@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 { dispose } from \"@itwin/core-bentley\";\r\nimport { QParams2d, QParams3d } from \"@itwin/core-common\";\r\nimport { AuxChannel, AuxChannelTable, AuxDisplacementChannel, AuxParamChannel } from \"../primitives/AuxChannelTable\";\r\nimport { VertexTable } from \"../primitives/VertexTable\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { qorigin3dToArray, qparams2dToArray, qscale3dToArray } from \"./AttributeBuffers\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\ntype ChannelPropName = \"normals\" | \"displacements\" | \"params\";\r\n\r\n/** @internal */\r\nexport class AuxChannelLUT implements WebGLDisposable {\r\n public readonly texture: TextureHandle;\r\n public readonly numVertices: number;\r\n public readonly numBytesPerVertex: number;\r\n public displacements?: Map<string, AuxDisplacementChannel>;\r\n public normals?: Map<string, AuxChannel>;\r\n public params?: Map<string, AuxParamChannel>;\r\n\r\n private constructor(texture: TextureHandle, table: AuxChannelTable) {\r\n this.texture = texture;\r\n this.numVertices = table.numVertices;\r\n this.numBytesPerVertex = table.numBytesPerVertex;\r\n\r\n this.initChannels<AuxDisplacementChannel>(table, \"displacements\");\r\n this.initChannels<AuxChannel>(table, \"normals\");\r\n this.initChannels<AuxParamChannel>(table, \"params\");\r\n }\r\n\r\n private initChannels<T extends AuxChannel>(table: AuxChannelTable, name: ChannelPropName): void {\r\n const channels = table[name];\r\n if (undefined === channels)\r\n return;\r\n\r\n const map = new Map<string, T>();\r\n\r\n // TS2322: Type 'Map<string, T>' is not assignable to type 'Map<string, AuxChannel> & Map<string, AuxDisplacementChannel> & Map<string, AuxParamChannel>'.\r\n // (Compiler cannot detect that the specific property name is matched to the correct subtype at each call site - but we know that).\r\n this[name] = map as any;\r\n for (const channel of channels)\r\n map.set(channel.name, channel as T);\r\n }\r\n\r\n public get bytesUsed(): number { return this.texture.bytesUsed; }\r\n public get hasScalarAnimation() { return undefined !== this.params; }\r\n\r\n public get isDisposed(): boolean { return this.texture.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.texture);\r\n }\r\n\r\n public static create(table: AuxChannelTable): AuxChannelLUT | undefined {\r\n const texture = TextureHandle.createForData(table.width, table.height, table.data);\r\n return undefined !== texture ? new AuxChannelLUT(texture, table) : undefined;\r\n }\r\n}\r\n\r\n/** Represents the finished lookup table ready for submittal to GPU.\r\n * @internal\r\n */\r\nexport class VertexLUT implements WebGLDisposable {\r\n public readonly texture: TextureHandle; // Texture containing vertex data\r\n public readonly numVertices: number;\r\n public readonly numRgbaPerVertex: number;\r\n public readonly colorInfo: ColorInfo;\r\n public readonly qOrigin: Float32Array; // Origin of quantized positions\r\n public readonly qScale: Float32Array; // Scale of quantized positions\r\n public readonly uvQParams?: Float32Array; // If vertices contain texture UV params, quantization parameters as [origin.x, origin.y, scale.x, scale.y ]\r\n public readonly auxChannels?: AuxChannelLUT;\r\n\r\n public get hasAnimation() { return undefined !== this.auxChannels; }\r\n public get hasScalarAnimation() { return undefined !== this.auxChannels && this.auxChannels.hasScalarAnimation; }\r\n\r\n public get bytesUsed(): number {\r\n let bytesUsed = this.texture.bytesUsed;\r\n if (undefined !== this.auxChannels)\r\n bytesUsed += this.auxChannels.bytesUsed;\r\n\r\n return bytesUsed;\r\n }\r\n\r\n public static createFromVertexTable(vt: VertexTable, aux?: AuxChannelTable): VertexLUT | undefined {\r\n const texture = TextureHandle.createForData(vt.width, vt.height, vt.data);\r\n if (undefined === texture)\r\n return undefined;\r\n\r\n const auxLUT = undefined !== aux ? AuxChannelLUT.create(aux) : undefined;\r\n return new VertexLUT(texture, vt, ColorInfo.createFromVertexTable(vt), vt.qparams, vt.uvParams, auxLUT);\r\n }\r\n\r\n private constructor(texture: TextureHandle, table: VertexTable, colorInfo: ColorInfo, qparams: QParams3d, uvParams?: QParams2d, auxChannels?: AuxChannelLUT) {\r\n this.texture = texture;\r\n this.numVertices = table.numVertices;\r\n this.numRgbaPerVertex = table.numRgbaPerVertex;\r\n this.colorInfo = colorInfo;\r\n this.qOrigin = qorigin3dToArray(qparams.origin);\r\n this.qScale = qscale3dToArray(qparams.scale);\r\n this.auxChannels = auxChannels;\r\n\r\n if (undefined !== uvParams)\r\n this.uvQParams = qparams2dToArray(uvParams);\r\n }\r\n\r\n public get isDisposed(): boolean { return this.texture.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.texture);\r\n }\r\n}\r\n"]}
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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 { dispose } from \"@itwin/core-bentley\";\r\nimport { QParams2d, QParams3d } from \"@itwin/core-common\";\r\nimport { AuxChannel, AuxChannelTable, AuxDisplacementChannel, AuxParamChannel } from \"../primitives/AuxChannelTable\";\r\nimport { VertexTable } from \"../primitives/VertexTable\";\r\nimport { ColorInfo } from \"./ColorInfo\";\r\nimport { WebGLDisposable } from \"./Disposable\";\r\nimport { qorigin3dToArray, qparams2dToArray, qscale3dToArray } from \"./AttributeBuffers\";\r\nimport { TextureHandle } from \"./Texture\";\r\n\r\ntype ChannelPropName = \"normals\" | \"displacements\" | \"params\";\r\n\r\n/** @internal */\r\nexport class AuxChannelLUT implements WebGLDisposable {\r\n public readonly texture: TextureHandle;\r\n public readonly numVertices: number;\r\n public readonly numBytesPerVertex: number;\r\n public displacements?: Map<string, AuxDisplacementChannel>;\r\n public normals?: Map<string, AuxChannel>;\r\n public params?: Map<string, AuxParamChannel>;\r\n\r\n private constructor(texture: TextureHandle, table: AuxChannelTable) {\r\n this.texture = texture;\r\n this.numVertices = table.numVertices;\r\n this.numBytesPerVertex = table.numBytesPerVertex;\r\n\r\n this.initChannels<AuxDisplacementChannel>(table, \"displacements\");\r\n this.initChannels<AuxChannel>(table, \"normals\");\r\n this.initChannels<AuxParamChannel>(table, \"params\");\r\n }\r\n\r\n private initChannels<T extends AuxChannel>(table: AuxChannelTable, name: ChannelPropName): void {\r\n const channels = table[name];\r\n if (undefined === channels)\r\n return;\r\n\r\n const map = new Map<string, T>();\r\n\r\n // TS2322: Type 'Map<string, T>' is not assignable to type 'Map<string, AuxChannel> & Map<string, AuxDisplacementChannel> & Map<string, AuxParamChannel>'.\r\n // (Compiler cannot detect that the specific property name is matched to the correct subtype at each call site - but we know that).\r\n this[name] = map as any;\r\n for (const channel of channels)\r\n map.set(channel.name, channel as T);\r\n }\r\n\r\n public get bytesUsed(): number { return this.texture.bytesUsed; }\r\n public get hasScalarAnimation() { return undefined !== this.params; }\r\n\r\n public get isDisposed(): boolean { return this.texture.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.texture);\r\n }\r\n\r\n public static create(table: AuxChannelTable): AuxChannelLUT | undefined {\r\n const texture = TextureHandle.createForData(table.width, table.height, table.data);\r\n return undefined !== texture ? new AuxChannelLUT(texture, table) : undefined;\r\n }\r\n}\r\n\r\n/** Represents the finished lookup table ready for submission to GPU.\r\n * @internal\r\n */\r\nexport class VertexLUT implements WebGLDisposable {\r\n public readonly texture: TextureHandle; // Texture containing vertex data\r\n public readonly numVertices: number;\r\n public readonly numRgbaPerVertex: number;\r\n public readonly colorInfo: ColorInfo;\r\n public readonly usesQuantizedPositions: boolean; // If true, positions are 16-bit integers quantized to qOrigin and qScale; otherwise they are unquantized 32-bit floats.\r\n public readonly qOrigin: Float32Array; // Origin of quantized range\r\n public readonly qScale: Float32Array; // Scale of quantized range\r\n public readonly uvQParams?: Float32Array; // If vertices contain texture UV params, quantization parameters as [origin.x, origin.y, scale.x, scale.y ]\r\n public readonly auxChannels?: AuxChannelLUT;\r\n\r\n public get hasAnimation() { return undefined !== this.auxChannels; }\r\n public get hasScalarAnimation() { return undefined !== this.auxChannels && this.auxChannels.hasScalarAnimation; }\r\n\r\n public get bytesUsed(): number {\r\n let bytesUsed = this.texture.bytesUsed;\r\n if (undefined !== this.auxChannels)\r\n bytesUsed += this.auxChannels.bytesUsed;\r\n\r\n return bytesUsed;\r\n }\r\n\r\n public static createFromVertexTable(vt: VertexTable, aux?: AuxChannelTable): VertexLUT | undefined {\r\n const texture = TextureHandle.createForData(vt.width, vt.height, vt.data);\r\n if (undefined === texture)\r\n return undefined;\r\n\r\n const auxLUT = undefined !== aux ? AuxChannelLUT.create(aux) : undefined;\r\n return new VertexLUT(texture, vt, ColorInfo.createFromVertexTable(vt), vt.qparams, !vt.usesUnquantizedPositions, vt.uvParams, auxLUT);\r\n }\r\n\r\n private constructor(texture: TextureHandle, table: VertexTable, colorInfo: ColorInfo, qparams: QParams3d, positionsAreQuantized: boolean, uvParams?: QParams2d, auxChannels?: AuxChannelLUT) {\r\n this.texture = texture;\r\n this.numVertices = table.numVertices;\r\n this.numRgbaPerVertex = table.numRgbaPerVertex;\r\n this.colorInfo = colorInfo;\r\n this.qOrigin = qorigin3dToArray(qparams.origin);\r\n this.qScale = qscale3dToArray(qparams.scale);\r\n this.usesQuantizedPositions = positionsAreQuantized;\r\n this.auxChannels = auxChannels;\r\n\r\n if (undefined !== uvParams)\r\n this.uvQParams = qparams2dToArray(uvParams);\r\n }\r\n\r\n public get isDisposed(): boolean { return this.texture.isDisposed; }\r\n\r\n public dispose() {\r\n dispose(this.texture);\r\n }\r\n}\r\n"]}
@@ -11,7 +11,7 @@ import { addInstanceColor } from "./Instancing";
11
11
  // NB: Color in color table has pre-multiplied alpha - revert it.
