.map +1 -1
  259. 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 { ColorDef, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay } from \"@itwin/core-common\";\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { BoundaryType, ScreenPointsGeometry, SingleTexturedViewportQuadGeometry, VolumeClassifierGeometry } from \"../CachedGeometry\";\r\nimport { FloatRgb, FloatRgba } from \"../FloatRGBA\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { System } from \"../System\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { unquantizeVertexPosition } from \"./Vertex\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nconst computehiliteColor = \"return vec4(u_hilite_color.rgb, 1.0);\";\r\n\r\nconst computeSetBlendColor = \"return u_blend_color;\";\r\n\r\nconst computeBlendTextureColor = \"return TEXTURE(u_blendTexture, v_texCoord);\";\r\n\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\n\r\nconst checkDiscardBackgroundByZ = `\r\n if (u_boundaryType == kBoundaryType_Out)\r\n return TEXTURE(u_depthTexture, v_texCoord).r == 1.0;\r\n return false;\r\n`;\r\n\r\nconst depthFromTexture = \"return TEXTURE(u_depthTexture, v_texCoord).r;\";\r\n\r\nconst computePosition = `\r\n gl_PointSize = 1.0; // Need to set the point size since we are drawing points with this.\r\n float z = TEXTURE(u_depthTexture, (rawPos.xy + 1.0) * 0.5).r * 2.0 - 1.0;\r\n return vec4(rawPos.x, rawPos.y, z, 1.0);\r\n`;\r\n\r\nconst unquantizeVertexPosition2d = `\r\nvec4 unquantizeVertexPosition(vec2 pos, vec3 origin, vec3 scale) { return unquantizePosition(vec3(pos.x, pos.y, 0.0), origin, scale); }\r\n`;\r\n\r\nconst scratchColor = FloatRgba.fromColorDef(ColorDef.white);\r\n\r\n/** @internal */\r\nfunction addBoundaryTypeConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addConstant(\"kBoundaryType_Out\", VariableType.Int, \"0\");\r\n builder.addConstant(\"kBoundaryType_In\", VariableType.Int, \"1\");\r\n builder.addConstant(\"kBoundaryType_Selected\", VariableType.Int, \"2\");\r\n}\r\n\r\n/** @internal */\r\nfunction setScratchColor(display: number, hilite: FloatRgb, hAlpha: number): void {\r\n switch (display) {\r\n case SpatialClassifierOutsideDisplay.Dimmed:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.3);\r\n break;\r\n case SpatialClassifierOutsideDisplay.Off:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.8);\r\n break;\r\n case SpatialClassifierOutsideDisplay.On:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n break;\r\n default: // Hilite or ByElementColor (though ByElementColor should never use this shader)\r\n scratchColor.set(hilite.red, hilite.green, hilite.blue, hAlpha);\r\n break;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassColorUsingStencilProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(false);\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computehiliteColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n frag.addUniform(\"u_hilite_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_hilite_color\", (uniform, params) => {\r\n const useLighting = params.geometry.getFlashMode(params);\r\n if (useLighting) {\r\n const hiliteColor = params.target.uniforms.hilite.hiliteColor;\r\n scratchColor.set(hiliteColor.red, hiliteColor.green, hiliteColor.blue, 1.0);\r\n } else\r\n scratchColor.set(1.0, 1.0, 1.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassColorUsingStencil\";\r\n builder.frag.headerComment = \"//!F! VolClassColorUsingStencil\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassCopyZProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord); // TODO: I think this is not necessary because it's already added from the create above\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, _params) => {\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (!System.instance.capabilities.isWebGL2)\r\n frag.addExtension(\"GL_EXT_frag_depth\");\r\n frag.set(FragmentShaderComponent.FinalizeDepth, depthFromTexture);\r\n\r\n builder.vert.headerComment = \"//!V! VolClassCopyZ\";\r\n builder.frag.headerComment = \"//!F! VolClassCopyZ\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassCopyZUsingPointsProgram(context: WebGLContext): ShaderProgram {\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.VolClassCopyZ, false);\r\n const builder = new ProgramBuilder(attrMap);\r\n\r\n const vert = builder.vert;\r\n vert.replaceFunction(unquantizeVertexPosition, unquantizeVertexPosition2d);\r\n vert.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as ScreenPointsGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.zTexture, TextureUnit.Zero);\r\n });\r\n });\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, _params) => {\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassCopyZUsingPoints\";\r\n builder.frag.headerComment = \"//!F! VolClassCopyZUsingPoints\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassSetBlendProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n const frag = builder.frag;\r\n addBoundaryTypeConstants(frag);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkDiscardBackgroundByZ);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_boundaryType\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_boundaryType\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n uniform.setUniform1i(geom.boundaryType);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n const hiliteColor = params.target.uniforms.hilite.hiliteColor;\r\n const hiliteAlpha = params.target.uniforms.hilite.hiliteSettings.visibleRatio;\r\n switch (geom.boundaryType) {\r\n case BoundaryType.Outside:\r\n setScratchColor(params.target.activeVolumeClassifierProps!.flags.outside, hiliteColor, hiliteAlpha);\r\n break;\r\n case BoundaryType.Inside:\r\n setScratchColor(params.target.activeVolumeClassifierProps!.flags.inside, hiliteColor, hiliteAlpha);\r\n break;\r\n case BoundaryType.Selected:\r\n // setScratchColor(params.target.activeVolumeClassifierProps!.flags.selected, hiliteColor, hiliteAlpha);\r\n setScratchColor(SpatialClassifierInsideDisplay.Hilite, hiliteColor, hiliteAlpha); // option for how to display selected classifiers has been removed, always just hilite\r\n break;\r\n }\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassSetBlend\";\r\n builder.frag.headerComment = \"//!F! VolClassSetBlend\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassBlendProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBlendTextureColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blendTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_blendTexture\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassBlend\";\r\n builder.frag.headerComment = \"//!F! VolClassBlend\";\r\n\r\n return builder.buildProgram(context);\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 { ColorDef, SpatialClassifierInsideDisplay, SpatialClassifierOutsideDisplay } from \"@itwin/core-common\";\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { BoundaryType, ScreenPointsGeometry, SingleTexturedViewportQuadGeometry, VolumeClassifierGeometry } from \"../CachedGeometry\";\r\nimport { FloatRgb, FloatRgba } from \"../FloatRGBA\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { System } from \"../System\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nconst computehiliteColor = \"return vec4(u_hilite_color.rgb, 1.0);\";\r\n\r\nconst computeSetBlendColor = \"return u_blend_color;\";\r\n\r\nconst computeBlendTextureColor = \"return TEXTURE(u_blendTexture, v_texCoord);\";\r\n\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\n\r\nconst checkDiscardBackgroundByZ = `\r\n if (u_boundaryType == kBoundaryType_Out)\r\n return TEXTURE(u_depthTexture, v_texCoord).r == 1.0;\r\n return false;\r\n`;\r\n\r\nconst depthFromTexture = \"return TEXTURE(u_depthTexture, v_texCoord).r;\";\r\n\r\nconst computePosition = `\r\n gl_PointSize = 1.0; // Need to set the point size since we are drawing points with this.