@itwin/core-frontend 3.1.0-dev.8 → 3.2.0-dev.3

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 (789) hide show
  1. package/CHANGELOG.md +163 -35
  2. package/lib/cjs/AccuSnap.js +2 -2
  3. package/lib/cjs/AccuSnap.js.map +1 -1
  4. package/lib/cjs/ApproximateTerrainHeights.d.ts +1 -1
  5. package/lib/cjs/ApproximateTerrainHeights.d.ts.map +1 -1
  6. package/lib/cjs/ApproximateTerrainHeights.js +21 -9
  7. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  8. package/lib/cjs/ApproximateTerrainHeightsProps.d.ts +12 -0
  9. package/lib/cjs/ApproximateTerrainHeightsProps.d.ts.map +1 -0
  10. package/lib/cjs/ApproximateTerrainHeightsProps.js +13 -0
  11. package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -0
  12. package/lib/cjs/CategorySelectorState.js +1 -1
  13. package/lib/cjs/CategorySelectorState.js.map +1 -1
  14. package/lib/cjs/DisplayStyleState.d.ts +4 -3
  15. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  16. package/lib/cjs/DisplayStyleState.js +32 -8
  17. package/lib/cjs/DisplayStyleState.js.map +1 -1
  18. package/lib/cjs/DrawingViewState.d.ts.map +1 -1
  19. package/lib/cjs/DrawingViewState.js +6 -5
  20. package/lib/cjs/DrawingViewState.js.map +1 -1
  21. package/lib/cjs/FrontendLoggerCategory.d.ts +3 -1
  22. package/lib/cjs/FrontendLoggerCategory.d.ts.map +1 -1
  23. package/lib/cjs/FrontendLoggerCategory.js +2 -0
  24. package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
  25. package/lib/cjs/HitDetail.js.map +1 -1
  26. package/lib/cjs/IModelApp.d.ts +8 -4
  27. package/lib/cjs/IModelApp.d.ts.map +1 -1
  28. package/lib/cjs/IModelApp.js +20 -10
  29. package/lib/cjs/IModelApp.js.map +1 -1
  30. package/lib/cjs/IModelConnection.d.ts +3 -5
  31. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  32. package/lib/cjs/IModelConnection.js +4 -10
  33. package/lib/cjs/IModelConnection.js.map +1 -1
  34. package/lib/cjs/ImageUtil.d.ts.map +1 -1
  35. package/lib/cjs/ImageUtil.js +8 -14
  36. package/lib/cjs/ImageUtil.js.map +1 -1
  37. package/lib/cjs/LocalhostIpcApp.d.ts +2 -0
  38. package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
  39. package/lib/cjs/LocalhostIpcApp.js +10 -4
  40. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  41. package/lib/cjs/RealityDataSource.d.ts +60 -14
  42. package/lib/cjs/RealityDataSource.d.ts.map +1 -1
  43. package/lib/cjs/RealityDataSource.js +36 -235
  44. package/lib/cjs/RealityDataSource.js.map +1 -1
  45. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts +67 -0
  46. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -0
  47. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +166 -0
  48. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -0
  49. package/lib/cjs/RealityDataSourceContextShareImpl.d.ts +83 -0
  50. package/lib/cjs/RealityDataSourceContextShareImpl.d.ts.map +1 -0
  51. package/lib/cjs/RealityDataSourceContextShareImpl.js +234 -0
  52. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -0
  53. package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts +65 -0
  54. package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -0
  55. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +135 -0
  56. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -0
  57. package/lib/cjs/SheetViewState.js +4 -0
  58. package/lib/cjs/SheetViewState.js.map +1 -1
  59. package/lib/cjs/ViewState.d.ts +8 -0
  60. package/lib/cjs/ViewState.d.ts.map +1 -1
  61. package/lib/cjs/ViewState.js +1 -1
  62. package/lib/cjs/ViewState.js.map +1 -1
  63. package/lib/cjs/Viewport.d.ts +30 -12
  64. package/lib/cjs/Viewport.d.ts.map +1 -1
  65. package/lib/cjs/Viewport.js +43 -1
  66. package/lib/cjs/Viewport.js.map +1 -1
  67. package/lib/cjs/core-frontend.d.ts +6 -4
  68. package/lib/cjs/core-frontend.d.ts.map +1 -1
  69. package/lib/cjs/core-frontend.js +6 -4
  70. package/lib/cjs/core-frontend.js.map +1 -1
  71. package/lib/cjs/extension/Extension.d.ts +48 -0
  72. package/lib/cjs/extension/Extension.d.ts.map +1 -0
  73. package/lib/cjs/extension/Extension.js +18 -0
  74. package/lib/cjs/extension/Extension.js.map +1 -0
  75. package/lib/cjs/extension/ExtensionAdmin.d.ts +64 -0
  76. package/lib/cjs/extension/ExtensionAdmin.d.ts.map +1 -0
  77. package/lib/cjs/extension/ExtensionAdmin.js +106 -0
  78. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -0
  79. package/lib/cjs/extension/ExtensionHost.d.ts +23 -0
  80. package/lib/cjs/extension/ExtensionHost.d.ts.map +1 -0
  81. package/lib/cjs/extension/ExtensionHost.js +26 -0
  82. package/lib/cjs/extension/ExtensionHost.js.map +1 -0
  83. package/lib/cjs/extension/ExtensionImpl.d.ts +21 -0
  84. package/lib/cjs/extension/ExtensionImpl.d.ts.map +1 -0
  85. package/lib/cjs/extension/ExtensionImpl.js +45 -0
  86. package/lib/cjs/extension/ExtensionImpl.js.map +1 -0
  87. package/lib/cjs/extension/ExtensionLoader.d.ts +26 -0
  88. package/lib/cjs/extension/ExtensionLoader.d.ts.map +1 -0
  89. package/lib/cjs/extension/ExtensionLoader.js +10 -0
  90. package/lib/cjs/extension/ExtensionLoader.js.map +1 -0
  91. package/lib/cjs/extension/ExtensionRuntime.d.ts +5 -0
  92. package/lib/cjs/extension/ExtensionRuntime.d.ts.map +1 -0
  93. package/lib/cjs/extension/ExtensionRuntime.js +86 -0
  94. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -0
  95. package/lib/cjs/extension/extensions.d.ts +19 -0
  96. package/lib/cjs/extension/extensions.d.ts.map +1 -0
  97. package/lib/cjs/extension/extensions.js +36 -0
  98. package/lib/cjs/extension/extensions.js.map +1 -0
  99. package/lib/cjs/quantity-formatting/BasicUnitsProvider.d.ts +2 -2
  100. package/lib/cjs/quantity-formatting/BasicUnitsProvider.d.ts.map +1 -1
  101. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js +48 -44
  102. package/lib/cjs/quantity-formatting/BasicUnitsProvider.js.map +1 -1
  103. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts +90 -80
  104. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  105. package/lib/cjs/quantity-formatting/QuantityFormatter.js +85 -45
  106. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  107. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.d.ts +54 -0
  108. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.d.ts.map +1 -0
  109. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js +32 -0
  110. package/lib/cjs/quantity-formatting/QuantityTypesEditorSpecs.js.map +1 -0
  111. package/lib/cjs/quantity-formatting/UnitsData.d.ts +11 -0
  112. package/lib/cjs/quantity-formatting/UnitsData.d.ts.map +1 -0
  113. package/lib/cjs/quantity-formatting/UnitsData.js +59 -0
  114. package/lib/cjs/quantity-formatting/UnitsData.js.map +1 -0
  115. package/lib/cjs/render/GraphicBranch.d.ts +2 -0
  116. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  117. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  118. package/lib/cjs/render/ParticleCollectionBuilder.d.ts.map +1 -1
  119. package/lib/cjs/render/ParticleCollectionBuilder.js +16 -9
  120. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  121. package/lib/cjs/render/RenderPlanarClassifier.d.ts +1 -1
  122. package/lib/cjs/render/RenderPlanarClassifier.d.ts.map +1 -1
  123. package/lib/cjs/render/RenderPlanarClassifier.js.map +1 -1
  124. package/lib/cjs/render/RenderSystem.d.ts +12 -7
  125. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  126. package/lib/cjs/render/RenderSystem.js +27 -22
  127. package/lib/cjs/render/RenderSystem.js.map +1 -1
  128. package/lib/cjs/render/RenderTarget.d.ts +4 -4
  129. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  130. package/lib/cjs/render/RenderTarget.js.map +1 -1
  131. package/lib/cjs/render/Scene.d.ts.map +1 -1
  132. package/lib/cjs/render/Scene.js.map +1 -1
  133. package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -1
  134. package/lib/cjs/render/primitives/EdgeParams.js +3 -1
  135. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  136. package/lib/cjs/render/primitives/PolylineParams.d.ts.map +1 -1
  137. package/lib/cjs/render/primitives/PolylineParams.js +10 -5
  138. package/lib/cjs/render/primitives/PolylineParams.js.map +1 -1
  139. package/lib/cjs/render/primitives/VertexKey.d.ts +11 -8
  140. package/lib/cjs/render/primitives/VertexKey.d.ts.map +1 -1
