@itwin/core-frontend 3.0.0-dev.98 → 3.0.0

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 (1224) hide show
  1. package/CHANGELOG.md +244 -35
  2. package/LICENSE.md +1 -1
  3. package/lib/cjs/AccuSnap.js +3 -3
  4. package/lib/cjs/AccuSnap.js.map +1 -1
  5. package/lib/cjs/ApproximateTerrainHeights.d.ts.map +1 -1
  6. package/lib/cjs/ApproximateTerrainHeights.js +10 -5
  7. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  8. package/lib/cjs/BackgroundMapGeometry.d.ts +1 -1
  9. package/lib/cjs/BackgroundMapGeometry.d.ts.map +1 -1
  10. package/lib/cjs/BackgroundMapGeometry.js +2 -2
  11. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  12. package/lib/cjs/BingLocation.js +2 -2
  13. package/lib/cjs/BingLocation.js.map +1 -1
  14. package/lib/cjs/CheckpointConnection.js +1 -1
  15. package/lib/cjs/CheckpointConnection.js.map +1 -1
  16. package/lib/cjs/ContextRealityModelState.js +1 -1
  17. package/lib/cjs/ContextRealityModelState.js.map +1 -1
  18. package/lib/cjs/DisplayStyleState.d.ts +10 -163
  19. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  20. package/lib/cjs/DisplayStyleState.js +69 -350
  21. package/lib/cjs/DisplayStyleState.js.map +1 -1
  22. package/lib/cjs/DrawingViewState.d.ts +2 -2
  23. package/lib/cjs/DrawingViewState.d.ts.map +1 -1
  24. package/lib/cjs/DrawingViewState.js +3 -3
  25. package/lib/cjs/DrawingViewState.js.map +1 -1
  26. package/lib/cjs/ElementLocateManager.d.ts +5 -0
  27. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  28. package/lib/cjs/ElementLocateManager.js +12 -2
  29. package/lib/cjs/ElementLocateManager.js.map +1 -1
  30. package/lib/cjs/EmphasizeElements.d.ts.map +1 -1
  31. package/lib/cjs/EmphasizeElements.js +14 -4
  32. package/lib/cjs/EmphasizeElements.js.map +1 -1
  33. package/lib/cjs/EnvironmentDecorations.d.ts +39 -0
  34. package/lib/cjs/EnvironmentDecorations.d.ts.map +1 -0
  35. package/lib/cjs/EnvironmentDecorations.js +203 -0
  36. package/lib/cjs/EnvironmentDecorations.js.map +1 -0
  37. package/lib/cjs/FrontendHubAccess.d.ts +11 -7
  38. package/lib/cjs/FrontendHubAccess.d.ts.map +1 -1
  39. package/lib/cjs/FrontendHubAccess.js.map +1 -1
  40. package/lib/cjs/FrontendLoggerCategory.d.ts +2 -8
  41. package/lib/cjs/FrontendLoggerCategory.d.ts.map +1 -1
  42. package/lib/cjs/FrontendLoggerCategory.js +2 -8
  43. package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
  44. package/lib/cjs/HitDetail.js +7 -7
  45. package/lib/cjs/HitDetail.js.map +1 -1
  46. package/lib/cjs/IModelApp.d.ts +30 -17
  47. package/lib/cjs/IModelApp.d.ts.map +1 -1
  48. package/lib/cjs/IModelApp.js +33 -26
  49. package/lib/cjs/IModelApp.js.map +1 -1
  50. package/lib/cjs/IModelConnection.d.ts +4 -6
  51. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  52. package/lib/cjs/IModelConnection.js +6 -11
  53. package/lib/cjs/IModelConnection.js.map +1 -1
  54. package/lib/cjs/IModeljs-css.d.ts.map +1 -1
  55. package/lib/cjs/IModeljs-css.js +8 -6
  56. package/lib/cjs/IModeljs-css.js.map +1 -1
  57. package/lib/cjs/ImageUtil.d.ts +3 -3
  58. package/lib/cjs/ImageUtil.d.ts.map +1 -1
  59. package/lib/cjs/ImageUtil.js +7 -4
  60. package/lib/cjs/ImageUtil.js.map +1 -1
  61. package/lib/cjs/LocalhostIpcApp.d.ts +2 -1
  62. package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
  63. package/lib/cjs/LocalhostIpcApp.js +21 -7
  64. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  65. package/lib/cjs/Marker.d.ts +9 -2
  66. package/lib/cjs/Marker.d.ts.map +1 -1
  67. package/lib/cjs/Marker.js +33 -5
  68. package/lib/cjs/Marker.js.map +1 -1
  69. package/lib/cjs/ModelState.js +1 -1
  70. package/lib/cjs/ModelState.js.map +1 -1
  71. package/lib/cjs/NativeApp.d.ts +3 -38
  72. package/lib/cjs/NativeApp.d.ts.map +1 -1
  73. package/lib/cjs/NativeApp.js +4 -73
  74. package/lib/cjs/NativeApp.js.map +1 -1
  75. package/lib/cjs/NoRenderApp.d.ts +0 -1
  76. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  77. package/lib/cjs/NoRenderApp.js +0 -1
  78. package/lib/cjs/NoRenderApp.js.map +1 -1
  79. package/lib/cjs/NotificationManager.d.ts +3 -1
  80. package/lib/cjs/NotificationManager.d.ts.map +1 -1
  81. package/lib/cjs/NotificationManager.js +2 -0
  82. package/lib/cjs/NotificationManager.js.map +1 -1
  83. package/lib/cjs/RealityDataSource.d.ts +59 -29
  84. package/lib/cjs/RealityDataSource.d.ts.map +1 -1
  85. package/lib/cjs/RealityDataSource.js +247 -94