12
12
  const computeElementColor = `
13
13
  float colorTableStart = u_vertParams.z * u_vertParams.w; // num rgba per-vertex times num vertices
14
- float colorIndex = decodeUInt16(g_vertexData2);
14
+ float colorIndex = decodeUInt16(g_usesQuantizedPosition ? g_vertLutData[1].zw : g_vertLutData[4].xy);
15
15
  vec2 tc = computeLUTCoords(colorTableStart+colorIndex, u_vertParams.xy, g_vert_center, 1.0);
16
16
  vec4 lutColor = TEXTURE(u_vertLUT, tc);
17
17
  lutColor.rgb /= max(0.0001, lutColor.a);
@@ -1 +1 @@
1
- {"version":3,"file":"Color.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Color.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,gBAAgB,EAAE,MAAM,cAAc,CAAC;AAEhD,SAAS;AACT,8GAA8G;AAC9G,iEAAiE;AACjE,MAAM,mBAAmB,GAAG;;;;;;;CAO3B,CAAC;AACF,MAAM,WAAW,GAAG;;CAEnB,CAAC;AACF,MAAM,kBAAkB,GAAG;;;CAG1B,CAAC;AAEF,MAAM,4BAA4B,GAAG,mBAAmB,GAAG,kBAAkB,CAAC;AAC9E,MAAM,YAAY,GAAG,mBAAmB,GAAG,WAAW,CAAC;AACvD,MAAM,qBAAqB,GAAG,4BAA4B,GAAG,WAAW,CAAC;AAEzE,SAAS,eAAe,CAAC,IAAyB;IAChD,IAAI,IAAI,CAAC,qBAAqB,EAAE;QAC9B,gBAAgB,CAAC,IAAI,CAAC,CAAC;QACvB,OAAO,qBAAqB,CAAC;KAC9B;SAAM;QACL,OAAO,YAAY,CAAC;KACrB;AACH,CAAC;AAED,WAAW;AACX,MAAM,gBAAgB,GAAG,iBAAiB,CAAC;AAE3C,gBAAgB;AAChB,MAAM,UAAU,QAAQ,CAAC,OAAuB;IAC9C,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,gBAAqB,CAAC,IAAI,EAAE,EAAE;QAC7D,IAAI,CAAC,iBAAiB,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACpD,MAAM,OAAO,GAAG,MAAM,CAAC,QAAQ,CAAC,KAAM,CAAC;YACvC,MAAM,KAAK,GAAG,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;YAC9C,IAAI,KAAK,CAAC,SAAS,EAAE;gBACnB,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;aAC7B;QACH,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IACH,eAAe,CAAC,OAAO,EAAE,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;AAC1D,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,eAAe,CAAC,OAAuB,EAAE,iBAAyB;IAChF,OAAO,CAAC,UAAU,CAAC,SAAS,eAAoB,CAAC;IACjD,OAAO,CAAC,IAAI,CAAC,GAAG,2BAAyC,iBAAiB,CAAC,CAAC;IAC5E,OAAO,CAAC,IAAI,CAAC,GAAG,2BAA2C,gBAAgB,CAAC,CAAC;AAC/E,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { addInstanceColor } from \"./Instancing\";\r\n\r\n// Vertex\r\n// Color table is appended to vertex data. Compute the index of the vertex one-past-the-end of the vertex data\r\n// NB: Color in color table has pre-multiplied alpha - revert it.\r\nconst computeElementColor = `\r\n float colorTableStart = u_vertParams.z * u_vertParams.w; // num rgba per-vertex times num vertices\r\n float colorIndex = decodeUInt16(g_vertexData2);\r\n vec2 tc = computeLUTCoords(colorTableStart+colorIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 lutColor = TEXTURE(u_vertLUT, tc);\r\n lutColor.rgb /= max(0.0001, lutColor.a);\r\n vec4 color = (u_shaderFlags[kShaderBit_NonUniformColor] ? lutColor : u_color);\r\n`;\r\nconst returnColor = `\r\n return color;\r\n`;\r\nconst applyInstanceColor = `\r\n color.rgb = mix(color.rgb, a_instanceRgba.rgb / 255.0, u_applyInstanceColor * extractInstanceBit(kOvrBit_Rgb));\r\n color.a = mix(color.a, a_instanceRgba.a / 255.0, u_applyInstanceColor * extractInstanceBit(kOvrBit_Alpha));\r\n`;\r\n\r\nconst computeInstancedElementColor = computeElementColor + applyInstanceColor;\r\nconst computeColor = computeElementColor + returnColor;\r\nconst computeInstancedColor = computeInstancedElementColor + returnColor;\r\n\r\nfunction getComputeColor(vert: VertexShaderBuilder): string {\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceColor(vert);\r\n return computeInstancedColor;\r\n } else {\r\n return computeColor;\r\n }\r\n}\r\n\r\n// Fragment\r\nconst computeBaseColor = \"return v_color;\";\r\n\r\n/** @internal */\r\nexport function addColor(builder: ProgramBuilder) {\r\n builder.vert.addUniform(\"u_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_color\", (uniform, params) => {\r\n const lutGeom = params.geometry.asLUT!;\r\n const color = lutGeom.getColor(params.target);\r\n if (color.isUniform) {\r\n color.uniform.bind(uniform);\r\n }\r\n });\r\n });\r\n addVaryingColor(builder, getComputeColor(builder.vert));\r\n}\r\n\r\n/** @internal */\r\nexport function addVaryingColor(builder: ProgramBuilder, computeVertexBase: string) {\r\n builder.addVarying(\"v_color\", VariableType.Vec4);\r\n builder.vert.set(VertexShaderComponent.ComputeBaseColor, computeVertexBase);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\r\n}\r\n"]}
1
+ {"version":3,"file":"Color.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Color.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,gBAAgB,EAAE,MAAM,cAAc,CAAC;AAEhD,SAAS;AACT,8GAA8G;AAC9G,iEAAiE;AACjE,MAAM,mBAAmB,GAAG;;;;;;;CAO3B,CAAC;AACF,MAAM,WAAW,GAAG;;CAEnB,CAAC;AACF,MAAM,kBAAkB,GAAG;;;CAG1B,CAAC;AAEF,MAAM,4BAA4B,GAAG,mBAAmB,GAAG,kBAAkB,CAAC;AAC9E,MAAM,YAAY,GAAG,mBAAmB,GAAG,WAAW,CAAC;AACvD,MAAM,qBAAqB,GAAG,4BAA4B,GAAG,WAAW,CAAC;AAEzE,SAAS,eAAe,CAAC,IAAyB;IAChD,IAAI,IAAI,CAAC,qBAAqB,EAAE;QAC9B,gBAAgB,CAAC,IAAI,CAAC,CAAC;QACvB,OAAO,qBAAqB,CAAC;KAC9B;SAAM;QACL,OAAO,YAAY,CAAC;KACrB;AACH,CAAC;AAED,WAAW;AACX,MAAM,gBAAgB,GAAG,iBAAiB,CAAC;AAE3C,gBAAgB;AAChB,MAAM,UAAU,QAAQ,CAAC,OAAuB;IAC9C,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,gBAAqB,CAAC,IAAI,EAAE,EAAE;QAC7D,IAAI,CAAC,iBAAiB,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACpD,MAAM,OAAO,GAAG,MAAM,CAAC,QAAQ,CAAC,KAAM,CAAC;YACvC,MAAM,KAAK,GAAG,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;YAC9C,IAAI,KAAK,CAAC,SAAS,EAAE;gBACnB,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;aAC7B;QACH,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IACH,eAAe,CAAC,OAAO,EAAE,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;AAC1D,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,eAAe,CAAC,OAAuB,EAAE,iBAAyB;IAChF,OAAO,CAAC,UAAU,CAAC,SAAS,eAAoB,CAAC;IACjD,OAAO,CAAC,IAAI,CAAC,GAAG,2BAAyC,iBAAiB,CAAC,CAAC;IAC5E,OAAO,CAAC,IAAI,CAAC,GAAG,2BAA2C,gBAAgB,CAAC,CAAC;AAC/E,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { addInstanceColor } from \"./Instancing\";\r\n\r\n// Vertex\r\n// Color table is appended to vertex data. Compute the index of the vertex one-past-the-end of the vertex data\r\n// NB: Color in color table has pre-multiplied alpha - revert it.\r\nconst computeElementColor = `\r\n float colorTableStart = u_vertParams.z * u_vertParams.w; // num rgba per-vertex times num vertices\r\n float colorIndex = decodeUInt16(g_usesQuantizedPosition ? g_vertLutData[1].zw : g_vertLutData[4].xy);\r\n vec2 tc = computeLUTCoords(colorTableStart+colorIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 lutColor = TEXTURE(u_vertLUT, tc);\r\n lutColor.rgb /= max(0.0001, lutColor.a);\r\n vec4 color = (u_shaderFlags[kShaderBit_NonUniformColor] ? lutColor : u_color);\r\n`;\r\nconst returnColor = `\r\n return color;\r\n`;\r\nconst applyInstanceColor = `\r\n color.rgb = mix(color.rgb, a_instanceRgba.rgb / 255.0, u_applyInstanceColor * extractInstanceBit(kOvrBit_Rgb));\r\n color.a = mix(color.a, a_instanceRgba.a / 255.0, u_applyInstanceColor * extractInstanceBit(kOvrBit_Alpha));\r\n`;\r\n\r\nconst computeInstancedElementColor = computeElementColor + applyInstanceColor;\r\nconst computeColor = computeElementColor + returnColor;\r\nconst computeInstancedColor = computeInstancedElementColor + returnColor;\r\n\r\nfunction getComputeColor(vert: VertexShaderBuilder): string {\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceColor(vert);\r\n return computeInstancedColor;\r\n } else {\r\n return computeColor;\r\n }\r\n}\r\n\r\n// Fragment\r\nconst computeBaseColor = \"return v_color;\";\r\n\r\n/** @internal */\r\nexport function addColor(builder: ProgramBuilder) {\r\n builder.vert.addUniform(\"u_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_color\", (uniform, params) => {\r\n const lutGeom = params.geometry.asLUT!;\r\n const color = lutGeom.getColor(params.target);\r\n if (color.isUniform) {\r\n color.uniform.bind(uniform);\r\n }\r\n });\r\n });\r\n addVaryingColor(builder, getComputeColor(builder.vert));\r\n}\r\n\r\n/** @internal */\r\nexport function addVaryingColor(builder: ProgramBuilder, computeVertexBase: string) {\r\n builder.addVarying(\"v_color\", VariableType.Vec4);\r\n builder.vert.set(VertexShaderComponent.ComputeBaseColor, computeVertexBase);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\r\n}\r\n"]}
@@ -26,4 +26,10 @@ export declare const unpack2Bytes = "\nvec2 unpack2Bytes(float f) {\n f = floor
26
26
  export declare const unpackAndNormalize2Bytes = "\nvec2 unpackAndNormalize2Bytes(float f) {\n return unpack2Bytes(f) / 255.0;\n}\n";
27
27
  /** @internal */
28
28
  export declare function addUnpackAndNormalize2Bytes(builder: ShaderBuilder): void;
29
+ /** Given an IEEE 32-bit float stuffed into a RGBA unsigned byte texture, extract the float.
30
+ * The input vec4 components are in the integer range [0..255].
31
+ * From https://github.com/CesiumGS/cesium/blob/main/Source/Shaders/Builtin/Functions/unpackFloat.glsl
32
+ * @internal
33
+ */
34
+ export declare const decodeFloat32 = "\nfloat decodeFloat32(vec4 packedFloat) {\n float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;\n float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0; \n if (exponent == -127.0)\n return 0.0;\n\n float mantissa = mod(packedFloat[2], 128.0) * 65536.0 + packedFloat[1] * 256.0 + packedFloat[0] + float(0x800000);\n float result = sign * exp2(exponent - 23.0) * mantissa;\n return result;\n}\n";
29
35
  //# sourceMappingURL=Decode.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Decode.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Decode.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAEjD,gBAAgB;AAChB,eAAO,MAAM,YAAY,gGAIxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,2HAIxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,gGAExB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,sIAGxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,cAAc,mGAE1B,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,cAAc,mWAU1B,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,UAAU,qEAItB,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,YAAY,mJAQxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,wBAAwB,uFAIpC,CAAC;AAEF,gBAAgB;AAChB,wBAAgB,2BAA2B,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAGxE;AAED;;;;GAIG;AACH,eAAO,MAAM,aAAa,6bAWzB,CAAC"}
@@ -73,4 +73,21 @@ export function addUnpackAndNormalize2Bytes(builder) {
73
73
  builder.addFunction(unpack2Bytes);
74
74
  builder.addFunction(unpackAndNormalize2Bytes);
75
75
  }
76
+ /** Given an IEEE 32-bit float stuffed into a RGBA unsigned byte texture, extract the float.
77
+ * The input vec4 components are in the integer range [0..255].
