@itwin/core-frontend 3.0.0-dev.151 → 3.0.0-dev.155
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.
- package/lib/cjs/Marker.d.ts +9 -2
- package/lib/cjs/Marker.d.ts.map +1 -1
- package/lib/cjs/Marker.js +33 -5
- package/lib/cjs/Marker.js.map +1 -1
- package/lib/cjs/RealityDataSource.js +1 -12
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/render/RenderMemory.d.ts +21 -15
- package/lib/cjs/render/RenderMemory.d.ts.map +1 -1
- package/lib/cjs/render/RenderMemory.js +21 -15
- package/lib/cjs/render/RenderMemory.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +2 -0
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js +2 -0
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.d.ts +35 -1
- package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -1
- package/lib/cjs/render/primitives/EdgeParams.js +114 -10
- package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.d.ts +1 -0
- package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js +6 -1
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeMap.js +5 -5
- package/lib/cjs/render/webgl/CachedGeometry.d.ts +2 -0
- package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js +14 -13
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +2 -2
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +51 -0
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -0
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +90 -0
- package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -0
- package/lib/cjs/render/webgl/InstancedGeometry.d.ts +1 -0
- package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js +1 -0
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/Mesh.d.ts +2 -0
- package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Mesh.js +7 -1
- package/lib/cjs/render/webgl/Mesh.js.map +1 -1
- package/lib/cjs/render/webgl/PlanarClassifier.js +1 -1
- package/lib/cjs/render/webgl/PlanarGrid.js +2 -2
- package/lib/cjs/render/webgl/RealityMesh.js +5 -5
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.d.ts +4 -1
- package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js +6 -1
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +6 -6
- package/lib/cjs/render/webgl/ScreenSpaceEffect.js +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +16 -14
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +19 -15
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/System.d.ts +2 -0
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js +2 -0
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.js +1 -1
- package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Technique.js +72 -57
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.d.ts +29 -28
- package/lib/cjs/render/webgl/TechniqueId.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueId.js +7 -7
- package/lib/cjs/render/webgl/TechniqueId.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +1 -1
- package/lib/cjs/render/webgl/glsl/Color.js +1 -1
- package/lib/cjs/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/CopyStencil.js +4 -7
- package/lib/cjs/render/webgl/glsl/CopyStencil.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js +1 -1
- package/lib/cjs/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.d.ts +2 -1
- package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.js +132 -14
- package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +13 -10
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Fragment.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Fragment.js +9 -1
- package/lib/cjs/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/LookupTable.d.ts +4 -2
- package/lib/cjs/render/webgl/glsl/LookupTable.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/LookupTable.js +7 -3
- package/lib/cjs/render/webgl/glsl/LookupTable.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js +2 -2
- package/lib/cjs/render/webgl/glsl/PlanarGrid.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.js +2 -2
- package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointString.js +1 -1
- package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.js +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +4 -4
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
- package/lib/cjs/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkyBox.js +1 -1
- package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SkySphere.js +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +3 -3
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Vertex.js +1 -1
- package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/ViewportQuad.js +1 -1
- package/lib/cjs/render/webgl/glsl/ViewportQuad.js.map +1 -1
- package/lib/cjs/tile/IModelTile.d.ts.map +1 -1
- package/lib/cjs/tile/IModelTile.js +1 -0
- package/lib/cjs/tile/IModelTile.js.map +1 -1
- package/lib/cjs/tile/ImdlReader.d.ts +1 -0
- package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
- package/lib/cjs/tile/ImdlReader.js +21 -1
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.js +4 -3
- package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.d.ts +9 -0
- package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +18 -13
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/CesiumTerrainProvider.js +16 -5
- package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +4 -3
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.d.ts +1 -1
- package/lib/cjs/tile/map/MapTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.js +12 -13
- package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
- package/lib/cjs/webgl.d.ts +1 -0
- package/lib/cjs/webgl.d.ts.map +1 -1
- package/lib/cjs/webgl.js +1 -0
- package/lib/cjs/webgl.js.map +1 -1
- package/lib/esm/Marker.d.ts +9 -2
- package/lib/esm/Marker.d.ts.map +1 -1
- package/lib/esm/Marker.js +34 -6
- package/lib/esm/Marker.js.map +1 -1
- package/lib/esm/RealityDataSource.js +2 -13
- package/lib/esm/RealityDataSource.js.map +1 -1
- package/lib/esm/render/RenderMemory.d.ts +21 -15
- package/lib/esm/render/RenderMemory.d.ts.map +1 -1
- package/lib/esm/render/RenderMemory.js +21 -15
- package/lib/esm/render/RenderMemory.js.map +1 -1
- package/lib/esm/render/RenderSystem.d.ts +2 -0
- package/lib/esm/render/RenderSystem.d.ts.map +1 -1
- package/lib/esm/render/RenderSystem.js +2 -0