  86. package/lib/cjs/RealityDataSource.js.map +1 -1
  87. package/lib/cjs/RenderScheduleState.d.ts +2 -0
  88. package/lib/cjs/RenderScheduleState.d.ts.map +1 -1
  89. package/lib/cjs/RenderScheduleState.js +10 -5
  90. package/lib/cjs/RenderScheduleState.js.map +1 -1
  91. package/lib/cjs/SheetViewState.d.ts +2 -2
  92. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  93. package/lib/cjs/SheetViewState.js +7 -6
  94. package/lib/cjs/SheetViewState.js.map +1 -1
  95. package/lib/cjs/SpatialViewState.d.ts +10 -2
  96. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  97. package/lib/cjs/SpatialViewState.js +12 -2
  98. package/lib/cjs/SpatialViewState.js.map +1 -1
  99. package/lib/cjs/SubCategoriesCache.js +1 -1
  100. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  101. package/lib/cjs/Tiles.d.ts +11 -1
  102. package/lib/cjs/Tiles.d.ts.map +1 -1
  103. package/lib/cjs/Tiles.js +7 -0
  104. package/lib/cjs/Tiles.js.map +1 -1
  105. package/lib/cjs/TwoWayViewportSync.d.ts +35 -6
  106. package/lib/cjs/TwoWayViewportSync.d.ts.map +1 -1
  107. package/lib/cjs/TwoWayViewportSync.js +51 -11
  108. package/lib/cjs/TwoWayViewportSync.js.map +1 -1
  109. package/lib/cjs/UserPreferences.d.ts +72 -0
  110. package/lib/cjs/UserPreferences.d.ts.map +1 -0
  111. package/lib/cjs/UserPreferences.js +7 -0
  112. package/lib/cjs/UserPreferences.js.map +1 -0
  113. package/lib/cjs/ViewContext.d.ts +3 -1
  114. package/lib/cjs/ViewContext.d.ts.map +1 -1
  115. package/lib/cjs/ViewContext.js +4 -0
  116. package/lib/cjs/ViewContext.js.map +1 -1
  117. package/lib/cjs/ViewCreator2d.js +3 -3
  118. package/lib/cjs/ViewCreator2d.js.map +1 -1
  119. package/lib/cjs/ViewCreator3d.d.ts +1 -1
  120. package/lib/cjs/ViewCreator3d.d.ts.map +1 -1
  121. package/lib/cjs/ViewCreator3d.js +4 -5
  122. package/lib/cjs/ViewCreator3d.js.map +1 -1
  123. package/lib/cjs/ViewManager.d.ts +6 -6
  124. package/lib/cjs/ViewManager.d.ts.map +1 -1
  125. package/lib/cjs/ViewManager.js +13 -13
  126. package/lib/cjs/ViewManager.js.map +1 -1
  127. package/lib/cjs/ViewState.d.ts +11 -5
  128. package/lib/cjs/ViewState.d.ts.map +1 -1
  129. package/lib/cjs/ViewState.js +18 -63
  130. package/lib/cjs/ViewState.js.map +1 -1
  131. package/lib/cjs/ViewingSpace.js +1 -1
  132. package/lib/cjs/ViewingSpace.js.map +1 -1
  133. package/lib/cjs/Viewport.d.ts +57 -11
  134. package/lib/cjs/Viewport.d.ts.map +1 -1
  135. package/lib/cjs/Viewport.js +55 -31
  136. package/lib/cjs/Viewport.js.map +1 -1
  137. package/lib/cjs/core-frontend.d.ts +10 -24
  138. package/lib/cjs/core-frontend.d.ts.map +1 -1
  139. package/lib/cjs/core-frontend.js +10 -24
  140. package/lib/cjs/core-frontend.js.map +1 -1
  141. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts +3 -2
  142. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.d.ts.map +1 -1
  143. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js +3 -2
  144. package/lib/cjs/quantity-formatting/BaseUnitFormattingSettingsProvider.js.map +1 -1
  145. package/lib/cjs/quantity-formatting/BasicUnitsProvider.d.ts +5 -1
  146. package/lib/cjs/quantity-formatting/BasicUnitsProvider.d.ts.map +1 -1
  147. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js +20 -5
  148. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  149. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts +26 -3
  150. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  151. package/lib/cjs/quantity-formatting/QuantityFormatter.js +46 -7
  152. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  153. package/lib/cjs/render/FeatureSymbology.d.ts.map +1 -1
  154. package/lib/cjs/render/FeatureSymbology.js +3 -3
  155. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  156. package/lib/cjs/render/GraphicBranch.d.ts +18 -2
  157. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  158. package/lib/cjs/render/GraphicBranch.js +9 -1
  159. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  160. package/lib/cjs/render/GraphicBuilder.d.ts +7 -1
  161. package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
  162. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  163. package/lib/cjs/render/MockRender.d.ts +3 -1
  164. package/lib/cjs/render/MockRender.d.ts.map +1 -1
  165. package/lib/cjs/render/MockRender.js.map +1 -1
  166. package/lib/cjs/render/RenderMemory.d.ts +21 -15
