@itwin/core-frontend 3.2.0-dev.3 → 3.2.0-dev.34
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 +48 -1
- package/lib/cjs/BriefcaseConnection.d.ts +35 -1
- package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
- package/lib/cjs/BriefcaseConnection.js +52 -1
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
- package/lib/cjs/DisplayStyleState.js +6 -4
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts +2 -0
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +6 -3
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +5 -2
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +11 -3
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/ImageUtil.d.ts +4 -2
- package/lib/cjs/ImageUtil.d.ts.map +1 -1
- package/lib/cjs/ImageUtil.js +8 -4
- package/lib/cjs/ImageUtil.js.map +1 -1
- package/lib/cjs/ViewManager.d.ts.map +1 -1
- package/lib/cjs/ViewManager.js +1 -0
- package/lib/cjs/ViewManager.js.map +1 -1
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +5 -1
- package/lib/cjs/Viewport.js.map +1 -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.d.ts +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 -3
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +2 -1
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.d.ts +1 -0
- package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +1 -0
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +5 -4
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +7 -6
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +3 -1
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +9 -0
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/Technique.d.ts +4 -2
- package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Technique.js +148 -120
- package/lib/cjs/render/webgl/Technique.js.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts +7 -3
- package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/TechniqueFlags.js +17 -4
- package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +2 -0
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Color.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Color.js +8 -7
- 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 +2 -2
- package/lib/cjs/render/webgl/glsl/Edge.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Edge.js +6 -19
- 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/PointString.d.ts +3 -3
- package/lib/cjs/render/webgl/glsl/PointString.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointString.js +6 -6
- package/lib/cjs/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.d.ts +3 -3
- package/lib/cjs/render/webgl/glsl/Polyline.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Polyline.js +6 -21
- 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 +1 -3
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.d.ts +2 -2
- package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +50 -34
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Vertex.d.ts +3 -3
- package/lib/cjs/render/webgl/glsl/Vertex.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Vertex.js +143 -57
- package/lib/cjs/render/webgl/glsl/Vertex.js.map +1 -1
- package/lib/cjs/tile/IModelTileRequestChannels.d.ts +3 -3
- package/lib/cjs/tile/IModelTileRequestChannels.d.ts.map +1 -1
- package/lib/cjs/tile/IModelTileRequestChannels.js +7 -11
- package/lib/cjs/tile/IModelTileRequestChannels.js.map +1 -1
- package/lib/cjs/tile/OPCFormatInterpreter.d.ts.map +1 -1
- package/lib/cjs/tile/OPCFormatInterpreter.js +1 -2
- package/lib/cjs/tile/OPCFormatInterpreter.js.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.d.ts +1 -1
- package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.js +29 -6
- package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +0 -5
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/TileRequestChannels.d.ts +0 -4
- package/lib/cjs/tile/TileRequestChannels.d.ts.map +1 -1
- package/lib/cjs/tile/TileRequestChannels.js +1 -6
- package/lib/cjs/tile/TileRequestChannels.js.map +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.js +13 -0
- package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +0 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +12 -10
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapTileTree.js +2 -2
- package/lib/cjs/tile/map/MapTileTree.js.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.d.ts +3 -2
- package/lib/cjs/tile/map/WmsCapabilities.d.ts.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.js +11 -10
- package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
- package/lib/cjs/tools/PrimitiveTool.d.ts +3 -0
- package/lib/cjs/tools/PrimitiveTool.d.ts.map +1 -1
- package/lib/cjs/tools/PrimitiveTool.js +6 -0
- package/lib/cjs/tools/PrimitiveTool.js.map +1 -1
- package/lib/cjs/tools/ToolAdmin.d.ts +1 -21
- package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/cjs/tools/ToolAdmin.js +0 -17
- package/lib/cjs/tools/ToolAdmin.js.map +1 -1
- package/lib/esm/BriefcaseConnection.d.ts +35 -1
- package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
- package/lib/esm/BriefcaseConnection.js +50 -0
- package/lib/esm/BriefcaseConnection.js.map +1 -1
- package/lib/esm/DisplayStyleState.d.ts.map +1 -1
- package/lib/esm/DisplayStyleState.js +6 -4
- package/lib/esm/DisplayStyleState.js.map +1 -1
- package/lib/esm/IModelApp.d.ts +2 -0
- package/lib/esm/IModelApp.d.ts.map +1 -1
- package/lib/esm/IModelApp.js +5 -2
- package/lib/esm/IModelApp.js.map +1 -1
- package/lib/esm/IModelConnection.d.ts +5 -2
- package/lib/esm/IModelConnection.d.ts.map +1 -1
- package/lib/esm/IModelConnection.js +12 -4
- package/lib/esm/IModelConnection.js.map +1 -1
- package/lib/esm/ImageUtil.d.ts +4 -2
- package/lib/esm/ImageUtil.d.ts.map +1 -1
- package/lib/esm/ImageUtil.js +8 -4
- package/lib/esm/ImageUtil.js.map +1 -1
- package/lib/esm/ViewManager.d.ts.map +1 -1
- package/lib/esm/ViewManager.js +1 -0
- package/lib/esm/ViewManager.js.map +1 -1
- package/lib/esm/Viewport.d.ts.map +1 -1
- package/lib/esm/Viewport.js +5 -1
- package/lib/esm/Viewport.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.d.ts +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 -3
- package/lib/esm/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/esm/render/webgl/DrawCommand.js +2 -1
- package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.d.ts +1 -0
- package/lib/esm/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/RealityMesh.js +1 -0
- package/lib/esm/render/webgl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/ShaderBuilder.d.ts +5 -4
- package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/esm/render/webgl/ShaderBuilder.js +7 -6
- package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/esm/render/webgl/Target.d.ts +3 -1
- package/lib/esm/render/webgl/Target.d.ts.map +1 -1
- package/lib/esm/render/webgl/Target.js +9 -0
- package/lib/esm/render/webgl/Target.js.map +1 -1