\r\n float z = TEXTURE(u_depthTexture, (rawPos.xy + 1.0) * 0.5).r * 2.0 - 1.0;\r\n return vec4(rawPos.x, rawPos.y, z, 1.0);\r\n`;\r\n\r\nconst computeQuantizedPosition2d = `return vec3(a_pos.x, a_pos.y, 0.0);`;\r\n\r\nconst scratchColor = FloatRgba.fromColorDef(ColorDef.white);\r\n\r\n/** @internal */\r\nfunction addBoundaryTypeConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addConstant(\"kBoundaryType_Out\", VariableType.Int, \"0\");\r\n builder.addConstant(\"kBoundaryType_In\", VariableType.Int, \"1\");\r\n builder.addConstant(\"kBoundaryType_Selected\", VariableType.Int, \"2\");\r\n}\r\n\r\n/** @internal */\r\nfunction setScratchColor(display: number, hilite: FloatRgb, hAlpha: number): void {\r\n switch (display) {\r\n case SpatialClassifierOutsideDisplay.Dimmed:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.3);\r\n break;\r\n case SpatialClassifierOutsideDisplay.Off:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.8);\r\n break;\r\n case SpatialClassifierOutsideDisplay.On:\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n break;\r\n default: // Hilite or ByElementColor (though ByElementColor should never use this shader)\r\n scratchColor.set(hilite.red, hilite.green, hilite.blue, hAlpha);\r\n break;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassColorUsingStencilProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(false);\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computehiliteColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n frag.addUniform(\"u_hilite_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_hilite_color\", (uniform, params) => {\r\n const useLighting = params.geometry.getFlashMode(params);\r\n if (useLighting) {\r\n const hiliteColor = params.target.uniforms.hilite.hiliteColor;\r\n scratchColor.set(hiliteColor.red, hiliteColor.green, hiliteColor.blue, 1.0);\r\n } else\r\n scratchColor.set(1.0, 1.0, 1.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassColorUsingStencil\";\r\n builder.frag.headerComment = \"//!F! VolClassColorUsingStencil\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassCopyZProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord); // TODO: I think this is not necessary because it's already added from the create above\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, _params) => {\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (!System.instance.capabilities.isWebGL2)\r\n frag.addExtension(\"GL_EXT_frag_depth\");\r\n frag.set(FragmentShaderComponent.FinalizeDepth, depthFromTexture);\r\n\r\n builder.vert.headerComment = \"//!V! VolClassCopyZ\";\r\n builder.frag.headerComment = \"//!F! VolClassCopyZ\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassCopyZUsingPointsProgram(context: WebGLContext): ShaderProgram {\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.VolClassCopyZ, false);\r\n const builder = new ProgramBuilder(attrMap);\r\n\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputeQuantizedPosition, computeQuantizedPosition2d);\r\n vert.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as ScreenPointsGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.zTexture, TextureUnit.Zero);\r\n });\r\n });\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, _params) => {\r\n scratchColor.set(0.0, 0.0, 0.0, 0.0);\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassCopyZUsingPoints\";\r\n builder.frag.headerComment = \"//!F! VolClassCopyZUsingPoints\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassSetBlendProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n const frag = builder.frag;\r\n addBoundaryTypeConstants(frag);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkDiscardBackgroundByZ);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeSetBlendColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_boundaryType\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_boundaryType\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n uniform.setUniform1i(geom.boundaryType);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_blend_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_blend_color\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n const hiliteColor = params.target.uniforms.hilite.hiliteColor;\r\n const hiliteAlpha = params.target.uniforms.hilite.hiliteSettings.visibleRatio;\r\n switch (geom.boundaryType) {\r\n case BoundaryType.Outside:\r\n setScratchColor(params.target.activeVolumeClassifierProps!.flags.outside, hiliteColor, hiliteAlpha);\r\n break;\r\n case BoundaryType.Inside:\r\n setScratchColor(params.target.activeVolumeClassifierProps!.flags.inside, hiliteColor, hiliteAlpha);\r\n break;\r\n case BoundaryType.Selected:\r\n // setScratchColor(params.target.activeVolumeClassifierProps!.flags.selected, hiliteColor, hiliteAlpha);\r\n setScratchColor(SpatialClassifierInsideDisplay.Hilite, hiliteColor, hiliteAlpha); // option for how to display selected classifiers has been removed, always just hilite\r\n break;\r\n }\r\n scratchColor.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as VolumeClassifierGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassSetBlend\";\r\n builder.frag.headerComment = \"//!F! VolClassSetBlend\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n\r\n/** @internal */\r\nexport function createVolClassBlendProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBlendTextureColor);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_blendTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_blendTexture\", (uniform, params) => {\r\n const geom = params.geometry as SingleTexturedViewportQuadGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n builder.vert.headerComment = \"//!V! VolClassBlend\";\r\n builder.frag.headerComment = \"//!F! VolClassBlend\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
@@ -46,7 +46,7 @@ export function createEVSMProgram(context) {
46
46
  const builder = new ProgramBuilder(AttributeMap.findAttributeMap(undefined, false));
47
47
  const vert = builder.vert;
48
48
  const frag = builder.frag;
49
- vert.set(9 /* ComputePosition */, computePosition);
49
+ vert.set(10 /* ComputePosition */, computePosition);
50
50
  builder.addInlineComputedVarying("v_texCoord", 3 /* Vec2 */, computeTexCoord);
51
51
  frag.addUniform("u_depthTexture", 8 /* Sampler2D */, (prog) => {
52
52
  prog.addGraphicUniform("u_depthTexture", (uniform, params) => {
@@ -1 +1 @@
1
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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 { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { EVSMGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariablePrecision, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { addEvsmExponent, warpDepth } from \"./SolarShadowMapping\";\r\n\r\n// This shader reads the depth texture, converts it to EVSM values, then averages those down 4 to 1\r\n\r\n// Positions are in NDC [-1..1]. Compute UV params in [0..1]\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\nconst computePosition = \"return rawPos;\";\r\n\r\nconst computeEVSM = `\r\n const float sampleWeight = 0.25;\r\n vec4 average = vec4(0.0);\r\n vec2 tc = v_texCoord - u_stepSize * 0.5; // v_texCoord starts in between the 4 texels\r\n\r\n float depth = TEXTURE(u_depthTexture, tc).r;\r\n vec2 vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n tc.x += u_stepSize.x;\r\n depth = TEXTURE(u_depthTexture, tc).r;\r\n vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n tc.y += u_stepSize.y;\r\n depth = TEXTURE(u_depthTexture, tc).r;\r\n vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n tc.x -= u_stepSize.x;\r\n depth = TEXTURE(u_depthTexture, tc).r;\r\n vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n return average;\r\n`;\r\n\r\n/** @internal */\r\nexport function createEVSMProgram(context: WebGLContext): ShaderProgram {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(undefined, false));\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EVSMGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_stepSize\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_stepSize\", (uniform, params) => {\r\n const geom = params.geometry as EVSMGeometry;\r\n uniform.setUniform2fv(geom.stepSize);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n addEvsmExponent(frag);\r\n\r\n frag.addFunction(warpDepth);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeEVSM);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n builder.vert.headerComment = \"//!V! EVSMFromDepth\";\r\n builder.frag.headerComment = \"//!F! EVSMFromDepth\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
1