  167. package/lib/cjs/render/RenderMemory.d.ts.map +1 -1
  168. package/lib/cjs/render/RenderMemory.js +21 -15
  169. package/lib/cjs/render/RenderMemory.js.map +1 -1
  170. package/lib/cjs/render/RenderSystem.d.ts +38 -7
  171. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  172. package/lib/cjs/render/RenderSystem.js +24 -9
  173. package/lib/cjs/render/RenderSystem.js.map +1 -1
  174. package/lib/cjs/render/RenderTarget.d.ts +10 -2
  175. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  176. package/lib/cjs/render/RenderTarget.js +2 -1
  177. package/lib/cjs/render/RenderTarget.js.map +1 -1
  178. package/lib/cjs/render/RenderTexture.d.ts +2 -17
  179. package/lib/cjs/render/RenderTexture.d.ts.map +1 -1
  180. package/lib/cjs/render/RenderTexture.js +0 -17
  181. package/lib/cjs/render/RenderTexture.js.map +1 -1
  182. package/lib/cjs/render/primitives/EdgeParams.d.ts +84 -0
  183. package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -0
  184. package/lib/cjs/render/primitives/EdgeParams.js +220 -0
  185. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -0
  186. package/lib/cjs/render/primitives/PointStringParams.d.ts +16 -0
  187. package/lib/cjs/render/primitives/PointStringParams.d.ts.map +1 -0
  188. package/lib/cjs/render/primitives/PointStringParams.js +43 -0
  189. package/lib/cjs/render/primitives/PointStringParams.js.map +1 -0
  190. package/lib/cjs/render/primitives/PolylineParams.d.ts +44 -0
  191. package/lib/cjs/render/primitives/PolylineParams.d.ts.map +1 -0
  192. package/lib/cjs/render/primitives/PolylineParams.js +205 -0
  193. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -0
  194. package/lib/cjs/render/primitives/Primitives.d.ts +1 -1
  195. package/lib/cjs/render/primitives/Primitives.d.ts.map +1 -1
  196. package/lib/cjs/render/primitives/Primitives.js.map +1 -1
  197. package/lib/cjs/render/primitives/SurfaceParams.d.ts +46 -0
  198. package/lib/cjs/render/primitives/SurfaceParams.d.ts.map +1 -0
  199. package/lib/cjs/render/primitives/SurfaceParams.js +42 -0
  200. package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -0
  201. package/lib/cjs/render/primitives/VertexTable.d.ts +4 -123
  202. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  203. package/lib/cjs/render/primitives/VertexTable.js +16 -352
  204. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  205. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts +2 -0
  206. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  207. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +2 -1
  208. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  209. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
  210. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +1 -0
  211. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  212. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +2 -2
  213. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  214. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +3 -3
  215. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  216. package/lib/cjs/render/primitives/mesh/TerrainMeshPrimitive.d.ts +1 -1
  217. package/lib/cjs/render/primitives/mesh/TerrainMeshPrimitive.js +1 -1
  218. package/lib/cjs/render/primitives/mesh/TerrainMeshPrimitive.js.map +1 -1
  219. package/lib/cjs/render/webgl/AttributeMap.js +5 -5
  220. package/lib/cjs/render/webgl/BackgroundMapDrape.js +1 -1
  221. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  222. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  223. package/lib/cjs/render/webgl/BranchUniforms.js +8 -5
  224. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  225. package/lib/cjs/render/webgl/CachedGeometry.d.ts +16 -11
  226. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  227. package/lib/cjs/render/webgl/CachedGeometry.js +26 -23
  228. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  229. package/lib/cjs/render/webgl/DrawCommand.d.ts +2 -3
  230. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  231. package/lib/cjs/render/webgl/DrawCommand.js +6 -4
  232. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  233. package/lib/cjs/render/webgl/EdgeGeometry.d.ts +73 -0
  234. package/lib/cjs/render/webgl/EdgeGeometry.d.ts.map +1 -0
  235. package/lib/cjs/render/webgl/EdgeGeometry.js +141 -0
  236. package/lib/cjs/render/webgl/EdgeGeometry.js.map +1 -0
  237. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +2 -0