78
+ * From https://github.com/CesiumGS/cesium/blob/main/Source/Shaders/Builtin/Functions/unpackFloat.glsl
79
+ * @internal
80
+ */
81
+ export const decodeFloat32 = `
82
+ float decodeFloat32(vec4 packedFloat) {
83
+ float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;
84
+ float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;
85
+ if (exponent == -127.0)
86
+ return 0.0;
87
+
88
+ float mantissa = mod(packedFloat[2], 128.0) * 65536.0 + packedFloat[1] * 256.0 + packedFloat[0] + float(0x800000);
89
+ float result = sign * exp2(exponent - 23.0) * mantissa;
90
+ return result;
91
+ }
92
+ `;
76
93
  //# sourceMappingURL=Decode.js.map
@@ -1 +1 @@
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1
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@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Edge.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Edge.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAA2B,cAAc,EAAgB,mBAAmB,EAAyB,MAAM,kBAAkB,CAAC;AACrI,OAAO,EAAE,UAAU,EAAE,WAAW,EAAc,MAAM,mBAAmB,CAAC;AAcxE,oBAAY,eAAe,GAAG,aAAa,GAAG,YAAY,GAAG,aAAa,CAAC;AA6L3E,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAY/D;AAyFD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,eAAe,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,UAAU,GAAG,cAAc,CAOvH"}
@@ -21,11 +21,20 @@ import { addLookupTable } from "./LookupTable";
21
21
  import { addRenderOrder, addRenderOrderConstants } from "./FeatureSymbology";
22
22
  const computeOtherPos = `
23
23
  vec2 tc = computeLUTCoords(g_otherIndex, u_vertParams.xy, g_vert_center, u_vertParams.z);
24
- vec4 enc1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
25
- tc.x += g_vert_stepX;
26
- vec4 enc2 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
27
- vec3 qpos = vec3(decodeUInt16(enc1.xy), decodeUInt16(enc1.zw), decodeUInt16(enc2.xy));
28
- g_otherPos = unquantizePosition(qpos, u_qOrigin, u_qScale);
24
+ if (g_usesQuantizedPosition) {
25
+ vec4 enc1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
26
+ tc.x += g_vert_stepX;
27
+ vec4 enc2 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
28
+ vec3 qpos = vec3(decodeUInt16(enc1.xy), decodeUInt16(enc1.zw), decodeUInt16(enc2.xy));
29
+ g_otherPos = unquantizePosition(qpos, u_qOrigin, u_qScale);
30
+ } else {
31
+ for (int i = 0; i < 3; i++) {
32
+ g_otherPos[i] = decodeFloat32(floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5));
33
+ tc.x += g_vert_stepX;
34
+ }
35
+
36
+ g_otherPos.w = 1.0;
37
+ }
29
38
  `;
30
39
  const decodeEndPointAndQuadIndices = `
31
40
  g_otherIndex = decodeUInt24(a_endPointAndQuadIndices.xyz);
@@ -205,7 +214,7 @@ function createBase(type, instanced, isAnimated) {
205
214
  const isIndexed = "IndexedEdge" === type;
206
215
  const techId = isSilhouette ? 5 /* SilhouetteEdge */ : (isIndexed ? 6 /* IndexedEdge */ : 4 /* Edge */);
207
216
  const attrMap = AttributeMap.findAttributeMap(techId, isInstanced);
208
- const builder = new ProgramBuilder(attrMap, isInstanced ? 3 /* InstancedVertexTable */ : 1 /* VertexTable */);
217
+ const builder = new ProgramBuilder(attrMap, { maxRgbaPerVertex: 5, instanced: isInstanced });
209
218
  const vert = builder.vert;
210
219
  vert.addGlobal("g_otherPos", 5 /* Vec4 */);
211
220
  vert.addGlobal("g_quadIndex", 2 /* Float */);
@@ -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 { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilderFlags, VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsAnimated, IsInstanced, IsThematic } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { addColor } from \"./Color\";\r\nimport { addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addWhiteOnWhiteReversal } from \"./Fragment\";\r\nimport { addAdjustWidth, addLineCode } from \"./Polyline\";\r\nimport { octDecodeNormal } from \"./Surface\";\r\nimport { addLineWeight, addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { addModelToWindowCoordinates, addViewport } from \"./Viewport\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderOrder, addRenderOrderConstants } from \"./FeatureSymbology\";\r\n\r\nexport type EdgeBuilderType = \"SegmentEdge\" | \"Silhouette\" | \"IndexedEdge\";\r\n\r\nconst computeOtherPos = `\r\n vec2 tc = computeLUTCoords(g_otherIndex, u_vertParams.xy, g_vert_center, u_vertParams.z);\r\n vec4 enc1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n vec4 enc2 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec3 qpos = vec3(decodeUInt16(enc1.xy), decodeUInt16(enc1.zw), decodeUInt16(enc2.xy));\r\n g_otherPos = unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n`;\r\n\r\nconst decodeEndPointAndQuadIndices = `\r\n g_otherIndex = decodeUInt24(a_endPointAndQuadIndices.xyz);\r\n${computeOtherPos}\r\n g_quadIndex = a_endPointAndQuadIndices.w;\r\n`;\r\n\r\nconst animateEndPoint = `g_otherPos.xyz += computeAnimationDisplacement(g_otherIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);`;\r\n\r\n// a_pos is a 24-bit index into edge lookup table.\r\n// First six bytes of lookup table entry are the pair of 24-bit indices identifying the endpoints of the edge in the vertex table.\r\n// Return the 24-bit index of \"this\" vertex in the vertex table encoded in a vec3.\r\nconst computeIndexedQuantizedPosition = `\r\n g_vertexId = gl_VertexID % 6;\r\n if (g_vertexId == 0)\r\n g_quadIndex = 0.0;\r\n else if (g_vertexId == 2 || g_vertexId == 3)\r\n g_quadIndex = 1.0;\r\n else if (g_vertexId == 1 || g_vertexId == 4)\r\n g_quadIndex = 2.0;\r\n else\r\n g_quadIndex = 3.0;\r\n\r\n // The following formula computes the texel index, but suffers from precision issues for large edge indices, so we must compute using integers instead.\r\n // float edgeBaseIndex = u_edgeParams.z * 1.5 + u_edgeParams.w * 0.25 + (edgeIndex - u_edgeParams.z) * 2.5);\r\n\r\n float fEdgeIndex = decodeUInt24(a_pos);\r\n g_isSilhouette = fEdgeIndex >= u_edgeParams.z;\r\n int edgeIndex = int(fEdgeIndex);\r\n bool isEven = 0 == (edgeIndex & 1);\r\n float edgeBaseIndex;\r\n if (!g_isSilhouette) {\r\n edgeBaseIndex = float(edgeIndex + (edgeIndex / 2));\r\n } else {\r\n // If both pad and edgeIndex produce a remainder (0.5 for each - pad is a multiple of 2), we must add one to the index to account for it.\r\n int shift = isEven ? 0 : 1;\r\n int pad = int(u_edgeParams.w);\r\n if (0 != (pad % 4)) {\r\n isEven = !isEven;\r\n shift = shift + 1;\r\n }\r\n\r\n // s = num segments p = num padding bytes i = edge index\r\n // texel index = 1.5s + .25p + 2.5(i - s) = 1.5s + .25p + 2.5i - 2.5s = 2.5i + .25p - s = i + i + i/2 + p/4 - s\r\n edgeBaseIndex = float(edgeIndex + edgeIndex + edgeIndex / 2 + pad / 4 - int(u_edgeParams.z) + shift / 2);\r\n }\r\n\r\n vec2 tc = compute_edge_coords(floor(edgeBaseIndex));\r\n vec4 s0 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s1 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s2 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n\r\n vec3 i0 = isEven ? s0.xyz : vec3(s0.zw, s1.x);\r\n vec3 i1 = isEven ? vec3(s0.w, s1.xy) : s1.yzw;\r\n g_otherIndexIndex = g_quadIndex < 2.0 ? i1 : i0;\r\n\r\n g_normals = isEven ? vec4(s1.zw, s2.xy) : s2;\r\n\r\n return g_quadIndex < 2.0 ? i0 : i1;\r\n`;\r\n\r\nconst initializeIndexed = `\r\n g_otherIndex = decodeUInt24(g_otherIndexIndex);\r\n${computeOtherPos}\r\n`;\r\n\r\n// IndexedEdgeGeometry.renderOrder returns Edge or PlanarEdge. Adjust if silhouette for output to pick buffers.\r\nconst computeIndexedRenderOrder = `\r\n if (g_isSilhouette)\r\n v_renderOrder = kRenderOrder_Edge == u_renderOrder ? kRenderOrder_Silhouette : kRenderOrder_PlanarSilhouette;\r\n else\r\n v_renderOrder = u_renderOrder;\r\n`;\r\n\r\nconst checkForSilhouetteDiscard = `\r\n if (kFrustumType_Perspective != u_frustum.z) {\r\n float perpTol = 4.75e-6;\r\n return (n0.z * n1.z > perpTol); // orthographic.\r\n } else {\r\n float perpTol = 2.5e-4;\r\n vec4 viewPos = MAT_MV * rawPos; // perspective\r\n vec3 toEye = normalize(viewPos.xyz);\r\n float dot0 = dot(n0, toEye);\r\n float dot1 = dot(n1, toEye);\r\n\r\n if (dot0 * dot1 > perpTol)\r\n return true;\r\n\r\n // Need to discard if either is non-silhouette.\r\n vec4 otherPosition = g_otherPos;\r\n viewPos = MAT_MV * otherPosition;\r\n toEye = normalize(viewPos.xyz);\r\n dot0 = dot(n0, toEye);\r\n dot1 = dot(n1, toEye);\r\n\r\n return dot0 * dot1 > perpTol;\r\n }\r\n`;\r\n\r\nconst checkForSilhouetteDiscardNonIndexed = `\r\n vec3 n0 = MAT_NORM * octDecodeNormal(a_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(a_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst checkForSilhouetteDiscardIndexed = `\r\n if (!g_isSilhouette)\r\n return false;\r\n\r\n vec3 n0 = MAT_NORM * octDecodeNormal(g_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(g_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst computePosition = `\r\n v_lnInfo = vec4(0.0, 0.0, 0.0, 0.0); // init and set flag to false\r\n vec4 other = g_otherPos;\r\n float miterAdjust = 0.0;\r\n float weight = computeLineWeight();\r\n\r\n vec4 pos;\r\n g_windowPos = modelToWindowCoordinates(rawPos, other, pos, v_eyeSpace);\r\n if (g_windowPos.w == 0.0) // Clipped out.\r\n return g_windowPos;\r\n\r\n vec4 otherPos;\r\n vec3 otherMvPos;\r\n vec4 projOther = modelToWindowCoordinates(other, rawPos, otherPos, otherMvPos);\r\n\r\n g_windowDir = projOther.xy - g_windowPos.xy;\r\n\r\n adjustWidth(weight, g_windowDir, g_windowPos.xy);\r\n g_windowDir = normalize(g_windowDir);\r\n\r\n vec2 perp = vec2(-g_windowDir.y, g_windowDir.x);\r\n float perpDist = weight / 2.0;\r\n float alongDist = 0.0;\r\n\r\n perpDist *= sign(0.5 - float(g_quadIndex == 0.0 || g_quadIndex == 3.0)); // negate for index 0 and 3\r\n alongDist += distance(rawPos, other) * float(g_quadIndex >= 2.0); // index 2 and 3 correspond to 'far' endpoint of segment\r\n\r\n pos.x += perp.x * perpDist * 2.0 * pos.w / u_viewport.x;\r\n pos.y += perp.y * perpDist * 2.0 * pos.w / u_viewport.y;\r\n\r\n lineCodeEyePos = .5 * (rawPos + other);\r\n lineCodeDist = alongDist;\r\n\r\n return pos;\r\n`;\r\nconst lineCodeArgs = \"g_windowDir, g_windowPos, 0.0\";\r\n\r\nconst adjustContrast = `\r\n float bgi = u_bgIntensity;\r\n if (bgi < 0.0)\r\n return baseColor;\r\n\r\n float s;\r\n float rgbi = baseColor.r * 0.3 + baseColor.g * 0.59 + baseColor.b * 0.11;\r\n if (rgbi > 0.81)\r\n s = bgi > 0.57 ? 0.0 : 0.699;\r\n else if (rgbi > 0.57)\r\n s = bgi > 0.57 ? 0.0 : 1.0;\r\n else\r\n s = bgi < 0.81 ? 