- package/lib/esm/render/RenderSystem.js.map +1 -1
- package/lib/esm/render/primitives/EdgeParams.d.ts +35 -1
- package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -1
- package/lib/esm/render/primitives/EdgeParams.js +114 -10
- package/lib/esm/render/primitives/EdgeParams.js.map +1 -1
- package/lib/esm/render/primitives/VertexTable.d.ts +1 -0
- package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
- package/lib/esm/render/primitives/VertexTable.js +6 -1
- package/lib/esm/render/primitives/VertexTable.js.map +1 -1
- package/lib/esm/render/webgl/AttributeMap.js +5 -5
- package/lib/esm/render/webgl/CachedGeometry.d.ts +2 -0
- package/lib/esm/render/webgl/CachedGeometry.d.ts.map +1 -1
- package/lib/esm/render/webgl/CachedGeometry.js +14 -13
- package/lib/esm/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.js +2 -2
- package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts +51 -0
- package/lib/esm/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -0
- package/lib/esm/render/webgl/IndexedEdgeGeometry.js +85 -0
- package/lib/esm/render/webgl/IndexedEdgeGeometry.js.map +1 -0
- package/lib/esm/render/webgl/InstancedGeometry.d.ts +1 -0
- package/lib/esm/render/webgl/InstancedGeometry.d.ts.map +1 -1
- package/lib/esm/render/webgl/InstancedGeometry.js +1 -0
- package/lib/esm/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/esm/render/webgl/Mesh.d.ts +2 -0
- package/lib/esm/render/webgl/Mesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/Mesh.js +7 -1
- package/lib/esm/render/webgl/Mesh.js.map +1 -1
- package/lib/esm/render/webgl/PlanarClassifier.js +1 -1
- package/lib/esm/render/webgl/PlanarGrid.js +2 -2
- package/lib/esm/render/webgl/RealityMesh.js +5 -5
- package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/RenderFlags.d.ts +4 -1
- package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/esm/render/webgl/RenderFlags.js +6 -1
- package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
- package/lib/esm/render/webgl/SceneCompositor.js +6 -6
- package/lib/esm/render/webgl/ScreenSpaceEffect.js +1 -1
- package/lib/esm/render/webgl/ShaderBuilder.d.ts +16 -14
- package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/esm/render/webgl/ShaderBuilder.js +19 -15
- package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/esm/render/webgl/System.d.ts +2 -0
- package/lib/esm/render/webgl/System.d.ts.map +1 -1
- package/lib/esm/render/webgl/System.js +2 -0
- package/lib/esm/render/webgl/System.js.map +1 -1
- package/lib/esm/render/webgl/Target.js +1 -1
- package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
- package/lib/esm/render/webgl/Technique.js +72 -57
- package/lib/esm/render/webgl/Technique.js.map +1 -1
- package/lib/esm/render/webgl/TechniqueId.d.ts +29 -28
- package/lib/esm/render/webgl/TechniqueId.d.ts.map +1 -1
- package/lib/esm/render/webgl/TechniqueId.js +7 -7
- package/lib/esm/render/webgl/TechniqueId.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Animation.js +1 -1
- package/lib/esm/render/webgl/glsl/Color.js +1 -1
- package/lib/esm/render/webgl/glsl/CopyStencil.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/CopyStencil.js +4 -7
- package/lib/esm/render/webgl/glsl/CopyStencil.js.map +1 -1
- package/lib/esm/render/webgl/glsl/EVSMFromDepth.js +1 -1
- package/lib/esm/render/webgl/glsl/EVSMFromDepth.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Edge.d.ts +2 -1
- package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Edge.js +132 -14
- package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js +13 -10
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Fragment.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Fragment.js +9 -1
- package/lib/esm/render/webgl/glsl/Fragment.js.map +1 -1
- package/lib/esm/render/webgl/glsl/LookupTable.d.ts +4 -2
- package/lib/esm/render/webgl/glsl/LookupTable.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/LookupTable.js +7 -3
- package/lib/esm/render/webgl/glsl/LookupTable.js.map +1 -1
- package/lib/esm/render/webgl/glsl/PlanarGrid.js +2 -2
- package/lib/esm/render/webgl/glsl/PlanarGrid.js.map +1 -1
- package/lib/esm/render/webgl/glsl/PointCloud.js +2 -2
- package/lib/esm/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/esm/render/webgl/glsl/PointString.js +1 -1
- package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Polyline.js +1 -1
- package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.js +4 -4
- package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js +1 -1
- package/lib/esm/render/webgl/glsl/ScreenSpaceEffect.js.map +1 -1
- package/lib/esm/render/webgl/glsl/SkyBox.js +1 -1
- package/lib/esm/render/webgl/glsl/SkyBox.js.map +1 -1
- package/lib/esm/render/webgl/glsl/SkySphere.js +1 -1
- package/lib/esm/render/webgl/glsl/Surface.js +3 -3
- package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Vertex.js +1 -1
- package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
- package/lib/esm/render/webgl/glsl/ViewportQuad.js +1 -1
- package/lib/esm/render/webgl/glsl/ViewportQuad.js.map +1 -1
- package/lib/esm/tile/IModelTile.d.ts.map +1 -1
- package/lib/esm/tile/IModelTile.js +1 -0
- package/lib/esm/tile/IModelTile.js.map +1 -1
- package/lib/esm/tile/ImdlReader.d.ts +1 -0
- package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
- package/lib/esm/tile/ImdlReader.js +21 -1
- package/lib/esm/tile/ImdlReader.js.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.js +5 -4
- package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
- package/lib/esm/tile/TileAdmin.d.ts +9 -0
- package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
- package/lib/esm/tile/TileAdmin.js +19 -14
- package/lib/esm/tile/TileAdmin.js.map +1 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/CesiumTerrainProvider.js +16 -5
- package/lib/esm/tile/map/CesiumTerrainProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +4 -3
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/MapTileTree.d.ts +1 -1
- package/lib/esm/tile/map/MapTileTree.d.ts.map +1 -1
- package/lib/esm/tile/map/MapTileTree.js +12 -13
- package/lib/esm/tile/map/MapTileTree.js.map +1 -1
- package/lib/esm/webgl.d.ts +1 -0
- package/lib/esm/webgl.d.ts.map +1 -1
- package/lib/esm/webgl.js +1 -0
- package/lib/esm/webgl.js.map +1 -1