  238. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  239. package/lib/cjs/render/webgl/FeatureOverrides.js +11 -3
  240. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  241. package/lib/cjs/render/webgl/FloatRGBA.d.ts.map +1 -1
  242. package/lib/cjs/render/webgl/FloatRGBA.js +13 -11
  243. package/lib/cjs/render/webgl/FloatRGBA.js.map +1 -1
  244. package/lib/cjs/render/webgl/Graphic.d.ts +13 -0
  245. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  246. package/lib/cjs/render/webgl/Graphic.js +41 -3
  247. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  248. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts +51 -0
  249. package/lib/cjs/render/webgl/IndexedEdgeGeometry.d.ts.map +1 -0
  250. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js +90 -0
  251. package/lib/cjs/render/webgl/IndexedEdgeGeometry.js.map +1 -0
  252. package/lib/cjs/render/webgl/InstancedGeometry.d.ts +6 -5
  253. package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
  254. package/lib/cjs/render/webgl/InstancedGeometry.js +2 -1
  255. package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
  256. package/lib/cjs/render/webgl/Material.d.ts +1 -1
  257. package/lib/cjs/render/webgl/Material.d.ts.map +1 -1
  258. package/lib/cjs/render/webgl/Material.js.map +1 -1
  259. package/lib/cjs/render/webgl/Mesh.d.ts +8 -162
  260. package/lib/cjs/render/webgl/Mesh.d.ts.map +1 -1
  261. package/lib/cjs/render/webgl/Mesh.js +18 -458
  262. package/lib/cjs/render/webgl/Mesh.js.map +1 -1
  263. package/lib/cjs/render/webgl/MeshData.d.ts +38 -0
  264. package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -0
  265. package/lib/cjs/render/webgl/MeshData.js +66 -0
  266. package/lib/cjs/render/webgl/MeshData.js.map +1 -0
  267. package/lib/cjs/render/webgl/MeshGeometry.d.ts +38 -0
  268. package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -0
  269. package/lib/cjs/render/webgl/MeshGeometry.js +59 -0
  270. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -0
  271. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  272. package/lib/cjs/render/webgl/PlanarClassifier.js +8 -4
  273. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  274. package/lib/cjs/render/webgl/PlanarGrid.d.ts +2 -3
  275. package/lib/cjs/render/webgl/PlanarGrid.d.ts.map +1 -1
  276. package/lib/cjs/render/webgl/PlanarGrid.js +3 -3
  277. package/lib/cjs/render/webgl/PlanarGrid.js.map +1 -1
  278. package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  279. package/lib/cjs/render/webgl/PlanarTextureProjection.js +1 -0
  280. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  281. package/lib/cjs/render/webgl/PointCloud.d.ts +2 -2
  282. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  283. package/lib/cjs/render/webgl/PointCloud.js +2 -2
  284. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  285. package/lib/cjs/render/webgl/PointString.d.ts +3 -3
  286. package/lib/cjs/render/webgl/PointString.d.ts.map +1 -1
  287. package/lib/cjs/render/webgl/PointString.js +1 -1
  288. package/lib/cjs/render/webgl/PointString.js.map +1 -1
  289. package/lib/cjs/render/webgl/Polyline.d.ts +3 -3
  290. package/lib/cjs/render/webgl/Polyline.d.ts.map +1 -1
  291. package/lib/cjs/render/webgl/Polyline.js +6 -6
  292. package/lib/cjs/render/webgl/Polyline.js.map +1 -1
  293. package/lib/cjs/render/webgl/Primitive.d.ts +2 -2
  294. package/lib/cjs/render/webgl/Primitive.d.ts.map +1 -1
  295. package/lib/cjs/render/webgl/Primitive.js +5 -5
  296. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  297. package/lib/cjs/render/webgl/RealityMesh.d.ts +2 -2
  298. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  299. package/lib/cjs/render/webgl/RealityMesh.js +9 -9
  300. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  301. package/lib/cjs/render/webgl/RenderCommands.d.ts +6 -2
  302. package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
  303. package/lib/cjs/render/webgl/RenderCommands.js +81 -48
  304. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  305. package/lib/cjs/render/webgl/RenderFlags.d.ts +48 -1
  306. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  307. package/lib/cjs/render/webgl/RenderFlags.js +64 -2
  308. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  309. package/lib/cjs/render/webgl/SceneCompositor.js +10 -9