1.0 : 0.699;\r\n\r\n return vec4(vec3(s), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEdgeContrast(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_bgIntensity\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_bgIntensity\", (uniform, params) => {\r\n let bgi = -1;\r\n if (params.geometry.isEdge && params.target.currentEdgeSettings.wantContrastingColor(params.target.currentViewFlags.renderMode))\r\n bgi = params.target.uniforms.style.backgroundIntensity;\r\n\r\n uniform.setUniform1f(bgi);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.AdjustContrast, adjustContrast);\r\n}\r\n\r\nconst edgeLutParams = new Float32Array(4);\r\n\r\nfunction createBase(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder {\r\n const isInstanced = IsInstanced.Yes === instanced;\r\n const isSilhouette = \"Silhouette\" === type;\r\n const isIndexed = \"IndexedEdge\" === type;\r\n const techId = isSilhouette ? TechniqueId.SilhouetteEdge : (isIndexed ? TechniqueId.IndexedEdge : TechniqueId.Edge);\r\n const attrMap = AttributeMap.findAttributeMap(techId, isInstanced);\r\n\r\n const builder = new ProgramBuilder(attrMap, isInstanced ? ShaderBuilderFlags.InstancedVertexTable : ShaderBuilderFlags.VertexTable);\r\n const vert = builder.vert;\r\n\r\n vert.addGlobal(\"g_otherPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_quadIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_windowPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_windowDir\", VariableType.Vec2);\r\n vert.addGlobal(\"g_otherIndex\", VariableType.Float);\r\n\r\n if (isIndexed) {\r\n vert.addGlobal(\"g_vertexId\", VariableType.Int);\r\n vert.addGlobal(\"g_otherIndexIndex\", VariableType.Vec3);\r\n vert.addGlobal(\"g_isSilhouette\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"g_normals\", VariableType.Vec4);\r\n\r\n const initLut = addLookupTable(vert, \"edge\", \"1.0\");\r\n vert.addUniform(\"u_edgeLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeLUT\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edge.edgeLut.texture.bindSampler(uniform, TextureUnit.EdgeLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_edgeParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeParams\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edgeLutParams[0] = edge.edgeLut.texture.width;\r\n edgeLutParams[1] = edge.edgeLut.texture.height;\r\n edgeLutParams[2] = edge.edgeLut.numSegments;\r\n edgeLutParams[3] = edge.edgeLut.silhouettePadding;\r\n uniform.setUniform4fv(edgeLutParams);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.ComputeQuantizedPosition, `${initLut}\\n\\n${computeIndexedQuantizedPosition}`);\r\n vert.addInitializer(initializeIndexed);\r\n\r\n addRenderOrder(vert);\r\n addRenderOrderConstants(vert);\r\n builder.addInlineComputedVarying(\"v_renderOrder\", VariableType.Float, computeIndexedRenderOrder);\r\n builder.frag.set(FragmentShaderComponent.OverrideRenderOrder, \"return v_renderOrder;\");\r\n } else {\r\n vert.addInitializer(decodeEndPointAndQuadIndices);\r\n }\r\n\r\n if (isAnimated) {\r\n addAnimation(vert, false, IsThematic.No);\r\n vert.addInitializer(animateEndPoint);\r\n }\r\n\r\n vert.addGlobal(\"lineCodeEyePos\", VariableType.Vec4);\r\n vert.addGlobal(\"lineCodeDist\", VariableType.Float, \"0.0\");\r\n\r\n addModelToWindowCoordinates(vert); // adds u_mvp, u_viewportTransformation, and sets g_eyeSpace\r\n addProjectionMatrix(vert);\r\n addLineCode(builder, lineCodeArgs);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n builder.addVarying(\"v_lnInfo\", VariableType.Vec4);\r\n addAdjustWidth(vert);\r\n\r\n addViewport(vert);\r\n addModelViewMatrix(vert);\r\n\r\n addLineWeight(vert);\r\n\r\n if (isSilhouette || isIndexed) {\r\n addNormalMatrix(vert, instanced);\r\n addFrustum(builder);\r\n vert.addFunction(octDecodeNormal);\r\n vert.set(VertexShaderComponent.CheckForEarlyDiscard, isSilhouette ? checkForSilhouetteDiscardNonIndexed : checkForSilhouetteDiscardIndexed);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createEdgeBuilder(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder {\r\n const builder = createBase(type, instanced, isAnimated);\r\n addShaderFlags(builder);\r\n addColor(builder);\r\n addEdgeContrast(builder.vert);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n return builder;\r\n}\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsAnimated, IsInstanced, IsThematic } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { addColor } from \"./Color\";\r\nimport { addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addWhiteOnWhiteReversal } from \"./Fragment\";\r\nimport { addAdjustWidth, addLineCode } from \"./Polyline\";\r\nimport { octDecodeNormal } from \"./Surface\";\r\nimport { addLineWeight, addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { addModelToWindowCoordinates, addViewport } from \"./Viewport\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderOrder, addRenderOrderConstants } from \"./FeatureSymbology\";\r\n\r\nexport type EdgeBuilderType = \"SegmentEdge\" | \"Silhouette\" | \"IndexedEdge\";\r\n\r\nconst computeOtherPos = `\r\n vec2 tc = computeLUTCoords(g_otherIndex, u_vertParams.xy, g_vert_center, u_vertParams.z);\r\n if (g_usesQuantizedPosition) {\r\n vec4 enc1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n vec4 enc2 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec3 qpos = vec3(decodeUInt16(enc1.xy), decodeUInt16(enc1.zw), decodeUInt16(enc2.xy));\r\n g_otherPos = unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n } else {\r\n for (int i = 0; i < 3; i++) {\r\n g_otherPos[i] = decodeFloat32(floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n }\r\n\r\n g_otherPos.w = 1.0;\r\n }\r\n`;\r\n\r\nconst decodeEndPointAndQuadIndices = `\r\n g_otherIndex = decodeUInt24(a_endPointAndQuadIndices.xyz);\r\n${computeOtherPos}\r\n g_quadIndex = a_endPointAndQuadIndices.w;\r\n`;\r\n\r\nconst animateEndPoint = `g_otherPos.xyz += computeAnimationDisplacement(g_otherIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);`;\r\n\r\n// a_pos is a 24-bit index into edge lookup table.\r\n// First six bytes of lookup table entry are the pair of 24-bit indices identifying the endpoints of the edge in the vertex table.\r\n// Return the 24-bit index of \"this\" vertex in the vertex table encoded in a vec3.\r\nconst computeIndexedQuantizedPosition = `\r\n g_vertexId = gl_VertexID % 6;\r\n if (g_vertexId == 0)\r\n g_quadIndex = 0.0;\r\n else if (g_vertexId == 2 || g_vertexId == 3)\r\n g_quadIndex = 1.0;\r\n else if (g_vertexId == 1 || g_vertexId == 4)\r\n g_quadIndex = 2.0;\r\n else\r\n g_quadIndex = 3.0;\r\n\r\n // The following formula computes the texel index, but suffers from precision issues for large edge indices, so we must compute using integers instead.\r\n // float edgeBaseIndex = u_edgeParams.z * 1.5 + u_edgeParams.w * 0.25 + (edgeIndex - u_edgeParams.z) * 2.5);\r\n\r\n float fEdgeIndex = decodeUInt24(a_pos);\r\n g_isSilhouette = fEdgeIndex >= u_edgeParams.z;\r\n int edgeIndex = int(fEdgeIndex);\r\n bool isEven = 0 == (edgeIndex & 1);\r\n float edgeBaseIndex;\r\n if (!g_isSilhouette) {\r\n edgeBaseIndex = float(edgeIndex + (edgeIndex / 2));\r\n } else {\r\n // If both pad and edgeIndex produce a remainder (0.5 for each - pad is a multiple of 2), we must add one to the index to account for it.\r\n int shift = isEven ? 0 : 1;\r\n int pad = int(u_edgeParams.w);\r\n if (0 != (pad % 4)) {\r\n isEven = !isEven;\r\n shift = shift + 1;\r\n }\r\n\r\n // s = num segments p = num padding bytes i = edge index\r\n // texel index = 1.5s + .25p + 2.5(i - s) = 1.5s + .25p + 2.5i - 2.5s = 2.5i + .25p - s = i + i + i/2 + p/4 - s\r\n edgeBaseIndex = float(edgeIndex + edgeIndex + edgeIndex / 2 + pad / 4 - int(u_edgeParams.z) + shift / 2);\r\n }\r\n\r\n vec2 tc = compute_edge_coords(floor(edgeBaseIndex));\r\n vec4 s0 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s1 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s2 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n\r\n vec3 i0 = isEven ? s0.xyz : vec3(s0.zw, s1.x);\r\n vec3 i1 = isEven ? vec3(s0.w, s1.xy) : s1.yzw;\r\n g_otherIndexIndex = g_quadIndex < 2.0 ? i1 : i0;\r\n\r\n g_normals = isEven ? vec4(s1.zw, s2.xy) : s2;\r\n\r\n return g_quadIndex < 2.0 ? i0 : i1;\r\n`;\r\n\r\nconst initializeIndexed = `\r\n g_otherIndex = decodeUInt24(g_otherIndexIndex);\r\n${computeOtherPos}\r\n`;\r\n\r\n// IndexedEdgeGeometry.renderOrder returns Edge or PlanarEdge. Adjust if silhouette for output to pick buffers.\r\nconst computeIndexedRenderOrder = `\r\n if (g_isSilhouette)\r\n v_renderOrder = kRenderOrder_Edge == u_renderOrder ? kRenderOrder_Silhouette : kRenderOrder_PlanarSilhouette;\r\n else\r\n v_renderOrder = u_renderOrder;\r\n`;\r\n\r\nconst checkForSilhouetteDiscard = `\r\n if (kFrustumType_Perspective != u_frustum.z) {\r\n float perpTol = 4.75e-6;\r\n return (n0.z * n1.z > perpTol); // orthographic.\r\n } else {\r\n float perpTol = 2.5e-4;\r\n vec4 viewPos = MAT_MV * rawPos; // perspective\r\n vec3 toEye = normalize(viewPos.xyz);\r\n float dot0 = dot(n0, toEye);\r\n float dot1 = dot(n1, toEye);\r\n\r\n if (dot0 * dot1 > perpTol)\r\n return true;\r\n\r\n // Need to discard if either is non-silhouette.\r\n vec4 otherPosition = g_otherPos;\r\n viewPos = MAT_MV * otherPosition;\r\n toEye = normalize(viewPos.xyz);\r\n dot0 = dot(n0, toEye);\r\n dot1 = dot(n1, toEye);\r\n\r\n return dot0 * dot1 > perpTol;\r\n }\r\n`;\r\n\r\nconst checkForSilhouetteDiscardNonIndexed = `\r\n vec3 n0 = MAT_NORM * octDecodeNormal(a_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(a_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst checkForSilhouetteDiscardIndexed = `\r\n if (!g_isSilhouette)\r\n return false;\r\n\r\n vec3 n0 = MAT_NORM * octDecodeNormal(g_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(g_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst computePosition = `\r\n v_lnInfo = vec4(0.0, 0.0, 0.0, 0.0); // init and set flag to false\r\n vec4 other = g_otherPos;\r\n float miterAdjust = 0.0;\r\n float weight = computeLineWeight();\r\n\r\n vec4 pos;\r\n g_windowPos = modelToWindowCoordinates(rawPos, other, pos, v_eyeSpace);\r\n if (g_windowPos.w == 0.0) // Clipped out.\r\n return g_windowPos;\r\n\r\n vec4 otherPos;\r\n vec3 otherMvPos;\r\n vec4 projOther = modelToWindowCoordinates(other, rawPos, otherPos, otherMvPos);\r\n\r\n g_windowDir = projOther.xy - g_windowPos.xy;\r\n\r\n adjustWidth(weight, g_windowDir, g_windowPos.xy);\r\n g_windowDir = normalize(g_windowDir);\r\n\r\n vec2 perp = vec2(-g_windowDir.y, g_windowDir.x);\r\n float perpDist = weight / 2.0;\r\n float alongDist = 0.0;\r\n\r\n perpDist *= sign(0.5 - float(g_quadIndex == 0.0 || g_quadIndex == 3.0)); // negate for index 0 and 3\r\n alongDist += distance(rawPos, other) * float(g_quadIndex >= 2.0); // index 2 and 3 correspond to 'far' endpoint of segment\r\n\r\n pos.x += perp.x * perpDist * 2.0 * pos.w / u_viewport.x;\r\n pos.y += perp.y * perpDist * 2.0 * pos.w / u_viewport.y;\r\n\r\n lineCodeEyePos = .5 * (rawPos + other);\r\n lineCodeDist = alongDist;\r\n\r\n return pos;\r\n`;\r\nconst lineCodeArgs = \"g_windowDir, g_windowPos, 0.0\";\r\n\r\nconst adjustContrast = `\r\n float bgi = u_bgIntensity;\r\n if (bgi < 0.0)\r\n return baseColor;\r\n\r\n float s;\r\n float rgbi = baseColor.r * 0.3 + baseColor.g * 0.59 + baseColor.b * 0.11;\r\n if (rgbi > 0.81)\r\n s = bgi > 0.57 ? 0.0 : 0.699;\r\n else if (rgbi > 0.57)\r\n s = bgi > 0.57 ? 0.0 : 1.0;\r\n else\r\n s = bgi < 0.81 ? 