@itwin/core-frontend 3.2.0-dev.22 → 3.2.0-dev.25
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 +6 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js +2 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js +30 -2
- 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 +7 -2
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +4 -0
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.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 +2 -1
- package/lib/cjs/render/webgl/glsl/Decode.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Decode.js +16 -2
- 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 +5 -14
- package/lib/cjs/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +0 -2
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.js +5 -16
- package/lib/cjs/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +20 -21
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Vertex.d.ts +0 -2
- package/lib/cjs/render/webgl/glsl/Vertex.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Vertex.js +17 -33
- package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
- package/lib/esm/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
- package/lib/esm/quantity-formatting/QuantityFormatter.js +3 -2
- package/lib/esm/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/esm/render/primitives/VertexTable.js +30 -2
- package/lib/esm/render/primitives/VertexTable.js.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.js +7 -2
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshBuilderMap.js +1 -1
- package/lib/esm/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts +4 -0
- package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Color.js +1 -1
- package/lib/esm/render/webgl/glsl/Color.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Decode.d.ts +2 -1
- package/lib/esm/render/webgl/glsl/Decode.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Decode.js +15 -1
- package/lib/esm/render/webgl/glsl/Decode.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Edge.js +5 -14
- package/lib/esm/render/webgl/glsl/Edge.js.map +1 -1
- package/lib/esm/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js +1 -3
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Polyline.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Polyline.js +5 -16
- package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.js +21 -22
- package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Vertex.d.ts +0 -2
- package/lib/esm/render/webgl/glsl/Vertex.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Vertex.js +17 -32
- package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
- package/package.json +20 -20
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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 { DrawParams } from \"../DrawCommand\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { Pass, TextureUnit } from \"../RenderFlags\";\r\nimport { IsInstanced } from \"../TechniqueFlags\";\r\nimport { VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { decodeFloat32, decodeUint16, decodeUint24 } from \"./Decode\";\r\nimport { addInstanceOverrides } from \"./Instancing\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\n\r\nconst initializeVertLUTCoords = `\r\n g_vertexLUTIndex = decodeUInt24(qpos);\r\n g_vertexBaseCoords = compute_vert_coords(g_vertexLUTIndex);\r\n`;\r\n\r\nconst unquantizePosition = `\r\nvec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }\r\n`;\r\n\r\nexport const unquantizeVertexPosition = `\r\nvec4 unquantizeVertexPosition(vec3 pos, vec3 origin, vec3 scale) { return unquantizePosition(pos, origin, scale); }\r\n`;\r\n\r\n// Need to read 2 rgba values to obtain 6 16-bit integers for position\r\nconst unquantizeVertexPositionFromLUT = `\r\nvec4 unquantizeVertexPosition(vec3 encodedIndex, vec3 origin, vec3 scale) {\r\n if (g_usesQuantizedPosition) {\r\n vec4 enc1 = g_vertLutData[0];\r\n vec4 enc2 = g_vertLutData[1];\r\n vec3 qpos = vec3(decodeUInt16(enc1.xy), decodeUInt16(enc1.zw), decodeUInt16(enc2.xy));\r\n return unquantizePosition(qpos, origin, scale);\r\n }\r\n\r\n return