+ {"version":3,"file":"EVSMFromDepth.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/EVSMFromDepth.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAC7C,OAAO,EAA2B,cAAc,EAA0D,MAAM,kBAAkB,CAAC;AAEnI,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,eAAe,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAElE,mGAAmG;AAEnG,4DAA4D;AAC5D,MAAM,eAAe,GAAG,4CAA4C,CAAC;AACrE,MAAM,eAAe,GAAG,gBAAgB,CAAC;AAEzC,MAAM,WAAW,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;CAyBnB,CAAC;AAEF,gBAAgB;AAChB,MAAM,UAAU,iBAAiB,CAAC,OAAqB;IACrD,MAAM,OAAO,GAAG,IAAI,cAAc,CAAC,YAAY,CAAC,gBAAgB,CAAC,SAAS,EAAE,KAAK,CAAC,CAAC,CAAC;IACpF,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,GAAG,2BAAwC,eAAe,CAAC,CAAC;IACjE,OAAO,CAAC,wBAAwB,CAAC,YAAY,gBAAqB,eAAe,CAAC,CAAC;IAEnF,IAAI,CAAC,UAAU,CAAC,gBAAgB,qBAA0B,CAAC,IAAI,EAAE,EAAE;QACjE,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,MAAM,IAAI,GAAG,MAAM,CAAC,QAAwB,CAAC;YAC7C,eAAe,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,CAAC,YAAY,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC;QAC5E,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,YAAY,gBAAqB,CAAC,IAAI,EAAE,EAAE;QACxD,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACvD,MAAM,IAAI,GAAG,MAAM,CAAC,QAAwB,CAAC;YAC7C,OAAO,CAAC,aAAa,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QACvC,CAAC,CAAC,CAAC;IACL,CAAC,eAAyB,CAAC;IAE3B,eAAe,CAAC,IAAI,CAAC,CAAC;IAEtB,IAAI,CAAC,WAAW,CAAC,SAAS,CAAC,CAAC;IAC5B,IAAI,CAAC,GAAG,2BAA2C,WAAW,CAAC,CAAC;IAChE,IAAI,CAAC,GAAG,0BAAyC,eAAe,CAAC,CAAC;IAElE,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;IACnD,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,qBAAqB,CAAC;IAEnD,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,CAAC","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 { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { EVSMGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariablePrecision, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { addEvsmExponent, warpDepth } from \"./SolarShadowMapping\";\r\n\r\n// This shader reads the depth texture, converts it to EVSM values, then averages those down 4 to 1\r\n\r\n// Positions are in NDC [-1..1]. Compute UV params in [0..1]\r\nconst computeTexCoord = \"v_texCoord = (rawPosition.xy + 1.0) * 0.5;\";\r\nconst computePosition = \"return rawPos;\";\r\n\r\nconst computeEVSM = `\r\n const float sampleWeight = 0.25;\r\n vec4 average = vec4(0.0);\r\n vec2 tc = v_texCoord - u_stepSize * 0.5; // v_texCoord starts in between the 4 texels\r\n\r\n float depth = TEXTURE(u_depthTexture, tc).r;\r\n vec2 vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n tc.x += u_stepSize.x;\r\n depth = TEXTURE(u_depthTexture, tc).r;\r\n vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n tc.y += u_stepSize.y;\r\n depth = TEXTURE(u_depthTexture, tc).r;\r\n vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n tc.x -= u_stepSize.x;\r\n depth = TEXTURE(u_depthTexture, tc).r;\r\n vsmDepth = warpDepth(depth, u_evsmExponent);\r\n average += sampleWeight * vec4(vsmDepth.xy, vsmDepth.xy * vsmDepth.xy);\r\n\r\n return average;\r\n`;\r\n\r\n/** @internal */\r\nexport function createEVSMProgram(context: WebGLContext): ShaderProgram {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(undefined, false));\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n builder.addInlineComputedVarying(\"v_texCoord\", VariableType.Vec2, computeTexCoord);\r\n\r\n frag.addUniform(\"u_depthTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthTexture\", (uniform, params) => {\r\n const geom = params.geometry as EVSMGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthTexture, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_stepSize\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_stepSize\", (uniform, params) => {\r\n const geom = params.geometry as EVSMGeometry;\r\n uniform.setUniform2fv(geom.stepSize);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n addEvsmExponent(frag);\r\n\r\n frag.addFunction(warpDepth);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeEVSM);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n builder.vert.headerComment = \"//!V! EVSMFromDepth\";\r\n builder.frag.headerComment = \"//!F! EVSMFromDepth\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
@@ -3,8 +3,9 @@
3
3
  */
4
4
  import { ProgramBuilder, VertexShaderBuilder } from "../ShaderBuilder";
5
5
  import { IsAnimated, IsInstanced } from "../TechniqueFlags";
6
+ export declare type EdgeBuilderType = "SegmentEdge" | "Silhouette" | "IndexedEdge";
6
7
  /** @internal */
7
8
  export declare function addEdgeContrast(vert: VertexShaderBuilder): void;
8
9
  /** @internal */
9
- export declare function createEdgeBuilder(isSilhouette: boolean, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder;
10
+ export declare function createEdgeBuilder(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder;
10
11
  //# sourceMappingURL=Edge.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"Edge.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Edge.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,cAAc,EAAoC,mBAAmB,EAAyB,MAAM,kBAAkB,CAAC;AAChI,OAAO,EAAE,UAAU,EAAE,WAAW,EAAc,MAAM,mBAAmB,CAAC;AAyGxE,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAY/D;AA+CD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,YAAY,EAAE,OAAO,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,UAAU,GAAG,cAAc,CAOvH"}
1
+ {"version":3,"file":"Edge.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Edge.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAA2B,cAAc,EAAoC,mBAAmB,EAAyB,MAAM,kBAAkB,CAAC;AACzJ,OAAO,EAAE,UAAU,EAAE,WAAW,EAAc,MAAM,mBAAmB,CAAC;AAcxE,oBAAY,eAAe,GAAG,aAAa,GAAG,YAAY,GAAG,aAAa,CAAC;AAoL3E,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAY/D;AAyFD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,eAAe,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,UAAU,GAAG,cAAc,CAOvH"}
@@ -5,8 +5,10 @@
5
5
  /** @packageDocumentation
6
6
  * @module WebGL
7
7
  */
8
+ import { assert } from "@itwin/core-bentley";
8
9
  import { AttributeMap } from "../AttributeMap";
9
10
  import { ProgramBuilder } from "../ShaderBuilder";
11
+ import { TextureUnit } from "../RenderFlags";
10
12
  import { addAnimation } from "./Animation";
11
13
  import { addColor } from "./Color";
12
14
  import { addFrustum, addShaderFlags } from "./Common";
@@ -15,21 +17,87 @@ import { addAdjustWidth, addLineCode } from "./Polyline";
15
17
  import { octDecodeNormal } from "./Surface";
16
18
  import { addLineWeight, addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from "./Vertex";
17
19
  import { addModelToWindowCoordinates, addViewport } from "./Viewport";
18
- const decodeEndPointAndQuadIndices = `
19
- g_otherIndex = decodeUInt24(a_endPointAndQuadIndices.xyz);
20
+ import { addLookupTable } from "./LookupTable";
21
+ import { addRenderOrder, addRenderOrderConstants } from "./FeatureSymbology";
22
+ const computeOtherPos = `
20
23
  vec2 tc = computeLUTCoords(g_otherIndex, u_vertParams.xy, g_vert_center, u_vertParams.z);
21
24
  vec4 enc1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
22
25
  tc.x += g_vert_stepX;
23
26
  vec4 enc2 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
24
27
  vec3 qpos = vec3(decodeUInt16(enc1.xy), decodeUInt16(enc1.zw), decodeUInt16(enc2.xy));
25
28
  g_otherPos = unquantizePosition(qpos, u_qOrigin, u_qScale);
29
+ `;
30
+ const decodeEndPointAndQuadIndices = `
31
+ g_otherIndex = decodeUInt24(a_endPointAndQuadIndices.xyz);
32
+ ${computeOtherPos}
26
33
  g_quadIndex = a_endPointAndQuadIndices.w;
27
34
  `;
28
35
  const animateEndPoint = `g_otherPos.xyz += computeAnimationDisplacement(g_otherIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);`;
29
- const checkForSilhouetteDiscard = `
30
- vec3 n0 = MAT_NORM * octDecodeNormal(a_normals.xy);
31
- vec3 n1 = MAT_NORM * octDecodeNormal(a_normals.zw);
36
+ // a_pos is a 24-bit index into edge lookup table.
37
+ // First six bytes of lookup table entry are the pair of 24-bit indices identifying the endpoints of the edge in the vertex table.
38
+ // Return the 24-bit index of "this" vertex in the vertex table encoded in a vec3.
39
+ const computeIndexedQuantizedPosition = `
40
+ g_vertexId = gl_VertexID % 6;
41
+ if (g_vertexId == 0)
42
+ g_quadIndex = 0.0;
43
+ else if (g_vertexId == 2 || g_vertexId == 3)
44
+ g_quadIndex = 1.0;
45
+ else if (g_vertexId == 1 || g_vertexId == 4)
46
+ g_quadIndex = 2.0;
47
+ else
48
+ g_quadIndex = 3.0;
49
+
50
+ // The following formula computes the texel index, but suffers from precision issues for large edge indices, so we must compute using integers instead.