  141. package/lib/cjs/render/primitives/VertexKey.js +24 -6
  142. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  143. package/lib/cjs/render/primitives/VertexTable.d.ts +15 -2
  144. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  145. package/lib/cjs/render/primitives/VertexTable.js +273 -108
  146. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  147. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  148. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +22 -10
  149. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  150. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts +4 -6
  151. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
  152. package/lib/cjs/render/primitives/mesh/MeshBuilder.js +16 -13
  153. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  154. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
  155. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +12 -1
  156. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  157. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +45 -28
  158. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  159. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +107 -146
  160. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  161. package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.d.ts +17 -2
  162. package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.d.ts.map +1 -1
  163. package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.js +39 -2
  164. package/lib/cjs/render/primitives/mesh/RealityMeshPrimitive.js.map +1 -1
  165. package/lib/cjs/render/webgl/BackgroundMapDrape.js +1 -1
  166. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  167. package/lib/cjs/render/webgl/BranchState.d.ts +2 -0
  168. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  169. package/lib/cjs/render/webgl/BranchState.js +5 -3
  170. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  171. package/lib/cjs/render/webgl/CachedGeometry.d.ts +6 -0
  172. package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
  173. package/lib/cjs/render/webgl/CachedGeometry.js +6 -0
  174. package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
  175. package/lib/cjs/render/webgl/DrawCommand.js +1 -1
  176. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  177. package/lib/cjs/render/webgl/Graphic.d.ts +5 -3
  178. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  179. package/lib/cjs/render/webgl/Graphic.js +7 -2
  180. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  181. package/lib/cjs/render/webgl/PlanarClassifier.d.ts +4 -1
  182. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  183. package/lib/cjs/render/webgl/PlanarClassifier.js +22 -9
  184. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  185. package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts +2 -2
  186. package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  187. package/lib/cjs/render/webgl/PlanarTextureProjection.js +5 -3
  188. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  189. package/lib/cjs/render/webgl/RealityMesh.d.ts +31 -11
  190. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  191. package/lib/cjs/render/webgl/RealityMesh.js +155 -52
  192. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  193. package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
  194. package/lib/cjs/render/webgl/RenderCommands.js +4 -0
  195. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  196. package/lib/cjs/render/webgl/SceneCompositor.d.ts +3 -0
  197. package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
  198. package/lib/cjs/render/webgl/SceneCompositor.js +45 -19
  199. package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
  200. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +8 -7
  201. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  202. package/lib/cjs/render/webgl/ShaderBuilder.js +12 -5
  203. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  204. package/lib/cjs/render/webgl/ShaderProgram.d.ts +1 -0
  205. package/lib/cjs/render/webgl/ShaderProgram.d.ts.map +1 -1
  206. package/lib/cjs/render/webgl/ShaderProgram.js +1 -0
  207. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  208. package/lib/cjs/render/webgl/System.d.ts +9 -9
  209. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  210. package/lib/cjs/render/webgl/System.js +5 -5
  211. package/lib/cjs/render/webgl/System.js.map +1 -1
  212. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  213. package/lib/cjs/render/webgl/Target.js.map +1 -1
  214. package/lib/cjs/render/webgl/VertexLUT.d.ts +2 -1
  215. package/lib/cjs/render/webgl/VertexLUT.d.ts.map +1 -1
  216. package/lib/cjs/render/webgl/VertexLUT.js +4 -3
  217. package/lib/cjs/render/webgl/VertexLUT.js.map +1 -1
  218. package/lib/cjs/render/webgl/glsl/Color.js +1 -1
  219. package/lib/cjs/render/webgl/glsl/Color.js.map +1 -1
  220. package/lib/cjs/render/webgl/glsl/Decode.d.ts +6 -0
  221. package/lib/cjs/render/webgl/glsl/Decode.d.ts.map +1 -1
  222. package/lib/cjs/render/webgl/glsl/Decode.js +18 -1
  223. package/lib/cjs/render/webgl/glsl/Decode.js.map +1 -1
  224. package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
  225. package/lib/cjs/render/webgl/glsl/Edge.js +15 -6
  226. package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
  227. package/lib/cjs/render/webgl/glsl/PlanarClassification.js +1 -1
  228. package/lib/cjs/render/webgl/glsl/PlanarClassification.js.map +1 -1
  229. package/lib/cjs/render/webgl/glsl/PointString.d.ts.map +1 -1
  230. package/lib/cjs/render/webgl/glsl/PointString.js +1 -1
  231. package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
  232. package/lib/cjs/render/webgl/glsl/Polyline.d.ts +2 -2
  233. package/lib/cjs/render/webgl/glsl/Polyline.d.ts.map +1 -1
  234. package/lib/cjs/render/webgl/glsl/Polyline.js +24 -9
  235. package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
  236. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  237. package/lib/cjs/render/webgl/glsl/RealityMesh.js +102 -27
  238. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  239. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  240. package/lib/cjs/render/webgl/glsl/Surface.js +18 -19
  241. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  242. package/lib/cjs/render/webgl/glsl/Thematic.d.ts.map +1 -1
  243. package/lib/cjs/render/webgl/glsl/Thematic.js +1 -6
  244. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  245. package/lib/cjs/render/webgl/glsl/Vertex.d.ts.map +1 -1
  246. package/lib/cjs/render/webgl/glsl/Vertex.js +31 -14
  247. package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
  248. package/lib/cjs/tile/ClassifierTileTree.d.ts +4 -2
  249. package/lib/cjs/tile/ClassifierTileTree.d.ts.map +1 -1
  250. package/lib/cjs/tile/ClassifierTileTree.js +31 -16
  251. package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
  252. package/lib/cjs/tile/GltfReader.d.ts +22 -3
  253. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  254. package/lib/cjs/tile/GltfReader.js +231 -45
  255. package/lib/cjs/tile/GltfReader.js.map +1 -1
  256. package/lib/cjs/tile/OPCFormatInterpreter.d.ts +22 -0
  257. package/lib/cjs/tile/OPCFormatInterpreter.d.ts.map +1 -0
  258. package/lib/cjs/tile/OPCFormatInterpreter.js +92 -0
  259. package/lib/cjs/tile/OPCFormatInterpreter.js.map +1 -0
  260. package/lib/cjs/tile/PntsReader.d.ts +1 -1
  261. package/lib/cjs/tile/PntsReader.d.ts.map +1 -1
  262. package/lib/cjs/tile/PntsReader.js +170 -36
  263. package/lib/cjs/tile/PntsReader.js.map +1 -1
  264. package/lib/cjs/tile/PrimaryTileTree.d.ts +18 -2
  265. package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
  266. package/lib/cjs/tile/PrimaryTileTree.js +53 -2
  267. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  268. package/lib/cjs/tile/RealityModelTileTree.d.ts +24 -3
  269. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  270. package/lib/cjs/tile/RealityModelTileTree.js +36 -11
  271. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  272. package/lib/cjs/tile/RealityTile.d.ts +16 -2
  273. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  274. package/lib/cjs/tile/RealityTile.js +32 -0