vec4(decodeFloat32(g_vertLutData[0]), decodeFloat32(g_vertLutData[1]), decodeFloat32(g_vertLutData[2]), 1.0);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = \"\\nfloat computeLineWeight() { return g_lineWeight; }\\n\";\r\nconst computeLineCode = \"\\nfloat computeLineCode() { return g_lineCode; }\\n\";\r\n\r\n/** @internal */\r\nexport function addModelViewProjectionMatrix(vert: VertexShaderBuilder): void {\r\n if (vert.usesInstancedGeometry) {\r\n addModelViewMatrix(vert);\r\n addProjectionMatrix(vert);\r\n vert.addGlobal(\"g_mvp\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mvp = u_proj * g_mv;\");\r\n } else {\r\n vert.addUniform(\"u_mvp\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_mvp\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelViewProjectionMatrix(uniform, params.geometry, params.isViewCoords);\r\n });\r\n });\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addProjectionMatrix(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_proj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_proj\", (uniform, params) => {\r\n params.bindProjectionMatrix(uniform);\r\n });\r\n });\r\n}\r\n\r\nconst computeInstancedRtcMatrix = `\r\n g_instancedRtcMatrix = u_instanced_rtc * g_modelMatrixRTC;\r\n`;\r\n\r\n/** @internal */\r\nexport function addInstancedRtcMatrix(vert: VertexShaderBuilder): void {\r\n if (!vert.usesInstancedGeometry)\r\n return;\r\n\r\n assert(undefined !== vert.find(\"g_modelMatrixRTC\")); // set up in VertexShaderBuilder constructor...\r\n vert.addUniform(\"u_instanced_rtc\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_rtc\", (uniform, params) => {\r\n const modelt = params.geometry.asInstanced!.getRtcOnlyTransform();\r\n uniform.setMatrix4(Matrix4.fromTransform(modelt));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_instancedRtcMatrix\", VariableType.Mat4);\r\n vert.addInitializer(computeInstancedRtcMatrix);\r\n}\r\n\r\n/** @internal */\r\nexport function addModelViewMatrix(vert: VertexShaderBuilder): void {\r\n const bind = (uniform: UniformHandle, params: DrawParams) => {\r\n params.target.uniforms.branch.bindModelViewMatrix(uniform, params.geometry, params.isViewCoords);\r\n };\r\n\r\n if (vert.usesInstancedGeometry) {\r\n vert.addUniform(\"u_instanced_modelView\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_modelView\", bind);\r\n });\r\n\r\n vert.addGlobal(\"g_mv\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mv = u_instanced_modelView * g_modelMatrixRTC;\");\r\n } else {\r\n vert.addUniform(\"u_mv\", VariableType.Mat4, (prog) => {\r\n // ###TODO: We only need 3 rows, not 4...\r\n prog.addGraphicUniform(\"u_mv\", bind);\r\n });\r\n }\r\n}\r\n\r\nconst computeNormalMatrix = `\r\n g_nmx = mat3(u_modelViewN);\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\nconst computeNormalMatrix2 = `\r\n g_nmx = transpose(inverse(mat3(MAT_MV)));\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\nconst computeNormalMatrix1Inst = `\r\n g_nmx = mat3(MAT_MV);\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\n/** @internal */\r\nexport function addNormalMatrix(vert: VertexShaderBuilder, instanced: IsInstanced) {\r\n vert.addGlobal(\"g_nmx\", VariableType.Mat3);\r\n vert.addUniform(\"u_frustumScale\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_frustumScale\", (uniform, params) => {\r\n const scale = params.target.uniforms.branch.top.frustumScale;\r\n uniform.setUniform2fv([scale.x, scale.y]);\r\n });\r\n });\r\n\r\n if (System.instance.capabilities.isWebGL2) {\r\n vert.addInitializer(computeNormalMatrix2);\r\n } else if (IsInstanced.Yes === instanced) {\r\n vert.addInitializer(computeNormalMatrix1Inst);\r\n } else {\r\n vert.addUniform(\"u_modelViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_modelViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n vert.addInitializer(computeNormalMatrix);\r\n }\r\n}\r\n\r\nconst scratchLutParams = new Float32Array(4);\r\nfunction addPositionFromLUT(vert: VertexShaderBuilder) {\r\n vert.addGlobal(\"g_vertexLUTIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_vertexBaseCoords\", VariableType.Vec2);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(decodeUint16);\r\n vert.addFunction(decodeFloat32);\r\n