51
+ // float edgeBaseIndex = u_edgeParams.z * 1.5 + u_edgeParams.w * 0.25 + (edgeIndex - u_edgeParams.z) * 2.5);
52
+
53
+ float fEdgeIndex = decodeUInt24(a_pos);
54
+ g_isSilhouette = fEdgeIndex >= u_edgeParams.z;
55
+ int edgeIndex = int(fEdgeIndex);
56
+ bool isEven = 0 == (edgeIndex & 1);
57
+ float edgeBaseIndex;
58
+ if (!g_isSilhouette) {
59
+ edgeBaseIndex = float(edgeIndex + (edgeIndex / 2));
60
+ } else {
61
+ // If both pad and edgeIndex produce a remainder (0.5 for each - pad is a multiple of 2), we must add one to the index to account for it.
62
+ int shift = isEven ? 0 : 1;
63
+ int pad = int(u_edgeParams.w);
64
+ if (0 != (pad % 4)) {
65
+ isEven = !isEven;
66
+ shift = shift + 1;
67
+ }
68
+
69
+ // s = num segments p = num padding bytes i = edge index
70
+ // texel index = 1.5s + .25p + 2.5(i - s) = 1.5s + .25p + 2.5i - 2.5s = 2.5i + .25p - s = i + i + i/2 + p/4 - s
71
+ edgeBaseIndex = float(edgeIndex + edgeIndex + edgeIndex / 2 + pad / 4 - int(u_edgeParams.z) + shift / 2);
72
+ }
73
+
74
+ vec2 tc = compute_edge_coords(floor(edgeBaseIndex));
75
+ vec4 s0 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);
76
+ tc.x += g_edge_stepX;
77
+ vec4 s1 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);
78
+ tc.x += g_edge_stepX;
79
+ vec4 s2 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);
32
80
 
81
+ vec3 i0 = isEven ? s0.xyz : vec3(s0.zw, s1.x);
82
+ vec3 i1 = isEven ? vec3(s0.w, s1.xy) : s1.yzw;
83
+ g_otherIndexIndex = g_quadIndex < 2.0 ? i1 : i0;
84
+
85
+ g_normals = isEven ? vec4(s1.zw, s2.xy) : s2;
86
+
87
+ return g_quadIndex < 2.0 ? i0 : i1;
88
+ `;
89
+ const initializeIndexed = `
90
+ g_otherIndex = decodeUInt24(g_otherIndexIndex);
91
+ ${computeOtherPos}
92
+ `;
93
+ // IndexedEdgeGeometry.renderOrder returns Edge or PlanarEdge. Adjust if silhouette for output to pick buffers.
94
+ const computeIndexedRenderOrder = `
95
+ if (g_isSilhouette)
96
+ v_renderOrder = kRenderOrder_Edge == u_renderOrder ? kRenderOrder_Silhouette : kRenderOrder_PlanarSilhouette;
97
+ else
98
+ v_renderOrder = u_renderOrder;
99
+ `;
100
+ const checkForSilhouetteDiscard = `
33
101
  if (kFrustumType_Perspective != u_frustum.z) {
34
102
  float perpTol = 4.75e-6;
35
103
  return (n0.z * n1.z > perpTol); // orthographic.
@@ -53,6 +121,19 @@ const checkForSilhouetteDiscard = `
53
121
  return dot0 * dot1 > perpTol;
54
122
  }
55
123
  `;
124
+ const checkForSilhouetteDiscardNonIndexed = `
125
+ vec3 n0 = MAT_NORM * octDecodeNormal(a_normals.xy);
126
+ vec3 n1 = MAT_NORM * octDecodeNormal(a_normals.zw);
127
+ ${checkForSilhouetteDiscard}
128
+ `;
129
+ const checkForSilhouetteDiscardIndexed = `
130
+ if (!g_isSilhouette)
131
+ return false;
132
+
133
+ vec3 n0 = MAT_NORM * octDecodeNormal(g_normals.xy);
134
+ vec3 n1 = MAT_NORM * octDecodeNormal(g_normals.zw);
135
+ ${checkForSilhouetteDiscard}
136
+ `;
56
137
  const computePosition = `
57
138
  v_lnInfo = vec4(0.0, 0.0, 0.0, 0.0); // init and set flag to false
58
139
  vec4 other = g_otherPos;
@@ -115,11 +196,15 @@ export function addEdgeContrast(vert) {
115
196
  uniform.setUniform1f(bgi);
116
197
  });
117
198
  });
118
- vert.set(7 /* AdjustContrast */, adjustContrast);
199
+ vert.set(8 /* AdjustContrast */, adjustContrast);
119
200
  }
120
- function createBase(isSilhouette, instanced, isAnimated) {
201
+ const edgeLutParams = new Float32Array(4);
202
+ function createBase(type, instanced, isAnimated) {
121
203
  const isInstanced = 1 /* Yes */ === instanced;
122
- const attrMap = AttributeMap.findAttributeMap(isSilhouette ? 5 /* SilhouetteEdge */ : 4 /* Edge */, isInstanced);
204
+ const isSilhouette = "Silhouette" === type;
205
+ const isIndexed = "IndexedEdge" === type;
206
+ const techId = isSilhouette ? 5 /* SilhouetteEdge */ : (isIndexed ? 6 /* IndexedEdge */ : 4 /* Edge */);
207
+ const attrMap = AttributeMap.findAttributeMap(techId, isInstanced);
123
208
  const builder = new ProgramBuilder(attrMap, isInstanced ? 3 /* InstancedVertexTable */ : 1 /* VertexTable */);
124
209
  const vert = builder.vert;
125
210
  vert.addGlobal("g_otherPos", 5 /* Vec4 */);
@@ -127,7 +212,40 @@ function createBase(isSilhouette, instanced, isAnimated) {
127
212
  vert.addGlobal("g_windowPos", 5 /* Vec4 */);
128
213
  vert.addGlobal("g_windowDir", 3 /* Vec2 */);
129
214
  vert.addGlobal("g_otherIndex", 2 /* Float */);
130
- vert.addInitializer(decodeEndPointAndQuadIndices);
215
+ if (isIndexed) {
216
+ vert.addGlobal("g_vertexId", 1 /* Int */);
217
+ vert.addGlobal("g_otherIndexIndex", 4 /* Vec3 */);
218
+ vert.addGlobal("g_isSilhouette", 0 /* Boolean */, "false");
219
+ vert.addGlobal("g_normals", 5 /* Vec4 */);
220
+ const initLut = addLookupTable(vert, "edge", "1.0");
221
+ vert.addUniform("u_edgeLUT", 8 /* Sampler2D */, (prog) => {
222
+ prog.addGraphicUniform("u_edgeLUT", (uniform, params) => {
223
+ const edge = params.geometry.asIndexedEdge;
224
+ assert(undefined !== edge);
225
+ edge.edgeLut.texture.bindSampler(uniform, TextureUnit.EdgeLUT);
226
+ });
227
+ });
228
+ vert.addUniform("u_edgeParams", 5 /* Vec4 */, (prog) => {
229
+ prog.addGraphicUniform("u_edgeParams", (uniform, params) => {
230
+ const edge = params.geometry.asIndexedEdge;
231
+ assert(undefined !== edge);
232
+ edgeLutParams[0] = edge.edgeLut.texture.width;
233
+ edgeLutParams[1] = edge.edgeLut.texture.height;
234
+ edgeLutParams[2] = edge.edgeLut.numSegments;
235
+ edgeLutParams[3] = edge.edgeLut.silhouettePadding;
236
+ uniform.setUniform4fv(edgeLutParams);
237
+ });
238
+ });
239
+ vert.set(0 /* ComputeQuantizedPosition */, `${initLut}\n\n${computeIndexedQuantizedPosition}`);
240
+ vert.addInitializer(initializeIndexed);
241
+ addRenderOrder(vert);
242
+ addRenderOrderConstants(vert);
243
+ builder.addInlineComputedVarying("v_renderOrder", 2 /* Float */, computeIndexedRenderOrder);
244
+ builder.frag.set(20 /* OverrideRenderOrder */, "return v_renderOrder;");
245
+ }
246
+ else {
247
+ vert.addInitializer(decodeEndPointAndQuadIndices);
248
+ }
131
249
  if (isAnimated) {
132
250
  addAnimation(vert, false, 0 /* No */);
133
251
  vert.addInitializer(animateEndPoint);
@@ -138,23 +256,23 @@ function createBase(isSilhouette, instanced, isAnimated) {
138
256
  addProjectionMatrix(vert);
139
257
  addLineCode(builder, lineCodeArgs);
140
258
  builder.addVarying("v_eyeSpace", 4 /* Vec3 */);
141
- vert.set(9 /* ComputePosition */, computePosition);
259
+ vert.set(10 /* ComputePosition */, computePosition);
142
260
  builder.addVarying("v_lnInfo", 5 /* Vec4 */);
143
261
  addAdjustWidth(vert);
144
262
  addViewport(vert);
145
263
  addModelViewMatrix(vert);
146
264
  addLineWeight(vert);
147
- if (isSilhouette) {
265
+ if (isSilhouette || isIndexed) {
148
266
  addNormalMatrix(vert, instanced);
149
267
  addFrustum(builder);
150
- vert.set(1 /* CheckForEarlyDiscard */, checkForSilhouetteDiscard);
151
268
  vert.addFunction(octDecodeNormal);
269
+ vert.set(2 /* CheckForEarlyDiscard */, isSilhouette ? checkForSilhouetteDiscardNonIndexed : checkForSilhouetteDiscardIndexed);
152
270
  }
153
271
  return builder;
154
272
  }
155
273
  /** @internal */