- package/lib/public/locales/en/iModelJs.json +3 -1
- package/package.json +22 -22
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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/* eslint-disable no-restricted-syntax */\r\n\r\n/** Ordered list of render passes which produce a rendered frame.\r\n * @internal\r\n */\r\nexport const enum RenderPass {\r\n None = 0xff,\r\n Background = 0,\r\n OpaqueLayers, // XY planar models render without depth-testing in order based on priority\r\n OpaqueLinear, // Linear geometry that is opaque and needs to be written to the pick data buffers\r\n OpaquePlanar, // Planar surface geometry that is opaque and needs to be written to the pick data buffers\r\n OpaqueGeneral, // All other opaque geometry (including point clouds and reality meshes) which are not written to the pick data buffers\r\n Classification, // Stencil volumes for normal processing of reality data classification.\r\n TranslucentLayers, // like Layers but drawn without depth write, blending with opaque\r\n Translucent,\r\n HiddenEdge,\r\n Hilite,\r\n OverlayLayers, // Like Layers, but drawn atop all other geometry\r\n WorldOverlay, // Decorations\r\n ViewOverlay, // Decorations\r\n SkyBox,\r\n BackgroundMap,\r\n HiliteClassification, // Secondary hilite pass for stencil volumes to process hilited classifiers for reality data\r\n ClassificationByIndex, // Stencil volumes for processing classification one classifier at a time (used for generating pick data Ids and flashing a single classifier).\r\n HilitePlanarClassification,\r\n PlanarClassification,\r\n VolumeClassifiedRealityData,\r\n COUNT,\r\n}\r\n\r\n/** Describes the type of geometry rendered by a ShaderProgram.\r\n * @internal\r\n */\r\nexport const enum GeometryType {\r\n IndexedTriangles,\r\n IndexedPoints,\r\n ArrayedPoints,\r\n}\r\n\r\n/** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.\r\n * @internal\r\n */\r\nexport enum TextureUnit {\r\n // For shaders which know exactly which textures will be used\r\n Zero = WebGLRenderingContext.TEXTURE0,\r\n One = WebGLRenderingContext.TEXTURE1,\r\n Two = WebGLRenderingContext.TEXTURE2,\r\n Three = WebGLRenderingContext.TEXTURE3,\r\n Four = WebGLRenderingContext.TEXTURE4,\r\n Five = WebGLRenderingContext.TEXTURE5,\r\n Six = WebGLRenderingContext.TEXTURE6,\r\n Seven = WebGLRenderingContext.TEXTURE7, // Last one available for GLES2\r\n\r\n ClipVolume = Zero,\r\n FeatureSymbology = One,\r\n SurfaceTexture = Two,\r\n LineCode = Two,\r\n\r\n PickFeatureId = Three,\r\n PickDepthAndOrder = Four,\r\n\r\n VertexLUT = Five,\r\n\r\n // Texture unit 6 is overloaded. Therefore classification, hilite classification, and aux channel are all mutually exclusive.\r\n AuxChannelLUT = Six,\r\n PlanarClassification = Six,\r\n PlanarClassificationHilite = Six,\r\n\r\n // Texture unit 7 is overloaded. Therefore receiving shadows and thematic display are mutually exclusive.\r\n ShadowMap = Seven,\r\n ThematicSensors = Seven,\r\n // The number of allowable map layers for either background or overlay map is limited to 3 if only 8 texture units is available (IOS)... 6 layers are available if the hardware supports them.\r\n RealityMesh0 = Two,\r\n RealityMesh1 = VertexLUT, // Reality meshes do not use VertexLUT.\r\n RealityMesh2 = ShadowMap, // Shadow map when picking -- PickDepthAndOrder otherwise....\r\n RealityMesh3 = WebGLRenderingContext.TEXTURE8, // These are used only if available.\r\n RealityMesh4 = WebGLRenderingContext.TEXTURE9,\r\n RealityMesh5 = WebGLRenderingContext.TEXTURE10,\r\n RealityMeshThematicGradient = WebGLRenderingContext.TEXTURE11,\r\n}\r\n\r\n/**\r\n * Defines the order in which primitives are rendered within a GLESList. This is chiefly\r\n * used to sort primitives which originate from the same element. e.g., the blanking fill\r\n * associated with a text field must always render behind the text; the edges of a surface\r\n * must render in front of the surface; etc.\r\n * An exception to the 'same element' rule is provided for planar surfaces and edges thereof\r\n * sketched onto non-planar surfaces. When the depth test is ambiguous the planar geometry\r\n * is always on top of the non-planar surface. This addresses z-fighting when shapes are\r\n * sketched onto surfaces, e.g. as part of push-pull modeling workflows.\r\n * @internal\r\n */\r\nexport const enum RenderOrder {\r\n None = 0,\r\n Background = 1, // i.e., background map drawn without depth\r\n BlankingRegion = 2,\r\n UnlitSurface = 3, // Distinction only made for whether or not to apply ambient occlusion.\r\n LitSurface = 4,\r\n Linear = 5,\r\n Edge = 6,\r\n Silhouette = 7,\r\n\r\n PlanarBit = 8,\r\n\r\n PlanarUnlitSurface = UnlitSurface | PlanarBit,\r\n PlanarLitSurface = LitSurface | PlanarBit,\r\n PlanarLinear = Linear | PlanarBit,\r\n PlanarEdge = Edge | PlanarBit,\r\n PlanarSilhouette = Silhouette | PlanarBit,\r\n}\r\n\r\n/** @internal */\r\nexport function isPlanar(order: RenderOrder): boolean { return order >= RenderOrder.PlanarBit; }\r\n\r\n/** Flags indicating operations to be performed by the post-process composite step.\r\n * @internal\r\n */\r\nexport const enum CompositeFlags {\r\n None = 0,\r\n Translucent = 1 << 0,\r\n Hilite = 1 << 1,\r\n AmbientOcclusion = 1 << 2,\r\n}\r\n\r\n/** Location in boolean array of SurfaceFlags above.\r\n * @internal\r\n */\r\nexport const enum SurfaceBitIndex {\r\n HasTexture,\r\n ApplyLighting,\r\n HasNormals,\r\n IgnoreMaterial,\r\n TransparencyThreshold,\r\n BackgroundFill,\r\n HasColorAndNormal,\r\n OverrideRgb,\r\n NoFaceFront,\r\n HasMaterialAtlas,\r\n Count,\r\n}\r\n\r\n/** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.\r\n * @internal\r\n */\r\nexport const enum SurfaceFlags {\r\n None = 0,\r\n HasTexture = 1 << SurfaceBitIndex.HasTexture,\r\n ApplyLighting = 1 << SurfaceBitIndex.ApplyLighting,\r\n HasNormals = 1 << SurfaceBitIndex.HasNormals,\r\n\r\n // NB: In u_surfaceFlags provided to shader, indicates material color/specular/alpha should be ignored. Has no effect on texture.\r\n // If a given feature has the 'ignore material' override set, v_surfaceFlags will be modified to turn on IgnoreMaterial and turn off HasTexture.\r\n IgnoreMaterial = 1 << SurfaceBitIndex.IgnoreMaterial,\r\n\r\n // In HiddenLine and SolidFill modes, a transparency threshold is supplied; surfaces that are more transparent than the threshold are not rendered.