1.0 : 0.699;\r\n\r\n return vec4(vec3(s), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEdgeContrast(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_bgIntensity\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_bgIntensity\", (uniform, params) => {\r\n let bgi = -1;\r\n if (params.geometry.isEdge && params.target.currentEdgeSettings.wantContrastingColor(params.target.currentViewFlags.renderMode))\r\n bgi = params.target.uniforms.style.backgroundIntensity;\r\n\r\n uniform.setUniform1f(bgi);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.AdjustContrast, adjustContrast);\r\n}\r\n\r\nconst edgeLutParams = new Float32Array(4);\r\n\r\nfunction createBase(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder {\r\n const isInstanced = IsInstanced.Yes === instanced;\r\n const isSilhouette = \"Silhouette\" === type;\r\n const isIndexed = \"IndexedEdge\" === type;\r\n const techId = isSilhouette ? TechniqueId.SilhouetteEdge : (isIndexed ? TechniqueId.IndexedEdge : TechniqueId.Edge);\r\n const attrMap = AttributeMap.findAttributeMap(techId, isInstanced);\r\n\r\n const builder = new ProgramBuilder(attrMap, { maxRgbaPerVertex: 5, instanced: isInstanced });\r\n const vert = builder.vert;\r\n\r\n vert.addGlobal(\"g_otherPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_quadIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_windowPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_windowDir\", VariableType.Vec2);\r\n vert.addGlobal(\"g_otherIndex\", VariableType.Float);\r\n\r\n if (isIndexed) {\r\n vert.addGlobal(\"g_vertexId\", VariableType.Int);\r\n vert.addGlobal(\"g_otherIndexIndex\", VariableType.Vec3);\r\n vert.addGlobal(\"g_isSilhouette\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"g_normals\", VariableType.Vec4);\r\n\r\n const initLut = addLookupTable(vert, \"edge\", \"1.0\");\r\n vert.addUniform(\"u_edgeLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeLUT\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edge.edgeLut.texture.bindSampler(uniform, TextureUnit.EdgeLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_edgeParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeParams\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edgeLutParams[0] = edge.edgeLut.texture.width;\r\n edgeLutParams[1] = edge.edgeLut.texture.height;\r\n edgeLutParams[2] = edge.edgeLut.numSegments;\r\n edgeLutParams[3] = edge.edgeLut.silhouettePadding;\r\n uniform.setUniform4fv(edgeLutParams);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.ComputeQuantizedPosition, `${initLut}\\n\\n${computeIndexedQuantizedPosition}`);\r\n vert.addInitializer(initializeIndexed);\r\n\r\n addRenderOrder(vert);\r\n addRenderOrderConstants(vert);\r\n builder.addInlineComputedVarying(\"v_renderOrder\", VariableType.Float, computeIndexedRenderOrder);\r\n builder.frag.set(FragmentShaderComponent.OverrideRenderOrder, \"return v_renderOrder;\");\r\n } else {\r\n vert.addInitializer(decodeEndPointAndQuadIndices);\r\n }\r\n\r\n if (isAnimated) {\r\n addAnimation(vert, false, IsThematic.No);\r\n vert.addInitializer(animateEndPoint);\r\n }\r\n\r\n vert.addGlobal(\"lineCodeEyePos\", VariableType.Vec4);\r\n vert.addGlobal(\"lineCodeDist\", VariableType.Float, \"0.0\");\r\n\r\n addModelToWindowCoordinates(vert); // adds u_mvp, u_viewportTransformation, and sets g_eyeSpace\r\n addProjectionMatrix(vert);\r\n addLineCode(builder, lineCodeArgs);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n builder.addVarying(\"v_lnInfo\", VariableType.Vec4);\r\n addAdjustWidth(vert);\r\n\r\n addViewport(vert);\r\n addModelViewMatrix(vert);\r\n\r\n addLineWeight(vert);\r\n\r\n if (isSilhouette || isIndexed) {\r\n addNormalMatrix(vert, instanced);\r\n addFrustum(builder);\r\n vert.addFunction(octDecodeNormal);\r\n vert.set(VertexShaderComponent.CheckForEarlyDiscard, isSilhouette ? checkForSilhouetteDiscardNonIndexed : checkForSilhouetteDiscardIndexed);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createEdgeBuilder(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder {\r\n const builder = createBase(type, instanced, isAnimated);\r\n addShaderFlags(builder);\r\n addColor(builder);\r\n addEdgeContrast(builder.vert);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n return builder;\r\n}\r\n"]}
@@ -31,7 +31,7 @@ vec4 volClassColor(vec4 baseColor, float depth) {
31
31
  const applyPlanarClassificationPrelude = `
32
32
  const float dimScale = .7;
33
33
 
34
- vec2 classPos = v_pClassPos / v_pClassPosW;
34
+ vec2 classPos = v_pClassPos.xy / v_pClassPosW;
35
35
  bool isOutside = classPos.x < 0.0 || classPos.x > 1.0 || classPos.y < 0.0 || classPos.y > 1.0;
36
36
  if (u_pClassColorParams.x > kClassifierDisplay_Element) { // texture/terrain drape.
37
37
  if (u_pClassColorParams.x > kTextureDrape) {
@@ -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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { SpatialClassifierInsideDisplay } from \"@itwin/core-common\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { PlanarClassifierContent } from \"../PlanarClassifier\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { IsThematic } from \"../TechniqueFlags\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { addClassifierFlash } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords } from \"./Fragment\";\r\nimport { addInstancedRtcMatrix } from \"./Vertex\";\r\n\r\nexport const volClassOpaqueColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n if (depth <= TEXTURE(s_pClassSampler, windowCoordsToTexCoords(gl_FragCoord.xy)).r)\r\n discard;\r\n return vec4(baseColor.rgb, 1.0);\r\n}\r\n`;\r\n\r\nconst volClassTranslucentColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n return vec4(baseColor.rgb, depth); // This will never be called, so we use depth here to avoid a compile error\r\n}\r\n`;\r\n\r\nconst applyPlanarClassificationPrelude = `\r\nconst float dimScale = .7;\r\n\r\nvec2 classPos = v_pClassPos / v_pClassPosW;\r\nbool isOutside = classPos.x < 0.0 || classPos.x > 1.0 || classPos.y < 0.0 || classPos.y > 1.0;\r\nif (u_pClassColorParams.x > kClassifierDisplay_Element) { // texture/terrain drape.\r\n if (u_pClassColorParams.x > kTextureDrape) {\r\n return volClassColor(baseColor, depth);\r\n }\r\n if (isOutside)\r\n discard;\r\n\r\n vec3 rgb = TEXTURE(s_pClassSampler, classPos.xy).rgb;\r\n return vec4(rgb, baseColor.a);\r\n}\r\nfloat imageCount = u_pClassColorParams.z;\r\n// If imageCount is less than zero - the mask sense is inverted - inside rather than outside. (masks only)\r\nbool doInvert = false;\r\nif (imageCount < 0.0) {\r\n imageCount = - imageCount;\r\n doInvert = true;\r\n}\r\n\r\nvec4 colorTexel = vec4(0);\r\nvec4 maskTexel = vec4(0);\r\nbool doMask = imageCount != kTextureContentClassifierOnly;\r\nbool doClassify = imageCount != kTextureContentMaskOnly;\r\n\r\nif (!isOutside) {\r\n if (imageCount == kTextureContentClassifierOnly) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n } else if (imageCount == kTextureContentMaskOnly) {\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y));\r\n } else if (imageCount == kTextureContentClassifierAndMask) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (2.0 + classPos.y) / imageCount));\r\n }\r\n if (colorTexel.b >= 0.5) {\r\n if (u_shaderFlags[kShaderBit_IgnoreNonLocatable]) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n colorTexel.b = (colorTexel.b * 255.0 - 128.0) / 127.0;\r\n } else {\r\n colorTexel.b *= 255.0 / 127.0;\r\n }\r\n}\r\nif (doMask) {\r\n bool masked = !isOutside && (maskTexel.r + maskTexel.g + maskTexel.b + maskTexel.a) > 0.0;\r\n if (doInvert)\r\n masked = !masked;\r\n if (masked) {\r\n float maskTransparency = u_pClassColorParams.w < 0.0 ? (1.0 - maskTexel.a) : u_pClassColorParams.w;\r\n if (maskTransparency <= 0.0) {\r\n discard;\r\n return vec4(0);\r\n }\r\n\r\n baseColor.a = baseColor.a * maskTransparency;\r\n }\r\n\r\n if (!doClassify)\r\n return baseColor;\r\n }\r\n\r\n bool isClassified = !isOutside && (colorTexel.r + colorTexel.g + colorTexel.b + colorTexel.a > 0.0);\r\n float param = isClassified ? u_pClassColorParams.x : u_pClassColorParams.y;\r\n if (kClassifierDisplay_Off == param) {\r\n discard;\r\n return vec4(0);\r\n}\r\n`\r\n ;\r\n\r\n// Currently we discard if classifier is pure black (acts as clipping mask).\r\n// These could be more efficiently handled with masks.\r\nconst applyPlanarClassificationColor = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n float colorMix = u_pClassPointCloud ? .65 : .35;\r\n vec4 classColor;\r\n if (kClassifierDisplay_On == param)\r\n classColor = baseColor;\r\n else if (!isClassified || kClassifierDisplay_Dimmed == param)\r\n classColor = vec4(baseColor.rgb * dimScale, baseColor.a);\r\n else if (kClassifierDisplay_Hilite == param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), baseColor.a);\r\n else {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // NB: colorTexel contains pre-multiplied alpha. We know it is greater than zero from above.\r\n float alpha = colorTexel.a * baseColor.a;\r\n vec3 rgb = colorTexel.rgb / colorTexel.a;\r\n rgb = mix(baseColor.rgb, rgb, colorMix);\r\n classColor = vec4(rgb, alpha);\r\n }\r\n\r\n if (kClassifierDisplay_Element != param && isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst applyPlanarClassificationColorForThematic = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n vec4 classColor = baseColor;\r\n\r\n if (kClassifierDisplay_Element == param) {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // We stashed the element alpha in blue channel. Make sure to handle pre-multiplied alpha.\r\n baseColor.rgb = baseColor.rgb / baseColor.a;\r\n classColor = vec4(baseColor.rgb, colorTexel.b);\r\n classColor.rgb *= classColor.a;\r\n colorTexel.a = 0.5; // make conditions below potentially pass\r\n }\r\n\r\n if (isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst overrideFeatureId = `\r\n if (u_pClassColorParams.x > kClassifierDisplay_Element) return currentId;\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n vec4 featureTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (1.0 + classPos.y) / u_pClassColorParams.z));\r\n return (featureTexel == vec4(0)) ? currentId : addUInt32s(u_batchBase, featureTexel * 255.0) / 255.0;\r\n `;\r\n\r\nconst computeClassifiedHiliteColor = `\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n return TEXTURE(s_pClassHiliteSampler, classPos);\r\n`;\r\nconst computeClassifiedSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeClassifiedHiliteColor}`;\r\n\r\nconst computeClassifierPos = \"vec4 classProj = u_pClassProj * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeInstancedClassifierPos = \"vec4 classProj = u_pClassProj * g_instancedRtcMatrix * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeClassifierPosW = \"v_pClassPosW = classProj.w;\";\r\n\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchBatchBaseComponents = [0, 0, 0, 0];\r\nconst scratchColorParams = new Float32Array(4); // Unclassified scale, classified base scale, classified classifier scale, content/image count... MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3\r\nconst scratchModel = Matrix4d.createIdentity();\r\nconst scratchModelProjection = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nfunction addPlanarClassifierCommon(builder: ProgramBuilder) {\r\n const vert = builder.vert;\r\n vert.addUniform(\"u_pClassProj\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassProj\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape!;\r\n assert(undefined !== source || undefined !== params.target.activeVolumeClassifierTexture);\r\n if (undefined !== params.target.currentPlanarClassifierOrDrape) {\r\n source.projectionMatrix.multiplyMatrixMatrix(Matrix4d.createTransform(params.target.currentTransform, scratchModel), scratchModelProjection);\r\n scratchMatrix.initFromMatrix4d(scratchModelProjection);\r\n } else\r\n scratchMatrix.initIdentity(); // needs to be identity for volume classifiers\r\n uniform.setMatrix4(scratchMatrix);\r\n });\r\n });\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n\r\n builder.addInlineComputedVarying(\"v_pClassPos\", VariableType.Vec2, vert.usesInstancedGeometry ? computeInstancedClassifierPos : computeClassifierPos);\r\n builder.addInlineComputedVarying(\"v_pClassPosW\", VariableType.Float, computeClassifierPosW);\r\n\r\n addPlanarClassifierConstants(builder.frag);\r\n}\r\n\r\nfunction addPlanarClassifierConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kClassifierDisplay_Off\", SpatialClassifierInsideDisplay.Off.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_On\", SpatialClassifierInsideDisplay.On.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Dimmed\", SpatialClassifierInsideDisplay.Dimmed.