  275. package/lib/cjs/tile/RealityTile.js.map +1 -1
  276. package/lib/cjs/tile/RealityTileDrawArgs.d.ts +4 -1
  277. package/lib/cjs/tile/RealityTileDrawArgs.d.ts.map +1 -1
  278. package/lib/cjs/tile/RealityTileDrawArgs.js +3 -1
  279. package/lib/cjs/tile/RealityTileDrawArgs.js.map +1 -1
  280. package/lib/cjs/tile/RealityTileLoader.d.ts +7 -4
  281. package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
  282. package/lib/cjs/tile/RealityTileLoader.js +19 -5
  283. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  284. package/lib/cjs/tile/RealityTileTree.d.ts +4 -1
  285. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  286. package/lib/cjs/tile/RealityTileTree.js +11 -3
  287. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  288. package/lib/cjs/tile/ThreeDTileFormatInterpreter.d.ts +52 -0
  289. package/lib/cjs/tile/ThreeDTileFormatInterpreter.d.ts.map +1 -0
  290. package/lib/cjs/tile/ThreeDTileFormatInterpreter.js +179 -0
  291. package/lib/cjs/tile/ThreeDTileFormatInterpreter.js.map +1 -0
  292. package/lib/cjs/tile/TileDrawArgs.d.ts +2 -0
  293. package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
  294. package/lib/cjs/tile/TileDrawArgs.js +5 -0
  295. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  296. package/lib/cjs/tile/TileGeometryCollector.d.ts +80 -0
  297. package/lib/cjs/tile/TileGeometryCollector.d.ts.map +1 -0
  298. package/lib/cjs/tile/TileGeometryCollector.js +71 -0
  299. package/lib/cjs/tile/TileGeometryCollector.js.map +1 -0
  300. package/lib/cjs/tile/TileTree.d.ts +7 -1
  301. package/lib/cjs/tile/TileTree.d.ts.map +1 -1
  302. package/lib/cjs/tile/TileTree.js +7 -0
  303. package/lib/cjs/tile/TileTree.js.map +1 -1
  304. package/lib/cjs/tile/TileTreeReference.d.ts +26 -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 { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilderFlags, VariableType, VertexShaderBuilder, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { IsInstanced } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { addColor } from \"./Color\";\r\nimport { addEdgeContrast } from \"./Edge\";\r\nimport { addFrustum, addShaderFlags } from \"./Common\";\r\nimport { unquantize2d } from \"./Decode\";\r\nimport { addHiliter } from \"./FeatureSymbology\";\r\nimport { addWhiteOnWhiteReversal } from \"./Fragment\";\r\nimport { addLineCode as addLineCodeUniform, addLineWeight, addModelViewMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { addModelToWindowCoordinates, addViewport } from \"./Viewport\";\r\n\r\nconst checkForDiscard = \"return discardByLineCode;\";\r\n\r\nconst applyLineCode = `\r\n if (v_texc.x >= 0.0) { // v_texc = (-1,-1) for solid lines - don't bother with any of this\r\n vec4 texColor = TEXTURE(u_lineCodeTexture, v_texc);\r\n discardByLineCode = (0.0 == texColor.r);\r\n }\r\n\r\n if (v_lnInfo.w > 0.5) { // line needs pixel trimming\r\n // calculate pixel distance from pixel center to expected line center, opposite dir from major\r\n vec2 dxy = gl_FragCoord.xy - v_lnInfo.xy;\r\n if (v_lnInfo.w < 1.5) // not x-major\r\n dxy = dxy.yx;\r\n\r\n float dist = v_lnInfo.z * dxy.x - dxy.y;\r\n float distA = abs(dist);\r\n if (distA > 0.5 || (distA == 0.5 && dist < 0.0))\r\n discardByLineCode = true; // borrow this flag to force discard\r\n }\r\n\r\n return baseColor;\r\n`;\r\n\r\nconst computeTextureCoord = `\r\nvec2 computeLineCodeTextureCoords(vec2 windowDir, vec4 projPos, float adjust) {\r\n vec2 texc;\r\n float lineCode = computeLineCode();\r\n if (0.0 == lineCode) {\r\n // Solid line - tell frag shader not to bother.\r\n texc = vec2(-1.0, -1.0);\r\n } else {\r\n const float imagesPerPixel = 1.0/32.0;\r\n const float textureCoordinateBase = 8192.0; // Temp workardound for clipping problem in perspective views (negative values don't seem to interpolate correctly).\r\n\r\n if (abs(windowDir.x) > abs(windowDir.y))\r\n texc.x = textureCoordinateBase + imagesPerPixel * (projPos.x + adjust * windowDir.x);\r\n else\r\n texc.x = textureCoordinateBase + imagesPerPixel * (projPos.y + adjust * windowDir.y);\r\n\r\n const float numLineCodes = 16.0; // NB: Actually only 10, but texture is 16px tall because it needs to be a power of 2.\r\n const float rowsPerCode = 1.0;\r\n const float numRows = numLineCodes*rowsPerCode;\r\n const float centerY = 0.5/numRows;\r\n const float stepY = rowsPerCode/numRows;\r\n texc.y = stepY * lineCode + centerY;\r\n }\r\n\r\n return texc;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const adjustWidth = `\r\nvoid adjustWidth(inout float width, vec2 d2, vec2 org) {\r\n if (u_aaSamples > 1) {\r\n if (width < 5.0)\r\n width += (5.0 - width) * 0.125;\r\n return;\r\n }\r\n\r\n // calculate slope based width adjustment for non-AA lines, widths 1 to 4\r\n vec2 d2A = abs(d2);\r\n const float s_myFltEpsilon = 0.0001; // limit test resolution to 4 digits in case 24 bit (s16e7) is used in hardware\r\n if (d2A.y > s_myFltEpsilon && width < 4.5) {\r\n float len = length(d2A);\r\n float tan = d2A.x / d2A.y;\r\n\r\n if (width < 1.5) { // width 1\r\n if (tan <= 1.0)\r\n width = d2A.y;\r\n else\r\n width = d2A.x;\r\n // width 1 requires additional adjustment plus trimming in frag shader using v_lnInfo\r\n width *= 1.01;\r\n v_lnInfo.xy = org;\r\n v_lnInfo.w = 1.0; // set flag to do trimming\r\n // set slope in v_lnInfo.z\r\n if (d2A.x - d2A.y > s_myFltEpsilon) {\r\n v_lnInfo.z = d2.y / d2.x;\r\n v_lnInfo.w += 2.0; // add in x-major flag\r\n } else\r\n v_lnInfo.z = d2.x / d2.y;\r\n\r\n } else if (width < 2.5) { // width 2\r\n if (tan <= 0.5)\r\n width = 2.0 * d2A.y;\r\n else\r\n width = (d2A.y + 2.0 * d2A.x);\r\n\r\n } else if (width < 3.5) { // width 3\r\n if (tan <= 1.0)\r\n width = (3.0 * d2A.y + d2A.x);\r\n else\r\n width = (d2A.y + 3.0 * d2A.x);\r\n\r\n } else { // if (width < 4.5) // width 4\r\n if (tan <= 0.5)\r\n width = (4.0 * d2A.y + d2A.x);\r\n else if (tan <= 2.0)\r\n width = (3.0 * d2A.y + 3.0 * d2A.x);\r\n else\r\n width = (d2A.y + 4.0 * d2A.x);\r\n }\r\n width /= len;\r\n }\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addAdjustWidth(vert: VertexShaderBuilder) {\r\n vert.addUniform(\"u_aaSamples\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_aaSamples\", (attr, params) => {\r\n const numSamples = System.instance.frameBufferStack.currentFbMultisampled ? params.target.compositor.antialiasSamples : 1;\r\n attr.setUniform1i(numSamples);\r\n });\r\n });\r\n vert.addFunction(adjustWidth);\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCodeTexture(frag: FragmentShaderBuilder) {\r\n frag.addUniform(\"u_lineCodeTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_lineCodeTexture\", (uniform) => {\r\n const lct = System.instance.lineCodeTexture;\r\n assert(undefined !== lct);\r\n if (undefined !== lct)\r\n lct.bindSampler(uniform, TextureUnit.LineCode);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCode(prog: ProgramBuilder, args: string) {\r\n const vert = prog.vert;\r\n const frag = prog.frag;\r\n\r\n addLineCodeUniform(vert);\r\n\r\n const funcCall: string = `computeLineCodeTextureCoords(${args})`;\r\n\r\n prog.addFunctionComputedVaryingWithArgs(\"v_texc\", VariableType.Vec2, funcCall, computeTextureCoord);\r\n\r\n addFrustum(prog);\r\n addLineCodeTexture(prog.frag);\r\n\r\n frag.set(FragmentShaderComponent.FinalizeBaseColor, applyLineCode);\r\n frag.set(FragmentShaderComponent.CheckForDiscard, checkForDiscard);\r\n frag.addGlobal(\"discardByLineCode\", VariableType.Boolean, \"false\");\r\n}\r\n\r\nfunction polylineAddLineCode(prog: ProgramBuilder) {\r\n addLineCode(prog, lineCodeArgs);\r\n addModelViewMatrix(prog.vert);\r\n}\r\n\r\nfunction addCommon(prog: ProgramBuilder) {\r\n const vert = prog.vert;\r\n addModelToWindowCoordinates(vert); // adds u_mvp, u_viewportTransformation\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n addViewport(vert);\r\n\r\n vert.addGlobal(\"g_windowPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_prevPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_nextPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_windowDir\", VariableType.Vec2);\r\n vert.addInitializer(decodeAdjacentPositions);\r\n\r\n vert.addFunction(unquantize2d);\r\n\r\n addLineWeight(vert);\r\n\r\n vert.addGlobal(\"miterAdjust\", VariableType.Float, \"0.0\");\r\n prog.