\r\n TransparencyThreshold = 1 << SurfaceBitIndex.TransparencyThreshold,\r\n\r\n // For HiddenLine mode\r\n BackgroundFill = 1 << SurfaceBitIndex.BackgroundFill,\r\n\r\n // For textured meshes, the color index in the vertex LUT is unused - we place the normal there instead.\r\n // For untextured lit meshes, the normal is placed after the feature ID.\r\n HasColorAndNormal = 1 << SurfaceBitIndex.HasColorAndNormal,\r\n // For textured meshes, use rgb from v_color instead of from texture.\r\n OverrideRgb = 1 << SurfaceBitIndex.OverrideRgb,\r\n // For geometry with fixed normals (terrain meshes) we must avoid front facing normal reversal or skirts will be incorrectly lit.\r\n NoFaceFront = 1 << SurfaceBitIndex.NoFaceFront,\r\n HasMaterialAtlas = 1 << SurfaceBitIndex.HasMaterialAtlas,\r\n}\r\n\r\n/** @internal */\r\n/** 16-bit flags indicating what aspects of a feature's symbology are overridden.\r\n * @internal\r\n */\r\nexport const enum OvrFlags {\r\n None = 0,\r\n Visibility = 1 << 0,\r\n Rgb = 1 << 1,\r\n Alpha = 1 << 2,\r\n IgnoreMaterial = 1 << 3, // ignore material color, specular properties, and texture.\r\n Flashed = 1 << 4,\r\n NonLocatable = 1 << 5, // do not draw during pick - allows geometry beneath to be picked.\r\n LineCode = 1 << 6,\r\n Weight = 1 << 7,\r\n Hilited = 1 << 8,\r\n Emphasized = 1 << 9, // rendered with \"emphasis\" hilite settings (silhouette etc).\r\n ViewIndependentTransparency = 1 << 10,\r\n\r\n Rgba = Rgb | Alpha,\r\n}\r\n\r\n/** @internal */\r\nexport const enum IsTranslucent { No, Yes, Maybe }\r\n"]}
|
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1
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+
{"version":3,"file":"RenderFlags.js","sourceRoot":"","sources":["../../../../src/render/webgl/RenderFlags.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AACH,yCAAyC;AAuCzC;;;;GAIG;AACH,MAAM,CAAN,IAAY,WA4CX;AA5CD,WAAY,WAAW;IACrB,6DAA6D;IAC7D,kCAAO,qBAAqB,CAAC,QAAQ,UAAA,CAAA;IACrC,iCAAM,qBAAqB,CAAC,QAAQ,SAAA,CAAA;IACpC,iCAAM,qBAAqB,CAAC,QAAQ,SAAA,CAAA;IACpC,mCAAQ,qBAAqB,CAAC,QAAQ,WAAA,CAAA;IACtC,kCAAO,qBAAqB,CAAC,QAAQ,UAAA,CAAA;IACrC,kCAAO,qBAAqB,CAAC,QAAQ,UAAA,CAAA;IACrC,iCAAM,qBAAqB,CAAC,QAAQ,SAAA,CAAA;IACpC,mCAAQ,qBAAqB,CAAC,QAAQ,WAAA,CAAA;IAEtC,wCAAa,YAAA,IAAI,gBAAA,CAAA;IACjB,8CAAmB,YAAA,GAAG,sBAAA,CAAA;IACtB,4CAAiB,YAAA,GAAG,oBAAA,CAAA;IACpB,sCAAW,YAAA,GAAG,cAAA,CAAA;IAEd,2CAAgB,YAAA,KAAK,mBAAA,CAAA;IACrB,+CAAoB,YAAA,IAAI,uBAAA,CAAA;IAExB,uCAAY,YAAA,IAAI,eAAA,CAAA;IAEhB,6HAA6H;IAC7H,2CAAgB,YAAA,GAAG,mBAAA,CAAA;IACnB,kDAAuB,YAAA,GAAG,0BAAA,CAAA;IAC1B,wDAA6B,YAAA,GAAG,gCAAA,CAAA;IAEhC,yGAAyG;IACzG,uCAAY,YAAA,KAAK,eAAA,CAAA;IACjB,6CAAkB,YAAA,KAAK,qBAAA,CAAA;IAEvB,8DAA8D;IAC9D,0CAAe,YAAA,GAAG,kBAAA,CAAA;IAClB,0CAAe,YAAA,SAAS,kBAAA,CAAA;IACxB,0CAAe,YAAA,SAAS,kBAAA,CAAA;IAExB,6FAA6F;IAC7F,0CAAe,qBAAqB,CAAC,QAAQ,kBAAA,CAAA;IAC7C,0CAAe,qBAAqB,CAAC,QAAQ,kBAAA,CAAA;IAC7C,0CAAe,qBAAqB,CAAC,SAAS,kBAAA,CAAA;IAE9C,yDAA8B,qBAAqB,CAAC,SAAS,iCAAA,CAAA;IAE7D,sEAAsE;IACtE,qCAAU,qBAAqB,CAAC,SAAS,aAAA,CAAA;AAC3C,CAAC,EA5CW,WAAW,KAAX,WAAW,QA4CtB;AAgCD,gBAAgB;AAChB,MAAM,UAAU,QAAQ,CAAC,KAAkB,IAAa,OAAO,KAAK,qBAAyB,CAAC,CAAC,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/* eslint-disable no-restricted-syntax */\r\n\r\n/** Ordered list of render passes which produce a rendered frame.\r\n * @internal\r\n */\r\nexport const enum RenderPass {\r\n None = 0xff,\r\n Background = 0,\r\n OpaqueLayers, // XY planar models render without depth-testing in order based on priority\r\n OpaqueLinear, // Linear geometry that is opaque and needs to be written to the pick data buffers\r\n OpaquePlanar, // Planar surface geometry that is opaque and needs to be written to the pick data buffers\r\n OpaqueGeneral, // All other opaque geometry (including point clouds and reality meshes) which are not written to the pick data buffers\r\n Classification, // Stencil volumes for normal processing of reality data classification.\r\n TranslucentLayers, // like Layers but drawn without depth write, blending with opaque\r\n Translucent,\r\n HiddenEdge,\r\n Hilite,\r\n OverlayLayers, // Like Layers, but drawn atop all other geometry\r\n WorldOverlay, // Decorations\r\n ViewOverlay, // Decorations\r\n SkyBox,\r\n BackgroundMap,\r\n HiliteClassification, // Secondary hilite pass for stencil volumes to process hilited classifiers for reality data\r\n ClassificationByIndex, // Stencil volumes for processing classification one classifier at a time (used for generating pick data Ids and flashing a single classifier).\r\n HilitePlanarClassification,\r\n PlanarClassification,\r\n VolumeClassifiedRealityData,\r\n COUNT,\r\n}\r\n\r\n/** Describes the type of geometry rendered by a ShaderProgram.\r\n * @internal\r\n */\r\nexport const enum GeometryType {\r\n IndexedTriangles,\r\n IndexedPoints,\r\n ArrayedPoints,\r\n}\r\n\r\n/** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.\r\n * WebGL 1 guarantees a minimum of 8 vertex texture units, and iOS provides no more than that.\r\n * WebGL 2 guarantees a minimum of 15 vertex texture units.\r\n * @internal\r\n */\r\nexport enum TextureUnit {\r\n // For shaders which know exactly which textures will be used\r\n Zero = WebGLRenderingContext.TEXTURE0,\r\n One = WebGLRenderingContext.TEXTURE1,\r\n Two = WebGLRenderingContext.TEXTURE2,\r\n Three = WebGLRenderingContext.TEXTURE3,\r\n Four = WebGLRenderingContext.TEXTURE4,\r\n Five = WebGLRenderingContext.TEXTURE5,\r\n Six = WebGLRenderingContext.TEXTURE6,\r\n Seven = WebGLRenderingContext.TEXTURE7, // Last one guaranteed available for WebGL 1\r\n\r\n ClipVolume = Zero,\r\n FeatureSymbology = One,\r\n SurfaceTexture = Two,\r\n LineCode = Two,\r\n\r\n PickFeatureId = Three,\r\n PickDepthAndOrder = Four,\r\n\r\n VertexLUT = Five,\r\n\r\n // Texture unit 6 is overloaded. Therefore classification, hilite classification, and aux channel are all mutually exclusive.\r\n AuxChannelLUT = Six,\r\n PlanarClassification = Six,\r\n PlanarClassificationHilite = Six,\r\n\r\n // Texture unit 7 is overloaded. Therefore receiving shadows and thematic display are mutually exclusive.\r\n ShadowMap = Seven,\r\n ThematicSensors = Seven,\r\n\r\n // Textures used for up to 3 background or overlay map layers.