156
- export function createEdgeBuilder(isSilhouette, instanced, isAnimated) {
157
- const builder = createBase(isSilhouette, instanced, isAnimated);
274
+ export function createEdgeBuilder(type, instanced, isAnimated) {
275
+ const builder = createBase(type, instanced, isAnimated);
158
276
  addShaderFlags(builder);
159
277
  addColor(builder);
160
278
  addEdgeContrast(builder.vert);
@@ -1 +1 @@
1
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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 { AttributeMap } from \"../AttributeMap\";\r\nimport { ProgramBuilder, ShaderBuilderFlags, VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsAnimated, IsInstanced, IsThematic } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { addColor } from \"./Color\";\r\nimport { addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addWhiteOnWhiteReversal } from \"./Fragment\";\r\nimport { addAdjustWidth, addLineCode } from \"./Polyline\";\r\nimport { octDecodeNormal } from \"./Surface\";\r\nimport { addLineWeight, addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { addModelToWindowCoordinates, addViewport } from \"./Viewport\";\r\n\r\nconst decodeEndPointAndQuadIndices = `\r\n g_otherIndex = decodeUInt24(a_endPointAndQuadIndices.xyz);\r\n vec2 tc = computeLUTCoords(g_otherIndex, u_vertParams.xy, g_vert_center, u_vertParams.z);\r\n vec4 enc1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n vec4 enc2 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec3 qpos = vec3(decodeUInt16(enc1.xy), decodeUInt16(enc1.zw), decodeUInt16(enc2.xy));\r\n g_otherPos = unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n g_quadIndex = a_endPointAndQuadIndices.w;\r\n`;\r\nconst animateEndPoint = `g_otherPos.xyz += computeAnimationDisplacement(g_otherIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);`;\r\n\r\nconst checkForSilhouetteDiscard = `\r\n vec3 n0 = MAT_NORM * octDecodeNormal(a_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(a_normals.zw);\r\n\r\n if (kFrustumType_Perspective != u_frustum.z) {\r\n float perpTol = 4.75e-6;\r\n return (n0.z * n1.z > perpTol); // orthographic.\r\n } else {\r\n float perpTol = 2.5e-4;\r\n vec4 viewPos = MAT_MV * rawPos; // perspective\r\n vec3 toEye = normalize(viewPos.xyz);\r\n float dot0 = dot(n0, toEye);\r\n float dot1 = dot(n1, toEye);\r\n\r\n if (dot0 * dot1 > perpTol)\r\n return true;\r\n\r\n // Need to discard if either is non-silhouette.\r\n vec4 otherPosition = g_otherPos;\r\n viewPos = MAT_MV * otherPosition;\r\n toEye = normalize(viewPos.xyz);\r\n dot0 = dot(n0, toEye);\r\n dot1 = dot(n1, toEye);\r\n\r\n return dot0 * dot1 > perpTol;\r\n }\r\n`;\r\n\r\nconst computePosition = `\r\n v_lnInfo = vec4(0.0, 0.0, 0.0, 0.0); // init and set flag to false\r\n vec4 other = g_otherPos;\r\n float miterAdjust = 0.0;\r\n float weight = computeLineWeight();\r\n\r\n vec4 pos;\r\n g_windowPos = modelToWindowCoordinates(rawPos, other, pos, v_eyeSpace);\r\n if (g_windowPos.w == 0.0) // Clipped out.\r\n return g_windowPos;\r\n\r\n vec4 otherPos;\r\n vec3 otherMvPos;\r\n vec4 projOther = modelToWindowCoordinates(other, rawPos, otherPos, otherMvPos);\r\n\r\n g_windowDir = projOther.xy - g_windowPos.xy;\r\n\r\n adjustWidth(weight, g_windowDir, g_windowPos.xy);\r\n g_windowDir = normalize(g_windowDir);\r\n\r\n vec2 perp = vec2(-g_windowDir.y, g_windowDir.x);\r\n float perpDist = weight / 2.0;\r\n float alongDist = 0.0;\r\n\r\n perpDist *= sign(0.5 - float(g_quadIndex == 0.0 || g_quadIndex == 3.0)); // negate for index 0 and 3\r\n alongDist += distance(rawPos, other) * float(g_quadIndex >= 2.0); // index 2 and 3 correspond to 'far' endpoint of segment\r\n\r\n pos.x += perp.x * perpDist * 2.0 * pos.w / u_viewport.x;\r\n pos.y += perp.y * perpDist * 2.0 * pos.w / u_viewport.y;\r\n\r\n lineCodeEyePos = .5 * (rawPos + other);\r\n lineCodeDist = alongDist;\r\n\r\n return pos;\r\n`;\r\nconst lineCodeArgs = \"g_windowDir, g_windowPos, 0.0\";\r\n\r\nconst adjustContrast = `\r\n float bgi = u_bgIntensity;\r\n if (bgi < 0.0)\r\n return baseColor;\r\n\r\n float s;\r\n float rgbi = baseColor.r * 0.3 + baseColor.g * 0.59 + baseColor.b * 0.11;\r\n if (rgbi > 0.81)\r\n s = bgi > 0.57 ? 0.0 : 0.699;\r\n else if (rgbi > 0.57)\r\n s = bgi > 0.57 ? 0.0 : 1.0;\r\n else\r\n s = bgi < 0.81 ? 1.0 : 0.699;\r\n\r\n return vec4(vec3(s), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEdgeContrast(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_bgIntensity\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_bgIntensity\", (uniform, params) => {\r\n let bgi = -1;\r\n if (params.geometry.isEdge && params.target.currentEdgeSettings.wantContrastingColor(params.target.currentViewFlags.renderMode))\r\n bgi = params.target.uniforms.style.backgroundIntensity;\r\n\r\n uniform.setUniform1f(bgi);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.AdjustContrast, adjustContrast);\r\n}\r\n\r\nfunction createBase(isSilhouette: boolean, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder {\r\n const isInstanced = IsInstanced.Yes === instanced;\r\n const attrMap = AttributeMap.findAttributeMap(isSilhouette ? TechniqueId.SilhouetteEdge : TechniqueId.Edge, isInstanced);\r\n\r\n const builder = new ProgramBuilder(attrMap, isInstanced ? ShaderBuilderFlags.InstancedVertexTable : ShaderBuilderFlags.VertexTable);\r\n const vert = builder.vert;\r\n\r\n vert.addGlobal(\"g_otherPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_quadIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_windowPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_windowDir\", VariableType.Vec2);\r\n vert.addGlobal(\"g_otherIndex\", VariableType.Float);\r\n\r\n vert.addInitializer(decodeEndPointAndQuadIndices);\r\n if (isAnimated) {\r\n addAnimation(vert, false, IsThematic.No);\r\n vert.addInitializer(animateEndPoint);\r\n }\r\n\r\n vert.addGlobal(\"lineCodeEyePos\", VariableType.Vec4);\r\n vert.addGlobal(\"lineCodeDist\", VariableType.Float, \"0.0\");\r\n\r\n addModelToWindowCoordinates(vert); // adds u_mvp, u_viewportTransformation, and sets g_eyeSpace\r\n addProjectionMatrix(vert);\r\n addLineCode(builder, lineCodeArgs);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n builder.addVarying(\"v_lnInfo\", VariableType.Vec4);\r\n addAdjustWidth(vert);\r\n\r\n addViewport(vert);\r\n addModelViewMatrix(vert);\r\n\r\n addLineWeight(vert);\r\n\r\n if (isSilhouette) {\r\n addNormalMatrix(vert, instanced);\r\n addFrustum(builder);\r\n vert.set(VertexShaderComponent.CheckForEarlyDiscard, checkForSilhouetteDiscard);\r\n vert.addFunction(octDecodeNormal);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createEdgeBuilder(isSilhouette: boolean, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder {\r\n const builder = createBase(isSilhouette, instanced, isAnimated);\r\n addShaderFlags(builder);\r\n addColor(builder);\r\n addEdgeContrast(builder.vert);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n return builder;\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 WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilderFlags, VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsAnimated, IsInstanced, IsThematic } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { addColor } from \"./Color\";\r\nimport { addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addWhiteOnWhiteReversal } from \"./Fragment\";\r\nimport { addAdjustWidth, addLineCode } from \"./Polyline\";\r\nimport { octDecodeNormal } from \"./Surface\";\r\nimport { addLineWeight, addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { addModelToWindowCoordinates, addViewport } from \"./Viewport\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderOrder, addRenderOrderConstants } from \"./FeatureSymbology\";\r\n\r\nexport type EdgeBuilderType = \"SegmentEdge\" | \"Silhouette\" | \"IndexedEdge\";\r\n\r\nconst computeOtherPos = `\r\n vec2 tc = computeLUTCoords(g_otherIndex, u_vertParams.xy, g_vert_center, u_vertParams.z);\r\n vec4 enc1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n vec4 enc2 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec3 qpos = vec3(decodeUInt16(enc1.xy), decodeUInt16(enc1.zw), decodeUInt16(enc2.xy));\r\n g_otherPos = unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n`;\r\n\r\nconst decodeEndPointAndQuadIndices = `\r\n g_otherIndex = decodeUInt24(a_endPointAndQuadIndices.xyz);\r\n${computeOtherPos}\r\n g_quadIndex = a_endPointAndQuadIndices.w;\r\n`;\r\n\r\nconst animateEndPoint = `g_otherPos.xyz += computeAnimationDisplacement(g_otherIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);`;\r\n\r\n// a_pos is a 24-bit index into edge lookup table.\r\n// First six bytes of lookup table entry are the pair of 24-bit indices identifying the endpoints of the edge in the vertex table.\r\n// Return the 24-bit index of \"this\" vertex in the vertex table encoded in a vec3.\r\nconst computeIndexedQuantizedPosition = `\r\n g_vertexId = gl_VertexID % 6;\r\n if (g_vertexId == 0)\r\n g_quadIndex = 0.0;\r\n else if (g_vertexId == 2 || g_vertexId == 3)\r\n g_quadIndex = 1.0;\r\n else if (g_vertexId == 1 || g_vertexId == 4)\r\n g_quadIndex = 2.0;\r\n else\r\n g_quadIndex = 3.0;\r\n\r\n // The following formula computes the texel index, but suffers from precision issues for large edge indices, so we must compute using integers instead.\r\n // float edgeBaseIndex = u_edgeParams.z * 1.5 + u_edgeParams.w * 0.25 + (edgeIndex - u_edgeParams.z) * 2.5);\r\n\r\n float fEdgeIndex = decodeUInt24(a_pos);\r\n g_isSilhouette = fEdgeIndex >= u_edgeParams.z;\r\n int edgeIndex = int(fEdgeIndex);\r\n bool isEven = 0 == (edgeIndex & 1);\r\n float edgeBaseIndex;\r\n if (!g_isSilhouette) {\r\n edgeBaseIndex = float(edgeIndex + (edgeIndex / 2));\r\n } else {\r\n // If both pad and edgeIndex produce a remainder (0.5 for each - pad is a multiple of 2), we must add one to the index to account for it.\r\n int shift = isEven ? 0 : 1;\r\n int pad = int(u_edgeParams.w);\r\n if (0 != (pad % 4)) {\r\n isEven = !isEven;\r\n shift = shift + 1;\r\n }\r\n\r\n // s = num segments p = num padding bytes i = edge index\r\n // texel index = 1.5s + .25p + 2.5(i - s) = 1.5s + .25p + 2.5i - 2.5s = 2.5i + .25p - s = i + i + i/2 + p/4 - s\r\n edgeBaseIndex = float(edgeIndex + edgeIndex + edgeIndex / 2 + pad / 4 - int(u_edgeParams.z) + shift / 2);\r\n }\r\n\r\n vec2 tc = compute_edge_coords(floor(edgeBaseIndex));\r\n vec4 s0 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s1 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s2 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n\r\n vec3 i0 = isEven ? s0.xyz : vec3(s0.zw, s1.x);\r\n vec3 i1 = isEven ? vec3(s0.w, s1.xy) : s1.yzw;\r\n g_otherIndexIndex = g_quadIndex < 2.0 ? i1 : i0;\r\n\r\n g_normals = isEven ? vec4(s1.zw, s2.xy) : s2;\r\n\r\n return g_quadIndex < 2.0 ? i0 : i1;\r\n`;\r\n\r\nconst initializeIndexed = `\r\n g_otherIndex = decodeUInt24(g_otherIndexIndex);\r\n${computeOtherPos}\r\n`;\r\n\r\n// IndexedEdgeGeometry.renderOrder returns Edge or PlanarEdge. Adjust if silhouette for output to pick buffers.\r\nconst computeIndexedRenderOrder = `\r\n if (g_isSilhouette)\r\n v_renderOrder = kRenderOrder_Edge == u_renderOrder ? kRenderOrder_Silhouette : kRenderOrder_PlanarSilhouette;\r\n else\r\n v_renderOrder = u_renderOrder;\r\n`;\r\n\r\nconst checkForSilhouetteDiscard = `\r\n if (kFrustumType_Perspective != u_frustum.z) {\r\n float perpTol = 4.75e-6;\r\n return (n0.z * n1.z > perpTol); // orthographic.\r\n } else {\r\n float perpTol = 2.5e-4;\r\n vec4 viewPos = MAT_MV * rawPos; // perspective\r\n vec3 toEye = normalize(viewPos.xyz);\r\n float dot0 = dot(n0, toEye);\r\n float dot1 = dot(n1, toEye);\r\n\r\n if (dot0 * dot1 > perpTol)\r\n return true;\r\n\r\n // Need to discard if either is non-silhouette.\r\n vec4 otherPosition = g_otherPos;\r\n viewPos = MAT_MV * otherPosition;\r\n toEye = normalize(viewPos.xyz);\r\n dot0 = dot(n0, toEye);\r\n dot1 = dot(n1, toEye);\r\n\r\n return dot0 * dot1 > perpTol;\r\n }\r\n`;\r\n\r\nconst checkForSilhouetteDiscardNonIndexed = `\r\n vec3 n0 = MAT_NORM * octDecodeNormal(a_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(a_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst checkForSilhouetteDiscardIndexed = `\r\n if (!g_isSilhouette)\r\n return false;\r\n\r\n vec3 n0 = MAT_NORM * octDecodeNormal(g_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(g_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst computePosition = `\r\n v_lnInfo = vec4(0.0, 0.0, 0.0, 0.0); // init and set flag to false\r\n vec4 other = g_otherPos;\r\n float miterAdjust = 0.0;\r\n float weight = computeLineWeight();\r\n\r\n vec4 pos;\r\n g_windowPos = modelToWindowCoordinates(rawPos, other, pos, v_eyeSpace);\r\n if (g_windowPos.w == 0.0) // Clipped out.\r\n return g_windowPos;\r\n\r\n vec4 otherPos;\r\n vec3 otherMvPos;\r\n vec4 projOther = modelToWindowCoordinates(other, rawPos, otherPos, otherMvPos);\r\n\r\n g_windowDir = projOther.xy - g_windowPos.xy;\r\n\r\n adjustWidth(weight, g_windowDir, g_windowPos.xy);\r\n g_windowDir = normalize(g_windowDir);\r\n\r\n vec2 perp = vec2(-g_windowDir.y, g_windowDir.x);\r\n float perpDist = weight / 2.0;\r\n float alongDist = 0.0;\r\n\r\n perpDist *= sign(0.5 - float(g_quadIndex == 0.0 || g_quadIndex == 3.0)); // negate for index 0 and 3\r\n alongDist += distance(rawPos, other) * float(g_quadIndex >= 2.0); // index 2 and 3 correspond to 'far' endpoint of segment\r\n\r\n pos.x += perp.x * perpDist * 2.0 * pos.w / u_viewport.x;\r\n pos.y += perp.y * perpDist * 2.0 * pos.w / u_viewport.y;\r\n\r\n lineCodeEyePos = .5 * (rawPos + other);\r\n lineCodeDist = alongDist;\r\n\r\n return pos;\r\n`;\r\nconst lineCodeArgs = \"g_windowDir, g_windowPos, 0.0\";\r\n\r\nconst adjustContrast = `\r\n float bgi = u_bgIntensity;\r\n if (bgi < 0.0)\r\n return baseColor;\r\n\r\n float s;\r\n float rgbi = baseColor.r * 0.3 + baseColor.g * 0.59 + baseColor.b * 0.11;\r\n if (rgbi > 0.81)\r\n s = bgi > 0.57 ? 0.0 : 0.699;\r\n else if (rgbi > 0.57)\r\n s = bgi > 0.57 ? 0.0 : 1.0;\r\n else\r\n s = bgi < 0.81 ? 