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n prog.addVarying(\"v_lnInfo\", VariableType.Vec4);\r\n addAdjustWidth(vert);\r\n vert.addFunction(decodePosition);\r\n}\r\n\r\nconst decodePosition = `\r\nvec4 decodePosition(vec3 baseIndex) {\r\n float index = decodeUInt24(baseIndex);\r\n vec2 tc = compute_vert_coords(index);\r\n vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));\r\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n}\r\n`;\r\n\r\nconst decodeAdjacentPositions = `\r\n g_prevPos = decodePosition(a_prevIndex);\r\n g_nextPos = decodePosition(a_nextIndex);\r\n`;\r\n\r\nconst computePosition = `\r\n const float kNone = 0.0,\r\n kSquare = 1.0*3.0,\r\n kMiter = 2.0*3.0,\r\n kMiterInsideOnly = 3.0*3.0,\r\n kJointBase = 4.0*3.0,\r\n kNegatePerp = 8.0*3.0,\r\n kNegateAlong = 16.0*3.0,\r\n kNoneAdjWt = 32.0*3.0;\r\n\r\n v_lnInfo = vec4(0.0, 0.0, 0.0, 0.0); // init and set flag to false\r\n\r\n vec4 next = g_nextPos;\r\n vec4 pos;\r\n g_windowPos = modelToWindowCoordinates(rawPos, next, pos, v_eyeSpace);\r\n if (g_windowPos.w == 0.0)\r\n return g_windowPos;\r\n\r\n float param = a_param;\r\n float weight = computeLineWeight();\r\n float scale = 1.0, directionScale = 1.0;\r\n\r\n if (param >= kNoneAdjWt)\r\n param -= kNoneAdjWt;\r\n\r\n if (param >= kNegateAlong) {\r\n directionScale = -directionScale;\r\n param -= kNegateAlong;\r\n }\r\n\r\n if (param >= kNegatePerp) {\r\n scale = -1.0;\r\n param -= kNegatePerp;\r\n }\r\n\r\n vec4 otherPos;\r\n vec3 otherMvPos;\r\n vec4 projNext = modelToWindowCoordinates(next, rawPos, otherPos, otherMvPos);\r\n g_windowDir = projNext.xy - g_windowPos.xy;\r\n\r\n if (param < kJointBase) {\r\n vec2 dir = (directionScale > 0.0) ? g_windowDir : -g_windowDir;\r\n vec2 pos = (directionScale > 0.0) ? g_windowPos.xy : projNext.xy;\r\n adjustWidth(weight, dir, pos);\r\n }\r\n\r\n if (kNone != param) {\r\n vec2 delta = vec2(0.0);\r\n vec4 prev = g_prevPos;\r\n vec4 projPrev = modelToWindowCoordinates(prev, rawPos, otherPos, otherMvPos);\r\n vec2 prevDir = g_windowPos.xy - projPrev.xy;\r\n float thisLength = sqrt(g_windowDir.x * g_windowDir.x + g_windowDir.y * g_windowDir.y);\r\n const float s_minNormalizeLength = 1.0E-5; // avoid normalizing zero length vectors.\r\n float dist = weight / 2.0;\r\n\r\n if (thisLength > s_minNormalizeLength) {\r\n g_windowDir /= thisLength;\r\n\r\n float prevLength = sqrt(prevDir.x * prevDir.x + prevDir.y * prevDir.y);\r\n\r\n if (prevLength > s_minNormalizeLength) {\r\n prevDir /= prevLength;\r\n const float s_minParallelDot= -.9999, s_maxParallelDot = .9999;\r\n float prevNextDot = dot(prevDir, g_windowDir);\r\n\r\n if (prevNextDot < s_minParallelDot || prevNextDot > s_maxParallelDot) // No miter if parallel or antiparallel.\r\n param = kSquare;\r\n } else\r\n param = kSquare;\r\n } else {\r\n g_windowDir = -normalize(prevDir);\r\n param = kSquare;\r\n }\r\n\r\n vec2 perp = scale * vec2(-g_windowDir.y, g_windowDir.x);\r\n\r\n if (param == kSquare) {\r\n delta = perp;\r\n } else {\r\n vec2 bisector = normalize(prevDir - g_windowDir);\r\n float dotP = dot (bisector, perp);\r\n\r\n if (dotP != 0.0) { // Should never occur - but avoid divide by zero.\r\n const float maxMiter = 3.0;\r\n float miterDistance = 1.0/dotP;\r\n\r\n if (param == kMiter) { // Straight miter.\r\n delta = (abs(miterDistance) > maxMiter) ? perp : bisector * miterDistance;\r\n\r\n } else if (param == kMiterInsideOnly) { // Miter at inside, square at outside (to make room for joint).\r\n delta = (dotP > 0.0 || abs(miterDistance) > maxMiter) ? perp : bisector * miterDistance;\r\n\r\n } else {\r\n const float jointTriangleCount = 3.0;\r\n float ratio = (param - kJointBase) / jointTriangleCount; // 3 triangles per half-joint as defined in Graphics.cpp\r\n delta = normalize((1.0 - ratio) * bisector + (dotP < 0.0 ? -ratio : ratio) * perp); // Miter/Straight combination.\r\n }\r\n }\r\n }\r\n\r\n miterAdjust = dot(g_windowDir, delta) * dist; // Not actually used for hilite shader but meh.\r\n pos.x += dist * delta.x * 2.0 * pos.w / u_viewport.x;\r\n pos.y += dist * delta.y * 2.0 * pos.w / u_viewport.y;\r\n }\r\n\r\n return pos;\r\n`;\r\n\r\nconst lineCodeArgs = \"g_windowDir, g_windowPos, miterAdjust\";\r\n\r\n/** @internal */\r\nexport function createPolylineBuilder(instanced: IsInstanced): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.Polyline, IsInstanced.Yes === instanced), instanced ? ShaderBuilderFlags.InstancedVertexTable : ShaderBuilderFlags.VertexTable);\r\n addShaderFlags(builder);\r\n\r\n addCommon(builder);\r\n\r\n polylineAddLineCode(builder);\r\n\r\n addColor(builder);\r\n addEdgeContrast(builder.vert);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createPolylineHiliter(instanced: IsInstanced): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.Polyline, IsInstanced.Yes === instanced), instanced ? ShaderBuilderFlags.InstancedVertexTable : ShaderBuilderFlags.VertexTable);\r\n addCommon(builder);\r\n addFrustum(builder);\r\n addHiliter(builder, true);\r\n return builder;\r\n}\r\n"]}
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 { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderBuilder, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { IsInstanced } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { addColor } from \"./Color\";\r\nimport { addEdgeContrast } from \"./Edge\";\r\nimport { addFrustum, addShaderFlags } from \"./Common\";\r\nimport { unquantize2d } from \"./Decode\";\r\nimport { addHiliter } from \"./FeatureSymbology\";\r\nimport { addWhiteOnWhiteReversal } from \"./Fragment\";\r\nimport { addLineCode as addLineCodeUniform, addLineWeight, addModelViewMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { addModelToWindowCoordinates, addViewport } from \"./Viewport\";\r\n\r\nconst checkForDiscard = \"return discardByLineCode;\";\r\n\r\nconst applyLineCode = `\r\n if (v_texc.x >= 0.0) { // v_texc = (-1,-1) for solid lines - don't bother with any of this\r\n vec4 texColor = TEXTURE(u_lineCodeTexture, v_texc);\r\n discardByLineCode = (0.0 == texColor.r);\r\n }\r\n\r\n if (v_lnInfo.w > 0.5) { // line needs pixel trimming\r\n // calculate pixel distance from pixel center to expected line center, opposite dir from major\r\n vec2 dxy = gl_FragCoord.xy - v_lnInfo.xy;\r\n if (v_lnInfo.w < 1.5) // not x-major\r\n dxy = dxy.yx;\r\n\r\n float dist = v_lnInfo.z * dxy.x - dxy.y;\r\n float distA = abs(dist);\r\n if (distA > 0.5 || (distA == 0.5 && dist < 0.0))\r\n discardByLineCode = true; // borrow this flag to force discard\r\n }\r\n\r\n return baseColor;\r\n`;\r\n\r\nconst computeTextureCoord = `\r\nvec2 computeLineCodeTextureCoords(vec2 windowDir, vec4 projPos, float adjust) {\r\n vec2 texc;\r\n float lineCode = computeLineCode();\r\n if (0.0 == lineCode) {\r\n // Solid line - tell frag shader not to bother.\r\n texc = vec2(-1.0, -1.0);\r\n } else {\r\n const float imagesPerPixel = 1.0/32.0;\r\n const float textureCoordinateBase = 8192.0; // Temp workardound for clipping problem in perspective views (negative values don't seem to interpolate correctly).\r\n\r\n if (abs(windowDir.x) > abs(windowDir.y))\r\n texc.x = textureCoordinateBase + imagesPerPixel * (projPos.x + adjust * windowDir.x);\r\n else\r\n texc.x = textureCoordinateBase + imagesPerPixel * (projPos.y + adjust * windowDir.y);\r\n\r\n const float numLineCodes = 16.0; // NB: Actually only 10, but texture is 16px tall because it needs to be a power of 2.