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Hilite\", SpatialClassifierInsideDisplay.Hilite.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Element\", SpatialClassifierInsideDisplay.ElementColor.toFixed(1));\r\n const td = SpatialClassifierInsideDisplay.ElementColor + 1;\r\n builder.addDefine(\"kTextureDrape\", td.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierOnly\", PlanarClassifierContent.ClassifierOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentMaskOnly\", PlanarClassifierContent.MaskOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierAndMask\", PlanarClassifierContent.ClassifierAndMask.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addColorPlanarClassifier(builder: ProgramBuilder, translucent: boolean, isThematic: IsThematic) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassSampler\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (source) {\r\n assert(undefined !== source.texture);\r\n source.texture.texture.bindSampler(uniform, TextureUnit.PlanarClassification);\r\n } else\r\n Texture2DHandle.bindSampler(uniform, volClass!, TextureUnit.PlanarClassification);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_pClassColorParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassColorParams\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (undefined !== source) {\r\n source.getParams(scratchColorParams);\r\n } else {\r\n scratchColorParams[0] = 6.0; // Volume classifier, by element color.\r\n scratchColorParams[1] = 0.5; // used for alpha value\r\n scratchColorParams[2] = 0.0; // Not used for volume.\r\n scratchColorParams[3] = 0.0; // Not used for volume.\r\n }\r\n uniform.setUniform4fv(scratchColorParams);\r\n });\r\n });\r\n\r\n if (isThematic === IsThematic.No) {\r\n frag.addUniform(\"u_pClassPointCloud\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassPointCloud\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n const isPointCloud = undefined !== classifier && classifier.isClassifyingPointCloud;\r\n uniform.setUniform1i(isPointCloud ? 1 : 0);\r\n });\r\n });\r\n }\r\n\r\n addClassifierFlash(frag);\r\n\r\n if (translucent)\r\n // We will never call the shaders for volume classifiers with translucency,\r\n // so use a different version of the function which does not use glFragCoord to reduce the varyings count\r\n frag.addFunction(volClassTranslucentColor);\r\n else {\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(volClassOpaqueColor);\r\n }\r\n\r\n addShaderFlags(builder);\r\n\r\n frag.set(FragmentShaderComponent.ApplyPlanarClassifier, (isThematic === IsThematic.No) ? applyPlanarClassificationColor : applyPlanarClassificationColorForThematic);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeaturePlanarClassifier(builder: ProgramBuilder) {\r\n const frag = builder.frag;\r\n frag.addUniform(\"u_batchBase\", VariableType.Vec4, (prog) => { // TBD. Instancing.\r\n prog.addGraphicUniform(\"u_batchBase\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n if (classifier !== undefined) {\r\n scratchBatchBaseId[0] = classifier.baseBatchId;\r\n scratchBatchBaseComponents[0] = scratchBytes[0];\r\n scratchBatchBaseComponents[1] = scratchBytes[1];\r\n scratchBatchBaseComponents[2] = scratchBytes[2];\r\n scratchBatchBaseComponents[3] = scratchBytes[3];\r\n }\r\n uniform.setUniform4fv(scratchBatchBaseComponents);\r\n });\r\n });\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n frag.addFunction(addUInt32s);\r\n}\r\n\r\n/** @internal */\r\nexport function addHilitePlanarClassifier(builder: ProgramBuilder, supportTextures = true) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassHiliteSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassHiliteSampler\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier!;\r\n assert(undefined !== classifier && undefined !== classifier.hiliteTexture);\r\n classifier.hiliteTexture.texture.bindSampler(uniform, TextureUnit.PlanarClassificationHilite);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, supportTextures ? computeClassifiedSurfaceHiliteColor : computeClassifiedHiliteColor);\r\n}\r\n\r\n// NonLocatable flag is put in upper bit of blue component when drawing the classification texture.\r\nconst encodeNonLocatableWithFeatures = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = (floor(clr.b * 127.0) + float(extractNthBit(floor(v_feature_emphasis + 0.5), kEmphBit_NonLocatable)) * 128.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst encodeNonLocatable = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = floor(clr.b * 127.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst overrideClassifierColorPrelude = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n`;\r\n\r\nconst overrideClassifierEmphasis = `\r\n if (kClassifierDisplay_Element != u_planarClassifierInsideMode) {\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), 0.0, 0.5));\r\n }\r\n`;\r\n\r\nconst overrideClassifierColorPostlude = `\r\n return encodeNonLocatable(currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeatures = overrideClassifierColorPrelude + overrideClassifierEmphasis + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClip = overrideClassifierColorPrelude + overrideClassifierColorPostlude;\r\n\r\nconst overrideClassifierColorPreludeForThematic = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n\r\n bool isElem = kClassifierDisplay_Element == u_planarClassifierInsideMode;\r\n`;\r\n\r\nconst overrideClassifierEmphasisForThematic = `\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), isElem ? currentColor.a : 0.0, isElem ? 1.0 : 0.5));\r\n else if (kClassifierDisplay_Element == u_planarClassifierInsideMode)\r\n return encodeNonLocatable(vec4(0.0, 0.0, currentColor.a, 1.0));\r\n`;\r\n\r\n// Thematic classifiers use alpha of 1 to blend; we just want thematic colors to largely win out except when selecting and flashing classifiers.\r\nconst overrideClassifierColorPostludeClipForThematic = `\r\n return encodeNonLocatable(isElem ? vec4(0.0, 0.0, 1.0, 1.0) : currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeaturesForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierEmphasisForThematic + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClipForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierColorPostludeClipForThematic;\r\n\r\n/** The classified geometry needs some information about the classifier geometry. The classified fragment shader outputs special values that do not represent valid RGB+A combinations when using\r\n * pre-multiplied alpha. The alpha channel will be 0.5, and the red, green, and/or blue channels will be 1.0:\r\n * - Red: hilited.\r\n * - Green: flashed.\r\n * - Blue: fully-transparent. Indicates clipping mask (discard the classified pixel).\r\n * @internal\r\n */\r\nexport function addOverrideClassifierColor(builder: ProgramBuilder, isThematic: IsThematic): void {\r\n addPlanarClassifierConstants(builder.frag);\r\n builder.frag.addUniform(\"u_planarClassifierInsideMode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_planarClassifierInsideMode\", (uniform, params) => {\r\n const classifier = params.target.currentlyDrawingClassifier;\r\n const override = undefined !== classifier ? classifier.insideDisplay : 0;\r\n uniform.setUniform1f(override);\r\n });\r\n });\r\n\r\n const haveOverrides = undefined !== builder.frag.find(\"v_feature_emphasis\");\r\n builder.frag.addFunction(haveOverrides ? encodeNonLocatableWithFeatures : encodeNonLocatable);\r\n if (isThematic === IsThematic.No)\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeatures : overrideClassifierForClip);\r\n else\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeaturesForThematic : overrideClassifierForClipForThematic);\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\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { SpatialClassifierInsideDisplay } from \"@itwin/core-common\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { PlanarClassifierContent } from \"../PlanarClassifier\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { IsThematic } from \"../TechniqueFlags\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { addClassifierFlash } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords } from \"./Fragment\";\r\nimport { addInstancedRtcMatrix } from \"./Vertex\";\r\n\r\nexport const volClassOpaqueColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n if (depth <= TEXTURE(s_pClassSampler, windowCoordsToTexCoords(gl_FragCoord.xy)).r)\r\n discard;\r\n return vec4(baseColor.rgb, 1.0);\r\n}\r\n`;\r\n\r\nconst volClassTranslucentColor = `\r\nvec4 volClassColor(vec4 baseColor, float depth) {\r\n return vec4(baseColor.rgb, depth); // This will never be called, so we use depth here to avoid a compile error\r\n}\r\n`;\r\n\r\nconst applyPlanarClassificationPrelude = `\r\nconst float dimScale = .7;\r\n\r\nvec2 classPos = v_pClassPos.xy / v_pClassPosW;\r\nbool isOutside = classPos.x < 0.0 || classPos.x > 1.0 || classPos.y < 0.0 || classPos.y > 1.0;\r\nif (u_pClassColorParams.x > kClassifierDisplay_Element) { // texture/terrain drape.\r\n if (u_pClassColorParams.x > kTextureDrape) {\r\n return volClassColor(baseColor, depth);\r\n }\r\n if (isOutside)\r\n discard;\r\n\r\n vec3 rgb = TEXTURE(s_pClassSampler, classPos.xy).rgb;\r\n return vec4(rgb, baseColor.a);\r\n}\r\nfloat imageCount = u_pClassColorParams.z;\r\n// If imageCount is less than zero - the mask sense is inverted - inside rather than outside. (masks only)\r\nbool doInvert = false;\r\nif (imageCount < 0.0) {\r\n imageCount = - imageCount;\r\n doInvert = true;\r\n}\r\n\r\nvec4 colorTexel = vec4(0);\r\nvec4 maskTexel = vec4(0);\r\nbool doMask = imageCount != kTextureContentClassifierOnly;\r\nbool doClassify = imageCount != kTextureContentMaskOnly;\r\n\r\nif (!isOutside) {\r\n if (imageCount == kTextureContentClassifierOnly) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n } else if (imageCount == kTextureContentMaskOnly) {\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y));\r\n } else if (imageCount == kTextureContentClassifierAndMask) {\r\n colorTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, classPos.y / imageCount));\r\n maskTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (2.0 + classPos.y) / imageCount));\r\n }\r\n if (colorTexel.b >= 0.5) {\r\n if (u_shaderFlags[kShaderBit_IgnoreNonLocatable]) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n colorTexel.b = (colorTexel.b * 255.0 - 128.0) / 127.0;\r\n } else {\r\n colorTexel.b *= 255.0 / 127.0;\r\n }\r\n}\r\nif (doMask) {\r\n bool masked = !isOutside && (maskTexel.r + maskTexel.g + maskTexel.b + maskTexel.a) > 0.0;\r\n if (doInvert)\r\n masked = !masked;\r\n if (masked) {\r\n float maskTransparency = u_pClassColorParams.w < 0.0 ? (1.0 - maskTexel.a) : u_pClassColorParams.w;\r\n if (maskTransparency <= 0.0) {\r\n discard;\r\n return vec4(0);\r\n }\r\n\r\n baseColor.a = baseColor.a * maskTransparency;\r\n }\r\n\r\n if (!doClassify)\r\n return baseColor;\r\n }\r\n\r\n bool isClassified = !isOutside && (colorTexel.r + colorTexel.g + colorTexel.b + colorTexel.a > 0.0);\r\n float param = isClassified ? u_pClassColorParams.x : u_pClassColorParams.y;\r\n if (kClassifierDisplay_Off == param) {\r\n discard;\r\n return vec4(0);\r\n}\r\n`\r\n ;\r\n\r\n// Currently we discard if classifier is pure black (acts as clipping mask).\r\n// These could be more efficiently handled with masks.