\r\n RealityMesh0 = Two,\r\n RealityMesh1 = VertexLUT, // Reality meshes do not use VertexLUT.\r\n RealityMesh2 = ShadowMap, // Shadow map when picking -- PickDepthAndOrder otherwise....\r\n\r\n // If more than 8 texture units are available, 3 additional background or overlay map layers.\r\n RealityMesh3 = WebGLRenderingContext.TEXTURE8,\r\n RealityMesh4 = WebGLRenderingContext.TEXTURE9,\r\n RealityMesh5 = WebGLRenderingContext.TEXTURE10,\r\n\r\n RealityMeshThematicGradient = WebGLRenderingContext.TEXTURE11,\r\n\r\n // Lookup table for indexed edges - used only if WebGL 2 is available.\r\n EdgeLUT = WebGLRenderingContext.TEXTURE12,\r\n}\r\n\r\n/**\r\n * Defines the order in which primitives are rendered within a GLESList. This is chiefly\r\n * used to sort primitives which originate from the same element. e.g., the blanking fill\r\n * associated with a text field must always render behind the text; the edges of a surface\r\n * must render in front of the surface; etc.\r\n * An exception to the 'same element' rule is provided for planar surfaces and edges thereof\r\n * sketched onto non-planar surfaces. When the depth test is ambiguous the planar geometry\r\n * is always on top of the non-planar surface. This addresses z-fighting when shapes are\r\n * sketched onto surfaces, e.g. as part of push-pull modeling workflows.\r\n * @internal\r\n */\r\nexport const enum RenderOrder {\r\n None = 0,\r\n Background = 1, // i.e., background map drawn without depth\r\n BlankingRegion = 2,\r\n UnlitSurface = 3, // Distinction only made for whether or not to apply ambient occlusion.\r\n LitSurface = 4,\r\n Linear = 5,\r\n Edge = 6,\r\n Silhouette = 7,\r\n\r\n PlanarBit = 8,\r\n\r\n PlanarUnlitSurface = UnlitSurface | PlanarBit,\r\n PlanarLitSurface = LitSurface | PlanarBit,\r\n PlanarLinear = Linear | PlanarBit,\r\n PlanarEdge = Edge | PlanarBit,\r\n PlanarSilhouette = Silhouette | PlanarBit,\r\n}\r\n\r\n/** @internal */\r\nexport function isPlanar(order: RenderOrder): boolean { return order >= RenderOrder.PlanarBit; }\r\n\r\n/** Flags indicating operations to be performed by the post-process composite step.\r\n * @internal\r\n */\r\nexport const enum CompositeFlags {\r\n None = 0,\r\n Translucent = 1 << 0,\r\n Hilite = 1 << 1,\r\n AmbientOcclusion = 1 << 2,\r\n}\r\n\r\n/** Location in boolean array of SurfaceFlags above.\r\n * @internal\r\n */\r\nexport const enum SurfaceBitIndex {\r\n HasTexture,\r\n ApplyLighting,\r\n HasNormals,\r\n IgnoreMaterial,\r\n TransparencyThreshold,\r\n BackgroundFill,\r\n HasColorAndNormal,\r\n OverrideRgb,\r\n NoFaceFront,\r\n HasMaterialAtlas,\r\n Count,\r\n}\r\n\r\n/** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.\r\n * @internal\r\n */\r\nexport const enum SurfaceFlags {\r\n None = 0,\r\n HasTexture = 1 << SurfaceBitIndex.HasTexture,\r\n ApplyLighting = 1 << SurfaceBitIndex.ApplyLighting,\r\n HasNormals = 1 << SurfaceBitIndex.HasNormals,\r\n\r\n // NB: In u_surfaceFlags provided to shader, indicates material color/specular/alpha should be ignored. Has no effect on texture.\r\n // If a given feature has the 'ignore material' override set, v_surfaceFlags will be modified to turn on IgnoreMaterial and turn off HasTexture.\r\n IgnoreMaterial = 1 << SurfaceBitIndex.IgnoreMaterial,\r\n\r\n // In HiddenLine and SolidFill modes, a transparency threshold is supplied; surfaces that are more transparent than the threshold are not rendered.\r\n TransparencyThreshold = 1 << SurfaceBitIndex.TransparencyThreshold,\r\n\r\n // For HiddenLine mode\r\n BackgroundFill = 1 << SurfaceBitIndex.BackgroundFill,\r\n\r\n // For textured meshes, the color index in the vertex LUT is unused - we place the normal there instead.\r\n // For untextured lit meshes, the normal is placed after the feature ID.\r\n HasColorAndNormal = 1 << SurfaceBitIndex.HasColorAndNormal,\r\n // For textured meshes, use rgb from v_color instead of from texture.\r\n OverrideRgb = 1 << SurfaceBitIndex.OverrideRgb,\r\n // For geometry with fixed normals (terrain meshes) we must avoid front facing normal reversal or skirts will be incorrectly lit.\r\n NoFaceFront = 1 << SurfaceBitIndex.NoFaceFront,\r\n HasMaterialAtlas = 1 << SurfaceBitIndex.HasMaterialAtlas,\r\n}\r\n\r\n/** @internal */\r\n/** 16-bit flags indicating what aspects of a feature's symbology are overridden.\r\n * @internal\r\n */\r\nexport const enum OvrFlags {\r\n None = 0,\r\n Visibility = 1 << 0,\r\n Rgb = 1 << 1,\r\n Alpha = 1 << 2,\r\n IgnoreMaterial = 1 << 3, // ignore material color, specular properties, and texture.\r\n Flashed = 1 << 4,\r\n NonLocatable = 1 << 5, // do not draw during pick - allows geometry beneath to be picked.\r\n LineCode = 1 << 6,\r\n Weight = 1 << 7,\r\n Hilited = 1 << 8,\r\n Emphasized = 1 << 9, // rendered with \"emphasis\" hilite settings (silhouette etc).\r\n ViewIndependentTransparency = 1 << 10,\r\n\r\n Rgba = Rgb | Alpha,\r\n}\r\n\r\n/** @internal */\r\nexport const enum IsTranslucent { No, Yes, Maybe }\r\n"]}
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@@ -312,10 +312,10 @@ class Geometry {
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}
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enableVolumeClassifier(textures, depth, width, height) {
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assert(undefined === this.volClassColorStencil && undefined === this.volClassCopyZ && undefined === this.volClassSetBlend && undefined === this.volClassBlend);
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this.volClassColorStencil = ViewportQuadGeometry.create(
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this.volClassCopyZ = SingleTexturedViewportQuadGeometry.createGeometry(depth.getHandle(),
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this.volClassColorStencil = ViewportQuadGeometry.create(20 /* VolClassColorUsingStencil */);
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this.volClassCopyZ = SingleTexturedViewportQuadGeometry.createGeometry(depth.getHandle(), 30 /* VolClassCopyZ */);
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this.volClassSetBlend = VolumeClassifierGeometry.createVCGeometry(depth.getHandle());
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this.volClassBlend = SingleTexturedViewportQuadGeometry.createGeometry(textures.volClassBlend.getHandle(),