- package/lib/esm/render/webgl/Technique.d.ts +4 -2
- package/lib/esm/render/webgl/Technique.d.ts.map +1 -1
- package/lib/esm/render/webgl/Technique.js +148 -120
- package/lib/esm/render/webgl/Technique.js.map +1 -1
- package/lib/esm/render/webgl/TechniqueFlags.d.ts +7 -3
- package/lib/esm/render/webgl/TechniqueFlags.d.ts.map +1 -1
- package/lib/esm/render/webgl/TechniqueFlags.js +17 -4
- package/lib/esm/render/webgl/TechniqueFlags.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Animation.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Animation.js +2 -0
- package/lib/esm/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Color.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Color.js +8 -7
- 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 +2 -2
- package/lib/esm/render/webgl/glsl/Edge.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Edge.js +7 -20
- 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/PointString.d.ts +3 -3
- package/lib/esm/render/webgl/glsl/PointString.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/PointString.js +6 -6
- package/lib/esm/render/webgl/glsl/PointString.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Polyline.d.ts +3 -3
- package/lib/esm/render/webgl/glsl/Polyline.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Polyline.js +7 -22
- package/lib/esm/render/webgl/glsl/Polyline.js.map +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.js +1 -3
- package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.d.ts +2 -2
- package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.js +51 -35
- package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Vertex.d.ts +3 -3
- package/lib/esm/render/webgl/glsl/Vertex.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Vertex.js +142 -56
- package/lib/esm/render/webgl/glsl/Vertex.js.map +1 -1
- package/lib/esm/tile/IModelTileRequestChannels.d.ts +3 -3
- package/lib/esm/tile/IModelTileRequestChannels.d.ts.map +1 -1
- package/lib/esm/tile/IModelTileRequestChannels.js +7 -11
- package/lib/esm/tile/IModelTileRequestChannels.js.map +1 -1
- package/lib/esm/tile/OPCFormatInterpreter.d.ts.map +1 -1
- package/lib/esm/tile/OPCFormatInterpreter.js +2 -3
- package/lib/esm/tile/OPCFormatInterpreter.js.map +1 -1
- package/lib/esm/tile/RealityTileLoader.d.ts +1 -1
- package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/esm/tile/RealityTileLoader.js +30 -7
- package/lib/esm/tile/RealityTileLoader.js.map +1 -1
- package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
- package/lib/esm/tile/TileAdmin.js +0 -5
- package/lib/esm/tile/TileAdmin.js.map +1 -1
- package/lib/esm/tile/TileRequestChannels.d.ts +0 -4
- package/lib/esm/tile/TileRequestChannels.d.ts.map +1 -1
- package/lib/esm/tile/TileRequestChannels.js +1 -6
- package/lib/esm/tile/TileRequestChannels.js.map +1 -1
- package/lib/esm/tile/map/ArcGisUtilities.d.ts.map +1 -1
- package/lib/esm/tile/map/ArcGisUtilities.js +13 -0
- package/lib/esm/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts +0 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +12 -10
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/MapTileTree.js +2 -2
- package/lib/esm/tile/map/MapTileTree.js.map +1 -1
- package/lib/esm/tile/map/WmsCapabilities.d.ts +3 -2
- package/lib/esm/tile/map/WmsCapabilities.d.ts.map +1 -1
- package/lib/esm/tile/map/WmsCapabilities.js +11 -10
- package/lib/esm/tile/map/WmsCapabilities.js.map +1 -1
- package/lib/esm/tools/PrimitiveTool.d.ts +3 -0
- package/lib/esm/tools/PrimitiveTool.d.ts.map +1 -1
- package/lib/esm/tools/PrimitiveTool.js +6 -0
- package/lib/esm/tools/PrimitiveTool.js.map +1 -1
- package/lib/esm/tools/ToolAdmin.d.ts +1 -21
- package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/esm/tools/ToolAdmin.js +0 -17
- package/lib/esm/tools/ToolAdmin.js.map +1 -1
- package/package.json +20 -21
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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 { AnalysisStyleDisplacement, AnalysisStyleThematic, ThematicGradientSettings } from \"@itwin/core-common\";\r\nimport { AuxChannel, AuxDisplacementChannel, AuxParamChannel } from \"../../primitives/AuxChannelTable\";\r\nimport { DrawParams } from \"../DrawCommand\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsThematic } from \"../TechniqueFlags\";\r\nimport { octDecodeNormal } from \"./Surface\";\r\n\r\nconst initialize = `\r\n g_anim_step = vec2(1.0) / u_animLUTParams.xy;\r\n g_anim_center = g_anim_step * 0.5;\r\n`;\r\n\r\n// The vertex index is an integer in [0..numVertices].\r\n// The frame index is an integer in [0..numBytesPerVertex/2].\r\n// Therefore each frame index points at 2 bytes within the texture.\r\n// The third component of the return value is 0.0 if the input index points to the first 2 bytes of the texel, or 1.0 if pointing to the second 2 bytes\r\nconst computeAnimLUTCoords = `\r\nvec3 computeAnimLUTCoords(float vertIndex, float frameIndex) {\r\n // float baseIndex = (vertIndex * 2.0) + frameIndex;\r\n float baseIndex = (vertIndex * u_animLUTParams.z) + frameIndex;\r\n float halfIndex = baseIndex * 0.5;\r\n float index = floor(halfIndex);\r\n\r\n float epsilon = 0.5 / u_animLUTParams.x;\r\n float yId = floor(index / u_animLUTParams.x + epsilon);\r\n float xId = index - u_animLUTParams.x * yId;\r\n\r\n vec2 texCoord = g_anim_center + vec2(xId / u_animLUTParams.x, yId / u_animLUTParams.y);\r\n return vec3(texCoord, 2.0 * (halfIndex - index));\r\n}\r\n`;\r\n\r\n// Sample 2 bytes at the specified index.\r\nconst sampleAnimVec2 = `\r\nvec2 sampleAnimVec2(float vertIndex, float frameIndex) {\r\n vec3 tc = computeAnimLUTCoords(vertIndex, frameIndex);\r\n vec4 texel = floor(TEXTURE(u_animLUT, tc.xy) * 255.0 + 0.5);\r\n return texel.xy * (1.0 - tc.z) + texel.zw * tc.z;\r\n}\r\n`;\r\n\r\n// Position is quantized to 6 bytes (2 bytes per component). So we always must sample two adjacent texels. We discard two bytes based on whether the index is even or odd.