  310. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  311. package/lib/cjs/render/webgl/ScreenSpaceEffect.js +1 -1
  312. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +23 -20
  313. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  314. package/lib/cjs/render/webgl/ShaderBuilder.js +38 -32
  315. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  316. package/lib/cjs/render/webgl/ShaderProgram.d.ts +1 -1
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  1212. package/lib/cjs/tile/map/MapLayerSettingsService.js.map +0 -1
  1213. package/lib/esm/RealityDataAccessProps.d.ts +0 -44
  1214. package/lib/esm/RealityDataAccessProps.d.ts.map +0 -1
  1215. package/lib/esm/RealityDataAccessProps.js +0 -20
  1216. package/lib/esm/RealityDataAccessProps.js.map +0 -1
  1217. package/lib/esm/RealityDataConnection.d.ts +0 -31
  1218. package/lib/esm/RealityDataConnection.d.ts.map +0 -1
  1219. package/lib/esm/RealityDataConnection.js +0 -98
  1220. package/lib/esm/RealityDataConnection.js.map +0 -1
  1221. package/lib/esm/tile/map/MapLayerSettingsService.d.ts +0 -39
  1222. package/lib/esm/tile/map/MapLayerSettingsService.d.ts.map +0 -1
  1223. package/lib/esm/tile/map/MapLayerSettingsService.js +0 -186
  1224. package/lib/esm/tile/map/MapLayerSettingsService.js.map +0 -1
@@ -54,7 +54,7 @@ export function addColor(builder) {
54
54
  /** @internal */
55
55
  export function addVaryingColor(builder, computeVertexBase) {
56
56
  builder.addVarying("v_color", 5 /* Vec4 */);
57
- builder.vert.set(4 /* ComputeBaseColor */, computeVertexBase);
57
+ builder.vert.set(5 /* ComputeBaseColor */, computeVertexBase);
58
58
  builder.frag.set(1 /* ComputeBaseColor */, computeBaseColor);
59
59
  }
60
60
  //# sourceMappingURL=Color.js.map
@@ -37,7 +37,7 @@ export function createCombine3TexturesProgram(context) {
37
37
  Texture2DHandle.bindSampler(uniform, params.geometry.texture2, TextureUnit.Two);
38
38
  });
39
39
  }, 3 /* High */);
40
- frag.set(15 /* AssignFragData */, assignFragData);
40
+ frag.set(16 /* AssignFragData */, assignFragData);
41
41
  builder.vert.headerComment = "//!V! Combine3Textures";
42
42
  builder.frag.headerComment = "//!F! Combine3Textures";
43
43
  return builder.buildProgram(context);
@@ -30,7 +30,7 @@ export function createCombineTexturesProgram(context) {
30
30
  Texture2DHandle.bindSampler(uniform, params.geometry.texture1, TextureUnit.One);
31
31
  });
32
32
  }, 3 /* High */);
33
- frag.set(15 /* AssignFragData */, assignFragData);
33
+ frag.set(16 /* AssignFragData */, assignFragData);
34
34
  builder.vert.headerComment = "//!V! CombineTextures";
35
35
  builder.frag.headerComment = "//!F! CombineTextures";
36
36
  return builder.buildProgram(context);
@@ -113,7 +113,7 @@ export function createCompositeProgram(flags, context) {
113
113
  const frag = builder.frag;
114
114
  frag.addFunction(wantOcclusion ? computeAmbientOcclusion : computeDefaultAmbientOcclusion);
115
115
  frag.addFunction(computeOpaqueColor);
116
- frag.set(15 /* AssignFragData */, assignFragColor);
116
+ frag.set(16 /* AssignFragData */, assignFragColor);
117
117
  frag.addUniform("u_opaque", 8 /* Sampler2D */, (prog) => {
118
118
  prog.addGraphicUniform("u_opaque", (uniform, params) => {
119
119
  Texture2DHandle.bindSampler(uniform, params.geometry.opaque, TextureUnit.Zero);
@@ -1 +1 @@
1
- {"version":3,"file":"CopyColor.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyColor.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAI1D,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AASjD,gBAAgB;AAChB,wBAAgB,sBAAsB,CAAC,OAAO,EAAE,YAAY,EAAE,SAAS,GAAE,OAAc,GAAG,aAAa,CAkBtG"}
1
+ {"version":3,"file":"CopyColor.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyColor.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAI1D,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAiBjD,gBAAgB;AAChB,wBAAgB,sBAAsB,CAAC,OAAO,EAAE,YAAY,EAAE,SAAS,GAAE,OAAc,GAAG,aAAa,CA0BtG"}
@@ -10,19 +10,34 @@ import { Texture2DHandle } from "../Texture";
10
10
  import { assignFragColor } from "./Fragment";
11
11
  import { createViewportQuadBuilder } from "./ViewportQuad";
12
12
  const computeColor = "return TEXTURE(u_color, v_texCoord);";
13
- const computeColorNoAlpha = "return vec4(TEXTURE(u_color, v_texCoord).rgb, 1.0);";
13
+ // Transparent background color will not have premultiplied alpha - multiply it when copying.
14
+ // Set all other pixels opaque.