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this.volClassBlend = SingleTexturedViewportQuadGeometry.createGeometry(textures.volClassBlend.getHandle(), 32 /* VolClassBlend */);
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if (!System.instance.capabilities.supportsFragDepth)
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this.volClassCopyZWithPoints = ScreenPointsGeometry.createGeometry(width, height, depth.getHandle());
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return undefined !== this.volClassColorStencil && undefined !== this.volClassCopyZ && undefined !== this.volClassSetBlend && undefined !== this.volClassBlend
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@@ -1594,8 +1594,8 @@ class MRTGeometry extends Geometry {
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return false;
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assert(undefined === this.copyPickBuffers);
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this.copyPickBuffers = CopyPickBufferGeometry.createGeometry(textures.featureId.getHandle(), textures.depthAndOrder.getHandle());
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this.clearTranslucent = ViewportQuadGeometry.create(
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-
this.clearPickAndColor = ViewportQuadGeometry.create(
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this.clearTranslucent = ViewportQuadGeometry.create(16 /* OITClearTranslucent */);
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this.clearPickAndColor = ViewportQuadGeometry.create(21 /* ClearPickAndColor */);
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return undefined !== this.copyPickBuffers && undefined !== this.clearTranslucent && undefined !== this.clearPickAndColor;
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}
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get isDisposed() {
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@@ -1804,7 +1804,7 @@ class MPGeometry extends Geometry {
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if (!super.init(textures))
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return false;
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assert(undefined === this.copyColor);
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this.copyColor = SingleTexturedViewportQuadGeometry.createGeometry(textures.featureId.getHandle(),
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this.copyColor = SingleTexturedViewportQuadGeometry.createGeometry(textures.featureId.getHandle(), 18 /* CopyColor */);
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return undefined !== this.copyColor;
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}
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get isDisposed() { return super.isDisposed && undefined === this.copyColor; }
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@@ -104,7 +104,7 @@ export class ScreenSpaceEffects {
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104
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assert(effectGeometry instanceof ScreenSpaceGeometry);
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|
this._effectGeometry = effectGeometry;
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// NB: We'll replace the texture each time we draw.
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-
const copyGeometry = SingleTexturedViewportQuadGeometry.createGeometry(System.instance.lineCodeTexture.getHandle(),
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+
const copyGeometry = SingleTexturedViewportQuadGeometry.createGeometry(System.instance.lineCodeTexture.getHandle(), 18 /* CopyColor */);
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|
assert(undefined !== copyGeometry);
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109
|
this._copyGeometry = copyGeometry;
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110
|
}
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@@ -171,19 +171,20 @@ export declare class ShaderBuilder extends ShaderVariables {
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* @internal
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172
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*/
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173
173
|
export declare const enum VertexShaderComponent {
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174
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-
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175
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-
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-
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-
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179
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-
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180
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-
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-
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-
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184
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-
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185
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-
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186
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-
|
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174
|
+
ComputeQuantizedPosition = 0,
|
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175
|
+
AdjustRawPosition = 1,
|
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176
|
+
CheckForEarlyDiscard = 2,
|
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177
|
+
ComputeFeatureOverrides = 3,
|
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178
|
+
ComputeMaterial = 4,
|
|
179
|
+
ComputeBaseColor = 5,
|
|
180
|
+
ApplyMaterialColor = 6,
|
|
181
|
+
ApplyFeatureColor = 7,
|
|
182
|
+
AdjustContrast = 8,
|
|
183
|
+
CheckForDiscard = 9,
|
|
184
|
+
ComputePosition = 10,
|
|
185
|
+
CheckForLateDiscard = 11,
|
|
186
|
+
FinalizePosition = 12,
|
|
187
|
+
COUNT = 13
|
|
187
188
|
}
|
|
188
189
|
/** Assembles the source code for a vertex shader from a set of modular components.