\r\nconst computeAnimationFrameDisplacement = `\r\nvec3 computeAnimationFrameDisplacement(float vertIndex, float frameIndex, vec3 origin, vec3 scale) {\r\n vec3 tc = computeAnimLUTCoords(vertIndex, frameIndex);\r\n vec4 enc1 = floor(TEXTURE(u_animLUT, tc.xy) * 255.0 + 0.5);\r\n tc.x += g_anim_step.x;\r\n vec4 enc2 = floor(TEXTURE(u_animLUT, tc.xy) * 255.0 + 0.5);\r\n\r\n vec2 ex = enc1.xy * (1.0 - tc.z) + enc1.zw * tc.z;\r\n vec2 ey = enc1.zw * (1.0 - tc.z) + enc2.xy * tc.z;\r\n vec2 ez = enc2.xy * (1.0 - tc.z) + enc2.zw * tc.z;\r\n\r\n vec3 qpos = vec3(decodeUInt16(ex), decodeUInt16(ey), decodeUInt16(ez));\r\n return unquantizePosition(qpos, origin, scale).xyz;\r\n}\r\n`;\r\n\r\nconst computeAnimationDisplacement = `\r\nvec3 computeAnimationDisplacement(float vertIndex, float frameIndex0, float frameIndex1, float fraction, vec3 origin, vec3 scale) {\r\n if (frameIndex0 < 0.0)\r\n return vec3(0.0, 0.0, 0.0);\r\n\r\n vec3 displacement = computeAnimationFrameDisplacement(vertIndex, frameIndex0, origin, scale);\r\n if (fraction > 0.0) {\r\n vec3 displacement1 = computeAnimationFrameDisplacement(vertIndex, frameIndex1, origin, scale);\r\n displacement += fraction * (displacement1 - displacement);\r\n }\r\n\r\n return displacement;\r\n}\r\n`;\r\n\r\nconst adjustRawPosition = `\r\n rawPos.xyz += computeAnimationDisplacement(g_vertexLUTIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);\r\n return rawPos;\r\n`;\r\n\r\nconst computeAnimationFrameNormal = `\r\nvec3 computeAnimationFrameNormal(float frameIndex) {\r\n vec2 enc = sampleAnimVec2(g_vertexLUTIndex, frameIndex);\r\n return octDecodeNormal(enc);\r\n}\r\n`;\r\n\r\nconst computeAnimationNormal = `\r\nvec3 computeAnimationNormal(float frameIndex0, float frameIndex1, float fraction) {\r\n vec3 normal = computeAnimationFrameNormal(frameIndex0);\r\n if (fraction > 0.0) {\r\n vec3 normal1 = computeAnimationFrameNormal(frameIndex1);\r\n normal += fraction * (normal1 - normal);\r\n }\r\n\r\n return normal;\r\n}\r\n`;\r\n\r\nconst computeAnimationFrameParam = `\r\nfloat computeAnimationFrameParam(float frameIndex, float origin, float scale) {\r\n vec2 enc = sampleAnimVec2(g_vertexLUTIndex, frameIndex);\r\n return clamp((origin + scale * decodeUInt16(enc)), 0.0, 1.0);\r\n}\r\n`;\r\n\r\nconst computeAnimationParam = `\r\nvec2 computeAnimationParam(float frameIndex0, float frameIndex1, float fraction, float origin, float scale) {\r\n float param = computeAnimationFrameParam(frameIndex0, origin, scale);\r\n if (fraction > 0.0) {\r\n float param1 = computeAnimationFrameParam(frameIndex1, origin, scale);\r\n param += fraction * (param1 - param);\r\n }\r\n\r\n return vec2(.5, param);\r\n}\r\n`;\r\n\r\nconst scratchAnimParams = [\r\n undefined,\r\n undefined,\r\n new Float32Array(2), // origin, scale\r\n new Float32Array(3), // index0, index1, fraction\r\n];\r\n\r\nfunction getAnimParams(size: 2 | 3, initialValue?: number): Float32Array {\r\n const array = scratchAnimParams[size]!;\r\n if (undefined !== initialValue)\r\n for (let i = 0; i < array.length; i++)\r\n array[i] = initialValue;\r\n\r\n return array;\r\n}\r\n\r\nfunction getDisplacementChannel(params: DrawParams): { channel: AuxDisplacementChannel, displacement: AnalysisStyleDisplacement } | undefined {\r\n const displacement = params.target.analysisStyle?.displacement;\r\n if (!displacement)\r\n return undefined;\r\n\r\n const channel = params.geometry.asLUT?.lut.auxChannels?.displacements?.get(displacement.channelName);\r\n return channel ? { channel, displacement } : undefined;\r\n}\r\n\r\nfunction getNormalChannel(params: DrawParams): AuxChannel | undefined {\r\n const channelName = params.target.analysisStyle?.normalChannelName;\r\n if (undefined === channelName)\r\n return undefined;\r\n\r\n return params.geometry.asLUT?.lut.auxChannels?.normals?.get(channelName);\r\n}\r\n\r\nfunction getScalarChannel(params: DrawParams): { channel: AuxParamChannel, scalar: AnalysisStyleThematic } | undefined {\r\n const scalar = params.target.analysisStyle?.thematic;\r\n if (!scalar)\r\n return undefined;\r\n\r\n const channel = params.geometry.asMesh?.lut.auxChannels?.params?.get(scalar.channelName);\r\n return channel ? { channel, scalar } : undefined;\r\n}\r\n\r\nfunction computeAnimParams(params: Float32Array, channel: AuxChannel, fraction: number): void {\r\n const { inputs, indices } = channel;\r\n const inputValue = fraction * inputs[inputs.length - 1];\r\n for (let i = 0; i < inputs.length - 1; i++) {\r\n if (inputValue >= inputs[i] && inputValue < inputs[i + 1]) {\r\n params[0] = indices[i];\r\n params[1] = indices[i + 1];\r\n params[2] = inputValue - inputs[i] / (inputs[i + 1] - inputs[i]);\r\n return;\r\n }\r\n }\r\n params[0] = params[1] = indices[inputs.length - 1];\r\n params[2] = 0.0;\r\n}\r\n\r\n/** @internal */\r\nexport function addAnimation(vert: VertexShaderBuilder, isSurface: boolean, isThematic: IsThematic): void {\r\n // Lookup table\r\n vert.addGlobal(\"g_anim_step\", VariableType.Vec2);\r\n vert.addGlobal(\"g_anim_center\", VariableType.Vec2);\r\n vert.addInitializer(initialize);\r\n\r\n vert.addUniform(\"u_animLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_animLUT\", (uniform, params) => {\r\n const channels = (params.geometry.asLUT!).lut.auxChannels!;\r\n assert(undefined !== channels);\r\n channels.texture.bindSampler(uniform, TextureUnit.AuxChannelLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_animLUTParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animLUTParams\", (uniform, params) => {\r\n const geom = params.geometry.asLUT!;\r\n assert(undefined !== geom && undefined !== geom.lut.auxChannels);\r\n const tex = geom.lut.auxChannels.texture;\r\n const array = getAnimParams(3);\r\n array[0] = tex.width;\r\n array[1] = tex.height;\r\n array[2] = geom.lut.auxChannels.numBytesPerVertex / 2;\r\n uniform.setUniform3fv(array);\r\n });\r\n });\r\n\r\n vert.addFunction(computeAnimLUTCoords);\r\n vert.addFunction(sampleAnimVec2);\r\n\r\n // Displacement\r\n vert.addFunction(computeAnimationFrameDisplacement);\r\n vert.addFunction(computeAnimationDisplacement);\r\n vert.set(VertexShaderComponent.AdjustRawPosition, adjustRawPosition);\r\n\r\n vert.addUniform(\"u_animDispParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animDispParams\", (uniform, params) => {\r\n const animParams = getAnimParams(3, 0.0);\r\n const disp = getDisplacementChannel(params);\r\n if (undefined !== disp)\r\n computeAnimParams(animParams, disp.channel, params.target.analysisFraction);\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n vert.addUniform(\"u_qAnimDispScale\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qAnimDispScale\", (uniform, params) => {\r\n const animParams = getAnimParams(3, 0.0);\r\n const disp = getDisplacementChannel(params);\r\n if (undefined !== disp)\r\n for (let i = 0; i < 3; i++)\r\n animParams[i] = disp.channel.qScale[i] * disp.displacement.scale;\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n vert.addUniform(\"u_qAnimDispOrigin\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qAnimDispOrigin\", (uniform, params) => {\r\n const animParams = getAnimParams(3, 0.0);\r\n const disp = getDisplacementChannel(params);\r\n if (undefined !== disp)\r\n for (let i = 0; i < 3; i++)\r\n animParams[i] = disp.channel.qOrigin[i] * disp.displacement.scale;\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n\r\n // Normal and param\r\n if (isSurface) {\r\n vert.addFunction(octDecodeNormal);\r\n vert.addFunction(computeAnimationFrameNormal);\r\n vert.addFunction(computeAnimationNormal);\r\n\r\n vert.addFunction(computeAnimationFrameParam);\r\n vert.addFunction(computeAnimationParam);\r\n\r\n vert.addUniform(\"u_animNormalParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animNormalParams\", (uniform, params) => {\r\n const animParams = getAnimParams(3, -1.0);\r\n const channel = getNormalChannel(params);\r\n if (undefined !