15
+ const computeColorNoAlpha = `
16
+ vec4 color = TEXTURE(u_color, v_texCoord);
17
+ if (color == u_bgColor)
18
+ return vec4(color.rgb * color.a, color.a);
19
+ else
20
+ return vec4(color.rgb, 1.0);
21
+ `;
14
22
  /** @internal */
15
23
  export function createCopyColorProgram(context, copyAlpha = true) {
16
24
  const builder = createViewportQuadBuilder(true);
17
25
  const frag = builder.frag;
18
26
  frag.set(1 /* ComputeBaseColor */, copyAlpha ? computeColor : computeColorNoAlpha);
19
- frag.set(15 /* AssignFragData */, assignFragColor);
27
+ frag.set(16 /* AssignFragData */, assignFragColor);
20
28
  frag.addUniform("u_color", 8 /* Sampler2D */, (prog) => {
21
29
  prog.addGraphicUniform("u_color", (uniform, params) => {
22
30
  const geom = params.geometry;
23
31
  Texture2DHandle.bindSampler(uniform, geom.texture, TextureUnit.Zero);
24
32
  });
25
33
  });
34
+ if (!copyAlpha) {
35
+ frag.addUniform("u_bgColor", 5 /* Vec4 */, (prog) => {
36
+ prog.addProgramUniform("u_bgColor", (uniform, params) => {
37
+ params.target.uniforms.style.bindBackgroundRgba(uniform);
38
+ });
39
+ });
40
+ }
26
41
  const flagString = (copyAlpha ? "-CopyAlpha" : "-NoAlpha");
27
42
  builder.vert.headerComment = `//!V! CopyColor${flagString}`;
28
43
  builder.frag.headerComment = `//!F! CopyColor${flagString}`;
@@ -1 +1 @@
1
- {"version":3,"file":"CopyColor.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyColor.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAIH,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAG7C,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,yBAAyB,EAAE,MAAM,gBAAgB,CAAC;AAE3D,MAAM,YAAY,GAAG,sCAAsC,CAAC;AAE5D,MAAM,mBAAmB,GAAG,qDAAqD,CAAC;AAElF,gBAAgB;AAChB,MAAM,UAAU,sBAAsB,CAAC,OAAqB,EAAE,YAAqB,IAAI;IACrF,MAAM,OAAO,GAAG,yBAAyB,CAAC,IAAI,CAAC,CAAC;IAChD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,GAAG,2BAA2C,SAAS,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,CAAC;IACnG,IAAI,CAAC,GAAG,0BAAyC,eAAe,CAAC,CAAC;IAClE,IAAI,CAAC,UAAU,CAAC,SAAS,qBAA0B,CAAC,IAAI,EAAE,EAAE;QAC1D,IAAI,CAAC,iBAAiB,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACpD,MAAM,IAAI,GAAG,MAAM,CAAC,QAA8C,CAAC;YACnE,eAAe,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC;QACvE,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,MAAM,UAAU,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC;IAC3D,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,kBAAkB,UAAU,EAAE,CAAC;IAC5D,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,kBAAkB,UAAU,EAAE,CAAC;IAE5D,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 { SingleTexturedViewportQuadGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nconst computeColor = \"return TEXTURE(u_color, v_texCoord);\";\r\n\r\nconst computeColorNoAlpha = \"return vec4(TEXTURE(u_color, v_texCoord).rgb, 1.0);\";\r\n\r\n/** @internal */\r\nexport function createCopyColorProgram(context: WebGLContext, copyAlpha: boolean = true): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, copyAlpha ? computeColor : computeColorNoAlpha);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n frag.addUniform(\"u_color\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_color\", (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 const flagString = (copyAlpha ? \"-CopyAlpha\" : \"-NoAlpha\");\r\n builder.vert.headerComment = `//!V! CopyColor${flagString}`;\r\n builder.frag.headerComment = `//!F! CopyColor${flagString}`;\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
1
+ {"version":3,"file":"CopyColor.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyColor.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAIH,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAG7C,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,yBAAyB,EAAE,MAAM,gBAAgB,CAAC;AAE3D,MAAM,YAAY,GAAG,sCAAsC,CAAC;AAE5D,6FAA6F;AAC7F,+BAA+B;AAC/B,MAAM,mBAAmB,GAAG;;;;;;CAM3B,CAAC;AAEF,gBAAgB;AAChB,MAAM,UAAU,sBAAsB,CAAC,OAAqB,EAAE,YAAqB,IAAI;IACrF,MAAM,OAAO,GAAG,yBAAyB,CAAC,IAAI,CAAC,CAAC;IAChD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,GAAG,2BAA2C,SAAS,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,mBAAmB,CAAC,CAAC;IACnG,IAAI,CAAC,GAAG,0BAAyC,eAAe,CAAC,CAAC;IAClE,IAAI,CAAC,UAAU,CAAC,SAAS,qBAA0B,CAAC,IAAI,EAAE,EAAE;QAC1D,IAAI,CAAC,iBAAiB,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACpD,MAAM,IAAI,GAAG,MAAM,CAAC,QAA8C,CAAC;YACnE,eAAe,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC;QACvE,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,SAAS,EAAE;QACd,IAAI,CAAC,UAAU,CAAC,WAAW,gBAAqB,CAAC,IAAI,EAAE,EAAE;YACvD,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;gBACtD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,kBAAkB,CAAC,OAAO,CAAC,CAAC;YAC3D,CAAC,CAAC,CAAC;QACL,CAAC,CAAC,CAAC;KACJ;IAED,MAAM,UAAU,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC,YAAY,CAAC,CAAC,CAAC,UAAU,CAAC,CAAC;IAC3D,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,kBAAkB,UAAU,EAAE,CAAC;IAC5D,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,kBAAkB,UAAU,EAAE,CAAC;IAE5D,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 { SingleTexturedViewportQuadGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { assignFragColor } from \"./Fragment\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\nconst computeColor = \"return TEXTURE(u_color, v_texCoord);\";\r\n\r\n// Transparent background color will not have premultiplied alpha - multiply it when copying.\r\n// Set all other pixels opaque.\r\nconst computeColorNoAlpha = `\r\n vec4 color = TEXTURE(u_color, v_texCoord);\r\n if (color == u_bgColor)\r\n return vec4(color.rgb * color.a, color.a);\r\n else\r\n return vec4(color.rgb, 1.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function createCopyColorProgram(context: WebGLContext, copyAlpha: boolean = true): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, copyAlpha ? computeColor : computeColorNoAlpha);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n frag.addUniform(\"u_color\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_color\", (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 (!copyAlpha) {\r\n frag.addUniform(\"u_bgColor\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgba(uniform);\r\n });\r\n });\r\n }\r\n\r\n const flagString = (copyAlpha ? \"-CopyAlpha\" : \"-NoAlpha\");\r\n builder.vert.headerComment = `//!V! CopyColor${flagString}`;\r\n builder.frag.headerComment = `//!F! CopyColor${flagString}`;\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
@@ -21,7 +21,7 @@ export function createCopyPickBuffersProgram(context) {
21
21
  frag.set(1 /* ComputeBaseColor */, computeBaseColor);
22
22
  if (System.instance.capabilities.maxColorAttachments < 2) {
23
23
  // NB: Never used - we gl.clear() each attachment directly.