\r\n const float rowsPerCode = 1.0;\r\n const float numRows = numLineCodes*rowsPerCode;\r\n const float centerY = 0.5/numRows;\r\n const float stepY = rowsPerCode/numRows;\r\n texc.y = stepY * lineCode + centerY;\r\n }\r\n\r\n return texc;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const adjustWidth = `\r\nvoid adjustWidth(inout float width, vec2 d2, vec2 org) {\r\n if (u_aaSamples > 1) {\r\n if (width < 5.0)\r\n width += (5.0 - width) * 0.125;\r\n return;\r\n }\r\n\r\n // calculate slope based width adjustment for non-AA lines, widths 1 to 4\r\n vec2 d2A = abs(d2);\r\n const float s_myFltEpsilon = 0.0001; // limit test resolution to 4 digits in case 24 bit (s16e7) is used in hardware\r\n if (d2A.y > s_myFltEpsilon && width < 4.5) {\r\n float len = length(d2A);\r\n float tan = d2A.x / d2A.y;\r\n\r\n if (width < 1.5) { // width 1\r\n if (tan <= 1.0)\r\n width = d2A.y;\r\n else\r\n width = d2A.x;\r\n // width 1 requires additional adjustment plus trimming in frag shader using v_lnInfo\r\n width *= 1.01;\r\n v_lnInfo.xy = org;\r\n v_lnInfo.w = 1.0; // set flag to do trimming\r\n // set slope in v_lnInfo.z\r\n if (d2A.x - d2A.y > s_myFltEpsilon) {\r\n v_lnInfo.z = d2.y / d2.x;\r\n v_lnInfo.w += 2.0; // add in x-major flag\r\n } else\r\n v_lnInfo.z = d2.x / d2.y;\r\n\r\n } else if (width < 2.5) { // width 2\r\n if (tan <= 0.5)\r\n width = 2.0 * d2A.y;\r\n else\r\n width = (d2A.y + 2.0 * d2A.x);\r\n\r\n } else if (width < 3.5) { // width 3\r\n if (tan <= 1.0)\r\n width = (3.0 * d2A.y + d2A.x);\r\n else\r\n width = (d2A.y + 3.0 * d2A.x);\r\n\r\n } else { // if (width < 4.5) // width 4\r\n if (tan <= 0.5)\r\n width = (4.0 * d2A.y + d2A.x);\r\n else if (tan <= 2.0)\r\n width = (3.0 * d2A.y + 3.0 * d2A.x);\r\n else\r\n width = (d2A.y + 4.0 * d2A.x);\r\n }\r\n width /= len;\r\n }\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addAdjustWidth(vert: VertexShaderBuilder) {\r\n vert.addUniform(\"u_aaSamples\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_aaSamples\", (attr, params) => {\r\n const numSamples = System.instance.frameBufferStack.currentFbMultisampled ? params.target.compositor.antialiasSamples : 1;\r\n attr.setUniform1i(numSamples);\r\n });\r\n });\r\n vert.addFunction(adjustWidth);\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCodeTexture(frag: FragmentShaderBuilder) {\r\n frag.addUniform(\"u_lineCodeTexture\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_lineCodeTexture\", (uniform) => {\r\n const lct = System.instance.lineCodeTexture;\r\n assert(undefined !== lct);\r\n if (undefined !== lct)\r\n lct.bindSampler(uniform, TextureUnit.LineCode);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCode(prog: ProgramBuilder, args: string) {\r\n const vert = prog.vert;\r\n const frag = prog.frag;\r\n\r\n addLineCodeUniform(vert);\r\n\r\n const funcCall: string = `computeLineCodeTextureCoords(${args})`;\r\n\r\n prog.addFunctionComputedVaryingWithArgs(\"v_texc\", VariableType.Vec2, funcCall, computeTextureCoord);\r\n\r\n addFrustum(prog);\r\n addLineCodeTexture(prog.frag);\r\n\r\n frag.set(FragmentShaderComponent.FinalizeBaseColor, applyLineCode);\r\n frag.set(FragmentShaderComponent.CheckForDiscard, checkForDiscard);\r\n frag.addGlobal(\"discardByLineCode\", VariableType.Boolean, \"false\");\r\n}\r\n\r\nfunction polylineAddLineCode(prog: ProgramBuilder) {\r\n addLineCode(prog, lineCodeArgs);\r\n addModelViewMatrix(prog.vert);\r\n}\r\n\r\nfunction addCommon(prog: ProgramBuilder) {\r\n const vert = prog.vert;\r\n addModelToWindowCoordinates(vert); // adds u_mvp, u_viewportTransformation\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n addViewport(vert);\r\n\r\n vert.addGlobal(\"g_windowPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_prevPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_nextPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_windowDir\", VariableType.Vec2);\r\n vert.addInitializer(decodeAdjacentPositions);\r\n\r\n vert.addFunction(unquantize2d);\r\n\r\n addLineWeight(vert);\r\n\r\n vert.addGlobal(\"miterAdjust\", VariableType.Float, \"0.0\");\r\n prog.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n prog.addVarying(\"v_lnInfo\", VariableType.Vec4);\r\n addAdjustWidth(vert);\r\n vert.addFunction(decodePosition);\r\n}\r\n\r\nconst decodePosition = `\r\nvec4 decodePosition(vec3 baseIndex) {\r\n float index = decodeUInt24(baseIndex);\r\n vec2 tc = compute_vert_coords(index);\r\n if (g_usesQuantizedPosition) {\r\n vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));\r\n return unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n }\r\n\r\n vec4 position;\r\n for (int i = 0; i < 3; i++) {\r\n position[i] = decodeFloat32(floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n }\r\n\r\n position.w = 1.0;\r\n return position;\r\n}\r\n`;\r\n\r\nconst decodeAdjacentPositions = `\r\n g_prevPos = decodePosition(a_prevIndex);\r\n g_nextPos = decodePosition(a_nextIndex);\r\n`;\r\n\r\nconst computePosition = `\r\n const float kNone = 0.0,\r\n kSquare = 1.0*3.0,\r\n kMiter = 2.0*3.0,\r\n kMiterInsideOnly = 3.0*3.0,\r\n kJointBase = 4.0*3.0,\r\n kNegatePerp = 8.0*3.0,\r\n kNegateAlong = 16.0*3.0,\r\n kNoneAdjWt = 32.0*3.0;\r\n\r\n v_lnInfo = vec4(0.0, 0.0, 0.0, 0.0); // init and set flag to false\r\n\r\n vec4 next = g_nextPos;\r\n vec4 pos;\r\n g_windowPos = modelToWindowCoordinates(rawPos, next, pos, v_eyeSpace);\r\n if (g_windowPos.w == 0.0)\r\n return g_windowPos;\r\n\r\n float param = a_param;\r\n float weight = computeLineWeight();\r\n float scale = 1.0, directionScale = 1.0;\r\n\r\n if (param >= kNoneAdjWt)\r\n param -= kNoneAdjWt;\r\n\r\n if (param >= kNegateAlong) {\r\n directionScale = -directionScale;\r\n param -= kNegateAlong;\r\n }\r\n\r\n if (param >= kNegatePerp) {\r\n scale = -1.0;\r\n param -= kNegatePerp;\r\n }\r\n\r\n vec4 otherPos;\r\n vec3 otherMvPos;\r\n vec4 projNext = modelToWindowCoordinates(next, rawPos, otherPos, otherMvPos);\r\n g_windowDir = projNext.xy - g_windowPos.xy;\r\n\r\n if (param < kJointBase) {\r\n vec2 dir = (directionScale > 0.0) ? g_windowDir : -g_windowDir;\r\n vec2 pos = (directionScale > 0.0) ? g_windowPos.xy : projNext.xy;\r\n adjustWidth(weight, dir, pos);\r\n }\r\n\r\n if (kNone != param) {\r\n vec2 delta = vec2(0.0);\r\n vec4 prev = g_prevPos;\r\n vec4 projPrev = modelToWindowCoordinates(prev, rawPos, otherPos, otherMvPos);\r\n vec2 prevDir = g_windowPos.xy - projPrev.xy;\r\n float thisLength = sqrt(g_windowDir.x * g_windowDir.x + g_windowDir.y * g_windowDir.y);\r\n const float s_minNormalizeLength = 1.0E-5; // avoid normalizing zero length vectors.\r\n float dist = weight / 2.0;\r\n\r\n if (thisLength > s_minNormalizeLength) {\r\n g_windowDir /= thisLength;\r\n\r\n float prevLength = sqrt(prevDir.x * prevDir.x + prevDir.y * prevDir.y);\r\n\r\n if (prevLength > s_minNormalizeLength) {\r\n prevDir /= prevLength;\r\n const float s_minParallelDot= -.9999, s_maxParallelDot = .9999;\r\n float prevNextDot = dot(prevDir, g_windowDir);\r\n\r\n if (prevNextDot < s_minParallelDot || prevNextDot > s_maxParallelDot) // No miter if parallel or antiparallel.\r\n param = kSquare;\r\n } else\r\n param = kSquare;\r\n } else {\r\n g_windowDir = -normalize(prevDir);\r\n param = kSquare;\r\n }\r\n\r\n vec2 perp = scale * vec2(-g_windowDir.y, g_windowDir.x);\r\n\r\n if (param == kSquare) {\r\n delta = perp;\r\n } else {\r\n vec2 bisector = normalize(prevDir - g_windowDir);\r\n float dotP = dot (bisector, perp);\r\n\r\n if (dotP != 0.0) { // Should never occur - but avoid divide by zero.\r\n const float maxMiter = 3.0;\r\n float miterDistance = 1.0/dotP;\r\n\r\n if (param == kMiter) { // Straight miter.\r\n delta = (abs(miterDistance) > maxMiter) ? perp : bisector * miterDistance;\r\n\r\n } else if (param == kMiterInsideOnly) { // Miter at inside, square at outside (to make room for joint).\r\n delta = (dotP > 0.0 || abs(miterDistance) > maxMiter) ? perp : bisector * miterDistance;\r\n\r\n } else {\r\n const float jointTriangleCount = 3.0;\r\n float ratio = (param - kJointBase) / jointTriangleCount; // 3 triangles per half-joint as defined in Graphics.cpp\r\n delta = normalize((1.0 - ratio) * bisector + (dotP < 0.0 ? -ratio : ratio) * perp); // Miter/Straight combination.\r\n }\r\n }\r\n }\r\n\r\n miterAdjust = dot(g_windowDir, delta) * dist; // Not actually used for hilite shader but meh.\r\n pos.x += dist * delta.x * 2.0 * pos.w / u_viewport.x;\r\n pos.y += dist * delta.y * 2.0 * pos.w / u_viewport.y;\r\n }\r\n\r\n return pos;\r\n`;\r\n\r\nconst lineCodeArgs = \"g_windowDir, g_windowPos, miterAdjust\";\r\n\r\n/** @internal */\r\nexport function createPolylineBuilder(isInstanced: IsInstanced): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Polyline, instanced);\r\n const builder = new ProgramBuilder(attrMap, { maxRgbaPerVertex: 5, instanced });\r\n\r\n addShaderFlags(builder);\r\n\r\n addCommon(builder);\r\n\r\n polylineAddLineCode(builder);\r\n\r\n addColor(builder);\r\n addEdgeContrast(builder.vert);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createPolylineHiliter(isInstanced: IsInstanced): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Polyline, instanced);\r\n const builder = new ProgramBuilder(attrMap, { maxRgbaPerVertex: 5, instanced });\r\n\r\n addCommon(builder);\r\n addFrustum(builder);\r\n addHiliter(builder, true);\r\n return builder;\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAMH,OAAO,EAAkD,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAEvI,OAAO,EAAsD,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAoKvG,gBAAgB;AAChB,wBAAgB,kCAAkC,IAAI,cAAc,CAInE;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,cAAc,CAIzD;AAED,gBAAgB;AAChB,MAAM,CAAC,OAAO,UAAU,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CAwEtF"}