== channel)\r\n computeAnimParams(animParams, channel, params.target.analysisFraction);\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n\r\n if (isThematic === IsThematic.No) {\r\n vert.addUniform(\"u_animScalarParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animScalarParams\", (uniform, params) => {\r\n const scalars = getScalarChannel(params);\r\n const animParams = getAnimParams(3, -1.0);\r\n if (scalars)\r\n computeAnimParams(animParams, scalars.channel, params.target.analysisFraction);\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_animScalarQParams\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_animScalarQParams\", (uniform, params) => {\r\n const scalars = getScalarChannel(params);\r\n const animParams = getAnimParams(2, 1.0);\r\n if (scalars) {\r\n const range = scalars.scalar.range;\r\n let rangeScale = range.high - range.low;\r\n if (rangeScale === 0)\r\n rangeScale = 1;\r\n\r\n animParams[0] = ThematicGradientSettings.margin + (scalars.channel.qOrigin - range.low) / rangeScale;\r\n animParams[1] = ThematicGradientSettings.contentRange * scalars.channel.qScale / rangeScale;\r\n }\r\n\r\n uniform.setUniform2fv(animParams);\r\n });\r\n });\r\n }\r\n }\r\n}\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 { AnalysisStyleDisplacement, AnalysisStyleThematic, ThematicGradientSettings } from \"@itwin/core-common\";\r\nimport { AuxChannel, AuxDisplacementChannel, AuxParamChannel } from \"../../primitives/AuxChannelTable\";\r\nimport { DrawParams } from \"../DrawCommand\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsThematic } from \"../TechniqueFlags\";\r\nimport { octDecodeNormal } from \"./Surface\";\r\nimport { unquantizePosition } from \"./Vertex\";\r\n\r\nconst initialize = `\r\n g_anim_step = vec2(1.0) / u_animLUTParams.xy;\r\n g_anim_center = g_anim_step * 0.5;\r\n`;\r\n\r\n// The vertex index is an integer in [0..numVertices].\r\n// The frame index is an integer in [0..numBytesPerVertex/2].\r\n// Therefore each frame index points at 2 bytes within the texture.\r\n// The third component of the return value is 0.0 if the input index points to the first 2 bytes of the texel, or 1.0 if pointing to the second 2 bytes\r\nconst computeAnimLUTCoords = `\r\nvec3 computeAnimLUTCoords(float vertIndex, float frameIndex) {\r\n // float baseIndex = (vertIndex * 2.0) + frameIndex;\r\n float baseIndex = (vertIndex * u_animLUTParams.z) + frameIndex;\r\n float halfIndex = baseIndex * 0.5;\r\n float index = floor(halfIndex);\r\n\r\n float epsilon = 0.5 / u_animLUTParams.x;\r\n float yId = floor(index / u_animLUTParams.x + epsilon);\r\n float xId = index - u_animLUTParams.x * yId;\r\n\r\n vec2 texCoord = g_anim_center + vec2(xId / u_animLUTParams.x, yId / u_animLUTParams.y);\r\n return vec3(texCoord, 2.0 * (halfIndex - index));\r\n}\r\n`;\r\n\r\n// Sample 2 bytes at the specified index.\r\nconst sampleAnimVec2 = `\r\nvec2 sampleAnimVec2(float vertIndex, float frameIndex) {\r\n vec3 tc = computeAnimLUTCoords(vertIndex, frameIndex);\r\n vec4 texel = floor(TEXTURE(u_animLUT, tc.xy) * 255.0 + 0.5);\r\n return texel.xy * (1.0 - tc.z) + texel.zw * tc.z;\r\n}\r\n`;\r\n\r\n// Position is quantized to 6 bytes (2 bytes per component). So we always must sample two adjacent texels. We discard two bytes based on whether the index is even or odd.\r\nconst computeAnimationFrameDisplacement = `\r\nvec3 computeAnimationFrameDisplacement(float vertIndex, float frameIndex, vec3 origin, vec3 scale) {\r\n vec3 tc = computeAnimLUTCoords(vertIndex, frameIndex);\r\n vec4 enc1 = floor(TEXTURE(u_animLUT, tc.xy) * 255.0 + 0.5);\r\n tc.x += g_anim_step.x;\r\n vec4 enc2 = floor(TEXTURE(u_animLUT, tc.xy) * 255.0 + 0.5);\r\n\r\n vec2 ex = enc1.xy * (1.0 - tc.z) + enc1.zw * tc.z;\r\n vec2 ey = enc1.zw * (1.0 - tc.z) + enc2.xy * tc.z;\r\n vec2 ez = enc2.xy * (1.0 - tc.z) + enc2.zw * tc.z;\r\n\r\n vec3 qpos = vec3(decodeUInt16(ex), decodeUInt16(ey), decodeUInt16(ez));\r\n return unquantizePosition(qpos, origin, scale).xyz;\r\n}\r\n`;\r\n\r\nconst computeAnimationDisplacement = `\r\nvec3 computeAnimationDisplacement(float vertIndex, float frameIndex0, float frameIndex1, float fraction, vec3 origin, vec3 scale) {\r\n if (frameIndex0 < 0.0)\r\n return vec3(0.0, 0.0, 0.0);\r\n\r\n vec3 displacement = computeAnimationFrameDisplacement(vertIndex, frameIndex0, origin, scale);\r\n if (fraction > 0.0) {\r\n vec3 displacement1 = computeAnimationFrameDisplacement(vertIndex, frameIndex1, origin, scale);\r\n displacement += fraction * (displacement1 - displacement);\r\n }\r\n\r\n return displacement;\r\n}\r\n`;\r\n\r\nconst adjustRawPosition = `\r\n rawPos.xyz += computeAnimationDisplacement(g_vertexLUTIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);\r\n return rawPos;\r\n`;\r\n\r\nconst computeAnimationFrameNormal = `\r\nvec3 computeAnimationFrameNormal(float frameIndex) {\r\n vec2 enc = sampleAnimVec2(g_vertexLUTIndex, frameIndex);\r\n return octDecodeNormal(enc);\r\n}\r\n`;\r\n\r\nconst computeAnimationNormal = `\r\nvec3 computeAnimationNormal(float frameIndex0, float frameIndex1, float fraction) {\r\n vec3 normal = computeAnimationFrameNormal(frameIndex0);\r\n if (fraction > 0.0) {\r\n vec3 normal1 = computeAnimationFrameNormal(frameIndex1);\r\n normal += fraction * (normal1 - normal);\r\n }\r\n\r\n return normal;\r\n}\r\n`;\r\n\r\nconst computeAnimationFrameParam = `\r\nfloat computeAnimationFrameParam(float frameIndex, float origin, float scale) {\r\n vec2 enc = sampleAnimVec2(g_vertexLUTIndex, frameIndex);\r\n return clamp((origin + scale * decodeUInt16(enc)), 0.0, 1.0);\r\n}\r\n`;\r\n\r\nconst computeAnimationParam = `\r\nvec2 computeAnimationParam(float frameIndex0, float frameIndex1, float fraction, float origin, float scale) {\r\n float param = computeAnimationFrameParam(frameIndex0, origin, scale);\r\n if (fraction > 0.0) {\r\n float param1 = computeAnimationFrameParam(frameIndex1, origin, scale);\r\n param += fraction * (param1 - param);\r\n }\r\n\r\n return vec2(.5, param);\r\n}\r\n`;\r\n\r\nconst scratchAnimParams = [\r\n undefined,\r\n undefined,\r\n new Float32Array(2), // origin, scale\r\n new Float32Array(3), // index0, index1, fraction\r\n];\r\n\r\nfunction getAnimParams(size: 2 | 3, initialValue?: number): Float32Array {\r\n const array = scratchAnimParams[size]!;\r\n if (undefined !