24
- frag.set(15 /* AssignFragData */, "FragColor = vec4(0.0);");
24
+ frag.set(16 /* AssignFragData */, "FragColor = vec4(0.0);");
25
25
  }
26
26
  else {
27
27
  frag.addUniform("u_pickFeatureId", 8 /* Sampler2D */, (prog) => {
@@ -35,7 +35,7 @@ export function createCopyPickBuffersProgram(context) {
35
35
  });
36
36
  }, 3 /* High */);
37
37
  frag.addDrawBuffersExtension(2);
38
- frag.set(15 /* AssignFragData */, assignFragData);
38
+ frag.set(16 /* AssignFragData */, assignFragData);
39
39
  }
40
40
  builder.vert.headerComment = "//!V! CopyPickBuffers";
41
41
  builder.frag.headerComment = "//!F! CopyPickBuffers";
@@ -1 +1 @@
1
- {"version":3,"file":"CopyStencil.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyStencil.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAM1D,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AA8DjD,gBAAgB;AAChB,wBAAgB,sCAAsC,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CAqB3F;AAED,gBAAgB;AAChB,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CA+B/E;AAED,gBAAgB;AAChB,wBAAgB,qCAAqC,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CA6B1F;AAED,gBAAgB;AAChB,wBAAgB,6BAA6B,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CAkDlF;AAED,gBAAgB;AAChB,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CAoB/E"}
1
+ {"version":3,"file":"CopyStencil.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/CopyStencil.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAM1D,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AA2DjD,gBAAgB;AAChB,wBAAgB,sCAAsC,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CAqB3F;AAED,gBAAgB;AAChB,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CA+B/E;AAED,gBAAgB;AAChB,wBAAgB,qCAAqC,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CA6B1F;AAED,gBAAgB;AAChB,wBAAgB,6BAA6B,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CAkDlF;AAED,gBAAgB;AAChB,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CAoB/E"}
@@ -14,7 +14,6 @@ import { ProgramBuilder } from "../ShaderBuilder";
14
14
  import { System } from "../System";
15
15
  import { Texture2DHandle } from "../Texture";
16
16
  import { assignFragColor } from "./Fragment";
17
- import { unquantizeVertexPosition } from "./Vertex";
18
17
  import { createViewportQuadBuilder } from "./ViewportQuad";
19
18
  const computehiliteColor = "return vec4(u_hilite_color.rgb, 1.0);";
20
19
  const computeSetBlendColor = "return u_blend_color;";
@@ -31,9 +30,7 @@ const computePosition = `
31
30
  float z = TEXTURE(u_depthTexture, (rawPos.xy + 1.0) * 0.5).r * 2.0 - 1.0;
32
31
  return vec4(rawPos.x, rawPos.y, z, 1.0);
33
32
  `;
34
- const unquantizeVertexPosition2d = `
35
- vec4 unquantizeVertexPosition(vec2 pos, vec3 origin, vec3 scale) { return unquantizePosition(vec3(pos.x, pos.y, 0.0), origin, scale); }
36
- `;
33
+ const computeQuantizedPosition2d = `return vec3(a_pos.x, a_pos.y, 0.0);`;
37
34
  const scratchColor = FloatRgba.fromColorDef(ColorDef.white);
38
35
  /** @internal */
39
36
  function addBoundaryTypeConstants(builder) {
@@ -64,7 +61,7 @@ export function createVolClassColorUsingStencilProgram(context) {
64
61
  const builder = createViewportQuadBuilder(false);
65
62
  const frag = builder.frag;
66
63
  frag.set(1 /* ComputeBaseColor */, computehiliteColor);
67
- frag.set(15 /* AssignFragData */, assignFragColor);
64
+ frag.set(16 /* AssignFragData */, assignFragColor);
68
65
  frag.addUniform("u_hilite_color", 5 /* Vec4 */, (prog) => {
69
66
  prog.addGraphicUniform("u_hilite_color", (uniform, params) => {
70
67
  const useLighting = params.geometry.getFlashMode(params);
@@ -87,7 +84,7 @@ export function createVolClassCopyZProgram(context) {
87
84
  builder.addInlineComputedVarying("v_texCoord", 3 /* Vec2 */, computeTexCoord); // TODO: I think this is not necessary because it's already added from the create above
88
85
  const frag = builder.frag;
89
86
  frag.set(1 /* ComputeBaseColor */, computeSetBlendColor);