vert.addFunction(unquantizeVertexPositionFromLUT);\r\n\r\n vert.addUniform(\"u_vertLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_vertLUT\", (uniform, params) => {\r\n (params.geometry.asLUT!).lut.texture.bindSampler(uniform, TextureUnit.VertexLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_vertParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_vertParams\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asLUT);\r\n const lut = params.geometry.asLUT.lut;\r\n const lutParams = scratchLutParams;\r\n lutParams[0] = lut.texture.width;\r\n lutParams[1] = lut.texture.height;\r\n lutParams[2] = lut.numRgbaPerVertex;\r\n lutParams[3] = lut.numVertices;\r\n uniform.setUniform4fv(lutParams);\r\n });\r\n });\r\n\r\n addLookupTable(vert, \"vert\", \"u_vertParams.z\");\r\n vert.addInitializer(initializeVertLUTCoords);\r\n\r\n assert(undefined !== vert.maxRgbaPerVertex);\r\n const maxRgbaPerVertex = vert.maxRgbaPerVertex.toString();\r\n vert.addGlobal(`g_vertLutData[${maxRgbaPerVertex}]`, VariableType.Vec4);\r\n vert.addGlobal(\"g_usesQuantizedPosition\", VariableType.Boolean);\r\n\r\n // Read the vertex data from the vertex table up front. If using WebGL 2, only read the number of RGBA values we actually need for this vertex table.\r\n const loopStart = `for (int i = 0; i < ${System.instance.capabilities.isWebGL2 ? \"int(u_vertParams.z)\" : maxRgbaPerVertex}; i++)`;\r\n vert.addInitializer(`\r\n g_usesQuantizedPosition = u_qScale.x >= 0.0;\r\n vec2 tc = g_vertexBaseCoords;\r\n ${loopStart} {\r\n g_vertLutData[i] = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n }\r\n `);\r\n}\r\n\r\n// Shader tests u_qScale.x < 0 to determine that positions are not quantized.\r\nconst unquantizedScale = new Float32Array([-1, -1, -1]);\r\n\r\n/** @internal */\r\nexport function addPosition(vert: VertexShaderBuilder, fromLUT: boolean) {\r\n vert.addFunction(unquantizePosition);\r\n\r\n vert.addUniform(\"u_qScale\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qScale\", (uniform, params) => {\r\n uniform.setUniform3fv(params.geometry.usesQuantizedPositions ? params.geometry.qScale : unquantizedScale);\r\n });\r\n });\r\n vert.addUniform(\"u_qOrigin\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qOrigin\", (uniform, params) => {\r\n // If positions aren't quantized, the shader doesn't use the origin - don't bother updating it.\r\n if (params.geometry.usesQuantizedPositions)\r\n uniform.setUniform3fv(params.geometry.qOrigin);\r\n });\r\n });\r\n\r\n if (!fromLUT) {\r\n vert.addFunction(unquantizeVertexPosition);\r\n } else {\r\n addPositionFromLUT(vert);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addAlpha(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_hasAlpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_hasAlpha\", (uniform, params) => {\r\n uniform.setUniform1f(Pass.rendersTranslucent(params.geometry.getPass(params.target)) ? 1 : 0);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addLineWeight(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineWeight\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineWeight\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineWeight(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineWeight\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineWeight = mix(u_lineWeight, a_instanceOverrides.g, extractInstanceBit(kOvrBit_Weight));\");\r\n } else {\r\n vert.addInitializer(\"g_lineWeight = u_lineWeight;\");\r\n }\r\n\r\n vert.addFunction(computeLineWeight);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineWeight(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineWeight, func);\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCode(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineCode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineCode\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineCode(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineCode\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineCode = mix(u_lineCode, a_instanceOverrides.b, extractInstanceBit(kOvrBit_LineCode));\");\r\n } else {\r\n vert.addInitializer(\"g_lineCode = u_lineCode;\");\r\n }\r\n\r\n vert.addFunction(computeLineCode);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineCode(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineCode, func);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeatureAndMaterialLookup(vert: VertexShaderBuilder): void {\r\n if (undefined !