== initialValue)\r\n for (let i = 0; i < array.length; i++)\r\n array[i] = initialValue;\r\n\r\n return array;\r\n}\r\n\r\nfunction getDisplacementChannel(params: DrawParams): { channel: AuxDisplacementChannel, displacement: AnalysisStyleDisplacement } | undefined {\r\n const displacement = params.target.analysisStyle?.displacement;\r\n if (!displacement)\r\n return undefined;\r\n\r\n const channel = params.geometry.asLUT?.lut.auxChannels?.displacements?.get(displacement.channelName);\r\n return channel ? { channel, displacement } : undefined;\r\n}\r\n\r\nfunction getNormalChannel(params: DrawParams): AuxChannel | undefined {\r\n const channelName = params.target.analysisStyle?.normalChannelName;\r\n if (undefined === channelName)\r\n return undefined;\r\n\r\n return params.geometry.asLUT?.lut.auxChannels?.normals?.get(channelName);\r\n}\r\n\r\nfunction getScalarChannel(params: DrawParams): { channel: AuxParamChannel, scalar: AnalysisStyleThematic } | undefined {\r\n const scalar = params.target.analysisStyle?.thematic;\r\n if (!scalar)\r\n return undefined;\r\n\r\n const channel = params.geometry.asMesh?.lut.auxChannels?.params?.get(scalar.channelName);\r\n return channel ? { channel, scalar } : undefined;\r\n}\r\n\r\nfunction computeAnimParams(params: Float32Array, channel: AuxChannel, fraction: number): void {\r\n const { inputs, indices } = channel;\r\n const inputValue = fraction * inputs[inputs.length - 1];\r\n for (let i = 0; i < inputs.length - 1; i++) {\r\n if (inputValue >= inputs[i] && inputValue < inputs[i + 1]) {\r\n params[0] = indices[i];\r\n params[1] = indices[i + 1];\r\n params[2] = inputValue - inputs[i] / (inputs[i + 1] - inputs[i]);\r\n return;\r\n }\r\n }\r\n params[0] = params[1] = indices[inputs.length - 1];\r\n params[2] = 0.0;\r\n}\r\n\r\n/** @internal */\r\nexport function addAnimation(vert: VertexShaderBuilder, isSurface: boolean, isThematic: IsThematic): void {\r\n // Lookup table\r\n vert.addGlobal(\"g_anim_step\", VariableType.Vec2);\r\n vert.addGlobal(\"g_anim_center\", VariableType.Vec2);\r\n vert.addInitializer(initialize);\r\n vert.addFunction(unquantizePosition);\r\n\r\n vert.addUniform(\"u_animLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_animLUT\", (uniform, params) => {\r\n const channels = (params.geometry.asLUT!).lut.auxChannels!;\r\n assert(undefined !== channels);\r\n channels.texture.bindSampler(uniform, TextureUnit.AuxChannelLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_animLUTParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animLUTParams\", (uniform, params) => {\r\n const geom = params.geometry.asLUT!;\r\n assert(undefined !== geom && undefined !== geom.lut.auxChannels);\r\n const tex = geom.lut.auxChannels.texture;\r\n const array = getAnimParams(3);\r\n array[0] = tex.width;\r\n array[1] = tex.height;\r\n array[2] = geom.lut.auxChannels.numBytesPerVertex / 2;\r\n uniform.setUniform3fv(array);\r\n });\r\n });\r\n\r\n vert.addFunction(computeAnimLUTCoords);\r\n vert.addFunction(sampleAnimVec2);\r\n\r\n // Displacement\r\n vert.addFunction(computeAnimationFrameDisplacement);\r\n vert.addFunction(computeAnimationDisplacement);\r\n vert.set(VertexShaderComponent.AdjustRawPosition, adjustRawPosition);\r\n\r\n vert.addUniform(\"u_animDispParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animDispParams\", (uniform, params) => {\r\n const animParams = getAnimParams(3, 0.0);\r\n const disp = getDisplacementChannel(params);\r\n if (undefined !== disp)\r\n computeAnimParams(animParams, disp.channel, params.target.analysisFraction);\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n vert.addUniform(\"u_qAnimDispScale\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qAnimDispScale\", (uniform, params) => {\r\n const animParams = getAnimParams(3, 0.0);\r\n const disp = getDisplacementChannel(params);\r\n if (undefined !== disp)\r\n for (let i = 0; i < 3; i++)\r\n animParams[i] = disp.channel.qScale[i] * disp.displacement.scale;\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n vert.addUniform(\"u_qAnimDispOrigin\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qAnimDispOrigin\", (uniform, params) => {\r\n const animParams = getAnimParams(3, 0.0);\r\n const disp = getDisplacementChannel(params);\r\n if (undefined !== disp)\r\n for (let i = 0; i < 3; i++)\r\n animParams[i] = disp.channel.qOrigin[i] * disp.displacement.scale;\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n\r\n // Normal and param\r\n if (isSurface) {\r\n vert.addFunction(octDecodeNormal);\r\n vert.addFunction(computeAnimationFrameNormal);\r\n vert.addFunction(computeAnimationNormal);\r\n\r\n vert.addFunction(computeAnimationFrameParam);\r\n vert.addFunction(computeAnimationParam);\r\n\r\n vert.addUniform(\"u_animNormalParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animNormalParams\", (uniform, params) => {\r\n const animParams = getAnimParams(3, -1.0);\r\n const channel = getNormalChannel(params);\r\n if (undefined !== channel)\r\n computeAnimParams(animParams, channel, params.target.analysisFraction);\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n\r\n if (isThematic === IsThematic.No) {\r\n vert.addUniform(\"u_animScalarParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animScalarParams\", (uniform, params) => {\r\n const scalars = getScalarChannel(params);\r\n const animParams = getAnimParams(3, -1.0);\r\n if (scalars)\r\n computeAnimParams(animParams, scalars.channel, params.target.analysisFraction);\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_animScalarQParams\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_animScalarQParams\", (uniform, params) => {\r\n const scalars = getScalarChannel(params);\r\n const animParams = getAnimParams(2, 1.0);\r\n if (scalars) {\r\n const range = scalars.scalar.range;\r\n let rangeScale = range.high - range.low;\r\n if (rangeScale === 0)\r\n rangeScale = 1;\r\n\r\n animParams[0] = ThematicGradientSettings.margin + (scalars.channel.qOrigin - range.low) / rangeScale;\r\n animParams[1] = ThematicGradientSettings.contentRange * scalars.channel.qScale / rangeScale;\r\n }\r\n\r\n uniform.setUniform2fv(animParams);\r\n });\r\n });\r\n }\r\n }\r\n}\r\n"]}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"Color.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Color.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAA2B,cAAc,EAA4D,MAAM,kBAAkB,CAAC;
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1
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+
{"version":3,"file":"Color.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Color.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAA2B,cAAc,EAA4D,MAAM,kBAAkB,CAAC;AAwCrI,gBAAgB;AAChB,wBAAgB,QAAQ,CAAC,OAAO,EAAE,cAAc,QAW/C;AAED,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,OAAO,EAAE,cAAc,EAAE,iBAAiB,EAAE,MAAM,QAIjF"}
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@@ -12,14 +12,17 @@ const Instancing_1 = require("./Instancing");
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12
12
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// Vertex
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13
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// Color table is appended to vertex data. Compute the index of the vertex one-past-the-end of the vertex data
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// NB: Color in color table has pre-multiplied alpha - revert it.