1.0 : 0.699;\r\n\r\n return vec4(vec3(s), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEdgeContrast(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_bgIntensity\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_bgIntensity\", (uniform, params) => {\r\n let bgi = -1;\r\n if (params.geometry.isEdge && params.target.currentEdgeSettings.wantContrastingColor(params.target.currentViewFlags.renderMode))\r\n bgi = params.target.uniforms.style.backgroundIntensity;\r\n\r\n uniform.setUniform1f(bgi);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.AdjustContrast, adjustContrast);\r\n}\r\n\r\nconst edgeLutParams = new Float32Array(4);\r\n\r\nfunction createBase(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder {\r\n const isInstanced = IsInstanced.Yes === instanced;\r\n const isSilhouette = \"Silhouette\" === type;\r\n const isIndexed = \"IndexedEdge\" === type;\r\n const techId = isSilhouette ? TechniqueId.SilhouetteEdge : (isIndexed ? TechniqueId.IndexedEdge : TechniqueId.Edge);\r\n const attrMap = AttributeMap.findAttributeMap(techId, isInstanced);\r\n\r\n const builder = new ProgramBuilder(attrMap, isInstanced ? ShaderBuilderFlags.InstancedVertexTable : ShaderBuilderFlags.VertexTable);\r\n const vert = builder.vert;\r\n\r\n vert.addGlobal(\"g_otherPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_quadIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_windowPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_windowDir\", VariableType.Vec2);\r\n vert.addGlobal(\"g_otherIndex\", VariableType.Float);\r\n\r\n if (isIndexed) {\r\n vert.addGlobal(\"g_vertexId\", VariableType.Int);\r\n vert.addGlobal(\"g_otherIndexIndex\", VariableType.Vec3);\r\n vert.addGlobal(\"g_isSilhouette\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"g_normals\", VariableType.Vec4);\r\n\r\n const initLut = addLookupTable(vert, \"edge\", \"1.0\");\r\n vert.addUniform(\"u_edgeLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeLUT\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edge.edgeLut.texture.bindSampler(uniform, TextureUnit.EdgeLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_edgeParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeParams\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edgeLutParams[0] = edge.edgeLut.texture.width;\r\n edgeLutParams[1] = edge.edgeLut.texture.height;\r\n edgeLutParams[2] = edge.edgeLut.numSegments;\r\n edgeLutParams[3] = edge.edgeLut.silhouettePadding;\r\n uniform.setUniform4fv(edgeLutParams);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.ComputeQuantizedPosition, `${initLut}\\n\\n${computeIndexedQuantizedPosition}`);\r\n vert.addInitializer(initializeIndexed);\r\n\r\n addRenderOrder(vert);\r\n addRenderOrderConstants(vert);\r\n builder.addInlineComputedVarying(\"v_renderOrder\", VariableType.Float, computeIndexedRenderOrder);\r\n builder.frag.set(FragmentShaderComponent.OverrideRenderOrder, \"return v_renderOrder;\");\r\n } else {\r\n vert.addInitializer(decodeEndPointAndQuadIndices);\r\n }\r\n\r\n if (isAnimated) {\r\n addAnimation(vert, false, IsThematic.No);\r\n vert.addInitializer(animateEndPoint);\r\n }\r\n\r\n vert.addGlobal(\"lineCodeEyePos\", VariableType.Vec4);\r\n vert.addGlobal(\"lineCodeDist\", VariableType.Float, \"0.0\");\r\n\r\n addModelToWindowCoordinates(vert); // adds u_mvp, u_viewportTransformation, and sets g_eyeSpace\r\n addProjectionMatrix(vert);\r\n addLineCode(builder, lineCodeArgs);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n builder.addVarying(\"v_lnInfo\", VariableType.Vec4);\r\n addAdjustWidth(vert);\r\n\r\n addViewport(vert);\r\n addModelViewMatrix(vert);\r\n\r\n addLineWeight(vert);\r\n\r\n if (isSilhouette || isIndexed) {\r\n addNormalMatrix(vert, instanced);\r\n addFrustum(builder);\r\n vert.addFunction(octDecodeNormal);\r\n vert.set(VertexShaderComponent.CheckForEarlyDiscard, isSilhouette ? checkForSilhouetteDiscardNonIndexed : checkForSilhouetteDiscardIndexed);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createEdgeBuilder(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder {\r\n const builder = createBase(type, instanced, isAnimated);\r\n addShaderFlags(builder);\r\n addColor(builder);\r\n addEdgeContrast(builder.vert);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n return builder;\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"FeatureSymbology.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/FeatureSymbology.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EACL,qBAAqB,EAA2B,cAAc,EAAE,aAAa,EAE9E,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAUhE,gBAAgB;AAChB,0BAAkB,uBAAuB;IACvC,IAAI,IAAI;IACR,MAAM,IAAS;IACf,QAAQ,IAAS;IACjB,YAAY,IAAS;IACrB,KAAK,IAAS;IACd,KAAK,KAAS;IAEd,OAAO,KAA+B;IACtC,KAAK,KAAwC;IAC7C,MAAM,KAAmD;CAC1D;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAehE;AAmPD,wBAAgB,WAAW,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAIxD;AA4DD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAG5F;AAED,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAkBrF;AAkBD,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,yLAM7B,CAAC;AAuEF,wBAAgB,uBAAuB,CAAC,OAAO,EAAE,aAAa,QAU7D;AAED,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,OAAO,EAAE,aAAa,QAOpD;AAwBD,gBAAgB;AAChB,wBAAgB,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,OAAO,QAiB3E;AASD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,QA4D/E;AA4DD,eAAO,MAAM,eAAe,sOAIzB,CAAC;AAwCJ,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAIpE;AAoBD,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,uBAAuB,GAAG,IAAI,CAoBnH;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAG/D;AAED;;;;;;;;GAQG;AACH,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,OAAO,GAAG,IAAI,CA0ClG"}
1
+ {"version":3,"file":"FeatureSymbology.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/FeatureSymbology.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EACL,qBAAqB,EAA2B,cAAc,EAAE,aAAa,EAE9E,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAUhE,gBAAgB;AAChB,0BAAkB,uBAAuB;IACvC,IAAI,IAAI;IACR,MAAM,IAAS;IACf,QAAQ,IAAS;IACjB,YAAY,IAAS;IACrB,KAAK,IAAS;IACd,KAAK,KAAS;IAEd,OAAO,KAA+B;IACtC,KAAK,KAAwC;IAC7C,MAAM,KAAmD;CAC1D;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAehE;AAmPD,wBAAgB,WAAW,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAIxD;AA4DD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAG5F;AAED,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAkBrF;AAkBD,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,yLAM7B,CAAC;AAuEF,wBAAgB,uBAAuB,CAAC,OAAO,EAAE,aAAa,QAa7D;AAED,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,OAAO,EAAE,aAAa,QAOpD;AAwBD,gBAAgB;AAChB,wBAAgB,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,OAAO,QAiB3E;AASD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,QA4D/E;AA4DD,eAAO,MAAM,eAAe,sOAIzB,CAAC;AAwCJ,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAIpE;AAoBD,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,uBAAuB,GAAG,IAAI,CAoBnH;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAG/D;AAED;;;;;;;;GAQG;AACH,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,OAAO,GAAG,IAAI,CA0ClG"}
@@ -169,7 +169,7 @@ function addCommon(builder, mode, opts, wantGlobalOvrFlags = true) {
169
169
  if (!haveOverrides) {
170
170
  // For pick output we must compute g_featureIndex...