|
|
189
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|
* @internal
|
|
@@ -223,7 +224,8 @@ export declare const enum FragmentShaderComponent {
|
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|
223
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|
OverrideFeatureId = 17,
|
|
224
225
|
FinalizeDepth = 18,
|
|
225
226
|
OverrideColor = 19,
|
|
226
|
-
|
|
227
|
+
OverrideRenderOrder = 20,
|
|
228
|
+
COUNT = 21
|
|
227
229
|
}
|
|
228
230
|
/** Assembles the source code for a fragment shader from a set of modular components.
|
|
229
231
|
* @internal
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
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1
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+
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AAW,CAAC,OAAO,CAAC,EAAE,GAAG,CAAC,MAAM,EAAE,gBAAgB,CAAC,GAAG,MAAM;IAwG5D,QAAQ,CAAC,GAAG,EAAE,mBAAmB,GAAG,IAAI;CAIhD;AAED;;GAEG;AACH,0BAAkB,uBAAuB;IAGvC,oBAAoB,IAAA;IAGpB,gBAAgB,IAAA;IAGhB,sBAAsB,IAAA;IAGtB,iBAAiB,IAAA;IAIjB,eAAe,IAAA;IAGf,cAAc,IAAA;IAGd,eAAe,IAAA;IAGf,oBAAoB,IAAA;IAGpB,aAAa,IAAA;IAEb,mBAAmB,IAAA;IAGnB,aAAa,KAAA;IAGb,UAAU,KAAA;IAGV,qBAAqB,KAAA;IAGrB,mBAAmB,KAAA;IAGnB,aAAa,KAAA;IAGb,eAAe,KAAA;IAGf,cAAc,KAAA;IAGd,iBAAiB,KAAA;IAGjB,aAAa,KAAA;IAGb,aAAa,KAAA;IAGb,mBAAmB,KAAA;IACnB,KAAK,KAAA;CACN;AAED;;GAEG;AACH,qBAAa,qBAAsB,SAAQ,aAAa;IAC/C,wBAAwB,UAAS;gBAErB,KAAK,EAAE,kBAAkB;IASrC,GAAG,CAAC,EAAE,EAAE,uBAAuB,GAAG,MAAM,GAAG,SAAS;IACpD,GAAG,CAAC,EAAE,EAAE,uBAAuB,EAAE,SAAS,EAAE,MAAM;IAClD,KAAK,CAAC,EAAE,EAAE,uBAAuB;IAEjC,uBAAuB,CAAC,CAAC,EAAE,MAAM,GAAG,IAAI;IAaxC,WAAW,IAAI,MAAM;IAyJ5B,OAAO,CAAC,YAAY;IAIb,QAAQ,CAAC,GAAG,EAAE,qBAAqB,GAAG,IAAI;CAIlD;AAED,gBAAgB;AAChB,0BAAkB,UAAU;IAC1B,QAAQ,IAAS;IACjB,MAAM,IAAS;IACf,IAAI,IAAoB;CACzB;AAED;;;;GAIG;AACH,qBAAa,cAAc;IACzB,SAAgB,IAAI,EAAE,mBAAmB,CAAC;IAC1C,SAAgB,IAAI,EAAE,qBAAqB,CAAC;IAC5C,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAqB;IAC5C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAgC;gBAEvC,OAAO,CAAC,EAAE,GAAG,CAAC,MAAM,EAAE,gBAAgB,CAAC,EAAE,KAAK,qBAA0B;IAO3F,OAAO,CAAC,WAAW;IAUZ,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,OAAO,EAAE,kBAAkB,EAAE,KAAK,GAAE,UAA4B;IAG7G,eAAe,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,kBAAkB,EAAE,KAAK,GAAE,UAA4B;IAGlI,UAAU,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY;IAG3C,SAAS,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,KAAK,GAAE,UAA4B,EAAE,KAAK,CAAC,EAAE,MAAM,EAAE,OAAO,GAAE,OAAe;IAIzH,wBAAwB,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,iBAAiB,EAAE,MAAM;IAIpF,0BAA0B,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,QAAQ,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM;IAO/F,kCAAkC,CAAC,IAAI,EAAE,MAAM,EAAE,IAAI,EAAE,YAAY,EAAE,QAAQ,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM;IAM7G,kGAAkG;IAC3F,YAAY,CAAC,EAAE,EAAE,YAAY,GAAG,aAAa;IAmC7C,mBAAmB,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI;IAKrD,mDAAmD;IAC5C,KAAK,IAAI,cAAc;CAM/B"}
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@@ -522,7 +522,7 @@ export class ShaderBuilder extends ShaderVariables {
|
|
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522
522
|
*/
|
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523
523
|
export class VertexShaderBuilder extends ShaderBuilder {
|
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524
524
|
constructor(flags) {
|
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525
|
-
super(
|
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525
|
+
super(13 /* COUNT */, flags);
|
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526
526
|
this._computedVarying = new Array();
|
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527
527
|
this.addDefine("MAT_NORM", "g_nmx");
|
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528
528
|
if (this.usesInstancedGeometry) {
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@@ -545,14 +545,18 @@ export class VertexShaderBuilder extends ShaderBuilder {
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545
545
|
this._computedVarying.push(computation);
|
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546
546
|
}
|
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547
547
|
buildSource(attrMap) {
|
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548
|
+
var _a;
|
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548
549
|
const prelude = this.buildPrelude(attrMap);
|
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549
550
|
const main = new SourceBuilder();
|
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550
551
|
main.newline();
|
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551
|
-
const computePosition = this.get(
|
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552
|
+
const computePosition = this.get(10 /* ComputePosition */);
|
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552
553
|
assert(undefined !== computePosition);
|
|
553
554
|
if (undefined !== computePosition) {
|
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554
555
|
prelude.addFunction("vec4 computePosition(vec4 rawPos)", computePosition);
|
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555
556
|
}
|
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557
|
+
const computeQPos = (_a = this.get(0 /* ComputeQuantizedPosition */)) !== null && _a !== void 0 ? _a : "return a_pos;";
|
|
558
|
+
prelude.addFunction("vec3 computeQuantizedPosition()", computeQPos);
|
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559
|
+
main.addline(" vec3 qpos = computeQuantizedPosition();");
|
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556
560
|
// Initialization logic that should occur at start of main() - primarily global variables whose values
|
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557
561
|
// are too complex to compute inline or which depend on uniforms and/or other globals.