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-
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15
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+
function getComputeElementColor(quantized) {
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+
const vertData = quantized ? "g_vertLutData1.zw" : "g_vertLutData4.xy";
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+
return `
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float colorTableStart = u_vertParams.z * u_vertParams.w; // num rgba per-vertex times num vertices
|
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-
float colorIndex = decodeUInt16(
|
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19
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+
float colorIndex = decodeUInt16(${vertData});
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20
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vec2 tc = computeLUTCoords(colorTableStart+colorIndex, u_vertParams.xy, g_vert_center, 1.0);
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19
21
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vec4 lutColor = TEXTURE(u_vertLUT, tc);
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lutColor.rgb /= max(0.0001, lutColor.a);
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vec4 color = (u_shaderFlags[kShaderBit_NonUniformColor] ? lutColor : u_color);
|
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`;
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+
}
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const returnColor = `
|
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return color;
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`;
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@@ -27,16 +30,14 @@ const applyInstanceColor = `
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27
30
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color.rgb = mix(color.rgb, a_instanceRgba.rgb / 255.0, u_applyInstanceColor * extractInstanceBit(kOvrBit_Rgb));
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31
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color.a = mix(color.a, a_instanceRgba.a / 255.0, u_applyInstanceColor * extractInstanceBit(kOvrBit_Alpha));
|
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29
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`;
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30
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-
const computeInstancedElementColor = computeElementColor + applyInstanceColor;
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-
const computeColor = computeElementColor + returnColor;
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-
const computeInstancedColor = computeInstancedElementColor + returnColor;
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function getComputeColor(vert) {
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+
const quantized = "quantized" === vert.positionType;
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34
35
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if (vert.usesInstancedGeometry) {
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36
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(0, Instancing_1.addInstanceColor)(vert);
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-
return
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+
return `${getComputeElementColor(quantized)}${applyInstanceColor}${returnColor}`;
|
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}
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else {
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return
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return `${getComputeElementColor(quantized)}${returnColor}`;
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}
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}
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// Fragment
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"Color.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Color.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAGH,6CAAgD;AAEhD,SAAS;AACT,8GAA8G;AAC9G,iEAAiE;AACjE,
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1
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+
{"version":3,"file":"Color.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Color.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAGH,6CAAgD;AAEhD,SAAS;AACT,8GAA8G;AAC9G,iEAAiE;AACjE,SAAS,sBAAsB,CAAC,SAAkB;IAChD,MAAM,QAAQ,GAAG,SAAS,CAAC,CAAC,CAAC,mBAAmB,CAAC,CAAC,CAAC,mBAAmB,CAAC;IACvE,OAAO;;oCAE2B,QAAQ;;;;;CAK3C,CAAC;AACF,CAAC;AAED,MAAM,WAAW,GAAG;;CAEnB,CAAC;AAEF,MAAM,kBAAkB,GAAG;;;CAG1B,CAAC;AAEF,SAAS,eAAe,CAAC,IAAyB;IAChD,MAAM,SAAS,GAAG,WAAW,KAAK,IAAI,CAAC,YAAY,CAAC;IACpD,IAAI,IAAI,CAAC,qBAAqB,EAAE;QAC9B,IAAA,6BAAgB,EAAC,IAAI,CAAC,CAAC;QACvB,OAAO,GAAG,sBAAsB,CAAC,SAAS,CAAC,GAAG,kBAAkB,GAAG,WAAW,EAAE,CAAC;KAClF;SAAM;QACL,OAAO,GAAG,sBAAsB,CAAC,SAAS,CAAC,GAAG,WAAW,EAAE,CAAC;KAC7D;AACH,CAAC;AAED,WAAW;AACX,MAAM,gBAAgB,GAAG,iBAAiB,CAAC;AAE3C,gBAAgB;AAChB,SAAgB,QAAQ,CAAC,OAAuB;IAC9C,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,gBAAqB,CAAC,IAAI,EAAE,EAAE;QAC7D,IAAI,CAAC,iBAAiB,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACpD,MAAM,OAAO,GAAG,MAAM,CAAC,QAAQ,CAAC,KAAM,CAAC;YACvC,MAAM,KAAK,GAAG,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;YAC9C,IAAI,KAAK,CAAC,SAAS,EAAE;gBACnB,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;aAC7B;QACH,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IACH,eAAe,CAAC,OAAO,EAAE,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;AAC1D,CAAC;AAXD,4BAWC;AAED,gBAAgB;AAChB,SAAgB,eAAe,CAAC,OAAuB,EAAE,iBAAyB;IAChF,OAAO,CAAC,UAAU,CAAC,SAAS,eAAoB,CAAC;IACjD,OAAO,CAAC,IAAI,CAAC,GAAG,2BAAyC,iBAAiB,CAAC,CAAC;IAC5E,OAAO,CAAC,IAAI,CAAC,GAAG,2BAA2C,gBAAgB,CAAC,CAAC;AAC/E,CAAC;AAJD,0CAIC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { addInstanceColor } from \"./Instancing\";\r\n\r\n// Vertex\r\n// Color table is appended to vertex data. Compute the index of the vertex one-past-the-end of the vertex data\r\n// NB: Color in color table has pre-multiplied alpha - revert it.\r\nfunction getComputeElementColor(quantized: boolean): string {\r\n const vertData = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData4.xy\";\r\n return `\r\n float colorTableStart = u_vertParams.z * u_vertParams.w; // num rgba per-vertex times num vertices\r\n float colorIndex = decodeUInt16(${vertData});\r\n vec2 tc = computeLUTCoords(colorTableStart+colorIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 lutColor = TEXTURE(u_vertLUT, tc);\r\n lutColor.rgb /= max(0.0001, lutColor.a);\r\n vec4 color = (u_shaderFlags[kShaderBit_NonUniformColor] ? lutColor : u_color);\r\n`;\r\n}\r\n\r\nconst returnColor = `\r\n return color;\r\n`;\r\n\r\nconst applyInstanceColor = `\r\n color.rgb = mix(color.rgb, a_instanceRgba.rgb / 255.0, u_applyInstanceColor * extractInstanceBit(kOvrBit_Rgb));\r\n color.a = mix(color.a, a_instanceRgba.a / 255.0, u_applyInstanceColor * extractInstanceBit(kOvrBit_Alpha));\r\n`;\r\n\r\nfunction getComputeColor(vert: VertexShaderBuilder): string {\r\n const quantized = \"quantized\" === vert.positionType;\r\n if (vert.usesInstancedGeometry) {\r\n addInstanceColor(vert);\r\n return `${getComputeElementColor(quantized)}${applyInstanceColor}${returnColor}`;\r\n } else {\r\n return `${getComputeElementColor(quantized)}${returnColor}`;\r\n }\r\n}\r\n\r\n// Fragment\r\nconst computeBaseColor = \"return v_color;\";\r\n\r\n/** @internal */\r\nexport function addColor(builder: ProgramBuilder) {\r\n builder.vert.addUniform(\"u_color\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_color\", (uniform, params) => {\r\n const lutGeom = params.geometry.asLUT!;\r\n const color = lutGeom.getColor(params.target);\r\n if (color.isUniform) {\r\n color.uniform.bind(uniform);\r\n }\r\n });\r\n });\r\n addVaryingColor(builder, getComputeColor(builder.vert));\r\n}\r\n\r\n/** @internal */\r\nexport function addVaryingColor(builder: ProgramBuilder, computeVertexBase: string) {\r\n builder.addVarying(\"v_color\", VariableType.Vec4);\r\n builder.vert.set(VertexShaderComponent.ComputeBaseColor, computeVertexBase);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\r\n}\r\n"]}