\r\nconst applyPlanarClassificationColor = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n float colorMix = u_pClassPointCloud ? .65 : .35;\r\n vec4 classColor;\r\n if (kClassifierDisplay_On == param)\r\n classColor = baseColor;\r\n else if (!isClassified || kClassifierDisplay_Dimmed == param)\r\n classColor = vec4(baseColor.rgb * dimScale, baseColor.a);\r\n else if (kClassifierDisplay_Hilite == param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), baseColor.a);\r\n else {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // NB: colorTexel contains pre-multiplied alpha. We know it is greater than zero from above.\r\n float alpha = colorTexel.a * baseColor.a;\r\n vec3 rgb = colorTexel.rgb / colorTexel.a;\r\n rgb = mix(baseColor.rgb, rgb, colorMix);\r\n classColor = vec4(rgb, alpha);\r\n }\r\n\r\n if (kClassifierDisplay_Element != param && isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst applyPlanarClassificationColorForThematic = applyPlanarClassificationPrelude + // eslint-disable-line prefer-template\r\n `\r\n vec4 classColor = baseColor;\r\n\r\n if (kClassifierDisplay_Element == param) {\r\n if (colorTexel.b > colorTexel.a) {\r\n discard;\r\n return vec4(0.0);\r\n }\r\n\r\n // We stashed the element alpha in blue channel. Make sure to handle pre-multiplied alpha.\r\n baseColor.rgb = baseColor.rgb / baseColor.a;\r\n classColor = vec4(baseColor.rgb, colorTexel.b);\r\n classColor.rgb *= classColor.a;\r\n colorTexel.a = 0.5; // make conditions below potentially pass\r\n }\r\n\r\n if (isClassified) {\r\n if (colorTexel.r > colorTexel.a && kClassifierDisplay_Hilite != param)\r\n classColor = vec4(mix(baseColor.rgb, u_hilite_settings[0], u_hilite_settings[2][0]), 1.0);\r\n\r\n if (colorTexel.g > colorTexel.a)\r\n classColor = applyClassifierFlash(classColor);\r\n }\r\n\r\n return classColor;\r\n`;\r\n\r\nconst overrideFeatureId = `\r\n if (u_pClassColorParams.x > kClassifierDisplay_Element) return currentId;\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n vec4 featureTexel = TEXTURE(s_pClassSampler, vec2(classPos.x, (1.0 + classPos.y) / u_pClassColorParams.z));\r\n return (featureTexel == vec4(0)) ? currentId : addUInt32s(u_batchBase, featureTexel * 255.0) / 255.0;\r\n `;\r\n\r\nconst computeClassifiedHiliteColor = `\r\n vec2 classPos = v_pClassPos / v_pClassPosW;\r\n return TEXTURE(s_pClassHiliteSampler, classPos);\r\n`;\r\nconst computeClassifiedSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeClassifiedHiliteColor}`;\r\n\r\nconst computeClassifierPos = \"vec4 classProj = u_pClassProj * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeInstancedClassifierPos = \"vec4 classProj = u_pClassProj * g_instancedRtcMatrix * rawPosition; v_pClassPos = classProj.xy;\";\r\nconst computeClassifierPosW = \"v_pClassPosW = classProj.w;\";\r\n\r\nconst scratchBytes = new Uint8Array(4);\r\nconst scratchBatchBaseId = new Uint32Array(scratchBytes.buffer);\r\nconst scratchBatchBaseComponents = [0, 0, 0, 0];\r\nconst scratchColorParams = new Float32Array(4); // Unclassified scale, classified base scale, classified classifier scale, content/image count... MaskOnly = 1, ClassifierOnly = 2, ClassifierAndMask = 3\r\nconst scratchModel = Matrix4d.createIdentity();\r\nconst scratchModelProjection = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nfunction addPlanarClassifierCommon(builder: ProgramBuilder) {\r\n const vert = builder.vert;\r\n vert.addUniform(\"u_pClassProj\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassProj\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape!;\r\n assert(undefined !== source || undefined !== params.target.activeVolumeClassifierTexture);\r\n if (undefined !== params.target.currentPlanarClassifierOrDrape) {\r\n source.projectionMatrix.multiplyMatrixMatrix(Matrix4d.createTransform(params.target.currentTransform, scratchModel), scratchModelProjection);\r\n scratchMatrix.initFromMatrix4d(scratchModelProjection);\r\n } else\r\n scratchMatrix.initIdentity(); // needs to be identity for volume classifiers\r\n uniform.setMatrix4(scratchMatrix);\r\n });\r\n });\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n\r\n builder.addInlineComputedVarying(\"v_pClassPos\", VariableType.Vec2, vert.usesInstancedGeometry ? computeInstancedClassifierPos : computeClassifierPos);\r\n builder.addInlineComputedVarying(\"v_pClassPosW\", VariableType.Float, computeClassifierPosW);\r\n\r\n addPlanarClassifierConstants(builder.frag);\r\n}\r\n\r\nfunction addPlanarClassifierConstants(builder: ShaderBuilder) {\r\n builder.addDefine(\"kClassifierDisplay_Off\", SpatialClassifierInsideDisplay.Off.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_On\", SpatialClassifierInsideDisplay.On.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Dimmed\", SpatialClassifierInsideDisplay.Dimmed.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Hilite\", SpatialClassifierInsideDisplay.Hilite.toFixed(1));\r\n builder.addDefine(\"kClassifierDisplay_Element\", SpatialClassifierInsideDisplay.ElementColor.toFixed(1));\r\n const td = SpatialClassifierInsideDisplay.ElementColor + 1;\r\n builder.addDefine(\"kTextureDrape\", td.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierOnly\", PlanarClassifierContent.ClassifierOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentMaskOnly\", PlanarClassifierContent.MaskOnly.toFixed(1));\r\n builder.addDefine(\"kTextureContentClassifierAndMask\", PlanarClassifierContent.ClassifierAndMask.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addColorPlanarClassifier(builder: ProgramBuilder, translucent: boolean, isThematic: IsThematic) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassSampler\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (source) {\r\n assert(undefined !== source.texture);\r\n source.texture.texture.bindSampler(uniform, TextureUnit.PlanarClassification);\r\n } else\r\n Texture2DHandle.bindSampler(uniform, volClass!, TextureUnit.PlanarClassification);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_pClassColorParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassColorParams\", (uniform, params) => {\r\n const source = params.target.currentPlanarClassifierOrDrape;\r\n const volClass = params.target.activeVolumeClassifierTexture;\r\n assert(undefined !== source || undefined !== volClass);\r\n if (undefined !== source) {\r\n source.getParams(scratchColorParams);\r\n } else {\r\n scratchColorParams[0] = 6.0; // Volume classifier, by element color.\r\n scratchColorParams[1] = 0.5; // used for alpha value\r\n scratchColorParams[2] = 0.0; // Not used for volume.\r\n scratchColorParams[3] = 0.0; // Not used for volume.\r\n }\r\n uniform.setUniform4fv(scratchColorParams);\r\n });\r\n });\r\n\r\n if (isThematic === IsThematic.No) {\r\n frag.addUniform(\"u_pClassPointCloud\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_pClassPointCloud\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n const isPointCloud = undefined !== classifier && classifier.isClassifyingPointCloud;\r\n uniform.setUniform1i(isPointCloud ? 1 : 0);\r\n });\r\n });\r\n }\r\n\r\n addClassifierFlash(frag);\r\n\r\n if (translucent)\r\n // We will never call the shaders for volume classifiers with translucency,\r\n // so use a different version of the function which does not use glFragCoord to reduce the varyings count\r\n frag.addFunction(volClassTranslucentColor);\r\n else {\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(volClassOpaqueColor);\r\n }\r\n\r\n addShaderFlags(builder);\r\n\r\n frag.set(FragmentShaderComponent.ApplyPlanarClassifier, (isThematic === IsThematic.No) ? applyPlanarClassificationColor : applyPlanarClassificationColorForThematic);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeaturePlanarClassifier(builder: ProgramBuilder) {\r\n const frag = builder.frag;\r\n frag.addUniform(\"u_batchBase\", VariableType.Vec4, (prog) => { // TBD. Instancing.\r\n prog.addGraphicUniform(\"u_batchBase\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier;\r\n if (classifier !== undefined) {\r\n scratchBatchBaseId[0] = classifier.baseBatchId;\r\n scratchBatchBaseComponents[0] = scratchBytes[0];\r\n scratchBatchBaseComponents[1] = scratchBytes[1];\r\n scratchBatchBaseComponents[2] = scratchBytes[2];\r\n scratchBatchBaseComponents[3] = scratchBytes[3];\r\n }\r\n uniform.setUniform4fv(scratchBatchBaseComponents);\r\n });\r\n });\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n frag.addFunction(addUInt32s);\r\n}\r\n\r\n/** @internal */\r\nexport function addHilitePlanarClassifier(builder: ProgramBuilder, supportTextures = true) {\r\n addPlanarClassifierCommon(builder);\r\n const frag = builder.frag;\r\n frag.addUniform(\"s_pClassHiliteSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_pClassHiliteSampler\", (uniform, params) => {\r\n const classifier = params.target.currentPlanarClassifier!;\r\n assert(undefined !== classifier && undefined !== classifier.hiliteTexture);\r\n classifier.hiliteTexture.texture.bindSampler(uniform, TextureUnit.PlanarClassificationHilite);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, supportTextures ? computeClassifiedSurfaceHiliteColor : computeClassifiedHiliteColor);\r\n}\r\n\r\n// NonLocatable flag is put in upper bit of blue component when drawing the classification texture.\r\nconst encodeNonLocatableWithFeatures = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = (floor(clr.b * 127.0) + float(extractNthBit(floor(v_feature_emphasis + 0.5), kEmphBit_NonLocatable)) * 128.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst encodeNonLocatable = `\r\nvec4 encodeNonLocatable(vec4 clr) {\r\n float encoded_b = floor(clr.b * 127.0) / 255.0;\r\n return vec4(clr.r, clr.g, encoded_b, clr.a);\r\n}\r\n`;\r\n\r\nconst overrideClassifierColorPrelude = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n`;\r\n\r\nconst overrideClassifierEmphasis = `\r\n if (kClassifierDisplay_Element != u_planarClassifierInsideMode) {\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), 0.0, 0.5));\r\n }\r\n`;\r\n\r\nconst overrideClassifierColorPostlude = `\r\n return encodeNonLocatable(currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeatures = overrideClassifierColorPrelude + overrideClassifierEmphasis + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClip = overrideClassifierColorPrelude + overrideClassifierColorPostlude;\r\n\r\nconst overrideClassifierColorPreludeForThematic = `\r\n if (0.0 == u_planarClassifierInsideMode)\r\n return currentColor;\r\n\r\n if (0.0 == currentColor.a)\r\n return encodeNonLocatable(vec4(0.0, 0.0, 1.0, 0.5));\r\n\r\n bool isElem = kClassifierDisplay_Element == u_planarClassifierInsideMode;\r\n`;\r\n\r\nconst overrideClassifierEmphasisForThematic = `\r\n float emph = floor(v_feature_emphasis + 0.5);\r\n if (0.0 != emph)\r\n return encodeNonLocatable(vec4(extractNthBit(emph, kEmphBit_Hilite), extractNthBit(emph, kEmphBit_Flash), isElem ? currentColor.a : 0.0, isElem ? 1.0 : 0.5));\r\n else if (kClassifierDisplay_Element == u_planarClassifierInsideMode)\r\n return encodeNonLocatable(vec4(0.0, 0.0, currentColor.a, 1.0));\r\n`;\r\n\r\n// Thematic classifiers use alpha of 1 to blend; we just want thematic colors to largely win out except when selecting and flashing classifiers.\r\nconst overrideClassifierColorPostludeClipForThematic = `\r\n return encodeNonLocatable(isElem ? vec4(0.0, 0.0, 1.0, 1.0) : currentColor);\r\n`;\r\n\r\nconst overrideClassifierWithFeaturesForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierEmphasisForThematic + overrideClassifierColorPostlude;\r\nconst overrideClassifierForClipForThematic = overrideClassifierColorPreludeForThematic + overrideClassifierColorPostludeClipForThematic;\r\n\r\n/** The classified geometry needs some information about the classifier geometry. The classified fragment shader outputs special values that do not represent valid RGB+A combinations when using\r\n * pre-multiplied alpha. The alpha channel will be 0.5, and the red, green, and/or blue channels will be 1.0:\r\n * - Red: hilited.