171
171
  if (1 /* Pick */ === mode)
172
- vert.set(2 /* ComputeFeatureOverrides */, computeFeatureIndex(vert));
172
+ vert.set(3 /* ComputeFeatureOverrides */, computeFeatureIndex(vert));
173
173
  return true;
174
174
  }
175
175
  const wantWeight = 0 /* None */ !== (opts & 1 /* Weight */);
@@ -234,7 +234,7 @@ function addCommon(builder, mode, opts, wantGlobalOvrFlags = true) {
234
234
  addRenderPass(vert);
235
235
  addAlpha(vert);
236
236
  addTransparencyDiscardFlags(vert);
237
- vert.set(8 /* CheckForDiscard */, checkVertexDiscard);
237
+ vert.set(9 /* CheckForDiscard */, checkVertexDiscard);
238
238
  }
239
239
  }
240
240
  return true;
@@ -308,8 +308,8 @@ export function addHiliter(builder, wantWeight = false) {
308
308
  return;
309
309
  builder.addVarying("v_feature_hilited", 2 /* Float */);
310
310
  addEmphasisFlags(builder.vert);
311
- builder.vert.set(2 /* ComputeFeatureOverrides */, wantWeight ? computeHiliteOverridesWithWeight : computeHiliteOverrides);
312
- builder.vert.set(8 /* CheckForDiscard */, checkVertexHiliteDiscard);
311
+ builder.vert.set(3 /* ComputeFeatureOverrides */, wantWeight ? computeHiliteOverridesWithWeight : computeHiliteOverrides);
312
+ builder.vert.set(9 /* CheckForDiscard */, checkVertexHiliteDiscard);
313
313
  addEmphasisFlags(builder.frag);
314
314
  addExtractNthBit(builder.frag);
315
315
  builder.frag.set(1 /* ComputeBaseColor */, computeHiliteColor);
@@ -407,7 +407,10 @@ const checkForEarlySurfaceDiscardWithFeatureID = `
407
407
  export function addRenderOrderConstants(builder) {
408
408
  builder.addConstant("kRenderOrder_BlankingRegion", 2 /* Float */, 2 /* BlankingRegion */.toFixed(1));
409
409
  builder.addConstant("kRenderOrder_Linear", 2 /* Float */, 5 /* Linear */.toFixed(1));
410
+ builder.addConstant("kRenderOrder_Edge", 2 /* Float */, 6 /* Edge */.toFixed(1));
411
+ builder.addConstant("kRenderOrder_PlanarEdge", 2 /* Float */, 14 /* PlanarEdge */.toFixed(1));
410
412
  builder.addConstant("kRenderOrder_Silhouette", 2 /* Float */, 7 /* Silhouette */.toFixed(1));
413
+ builder.addConstant("kRenderOrder_PlanarSilhouette", 2 /* Float */, 15 /* PlanarSilhouette */.toFixed(1));
411
414
  builder.addConstant("kRenderOrder_UnlitSurface", 2 /* Float */, 3 /* UnlitSurface */.toFixed(1));
412
415
  builder.addConstant("kRenderOrder_LitSurface", 2 /* Float */, 4 /* LitSurface */.toFixed(1));
413
416
  builder.addConstant("kRenderOrder_PlanarUnlitSurface", 2 /* Float */, 11 /* PlanarUnlitSurface */.toFixed(1));
@@ -475,7 +478,7 @@ export function addSurfaceDiscard(builder, flags) {
475
478
  const computeIdInFrag = !flags.isTranslucent && 0 !== flags.isClassified && 2 /* Overrides */ === feat;
476
479
  const frag = builder.frag;
477
480
  const vert = builder.vert;
478
- vert.set(10 /* CheckForLateDiscard */, isBelowTransparencyThreshold);
481
+ vert.set(11 /* CheckForLateDiscard */, isBelowTransparencyThreshold);
479
482
  vert.addUniform("u_transparencyThreshold", 2 /* Float */, (prog) => {
480
483
  prog.addGraphicUniform("u_transparencyThreshold", (uniform, params) => {
481
484
  uniform.setUniform1f(params.target.currentTransparencyThreshold);
@@ -650,8 +653,8 @@ export function addFeatureSymbology(builder, feat, opts) {
650
653
  vert.addGlobal("feature_viewIndependentTransparency", 0 /* Boolean */, "false");
651
654
  addEmphasisFlags(vert);
652
655
  vert.addGlobal("use_material", 0 /* Boolean */, "true");
653
- vert.set(2 /* ComputeFeatureOverrides */, computeFeatureOverrides);
654
- vert.set(6 /* ApplyFeatureColor */, applyFeatureColor);
656
+ vert.set(3 /* ComputeFeatureOverrides */, computeFeatureOverrides);
657
+ vert.set(7 /* ApplyFeatureColor */, applyFeatureColor);
655
658
  addApplyFlash(builder.frag);
656
659
  }
657
660
  /** If we're running the hilite shader for a uniform feature, it follows that the feature must be hilited.
@@ -689,15 +692,15 @@ export function addUniformFeatureSymbology(builder, addFeatureColor) {
689
692
  params.target.uniforms.batch.bindUniformTransparencyOverride(uniform);
690
693
  });
691
694
  });
692
- builder.vert.set(6 /* ApplyFeatureColor */, applyFeatureColor);
695
+ builder.vert.set(7 /* ApplyFeatureColor */, applyFeatureColor);
693
696
  addAlpha(builder.vert);
694
697
  addMaxAlpha(builder.vert);
695
698
  addRenderPass(builder.vert);
696
699
  addTransparencyDiscardFlags(builder.vert);
697
- builder.vert.set(8 /* CheckForDiscard */, checkVertexDiscard);
700
+ builder.vert.set(9 /* CheckForDiscard */, checkVertexDiscard);
698
701
  }
699
702
  else {
700
- builder.vert.set(8 /* CheckForDiscard */, "return feature_invisible;");
703
+ builder.vert.set(9 /* CheckForDiscard */, "return feature_invisible;");
701
704
  }
702
705
  // Non-Locatable... Discard if picking
703
706
  builder.vert.addUniform("feature_invisible", 0 /* Boolean */, (prog) => {