|
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558
562
|
for (const init of this._initializers) {
|
|
@@ -561,56 +565,56 @@ export class VertexShaderBuilder extends ShaderBuilder {
|
|
|
561
565
|
else
|
|
562
566
|
main.addline(` { ${init} }\n`);
|
|
563
567
|
}
|
|
564
|
-
main.addline(" vec4 rawPosition = unquantizeVertexPosition(
|
|
565
|
-
const adjustRawPosition = this.get(
|
|
568
|
+
main.addline(" vec4 rawPosition = unquantizeVertexPosition(qpos, u_qOrigin, u_qScale);");
|
|
569
|
+
const adjustRawPosition = this.get(1 /* AdjustRawPosition */);
|
|
566
570
|
if (undefined !== adjustRawPosition) {
|
|
567
571
|
prelude.addFunction("vec4 adjustRawPosition(vec4 rawPos)", adjustRawPosition);
|
|
568
572
|
main.addline(" rawPosition = adjustRawPosition(rawPosition);");
|
|
569
573
|
}
|
|
570
|
-
const checkForEarlyDiscard = this.get(
|
|
574
|
+
const checkForEarlyDiscard = this.get(2 /* CheckForEarlyDiscard */);
|
|
571
575
|
if (undefined !== checkForEarlyDiscard) {
|
|
572
576
|
prelude.addFunction("bool checkForEarlyDiscard(vec4 rawPos)", checkForEarlyDiscard);
|
|
573
577
|
main.add(earlyVertexDiscard);
|
|
574
578
|
}
|
|
575
|
-
const computeFeatureOverrides = this.get(
|
|
579
|
+
const computeFeatureOverrides = this.get(3 /* ComputeFeatureOverrides */);
|
|
576
580
|
if (undefined !== computeFeatureOverrides) {
|
|
577
581
|
prelude.addFunction("void computeFeatureOverrides()", computeFeatureOverrides);
|
|
578
582
|
main.addline(" computeFeatureOverrides();");
|
|
579
583
|
}
|
|
580
|
-
const computeMaterial = this.get(
|
|
584
|
+
const computeMaterial = this.get(4 /* ComputeMaterial */);
|
|
581
585
|
if (undefined !== computeMaterial) {
|
|
582
586
|
prelude.addFunction("void computeMaterial()", computeMaterial);
|
|
583
587
|
main.addline(" computeMaterial();");
|
|
584
588
|
}
|
|
585
|
-
const computeBaseColor = this.get(
|
|
589
|
+
const computeBaseColor = this.get(5 /* ComputeBaseColor */);
|
|
586
590
|
if (undefined !== computeBaseColor) {
|
|
587
591
|
assert(undefined !== this.find("v_color"));
|
|
588
592
|
prelude.addFunction("vec4 computeBaseColor()", computeBaseColor);
|
|
589
593
|
main.addline(" vec4 baseColor = computeBaseColor();");
|
|
590
|
-
const applyMaterialColor = this.get(
|
|
594
|
+
const applyMaterialColor = this.get(6 /* ApplyMaterialColor */);
|
|
591
595
|
if (undefined !== applyMaterialColor) {
|
|
592
596
|
prelude.addFunction("vec4 applyMaterialColor(vec4 baseColor)", applyMaterialColor);
|
|
593
597
|
main.addline(" baseColor = applyMaterialColor(baseColor);");
|
|
594
598
|
}
|
|
595
|
-
const applyFeatureColor = this.get(
|
|
599
|
+
const applyFeatureColor = this.get(7 /* ApplyFeatureColor */);
|
|
596
600
|
if (undefined !== applyFeatureColor) {
|
|
597
601
|
prelude.addFunction("vec4 applyFeatureColor(vec4 baseColor)", applyFeatureColor);
|
|
598
602
|
main.addline(" baseColor = applyFeatureColor(baseColor);");
|
|
599
603
|
}
|
|
600
|
-
const adjustContrast = this.get(
|
|
604
|
+
const adjustContrast = this.get(8 /* AdjustContrast */);
|
|
601
605
|
if (adjustContrast) {
|
|
602
606
|
prelude.addFunction("vec4 adjustContrast(vec4 baseColor)", adjustContrast);
|
|
603
607
|
main.addline(" baseColor = adjustContrast(baseColor);");
|
|
604
608
|
}
|
|
605
609
|
main.addline(" v_color = baseColor;");
|
|
606
610
|
}
|
|
607
|
-
const checkForDiscard = this.get(
|
|
611
|
+
const checkForDiscard = this.get(9 /* CheckForDiscard */);
|
|
608
612
|
if (undefined !== checkForDiscard) {
|
|
609
613
|
prelude.addFunction("bool checkForDiscard()", checkForDiscard);
|
|
610
614
|
main.add(vertexDiscard);
|
|
611
615
|
}
|
|
612
616
|
main.addline(" gl_Position = computePosition(rawPosition);");
|
|
613
|
-
const finalizePos = this.get(
|
|
617
|
+
const finalizePos = this.get(12 /* FinalizePosition */);
|
|
614
618
|
if (undefined !== finalizePos) {
|
|
615
619
|
prelude.addFunction("vec4 finalizePosition(vec4 pos)", finalizePos);
|
|
616
620
|
main.addline(" gl_Position = finalizePosition(gl_Position);");
|
|
@@ -618,7 +622,7 @@ export class VertexShaderBuilder extends ShaderBuilder {
|
|
|
618
622
|
for (const comp of this._computedVarying) {
|
|
619
623
|
main.addline(` ${comp}`);
|
|
620
624
|
}
|
|
621
|
-
const checkForLateDiscard = this.get(
|
|
625
|
+
const checkForLateDiscard = this.get(11 /* CheckForLateDiscard */);
|
|
622
626
|
if (undefined !== checkForLateDiscard) {
|
|
623
627
|
prelude.addFunction("bool checkForLateDiscard()", checkForLateDiscard);
|
|
624
628
|
main.addline(lateVertexDiscard);
|
|
@@ -636,7 +640,7 @@ export class VertexShaderBuilder extends ShaderBuilder {
|
|
|
636
640
|
*/
|
|
637
641
|
export class FragmentShaderBuilder extends ShaderBuilder {
|
|
638
642
|
constructor(flags) {
|
|
639
|
-
super(
|
|
643
|
+
super(21 /* COUNT */, flags);
|
|
640
644
|
this.requiresEarlyZWorkaround = false;
|
|
641
645
|
if (System.instance.capabilities.isWebGL2)
|
|
642
646
|
this.addFragOutput("FragColor", -1);
|