1
+ {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAQH,OAAO,EAAkD,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAEvI,OAAO,EAAsD,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAyOvG,gBAAgB;AAChB,wBAAgB,kCAAkC,IAAI,cAAc,CAInE;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,cAAc,CAIzD;AAED,gBAAgB;AAChB,MAAM,CAAC,OAAO,UAAU,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA2EtF"}
@@ -10,7 +10,9 @@ Object.defineProperty(exports, "__esModule", { value: true });
10
10
  exports.createRealityMeshHiliter = exports.createClassifierRealityMeshHiliter = void 0;
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11
  const core_bentley_1 = require("@itwin/core-bentley");
12
12
  const core_common_1 = require("@itwin/core-common");
13
+ const core_geometry_1 = require("@itwin/core-geometry");
13
14
  const AttributeMap_1 = require("../AttributeMap");
15
+ const Matrix_1 = require("../Matrix");
14
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  const RenderFlags_1 = require("../RenderFlags");
15
17
  const ShaderBuilder_1 = require("../ShaderBuilder");
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18
  const System_1 = require("../System");
@@ -31,31 +33,82 @@ const computeNormal = `
31
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  g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index
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  return normalize(u_worldToViewN * normal);
33
35
  `;
36
+ const testInside = `
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+ bool testInside(float x0, float y0, float x1, float y1, float x, float y) {
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+ vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);
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+ float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);
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+ return dot >= -0.001;
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+ }
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+ `;
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+ /* There are two methods of applying a texture to a reality mesh. the first member of "params" denotes which
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+ method is to be used. A value of zero indicates a standard texture and one represents a projected texture.
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+
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+ A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row
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+ of "matrix". A clip rectangle is packed into second row of "matrix".
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+
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+ A "projected" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates
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+ are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position
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+ so the matrix in this case is a real transform matrix that contains a mapping from eye to model position
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+ followed by the model to texture projection.
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+ */
34
54
  const applyTexture = `
35
- bool applyTexture(inout vec4 col, sampler2D sampler, mat4 params) {
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- vec4 texTransform = params[0].xyzw;
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- vec4 texClip = params[1].xyzw;
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- float layerAlpha = params[2].x;
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- vec2 uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);
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- if (uv.x >= texClip[0] && uv.x <= texClip[2] && uv.y >= texClip[1] && uv.y <= texClip[3]) {
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+ bool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {
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+ vec2 uv;
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+ float layerAlpha;
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+ bool isProjected = params[0][0] != 0.0;
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+ float imageCount = params[0][1];
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+ vec2 classPos;
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+
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+ if (isProjected) {
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+ vec4 eye4 = vec4(v_eyeSpace, 1.0);
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+ vec4 classPos4 = matrix * eye4;
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+ classPos = classPos4.xy / classPos4.w;
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+
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+ if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||
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+ !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||
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+ !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||
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+ !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))
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+ return false;
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+
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+ uv.x = classPos.x;
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+ uv.y = classPos.y / imageCount;
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+ layerAlpha = params[0][2];
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+ if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)
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+ return false;
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+ } else {
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+ vec4 texTransform = matrix[0].xyzw;
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+ vec4 texClip = matrix[1].xyzw;
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+ layerAlpha = matrix[2].x;
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+ uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);
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+ if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])
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+ return false;
41
85
  uv.y = 1.0 - uv.y;
42
- vec4 texCol = TEXTURE(sampler, uv);
43
- float alpha = layerAlpha * texCol.a;
44
- if (alpha > 0.05) {
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- col.rgb = (1.0 - alpha) * col.rgb + alpha * texCol.rgb;
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- if (texCol.a > 0.1)
47
- featureIncrement = params[2].y;
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- if (alpha > col.a)
49
- col.a = alpha;
50
86
  }
51
- return true;
52
- }
87
+ vec4 texCol = TEXTURE(sampler, uv);
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+ float alpha = layerAlpha * texCol.a;
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+ if (alpha > 0.05) {
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+ vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).