== vert.find(\"g_featureAndMaterialIndex\"))\r\n return;\r\n\r\n const computeFeatureAndMaterialIndex = `\r\n g_featureAndMaterialIndex = g_usesQuantizedPosition ? g_vertLutData[2] : g_vertLutData[3];\r\n `;\r\n\r\n vert.addGlobal(\"g_featureAndMaterialIndex\", VariableType.Vec4);\r\n if (!vert.usesInstancedGeometry) {\r\n // Only needed for material atlas, and instanced geometry never uses material atlas.\r\n vert.addInitializer(computeFeatureAndMaterialIndex);\r\n }\r\n}\r\n\r\n// This vertex belongs to a triangle which should not be rendered. Produce a degenerate triangle.\r\n// Also place it outside NDC range (for GL_POINTS)\r\nconst discardVertex = ` {\r\n gl_Position = vec4(2.0, 2.0, 2.0, 1.0);\r\n return;\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport const earlyVertexDiscard = ` if (checkForEarlyDiscard(rawPosition))${discardVertex}`;\r\n/** @internal */\r\nexport const vertexDiscard = ` if (checkForDiscard())${discardVertex}`;\r\n/** @internal */\r\nexport const lateVertexDiscard = ` if (checkForLateDiscard())${discardVertex}`;\r\n"]}
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+
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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 { DrawParams } from \"../DrawCommand\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { Pass, TextureUnit } from \"../RenderFlags\";\r\nimport { IsInstanced } from \"../TechniqueFlags\";\r\nimport { VariableType, VertexShaderBuilder } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { decodeUint16, decodeUint24 } from \"./Decode\";\r\nimport { addInstanceOverrides } from \"./Instancing\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\n\r\nconst initializeVertLUTCoords = `\r\n g_vertexLUTIndex = decodeUInt24(qpos);\r\n g_vertexBaseCoords = compute_vert_coords(g_vertexLUTIndex);\r\n`;\r\n\r\nconst unquantizePosition = `\r\nvec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }\r\n`;\r\n\r\nexport const unquantizeVertexPosition = `\r\nvec4 unquantizeVertexPosition(vec3 pos, vec3 origin, vec3 scale) { return unquantizePosition(pos, origin, scale); }\r\n`;\r\n\r\n// Need to read 2 rgba values to obtain 6 16-bit integers for position\r\nconst unquantizeVertexPositionFromLUT = `\r\nvec4 unquantizeVertexPosition(vec3 encodedIndex, vec3 origin, vec3 scale) {\r\n vec3 qpos = vec3(decodeUInt16(g_vertLutData0.xy), decodeUInt16(g_vertLutData0.zw), decodeUInt16(g_vertLutData1.xy));\r\n g_featureAndMaterialIndex = g_vertLutData2;\r\n return unquantizePosition(qpos, origin, scale);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = \"\\nfloat computeLineWeight() { return g_lineWeight; }\\n\";\r\nconst computeLineCode = \"\\nfloat computeLineCode() { return g_lineCode; }\\n\";\r\n\r\n/** @internal */\r\nexport function addModelViewProjectionMatrix(vert: VertexShaderBuilder): void {\r\n if (vert.usesInstancedGeometry) {\r\n addModelViewMatrix(vert);\r\n addProjectionMatrix(vert);\r\n vert.addGlobal(\"g_mvp\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mvp = u_proj * g_mv;\");\r\n } else {\r\n vert.addUniform(\"u_mvp\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_mvp\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelViewProjectionMatrix(uniform, params.geometry, params.isViewCoords);\r\n });\r\n });\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addProjectionMatrix(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_proj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_proj\", (uniform, params) => {\r\n params.bindProjectionMatrix(uniform);\r\n });\r\n });\r\n}\r\n\r\nconst computeInstancedRtcMatrix = `\r\n g_instancedRtcMatrix = u_instanced_rtc * g_modelMatrixRTC;\r\n`;\r\n\r\n/** @internal */\r\nexport function addInstancedRtcMatrix(vert: VertexShaderBuilder): void {\r\n if (!vert.usesInstancedGeometry)\r\n return;\r\n\r\n assert(undefined !