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