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@@ -31,5 +31,6 @@ export declare function addUnpackAndNormalize2Bytes(builder: ShaderBuilder): voi
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31
31
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* From https://github.com/CesiumGS/cesium/blob/main/Source/Shaders/Builtin/Functions/unpackFloat.glsl
|
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32
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* @internal
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*/
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-
export declare const decodeFloat32 = "\nfloat decodeFloat32(vec4 packedFloat) {\n float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;\n float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0
|
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34
|
+
export declare const decodeFloat32 = "\nfloat decodeFloat32(vec4 packedFloat) {\n float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;\n float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;\n if (exponent == -127.0)\n return 0.0;\n\n float mantissa = mod(packedFloat[2], 128.0) * 65536.0 + packedFloat[1] * 256.0 + packedFloat[0] + float(0x800000);\n float result = sign * exp2(exponent - 23.0) * mantissa;\n return result;\n}\n";
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35
|
+
export declare const decode3Float32 = "\n// This expects an array of 4 vec3s, where each vec4 contains a slice of all 3 of the packed floats in .xyz\n// pf0 is in [0].x, pf1 is in [0].y, and pf2 in [0].z\n// e.g.: packedFloat[0] = vec3(pf0.x, pf1.x, pf2.x)\n// likewise .y info is in [1], .z in [2], and .w in [3]\nvec3 decode3Float32(vec3 packedFloat[4]) {\n vec3 sign = 1.0 - step(128.0, packedFloat[3].xyz) * 2.0;\n vec3 exponent = 2.0 * mod(packedFloat[3].xyz, 128.0) + step(128.0, packedFloat[2].xyz) - 127.0;\n vec3 zeroFlag = vec3(notEqual(vec3(-127.0), exponent));\n vec3 mantissa = mod(packedFloat[2].xyz, 128.0) * 65536.0 + packedFloat[1].xyz * 256.0 + packedFloat[0].xyz + float(0x800000);\n vec3 result = sign * exp2(exponent - 23.0) * mantissa * zeroFlag;\n return result;\n}\n";
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36
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//# sourceMappingURL=Decode.d.ts.map
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"Decode.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Decode.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAEjD,gBAAgB;AAChB,eAAO,MAAM,YAAY,gGAIxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,2HAIxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,gGAExB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,sIAGxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,cAAc,mGAE1B,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,cAAc,mWAU1B,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,UAAU,qEAItB,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,YAAY,mJAQxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,wBAAwB,uFAIpC,CAAC;AAEF,gBAAgB;AAChB,wBAAgB,2BAA2B,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAGxE;AAED;;;;GAIG;AACH,eAAO,MAAM,aAAa,
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{"version":3,"file":"Decode.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Decode.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAEjD,gBAAgB;AAChB,eAAO,MAAM,YAAY,gGAIxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,2HAIxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,gGAExB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,sIAGxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,cAAc,mGAE1B,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,cAAc,mWAU1B,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,UAAU,qEAItB,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,YAAY,mJAQxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,wBAAwB,uFAIpC,CAAC;AAEF,gBAAgB;AAChB,wBAAgB,2BAA2B,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAGxE;AAED;;;;GAIG;AACH,eAAO,MAAM,aAAa,ybAWzB,CAAC;AAEF,eAAO,MAAM,cAAc,0vBAa1B,CAAC"}
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* @module WebGL
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*/
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exports.decodeFloat32 = exports.addUnpackAndNormalize2Bytes = exports.unpackAndNormalize2Bytes = exports.unpack2Bytes = exports.pack2Bytes = exports.encodeDepthRgb = exports.decodeDepthRgb = exports.unquantize2d = exports.unquantize3d = exports.decodeUint24 = exports.decodeUint16 = void 0;
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exports.decode3Float32 = exports.decodeFloat32 = exports.addUnpackAndNormalize2Bytes = exports.unpackAndNormalize2Bytes = exports.unpack2Bytes = exports.pack2Bytes = exports.encodeDepthRgb = exports.decodeDepthRgb = exports.unquantize2d = exports.unquantize3d = exports.decodeUint24 = exports.decodeUint16 = void 0;
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/** @internal */
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exports.decodeUint16 = `
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float decodeUInt16(vec2 v) {
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exports.decodeFloat32 = `
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float decodeFloat32(vec4 packedFloat) {
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float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;
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float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;
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float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;
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exports.decode3Float32 = `
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// This expects an array of 4 vec3s, where each vec4 contains a slice of all 3 of the packed floats in .xyz
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vec3 decode3Float32(vec3 packedFloat[4]) {
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vec3 sign = 1.0 - step(128.0, packedFloat[3].xyz) * 2.0;
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vec3 exponent = 2.0 * mod(packedFloat[3].xyz, 128.0) + step(128.0, packedFloat[2].xyz) - 127.0;
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vec3 zeroFlag = vec3(notEqual(vec3(-127.0), exponent));
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vec3 mantissa = mod(packedFloat[2].xyz, 128.0) * 65536.0 + packedFloat[1].xyz * 256.0 + packedFloat[0].xyz + float(0x800000);
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vec3 result = sign * exp2(exponent - 23.0) * mantissa * zeroFlag;
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}
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{"version":3,"file":"Decode.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Decode.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAIH,gBAAgB;AACH,QAAA,YAAY,GAAG;;;;CAI3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;;;CAI3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;CAE3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;;CAG3B,CAAC;AAEF,gBAAgB;AACH,QAAA,cAAc,GAAG;;CAE7B,CAAC;AAEF,gBAAgB;AACH,QAAA,cAAc,GAAG;;;;;;;;;;CAU7B,CAAC;AAEF;;GAEG;AACU,QAAA,UAAU,GAAG;;;;CAIzB,CAAC;AAEF;;GAEG;AACU,QAAA,YAAY,GAAG;;;;;;;;CAQ3B,CAAC;AAEF,gBAAgB;AACH,QAAA,wBAAwB,GAAG;;;;CAIvC,CAAC;AAEF,gBAAgB;AAChB,SAAgB,2BAA2B,CAAC,OAAsB;IAChE,OAAO,CAAC,WAAW,CAAC,oBAAY,CAAC,CAAC;IAClC,OAAO,CAAC,WAAW,CAAC,gCAAwB,CAAC,CAAC;AAChD,CAAC;AAHD,kEAGC;AAED;;;;GAIG;AACU,QAAA,aAAa,GAAG;;;;;;;;;;;CAW5B,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { ShaderBuilder } from \"../ShaderBuilder\";\r\n\r\n/** @internal */\r\nexport const decodeUint16 = `\r\nfloat decodeUInt16(vec2 v) {\r\n return dot(v, vec2(1.0, 256.0)); // v.x | (v.y << 8)\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const decodeUint24 = `\r\nfloat decodeUInt24(vec3 v) {\r\n return dot(v, vec3(1.0, 256.0, 256.0*256.0)); // v.x | (v.y << 8) | (v.z << 16)\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantize3d = `\r\nvec3 unquantize3d(vec3 qpos, vec3 origin, vec3 scale) { return origin + scale * qpos; }\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantize2d = `\r\n// params.xy = origin. params.zw = scale.