== vert.find(\"g_modelMatrixRTC\")); // set up in VertexShaderBuilder constructor...\r\n vert.addUniform(\"u_instanced_rtc\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_rtc\", (uniform, params) => {\r\n const modelt = params.geometry.asInstanced!.getRtcOnlyTransform();\r\n uniform.setMatrix4(Matrix4.fromTransform(modelt));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_instancedRtcMatrix\", VariableType.Mat4);\r\n vert.addInitializer(computeInstancedRtcMatrix);\r\n}\r\n\r\n/** @internal */\r\nexport function addModelViewMatrix(vert: VertexShaderBuilder): void {\r\n const bind = (uniform: UniformHandle, params: DrawParams) => {\r\n params.target.uniforms.branch.bindModelViewMatrix(uniform, params.geometry, params.isViewCoords);\r\n };\r\n\r\n if (vert.usesInstancedGeometry) {\r\n vert.addUniform(\"u_instanced_modelView\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_instanced_modelView\", bind);\r\n });\r\n\r\n vert.addGlobal(\"g_mv\", VariableType.Mat4);\r\n vert.addInitializer(\"g_mv = u_instanced_modelView * g_modelMatrixRTC;\");\r\n } else {\r\n vert.addUniform(\"u_mv\", VariableType.Mat4, (prog) => {\r\n // ###TODO: We only need 3 rows, not 4...\r\n prog.addGraphicUniform(\"u_mv\", bind);\r\n });\r\n }\r\n}\r\n\r\nconst computeNormalMatrix = `\r\n g_nmx = mat3(u_modelViewN);\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\nconst computeNormalMatrix2 = `\r\n g_nmx = transpose(inverse(mat3(MAT_MV)));\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\nconst computeNormalMatrix1Inst = `\r\n g_nmx = mat3(MAT_MV);\r\n g_nmx[0][0] *= u_frustumScale.x;\r\n g_nmx[1][1] *= u_frustumScale.y;\r\n`;\r\n\r\n/** @internal */\r\nexport function addNormalMatrix(vert: VertexShaderBuilder, instanced: IsInstanced) {\r\n vert.addGlobal(\"g_nmx\", VariableType.Mat3);\r\n vert.addUniform(\"u_frustumScale\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_frustumScale\", (uniform, params) => {\r\n const scale = params.target.uniforms.branch.top.frustumScale;\r\n uniform.setUniform2fv([scale.x, scale.y]);\r\n });\r\n });\r\n\r\n if (System.instance.capabilities.isWebGL2) {\r\n vert.addInitializer(computeNormalMatrix2);\r\n } else if (IsInstanced.Yes === instanced) {\r\n vert.addInitializer(computeNormalMatrix1Inst);\r\n } else {\r\n vert.addUniform(\"u_modelViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_modelViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindModelViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n vert.addInitializer(computeNormalMatrix);\r\n }\r\n}\r\n\r\nconst scratchLutParams = new Float32Array(4);\r\nfunction addPositionFromLUT(vert: VertexShaderBuilder) {\r\n vert.addGlobal(\"g_vertexLUTIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_vertexBaseCoords\", VariableType.Vec2);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(decodeUint16);\r\n vert.addFunction(unquantizeVertexPositionFromLUT);\r\n\r\n vert.addUniform(\"u_vertLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_vertLUT\", (uniform, params) => {\r\n (params.geometry.asLUT!).lut.texture.bindSampler(uniform, TextureUnit.VertexLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_vertParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_vertParams\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asLUT);\r\n const lut = params.geometry.asLUT.lut;\r\n const lutParams = scratchLutParams;\r\n lutParams[0] = lut.texture.width;\r\n lutParams[1] = lut.texture.height;\r\n lutParams[2] = lut.numRgbaPerVertex;\r\n lutParams[3] = lut.numVertices;\r\n uniform.setUniform4fv(lutParams);\r\n });\r\n });\r\n\r\n addLookupTable(vert, \"vert\", \"u_vertParams.z\");\r\n vert.addInitializer(initializeVertLUTCoords);\r\n\r\n vert.addGlobal(`g_vertLutData0`, VariableType.Vec4);\r\n vert.addGlobal(`g_vertLutData1`, VariableType.Vec4);\r\n vert.addGlobal(`g_vertLutData2`, VariableType.Vec4);\r\n vert.addGlobal(`g_vertLutData3`, VariableType.Vec4);\r\n vert.addGlobal(\"g_featureAndMaterialIndex\", VariableType.Vec4);\r\n\r\n // Read the vertex data from the vertex table up front. Yields a consistent (if unexplainable) small performance boost.