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+ col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;
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+ if (isProjected) {
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+ vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));
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+ classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;
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+ } else {
96
+ featureIncrement = matrix[2].y;
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+ classifierId = vec4(0);
98
+ }
99
+ if (alpha > col.a)
100
+ col.a = alpha;
53
101
 
54
- return false;
102
+ return true;
103
+ }
104
+ return false;
55
105
  }
56
106
  `;
57
107
  const computeTexCoord = "return unquantize2d(a_uvParam, u_qTexCoordParams);";
58
- const overrideFeatureId = "return addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0;";
108
+ const scratchMatrix4d1 = core_geometry_1.Matrix4d.createIdentity();
109
+ const scratchMatrix4d2 = core_geometry_1.Matrix4d.createIdentity();
110
+ const scratchMatrix = new Matrix_1.Matrix4();
111
+ const overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;
59
112
  function addTextures(builder, maxTexturesPerMesh) {
60
113
  builder.vert.addFunction(Decode_1.unquantize2d);
61
114
  builder.addFunctionComputedVarying("v_texCoord", 3 /* Vec2 */, "computeTexCoord", computeTexCoord);
@@ -70,7 +123,7 @@ function addTextures(builder, maxTexturesPerMesh) {
70
123
  builder.frag.addUniform("u_texturesPresent", 0 /* Boolean */, (program) => {
71
124
  program.addGraphicUniform("u_texturesPresent", (uniform, params) => {
72
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  var _a;
73
- const textureCount = (_a = params.geometry.asRealityMesh.textureParams) === null || _a === void 0 ? void 0 : _a.textures.length;
126
+ const textureCount = (_a = params.geometry.asRealityMesh.textureParams) === null || _a === void 0 ? void 0 : _a.params.length;
74
127
  uniform.setUniform1i(textureCount ? 1 : 0);
75
128
  });
76
129
  });
@@ -80,7 +133,7 @@ function addTextures(builder, maxTexturesPerMesh) {
80
133
  prog.addGraphicUniform(textureLabel, (uniform, params) => {
81
134
  const textureUnits = [RenderFlags_1.TextureUnit.RealityMesh0, RenderFlags_1.TextureUnit.RealityMesh1, params.target.drawForReadPixels ? RenderFlags_1.TextureUnit.ShadowMap : RenderFlags_1.TextureUnit.PickDepthAndOrder, RenderFlags_1.TextureUnit.RealityMesh3, RenderFlags_1.TextureUnit.RealityMesh4, RenderFlags_1.TextureUnit.RealityMesh5];
82
135
  const realityMesh = params.geometry.asRealityMesh;
83
- const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.textures[i] : undefined;
136
+ const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;
84
137
  if (realityTexture !== undefined) {
85
138
  const texture = realityTexture;
86
139
  texture.texture.bindSampler(uniform, textureUnits[i]);
@@ -91,14 +144,33 @@ function addTextures(builder, maxTexturesPerMesh) {
91
144
  }
92
145
  });
93
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  });
94
- const paramsLabel = `u_texTransform${i}`;
147
+ const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;
148
+ builder.frag.addUniform(matrixLabel, 7 /* Mat4 */, (prog) => {
149
+ prog.addGraphicUniform(matrixLabel, (uniform, params) => {
150
+ var _a;
151
+ const realityMesh = params.geometry.asRealityMesh;
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+ const textureParam = (_a = realityMesh.textureParams) === null || _a === void 0 ? void 0 : _a.params[i];
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+ (0, core_bentley_1.assert)(undefined !== textureParam);
154
+ if (undefined !== textureParam) {
155
+ const projectionMatrix = textureParam.getProjectionMatrix();
156
+ if (projectionMatrix) {
157
+ const eyeToModel = core_geometry_1.Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse(), scratchMatrix4d1);
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+ const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);
159
+ uniform.setMatrix4(Matrix_1.Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));
160
+ }
161
+ else
162
+ uniform.setMatrix4(textureParam.getTerrainMatrix());
163
+ }
164
+ });
165
+ });
95
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  builder.frag.addUniform(paramsLabel, 7 /* Mat4 */, (prog) => {
96
167
  prog.addGraphicUniform(paramsLabel, (uniform, params) => {
168
+ var _a;
97
169
  const realityMesh = params.geometry.asRealityMesh;
98
- const textureParams = realityMesh.textureParams;
99
- (0, core_bentley_1.assert)(undefined !== textureParams);
100
- if (undefined !== textureParams) {
101
- uniform.setMatrix4(textureParams.matrices[i]);
170
+ const textureParam = (_a = realityMesh.textureParams) === null || _a === void 0 ? void 0 : _a.params[i];
171
+ (0, core_bentley_1.assert)(undefined !== textureParam);
172
+ if (undefined !== textureParam) {
173
+ uniform.setMatrix4(textureParam.getParams(scratchMatrix));
102
174
  }
103
175
  });
104
176
  });
@@ -107,7 +179,7 @@ function addTextures(builder, maxTexturesPerMesh) {
107
179
  function baseColorFromTextures(textureCount, applyFeatureColor) {
108
180
  const applyTextureStrings = [];
109
181
  for (let i = 0; i < textureCount; i++)
110
- applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texTransform${i})) doDiscard = false; `);
182
+ applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);
111
183
  return `
112
184
  if (!u_texturesPresent)
113
185
  return u_baseColor;
@@ -186,6 +258,7 @@ function createRealityMeshBuilder(flags) {
186
258
  (0, SolarShadowMapping_1.addSolarShadowMap)(builder, true);
187
259
  const frag = builder.frag;
188
260
  frag.addGlobal("featureIncrement", 2 /* Float */, "0.0");
261
+ frag.addGlobal("classifierId", 5 /* Vec4 */);
189
262
  frag.set(17 /* OverrideFeatureId */, overrideFeatureId);
190
263
  let textureCount = System_1.System.instance.maxRealityImageryLayers;
191
264
  let gradientTextureUnit = RenderFlags_1.TextureUnit.RealityMeshThematicGradient;
@@ -210,9 +283,11 @@ function createRealityMeshBuilder(flags) {
210
283
  addColorOverrideMix(builder.frag);
211
284
  }
212
285
  const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);
286
+ frag.addFunction(Common_1.addUInt32s);
287
+ frag.addFunction(testInside);
288
+ (0, Common_1.addEyeSpace)(builder);
213
289
  frag.addFunction(applyTexture);
214
290
  frag.set(1 /* ComputeBaseColor */, computeFragmentBaseColor);
215
- frag.addFunction(Common_1.addUInt32s);
216
291
  builder.frag.addUniform("u_baseColor", 5 /* Vec4 */, (prog) => {
217
292
  prog.addGraphicUniform("u_baseColor", (uniform, params) => {
218
293
  const realityMesh = params.geometry.asRealityMesh;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params) {\r\n vec4 texTransform = params[0].xyzw;\r\n vec4 texClip = params[1].xyzw;\r\n float layerAlpha = params[2].x;\r\n vec2 uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x >= texClip[0] && uv.x <= texClip[2] && uv.y >= texClip[1] && uv.y <= texClip[3]) {\r\n uv.y = 1.0 - uv.y;\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texCol.rgb;\r\n if (texCol.a > 0.1)\r\n featureIncrement = params[2].y;\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n }\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst overrideFeatureId = \"return addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0;\";\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n const textureCount = params.geometry.asRealityMesh!.textureParams?.textures.length;\r\n uniform.setUniform1i(textureCount ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.textures[i] : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texTransform${i}`;\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParams = realityMesh.textureParams;\r\n assert(undefined !== textureParams);\r\n if (undefined !