\r\n * - Green: flashed.\r\n * - Blue: fully-transparent. Indicates clipping mask (discard the classified pixel).\r\n * @internal\r\n */\r\nexport function addOverrideClassifierColor(builder: ProgramBuilder, isThematic: IsThematic): void {\r\n addPlanarClassifierConstants(builder.frag);\r\n builder.frag.addUniform(\"u_planarClassifierInsideMode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_planarClassifierInsideMode\", (uniform, params) => {\r\n const classifier = params.target.currentlyDrawingClassifier;\r\n const override = undefined !== classifier ? classifier.insideDisplay : 0;\r\n uniform.setUniform1f(override);\r\n });\r\n });\r\n\r\n const haveOverrides = undefined !== builder.frag.find(\"v_feature_emphasis\");\r\n builder.frag.addFunction(haveOverrides ? encodeNonLocatableWithFeatures : encodeNonLocatable);\r\n if (isThematic === IsThematic.No)\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeatures : overrideClassifierForClip);\r\n else\r\n builder.frag.set(FragmentShaderComponent.OverrideColor, haveOverrides ? overrideClassifierWithFeaturesForThematic : overrideClassifierForClipForThematic);\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"PointString.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/PointString.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAA2B,cAAc,EAA2D,MAAM,kBAAkB,CAAC;AACpI,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AA0ChD,gBAAgB;AAChB,wBAAgB,wBAAwB,CAAC,SAAS,EAAE,WAAW,GAAG,cAAc,CAI/E;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,CAAC,SAAS,EAAE,WAAW,GAAG,cAAc,CAM/E"}
1
+ {"version":3,"file":"PointString.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/PointString.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAA2B,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAChH,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AA0ChD,gBAAgB;AAChB,wBAAgB,wBAAwB,CAAC,SAAS,EAAE,WAAW,GAAG,cAAc,CAI/E;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,CAAC,SAAS,EAAE,WAAW,GAAG,cAAc,CAM/E"}
@@ -30,7 +30,7 @@ const roundCorners = `
30
30
  const computeRoundCorners = " v_roundCorners = gl_PointSize > 4.0 ? 1.0 : 0.0;";
31
31
  function createBase(instanced) {
32
32
  const attrMap = AttributeMap.findAttributeMap(3 /* PointString */, 1 /* Yes */ === instanced);
33
- const builder = new ProgramBuilder(attrMap, instanced ? 3 /* InstancedVertexTable */ : 1 /* VertexTable */);
33
+ const builder = new ProgramBuilder(attrMap, { maxRgbaPerVertex: 5, instanced: 1 /* Yes */ === instanced });
34
34
  const vert = builder.vert;
35
35
  vert.set(10 /* ComputePosition */, computePosition);
36
36
  addModelViewProjectionMatrix(vert);
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"PointString.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/PointString.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAA2B,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAGhH,OAAO,EAAE,QAAQ,EAAE,MAAM,SAAS,CAAC;AACnC,OAAO,EAAE,cAAc,EAAE,MAAM,UAAU,CAAC;AAC1C,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,uBAAuB,EAAE,MAAM,YAAY,CAAC;AACrD,OAAO,EAAE,aAAa,EAAE,4BAA4B,EAAE,MAAM,UAAU,CAAC;AAEvE,MAAM,eAAe,GAAG;;;;;CAKvB,CAAC;AAEF,uFAAuF;AACvF,4GAA4G;AAC5G,2EAA2E;AAC3E,6BAA6B;AAC7B,MAAM,YAAY,GAAG;;;;CAIpB,CAAC;AAEF,MAAM,mBAAmB,GAAG,oDAAoD,CAAC;AAEjF,SAAS,UAAU,CAAC,SAAsB;IACxC,MAAM,OAAO,GAAG,YAAY,CAAC,gBAAgB,sBAA0B,gBAAoB,SAAS,CAAC,CAAC;IAEtG,MAAM,OAAO,GAAG,IAAI,cAAc,CAAC,OAAO,EAAE,EAAE,gBAAgB,EAAE,CAAC,EAAE,SAAS,EAAE,gBAAoB,SAAS,EAAE,CAAC,CAAC;IAC/G,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,IAAI,CAAC,GAAG,2BAAwC,eAAe,CAAC,CAAC;IACjE,4BAA4B,CAAC,IAAI,CAAC,CAAC;IAEnC,aAAa,CAAC,IAAI,CAAC,CAAC;IACpB,OAAO,CAAC,wBAAwB,CAAC,gBAAgB,iBAAsB,mBAAmB,CAAC,CAAC;IAC5F,OAAO,CAAC,IAAI,CAAC,GAAG,+BAA+C,YAAY,CAAC,CAAC;IAE7E,OAAO,OAAO,CAAC;AACjB,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,wBAAwB,CAAC,SAAsB;IAC7D,MAAM,OAAO,GAAG,UAAU,CAAC,SAAS,CAAC,CAAC;IACtC,UAAU,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;IAC1B,OAAO,OAAO,CAAC;AACjB,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,wBAAwB,CAAC,SAAsB;IAC7D,MAAM,OAAO,GAAG,UAAU,CAAC,SAAS,CAAC,CAAC;IACtC,cAAc,CAAC,OAAO,CAAC,CAAC;IACxB,QAAQ,CAAC,OAAO,CAAC,CAAC;IAClB,uBAAuB,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IACtC,OAAO,OAAO,CAAC;AACjB,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsInstanced } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { addColor } from \"./Color\";\r\nimport { addShaderFlags } from \"./Common\";\r\nimport { addHiliter } from \"./FeatureSymbology\";\r\nimport { addWhiteOnWhiteReversal } from \"./Fragment\";\r\nimport { addLineWeight, addModelViewProjectionMatrix } from \"./Vertex\";\r\n\r\nconst computePosition = `\r\n float lineWeight = computeLineWeight();\r\n lineWeight += 0.5 * float(lineWeight > 4.0); // fudge factor for rounding fat points...\r\n gl_PointSize = lineWeight;\r\n return MAT_MVP * rawPos;\r\n`;\r\n\r\n// gl_PointSize specifies coordinates of this fragment within the point in range [0,1].\r\n// This should be the most precise of the many approaches we've tried, but it still yields some asymmetry...\r\n// Discarding if it meets radius precisely seems to reduce that slightly...\r\n// ###TODO try point sprites?\r\nconst roundCorners = `\r\n const vec2 center = vec2(0.5, 0.5);\r\n vec2 vt = gl_PointCoord - center;\r\n return dot(vt, vt) * v_roundCorners >= 0.25; // meets or exceeds radius of circle\r\n`;\r\n\r\nconst computeRoundCorners = \" v_roundCorners = gl_PointSize > 4.0 ? 1.0 : 0.0;\";\r\n\r\nfunction createBase(instanced: IsInstanced): ProgramBuilder {\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.PointString, IsInstanced.Yes === instanced);\r\n\r\n const builder = new ProgramBuilder(attrMap, { maxRgbaPerVertex: 5, instanced: IsInstanced.Yes === instanced });\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n addLineWeight(vert);\r\n builder.addInlineComputedVarying(\"v_roundCorners\", VariableType.Float, computeRoundCorners);\r\n builder.frag.set(FragmentShaderComponent.CheckForEarlyDiscard, roundCorners);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createPointStringHiliter(instanced: IsInstanced): ProgramBuilder {\r\n const builder = createBase(instanced);\r\n addHiliter(builder, true);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createPointStringBuilder(instanced: IsInstanced): ProgramBuilder {\r\n const builder = createBase(instanced);\r\n addShaderFlags(builder);\r\n addColor(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n return builder;\r\n}\r\n"]}
@@ -12,7 +12,7 @@ export declare function addLineCodeTexture(frag: FragmentShaderBuilder): void;
12
12
  /** @internal */
13
13
  export declare function addLineCode(prog: ProgramBuilder, args: string): void;
14
14
  /** @internal */
15
- export declare function createPolylineBuilder(instanced: IsInstanced): ProgramBuilder;
15
+ export declare function createPolylineBuilder(isInstanced: IsInstanced): ProgramBuilder;
16
16
  /** @internal */
17
- export declare function createPolylineHiliter(instanced: IsInstanced): ProgramBuilder;
17
+ export declare function createPolylineHiliter(isInstanced: IsInstanced): ProgramBuilder;
18
18
  //# sourceMappingURL=Polyline.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"Polyline.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Polyline.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,EACL,qBAAqB,EAA2B,cAAc,EAAoC,mBAAmB,EACtH,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AA8DhD,gBAAgB;AAChB,eAAO,MAAM,WAAW,olDAsDvB,CAAC;AAEF,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,IAAI,EAAE,mBAAmB,QAQvD;AAED,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,qBAAqB,QAS7D;AAED,gBAAgB;AAChB,wBAAgB,WAAW,CAAC,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,MAAM,QAgB7D;AA+JD,gBAAgB;AAChB,wBAAgB,qBAAqB,CAAC,SAAS,EAAE,WAAW,GAAG,cAAc,CAa5E;AAED,gBAAgB;AAChB,wBAAgB,qBAAqB,CAAC,SAAS,EAAE,WAAW,GAAG,cAAc,CAM5E"}
1
+ {"version":3,"file":"Polyline.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Polyline.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,EACL,qBAAqB,EAA2B,cAAc,EAAgB,mBAAmB,EAClG,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EAAE,WAAW,EAAE,MAAM,mBAAmB,CAAC;AA8DhD,gBAAgB;AAChB,eAAO,MAAM,WAAW,olDAsDvB,CAAC;AAEF,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,IAAI,EAAE,mBAAmB,QAQvD;AAED,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,qBAAqB,QAS7D;AAED,gBAAgB;AAChB,wBAAgB,WAAW,CAAC,IAAI,EAAE,cAAc,EAAE,IAAI,EAAE,MAAM,QAgB7D;AA0KD,gBAAgB;AAChB,wBAAgB,qBAAqB,CAAC,WAAW,EAAE,WAAW,GAAG,cAAc,CAgB9E;AAED,gBAAgB;AAChB,wBAAgB,qBAAqB,CAAC,WAAW,EAAE,WAAW,GAAG,cAAc,CAS9E"}
@@ -184,11 +184,22 @@ const decodePosition = `
184
184
  vec4 decodePosition(vec3 baseIndex) {
185
185
  float index = decodeUInt24(baseIndex);
186
186
  vec2 tc = compute_vert_coords(index);
187
- vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
188
- tc.x += g_vert_stepX;
189
- vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
190
- vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));
191
- return unquantizePosition(qpos, u_qOrigin, u_qScale);
187
+ if (g_usesQuantizedPosition) {
188
+ vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
189
+ tc.x += g_vert_stepX;
190
+ vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
191
+ vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));
192
+ return unquantizePosition(qpos, u_qOrigin, u_qScale);
193
+ }
194
+
195
+ vec4 position;
196
+ for (int i = 0; i < 3; i++) {
197
+ position[i] = decodeFloat32(floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5));
198
+ tc.x += g_vert_stepX;
199
+ }
200
+
201
+ position.w = 1.0;
202
+ return position;
192
203
  }
193
204
  `;
194
205
  const decodeAdjacentPositions = `
@@ -304,8 +315,10 @@ const computePosition = `
304
315
  `;
305
316
  const lineCodeArgs = "g_windowDir, g_windowPos, miterAdjust";
306
317
  /** @internal */
307
- export function createPolylineBuilder(instanced) {
308
- const builder = new ProgramBuilder(AttributeMap.findAttributeMap(1 /* Polyline */, 1 /* Yes */ === instanced), instanced ? 3 /* InstancedVertexTable */ : 1 /* VertexTable */);
318
+ export function createPolylineBuilder(isInstanced) {
319
+ const instanced = 1 /* Yes */ === isInstanced;
320
+ const attrMap = AttributeMap.findAttributeMap(1 /* Polyline */, instanced);
321
+ const builder = new ProgramBuilder(attrMap, { maxRgbaPerVertex: 5, instanced });
309
322
  addShaderFlags(builder);
310
323
  addCommon(builder);
311
324
  polylineAddLineCode(builder);
@@ -315,8 +328,10 @@ export function createPolylineBuilder(instanced) {
315
328
  return builder;
316
329
  }
317
330
  /** @internal */
318
- export function createPolylineHiliter(instanced) {
319
- const builder = new ProgramBuilder(AttributeMap.findAttributeMap(1 /* Polyline */, 1 /* Yes */ === instanced), instanced ? 3 /* InstancedVertexTable */ : 1 /* VertexTable */);
331
+ export function createPolylineHiliter(isInstanced) {
332
+ const instanced = 1 /* Yes */ === isInstanced;
333
+ const attrMap = AttributeMap.findAttributeMap(1 /* Polyline */, instanced);
334
+ const builder = new ProgramBuilder(attrMap, { maxRgbaPerVertex: 5, instanced });
320
335
  addCommon(builder);
321
336
  addFrustum(builder);
322
337
  addHiliter(builder, true);