\r\n vert.addInitializer(`\r\n vec2 tc = g_vertexBaseCoords;\r\n g_vertLutData0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n g_vertLutData1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n g_vertLutData2 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n if (3.0 < u_vertParams.z) {\r\n tc.x += g_vert_stepX;\r\n g_vertLutData3 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n }\r\n `);\r\n}\r\n\r\n// Shader tests u_qScale.x < 0 to determine that positions are not quantized.\r\nconst unquantizedScale = new Float32Array([-1, -1, -1]);\r\n\r\n/** @internal */\r\nexport function addPosition(vert: VertexShaderBuilder, fromLUT: boolean) {\r\n vert.addFunction(unquantizePosition);\r\n\r\n vert.addUniform(\"u_qScale\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qScale\", (uniform, params) => {\r\n uniform.setUniform3fv(params.geometry.usesQuantizedPositions ? params.geometry.qScale : unquantizedScale);\r\n });\r\n });\r\n vert.addUniform(\"u_qOrigin\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qOrigin\", (uniform, params) => {\r\n // If positions aren't quantized, the shader doesn't use the origin - don't bother updating it.\r\n if (params.geometry.usesQuantizedPositions)\r\n uniform.setUniform3fv(params.geometry.qOrigin);\r\n });\r\n });\r\n\r\n if (!fromLUT) {\r\n vert.addFunction(unquantizeVertexPosition);\r\n } else {\r\n addPositionFromLUT(vert);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addAlpha(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_hasAlpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_hasAlpha\", (uniform, params) => {\r\n uniform.setUniform1f(Pass.rendersTranslucent(params.geometry.getPass(params.target)) ? 1 : 0);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addLineWeight(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineWeight\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineWeight\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineWeight(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineWeight\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineWeight = mix(u_lineWeight, a_instanceOverrides.g, extractInstanceBit(kOvrBit_Weight));\");\r\n } else {\r\n vert.addInitializer(\"g_lineWeight = u_lineWeight;\");\r\n }\r\n\r\n vert.addFunction(computeLineWeight);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineWeight(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineWeight, func);\r\n}\r\n\r\n/** @internal */\r\nexport function addLineCode(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_lineCode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_lineCode\", (attr, params) => {\r\n attr.setUniform1f(params.geometry.getLineCode(params.programParams));\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_lineCode\", VariableType.Float);\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceOverrides(vert);\r\n vert.addInitializer(\"g_lineCode = mix(u_lineCode, a_instanceOverrides.b, extractInstanceBit(kOvrBit_LineCode));\");\r\n } else {\r\n vert.addInitializer(\"g_lineCode = u_lineCode;\");\r\n }\r\n\r\n vert.addFunction(computeLineCode);\r\n}\r\n\r\n/** @internal */\r\nexport function replaceLineCode(vert: VertexShaderBuilder, func: string): void {\r\n vert.replaceFunction(computeLineCode, func);\r\n}\r\n\r\n// This vertex belongs to a triangle which should not be rendered. Produce a degenerate triangle.\r\n// Also place it outside NDC range (for GL_POINTS)\r\nconst discardVertex = ` {\r\n gl_Position = vec4(2.0, 2.0, 2.0, 1.0);\r\n return;\r\n }\r\n`;\r\n\r\n/** @internal */\r\nexport const earlyVertexDiscard = ` if (checkForEarlyDiscard(rawPosition))${discardVertex}`;\r\n/** @internal */\r\nexport const vertexDiscard = ` if (checkForDiscard())${discardVertex}`;\r\n/** @internal */\r\nexport const lateVertexDiscard = ` if (checkForLateDiscard())${discardVertex}`;\r\n"]}
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
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{
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2
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"name": "@itwin/core-frontend",
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-
"version": "3.2.0-dev.