== textureParams) {\r\n uniform.setMatrix4(textureParams.matrices[i]);\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texTransform${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent)\r\n return u_baseColor;\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert, IsInstanced.No);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\nfunction addColorOverrideMix(frag: FragmentShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.asRealityMesh!.overrideColorMix);\r\n });\r\n });\r\n\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport default function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n let textureCount = System.instance.maxRealityImageryLayers;\r\n let gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n const caps = System.instance.capabilities;\r\n if (Math.min(caps.maxFragTextureUnits, caps.maxVertTextureUnits) < 16 && IsThematic.Yes === flags.isThematic) {\r\n textureCount--; // steal the last bg map layer texture for thematic gradient (just when thematic display is applied)\r\n gradientTextureUnit = -1; // is dependent on drawing mode so will set later\r\n }\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n frag.addFunction(addUInt32s);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n uv.y = 1.0 - uv.y;\r\n }\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n const textureCount = params.geometry.asRealityMesh!.textureParams?.params.length;\r\n uniform.setUniform1i(textureCount ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent)\r\n return u_baseColor;\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert, IsInstanced.No);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\nfunction addColorOverrideMix(frag: FragmentShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.asRealityMesh!.overrideColorMix);\r\n });\r\n });\r\n\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport default function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n let textureCount = System.instance.maxRealityImageryLayers;\r\n let gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n const caps = System.instance.capabilities;\r\n if (Math.min(caps.maxFragTextureUnits, caps.maxVertTextureUnits) < 16 && IsThematic.Yes === flags.isThematic) {\r\n textureCount--; // steal the last bg map layer texture for thematic gradient (just when thematic display is applied)\r\n gradientTextureUnit = -1; // is dependent on drawing mode so will set later\r\n }\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"Surface.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Surface.ts"],"names":[],"mappings":"AAIA;;GAEG;AAMH,OAAO,EAC2C,cAAc,EAC/D,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EAAe,UAAU,EAAE,YAAY,EAAE,WAAW,EAAgB,UAAU,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAqOjI,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,GAAG,cAAc,CAcrG;AAgFD,gBAAgB;AAChB,eAAO,MAAM,eAAe,+SAW3B,CAAC;AA0DF,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,OAAO,EAAE,cAAc,EAAE,oBAAoB,EAAE,OAAO,EAAE,gBAAgB,EAAE,OAAO,QAuBhH;AAwBD,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,UAAQ,QAmCrH;AAED,eAAO,MAAM,wBAAwB,mWAQpC,CAAC;AA+BF,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA+E1E;AAED,wBAAgB,oCAAoC,CAAC,OAAO,EAAE,cAAc,QAgB3E"}
1
+ {"version":3,"file":"Surface.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Surface.ts"],"names":[],"mappings":"AAIA;;GAEG;AAMH,OAAO,EAC2C,cAAc,EAC/D,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EAAe,UAAU,EAAE,YAAY,EAAE,WAAW,EAAgB,UAAU,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAsOjI,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,GAAG,cAAc,CAcrG;AAgFD,gBAAgB;AAChB,eAAO,MAAM,eAAe,+SAW3B,CAAC;AA6DF,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,OAAO,EAAE,cAAc,EAAE,oBAAoB,EAAE,OAAO,EAAE,gBAAgB,EAAE,OAAO,QAuBhH;AAmBD,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,UAAQ,QAmCrH;AAED,eAAO,MAAM,wBAAwB,mWAQpC,CAAC;AA+BF,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA+E1E;AAED,wBAAgB,oCAAoC,CAAC,OAAO,EAAE,cAAc,QAgB3E"}
@@ -185,9 +185,10 @@ const adjustEyeSpace = `
185
185
  const computePositionPostlude = `
186
186
  return u_proj * pos;
187
187
  `;
188
- function createCommon(instanced, animated, shadowable, isThematic, isHiliter) {
189
- const attrMap = AttributeMap_1.AttributeMap.findAttributeMap(0 /* Surface */, 1 /* Yes */ === instanced);
190
- const builder = new ShaderBuilder_1.ProgramBuilder(attrMap, instanced ? 3 /* InstancedVertexTable */ : 1 /* VertexTable */);
188
+ function createCommon(isInstanced, animated, shadowable, isThematic, isHiliter) {
189
+ const instanced = 1 /* Yes */ === isInstanced;
190
+ const attrMap = AttributeMap_1.AttributeMap.findAttributeMap(0 /* Surface */, instanced);
191
+ const builder = new ShaderBuilder_1.ProgramBuilder(attrMap, { maxRgbaPerVertex: 6, instanced });
191
192
  const vert = builder.vert;
192
193
  if (animated)
193
194
  (0, Animation_1.addAnimation)(vert, true, isThematic);
@@ -308,11 +309,16 @@ vec3 octDecodeNormal(vec2 e) {
308
309
  }
309
310
  `;
310
311
  const computeNormal = `
311
- vec2 tc = g_vertexBaseCoords;
312
- tc.x += 3.0 * g_vert_stepX;
313
- vec4 enc = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
314
- vec2 normal = u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal] ? enc.xy : g_vertexData2;
315
- return u_surfaceFlags[kSurfaceBitIndex_HasNormals] ? normalize(MAT_NORM * octDecodeNormal(normal)) : vec3(0.0);
312
+ if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])
313
+ return vec3(0.0);
314
+
315
+ vec2 normal;
316
+ if (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal])
317
+ normal = g_usesQuantizedPosition ? g_vertLutData[3].xy : g_vertLutData[4].zw;
318
+ else
319
+ normal = g_usesQuantizedPosition ? g_vertLutData[1].zw : g_vertLutData[5].xy;
320
+
321
+ return normalize(MAT_NORM * octDecodeNormal(normal));
316
322
  `;
317
323
  const computeAnimatedNormal = `
318
324
  if (u_animNormalParams.x >= 0.0)
@@ -322,9 +328,7 @@ const applyBackgroundColor = `
322
328
  return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;
323
329
  `;
324
330
  const computeTexCoord = `
325
- vec2 tc = g_vertexBaseCoords;
326
- tc.x += 3.0 * g_vert_stepX;
327
- vec4 rgba = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
331
+ vec4 rgba = g_usesQuantizedPosition ? g_vertLutData[3] : g_vertLutData[4];
328
332
  vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));
329
333
  return chooseVec2WithBitFlag(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture);
330
334
  `;
@@ -384,19 +388,14 @@ function addNormal(builder, instanced, animated) {
384
388
  (0, Vertex_1.addNormalMatrix)(builder.vert, instanced);
385
389
  builder.vert.addFunction(exports.octDecodeNormal);
386
390
  (0, Common_1.addChooseWithBitFlagFunctions)(builder.vert);
387
- builder.addFunctionComputedVarying("v_n", 4 /* Vec3 */, "computeLightingNormal", animated ? computeAnimatedNormal : computeNormal);
391
+ builder.vert.addFunction("vec3 computeSurfaceNormal()", computeNormal);
392
+ builder.addFunctionComputedVarying("v_n", 4 /* Vec3 */, "computeLightingNormal", animated ? computeAnimatedNormal : "return computeSurfaceNormal();");
388
393
  // Set to true to colorize surfaces based on normals (in world space).
389
394
  // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.
390
395
  const debugNormals = false;
391
396
  if (debugNormals) {
392
397
  builder.frag.set(15 /* ApplyDebugColor */, "return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);");
393
- builder.addFunctionComputedVarying("v_normal", 4 /* Vec3 */, "computeDebugNormal", `
394
- vec2 tc = g_vertexBaseCoords;
395
- tc.x += 3.0 * g_vert_stepX;
396
- vec4 enc = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
397
- vec2 normal = u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal] ? enc.xy : g_vertexData2;
398
- return u_surfaceFlags[kSurfaceBitIndex_HasNormals] ? normalize(octDecodeNormal(normal)) : vec3(0.0);
399
- `);
398
+ builder.addInlineComputedVarying("v_normal", 4 /* Vec3 */, "v_normal = computeSurfaceNormal();");
400
399
  }
401
400
  }
402
401
  /** @internal */