90
- frag.set(15 /* AssignFragData */, assignFragColor);
87
+ frag.set(16 /* AssignFragData */, assignFragColor);
91
88
  frag.addUniform("u_blend_color", 5 /* Vec4 */, (prog) => {
92
89
  prog.addGraphicUniform("u_blend_color", (uniform, _params) => {
93
90
  scratchColor.set(0.0, 0.0, 0.0, 0.0);
@@ -102,27 +99,27 @@ export function createVolClassCopyZProgram(context) {
102
99
  });
103
100
  if (!System.instance.capabilities.isWebGL2)
104
101
  frag.addExtension("GL_EXT_frag_depth");
105
- frag.set(17 /* FinalizeDepth */, depthFromTexture);
102
+ frag.set(18 /* FinalizeDepth */, depthFromTexture);
106
103
  builder.vert.headerComment = "//!V! VolClassCopyZ";
107
104
  builder.frag.headerComment = "//!F! VolClassCopyZ";
108
105
  return builder.buildProgram(context);
109
106
  }
110
107
  /** @internal */
111
108
  export function createVolClassCopyZUsingPointsProgram(context) {
112
- const attrMap = AttributeMap.findAttributeMap(29 /* VolClassCopyZ */, false);
109
+ const attrMap = AttributeMap.findAttributeMap(30 /* VolClassCopyZ */, false);
113
110
  const builder = new ProgramBuilder(attrMap);
114
111
  const vert = builder.vert;
115
- vert.replaceFunction(unquantizeVertexPosition, unquantizeVertexPosition2d);
112
+ vert.set(0 /* ComputeQuantizedPosition */, computeQuantizedPosition2d);
116
113
  vert.addUniform("u_depthTexture", 8 /* Sampler2D */, (prog) => {
117
114
  prog.addGraphicUniform("u_depthTexture", (uniform, params) => {
118
115
  const geom = params.geometry;
119
116
  Texture2DHandle.bindSampler(uniform, geom.zTexture, TextureUnit.Zero);
120
117
  });
121
118
  });
122
- vert.set(9 /* ComputePosition */, computePosition);
119
+ vert.set(10 /* ComputePosition */, computePosition);
123
120
  const frag = builder.frag;
124
121
  frag.set(1 /* ComputeBaseColor */, computeSetBlendColor);
125
- frag.set(15 /* AssignFragData */, assignFragColor);
122
+ frag.set(16 /* AssignFragData */, assignFragColor);
126
123
  frag.addUniform("u_blend_color", 5 /* Vec4 */, (prog) => {
127
124
  prog.addGraphicUniform("u_blend_color", (uniform, _params) => {
128
125
  scratchColor.set(0.0, 0.0, 0.0, 0.0);
@@ -141,7 +138,7 @@ export function createVolClassSetBlendProgram(context) {
141
138
  addBoundaryTypeConstants(frag);
142
139
  frag.set(0 /* CheckForEarlyDiscard */, checkDiscardBackgroundByZ);
143
140
  frag.set(1 /* ComputeBaseColor */, computeSetBlendColor);
144
- frag.set(15 /* AssignFragData */, assignFragColor);
141
+ frag.set(16 /* AssignFragData */, assignFragColor);
145
142
  frag.addUniform("u_boundaryType", 1 /* Int */, (prog) => {
146
143
  prog.addGraphicUniform("u_boundaryType", (uniform, params) => {
147
144
  const geom = params.geometry;
@@ -184,7 +181,7 @@ export function createVolClassBlendProgram(context) {
184
181
  builder.addInlineComputedVarying("v_texCoord", 3 /* Vec2 */, computeTexCoord);
185
182
  const frag = builder.frag;
186
183
  frag.set(1 /* ComputeBaseColor */, computeBlendTextureColor);
187
- frag.set(15 /* AssignFragData */, assignFragColor);
184
+ frag.set(16 /* AssignFragData */, assignFragColor);
188
185
  frag.addUniform("u_blendTexture", 8 /* Sampler2D */, (prog) => {
189
186
  prog.addGraphicUniform("u_blendTexture", (uniform, params) => {
190
187
  const geom = params.geometry;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { 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) => {
@@ -63,7 +63,7 @@ export function createEVSMProgram(context) {
63
63
  addEvsmExponent(frag);
64
64
  frag.addFunction(warpDepth);
65
65
  frag.set(1 /* ComputeBaseColor */, computeEVSM);
66
- frag.set(15 /* AssignFragData */, assignFragColor);
66
+ frag.set(16 /* AssignFragData */, assignFragColor);
67
67
  builder.vert.headerComment = "//!V! EVSMFromDepth";
68
68
  builder.frag.headerComment = "//!F! EVSMFromDepth";
69
69
  return builder.buildProgram(context);
@@ -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);