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3
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+
"version": "3.2.0-dev.25",
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"description": "iTwin.js frontend components",
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"main": "lib/cjs/core-frontend.js",
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"module": "lib/esm/core-frontend.js",
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@@ -22,29 +22,29 @@
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"url": "http://www.bentley.com"
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},
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"peerDependencies": {
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-
"@itwin/appui-abstract": "^3.2.0-dev.
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-
"@itwin/core-bentley": "^3.2.0-dev.
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"@itwin/core-common": "^3.2.0-dev.
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"@itwin/core-geometry": "^3.2.0-dev.
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"@itwin/core-orbitgt": "^3.2.0-dev.
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"@itwin/core-quantity": "^3.2.0-dev.
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-
"@itwin/webgl-compatibility": "^3.2.0-dev.
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25
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+
"@itwin/appui-abstract": "^3.2.0-dev.25",
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"@itwin/core-bentley": "^3.2.0-dev.25",
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"@itwin/core-common": "^3.2.0-dev.25",
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"@itwin/core-geometry": "^3.2.0-dev.25",
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"@itwin/core-orbitgt": "^3.2.0-dev.25",
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"@itwin/core-quantity": "^3.2.0-dev.25",
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"@itwin/webgl-compatibility": "^3.2.0-dev.25"
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},
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"//devDependencies": [
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"NOTE: All peerDependencies should also be listed as devDependencies since peerDependencies are not considered by npm install",
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"NOTE: All tools used by scripts in this package must be listed as devDependencies"
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],
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"devDependencies": {
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-
"@itwin/appui-abstract": "3.2.0-dev.
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"@itwin/build-tools": "3.2.0-dev.
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"@itwin/core-bentley": "3.2.0-dev.
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"@itwin/core-common": "3.2.0-dev.
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"@itwin/core-geometry": "3.2.0-dev.
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"@itwin/core-orbitgt": "3.2.0-dev.
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"@itwin/core-quantity": "3.2.0-dev.
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"@itwin/certa": "3.2.0-dev.
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"@itwin/eslint-plugin": "3.2.0-dev.
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-
"@itwin/webgl-compatibility": "3.2.0-dev.
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38
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+
"@itwin/appui-abstract": "3.2.0-dev.25",
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39
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+
"@itwin/build-tools": "3.2.0-dev.25",
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40
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+
"@itwin/core-bentley": "3.2.0-dev.25",
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+
"@itwin/core-common": "3.2.0-dev.25",
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"@itwin/core-geometry": "3.2.0-dev.25",
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"@itwin/core-orbitgt": "3.2.0-dev.25",
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"@itwin/core-quantity": "3.2.0-dev.25",
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"@itwin/certa": "3.2.0-dev.25",
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"@itwin/eslint-plugin": "3.2.0-dev.25",
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"@itwin/webgl-compatibility": "3.2.0-dev.25",
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"@types/chai": "^4.1.4",
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"@types/chai-as-promised": "^7",
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"@types/deep-assign": "^0.1.0",
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"NOTE: core-frontend should remain UI technology agnostic, so no react/angular dependencies are allowed"
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],
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"dependencies": {
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-
"@itwin/core-i18n": "3.2.0-dev.
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"@itwin/core-telemetry": "3.2.0-dev.
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76
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"@itwin/core-i18n": "3.2.0-dev.25",
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77
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"@itwin/core-telemetry": "3.2.0-dev.25",
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"@loaders.gl/core": "^3.1.6",
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"@loaders.gl/draco": "^3.1.6",
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"deep-assign": "^2.0.0",
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