\r\nvec2 unquantize2d(vec2 qpos, vec4 params) { return params.xy + params.zw * qpos; }\r\n`;\r\n\r\n/** @internal */\r\nexport const decodeDepthRgb = `\r\nfloat decodeDepthRgb(vec3 rgb) { return dot(rgb, vec3(1.0, 1.0 / 255.0, 1.0 / 65025.0)); }\r\n`;\r\n\r\n/** @internal */\r\nexport const encodeDepthRgb = `\r\nvec3 encodeDepthRgb(float depth) {\r\n // 1.0 must be reduced slightly; otherwise decoding will produce zero. It's the far plane, so we don't care (and decoding produces 1.0 anyway).\r\n depth = min(depth, 16777215.0/16777216.0);\r\n\r\n vec3 enc = vec3(1.0, 255.0, 65025.0) * depth;\r\n enc = fract(enc);\r\n enc.xy -= enc.yz / 255.0;\r\n return enc;\r\n}\r\n`;\r\n\r\n/** Pack 2 floats in the integer range [0..255] into a single float equal to v.x | (v.y << 8)\r\n * @internal\r\n */\r\nexport const pack2Bytes = `\r\nfloat pack2Bytes(vec2 v) {\r\n return v.x + (v.y * 256.0);\r\n}\r\n`;\r\n\r\n/** Unpack a float in the integer range [0..0xffff] into a vec2 containing 2 integers in the range [0..255]\r\n * @internal\r\n */\r\nexport const unpack2Bytes = `\r\nvec2 unpack2Bytes(float f) {\r\n f = floor(f + 0.5);\r\n vec2 v;\r\n v.y = floor(f / 256.0);\r\n v.x = floor(f - v.y * 256.0);\r\n return v;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const unpackAndNormalize2Bytes = `\r\nvec2 unpackAndNormalize2Bytes(float f) {\r\n return unpack2Bytes(f) / 255.0;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addUnpackAndNormalize2Bytes(builder: ShaderBuilder): void {\r\n builder.addFunction(unpack2Bytes);\r\n builder.addFunction(unpackAndNormalize2Bytes);\r\n}\r\n\r\n/** Given an IEEE 32-bit float stuffed into a RGBA unsigned byte texture, extract the float.\r\n * The input vec4 components are in the integer range [0..255].\r\n * From https://github.com/CesiumGS/cesium/blob/main/Source/Shaders/Builtin/Functions/unpackFloat.glsl\r\n * @internal\r\n */\r\nexport const decodeFloat32 = `\r\nfloat decodeFloat32(vec4 packedFloat) {\r\n float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;\r\n float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0
|
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1
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+
{"version":3,"file":"Decode.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Decode.ts"],"names":[],"mappings":";AAAA;;;+FAG+F;AAC/F;;GAEG;;;AAIH,gBAAgB;AACH,QAAA,YAAY,GAAG;;;;CAI3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;;;CAI3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;CAE3B,CAAC;AAEF,gBAAgB;AACH,QAAA,YAAY,GAAG;;;CAG3B,CAAC;AAEF,gBAAgB;AACH,QAAA,cAAc,GAAG;;CAE7B,CAAC;AAEF,gBAAgB;AACH,QAAA,cAAc,GAAG;;;;;;;;;;CAU7B,CAAC;AAEF;;GAEG;AACU,QAAA,UAAU,GAAG;;;;CAIzB,CAAC;AAEF;;GAEG;AACU,QAAA,YAAY,GAAG;;;;;;;;CAQ3B,CAAC;AAEF,gBAAgB;AACH,QAAA,wBAAwB,GAAG;;;;CAIvC,CAAC;AAEF,gBAAgB;AAChB,SAAgB,2BAA2B,CAAC,OAAsB;IAChE,OAAO,CAAC,WAAW,CAAC,oBAAY,CAAC,CAAC;IAClC,OAAO,CAAC,WAAW,CAAC,gCAAwB,CAAC,CAAC;AAChD,CAAC;AAHD,kEAGC;AAED;;;;GAIG;AACU,QAAA,aAAa,GAAG;;;;;;;;;;;CAW5B,CAAC;AAEW,QAAA,cAAc,GAAG;;;;;;;;;;;;;CAa7B,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { ShaderBuilder } from \"../ShaderBuilder\";\r\n\r\n/** @internal */\r\nexport const decodeUint16 = `\r\nfloat decodeUInt16(vec2 v) {\r\n return dot(v, vec2(1.0, 256.0)); // v.x | (v.y << 8)\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const decodeUint24 = `\r\nfloat decodeUInt24(vec3 v) {\r\n return dot(v, vec3(1.0, 256.0, 256.0*256.0)); // v.x | (v.y << 8) | (v.z << 16)\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantize3d = `\r\nvec3 unquantize3d(vec3 qpos, vec3 origin, vec3 scale) { return origin + scale * qpos; }\r\n`;\r\n\r\n/** @internal */\r\nexport const unquantize2d = `\r\n// params.xy = origin. params.zw = scale.\r\nvec2 unquantize2d(vec2 qpos, vec4 params) { return params.xy + params.zw * qpos; }\r\n`;\r\n\r\n/** @internal */\r\nexport const decodeDepthRgb = `\r\nfloat decodeDepthRgb(vec3 rgb) { return dot(rgb, vec3(1.0, 1.0 / 255.0, 1.0 / 65025.0)); }\r\n`;\r\n\r\n/** @internal */\r\nexport const encodeDepthRgb = `\r\nvec3 encodeDepthRgb(float depth) {\r\n // 1.0 must be reduced slightly; otherwise decoding will produce zero. It's the far plane, so we don't care (and decoding produces 1.0 anyway).\r\n depth = min(depth, 16777215.0/16777216.0);\r\n\r\n vec3 enc = vec3(1.0, 255.0, 65025.0) * depth;\r\n enc = fract(enc);\r\n enc.xy -= enc.yz / 255.0;\r\n return enc;\r\n}\r\n`;\r\n\r\n/** Pack 2 floats in the integer range [0..255] into a single float equal to v.x | (v.y << 8)\r\n * @internal\r\n */\r\nexport const pack2Bytes = `\r\nfloat pack2Bytes(vec2 v) {\r\n return v.x + (v.y * 256.0);\r\n}\r\n`;\r\n\r\n/** Unpack a float in the integer range [0..0xffff] into a vec2 containing 2 integers in the range [0..255]\r\n * @internal\r\n */\r\nexport const unpack2Bytes = `\r\nvec2 unpack2Bytes(float f) {\r\n f = floor(f + 0.5);\r\n vec2 v;\r\n v.y = floor(f / 256.0);\r\n v.x = floor(f - v.y * 256.0);\r\n return v;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport const unpackAndNormalize2Bytes = `\r\nvec2 unpackAndNormalize2Bytes(float f) {\r\n return unpack2Bytes(f) / 255.0;\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addUnpackAndNormalize2Bytes(builder: ShaderBuilder): void {\r\n builder.addFunction(unpack2Bytes);\r\n builder.addFunction(unpackAndNormalize2Bytes);\r\n}\r\n\r\n/** Given an IEEE 32-bit float stuffed into a RGBA unsigned byte texture, extract the float.\r\n * The input vec4 components are in the integer range [0..255].\r\n * From https://github.com/CesiumGS/cesium/blob/main/Source/Shaders/Builtin/Functions/unpackFloat.glsl\r\n * @internal\r\n */\r\nexport const decodeFloat32 = `\r\nfloat decodeFloat32(vec4 packedFloat) {\r\n float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;\r\n float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;\r\n if (exponent == -127.0)\r\n return 0.0;\r\n\r\n float mantissa = mod(packedFloat[2], 128.0) * 65536.0 + packedFloat[1] * 256.0 + packedFloat[0] + float(0x800000);\r\n float result = sign * exp2(exponent - 23.0) * mantissa;\r\n return result;\r\n}\r\n`;\r\n\r\nexport const decode3Float32 = `\r\n// This expects an array of 4 vec3s, where each vec4 contains a slice of all 3 of the packed floats in .xyz\r\n// pf0 is in [0].x, pf1 is in [0].y, and pf2 in [0].z\r\n// e.g.: packedFloat[0] = vec3(pf0.x, pf1.x, pf2.x)\r\n// likewise .y info is in [1], .z in [2], and .w in [3]\r\nvec3 decode3Float32(vec3 packedFloat[4]) {\r\n vec3 sign = 1.0 - step(128.0, packedFloat[3].xyz) * 2.0;\r\n vec3 exponent = 2.0 * mod(packedFloat[3].xyz, 128.0) + step(128.0, packedFloat[2].xyz) - 127.0;\r\n vec3 zeroFlag = vec3(notEqual(vec3(-127.0), exponent));\r\n vec3 mantissa = mod(packedFloat[2].xyz, 128.0) * 65536.0 + packedFloat[1].xyz * 256.0 + packedFloat[0].xyz + float(0x800000);\r\n vec3 result = sign * exp2(exponent - 23.0) * mantissa * zeroFlag;\r\n return result;\r\n}\r\n`;\r\n"]}
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@@ -2,10 +2,10 @@
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* @module WebGL
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*/
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import { ProgramBuilder, VertexShaderBuilder } from "../ShaderBuilder";
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import { IsAnimated, IsInstanced } from "../TechniqueFlags";
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+
import { IsAnimated, IsInstanced, PositionType } from "../TechniqueFlags";
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export declare type EdgeBuilderType = "SegmentEdge" | "Silhouette" | "IndexedEdge";
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/** @internal */
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export declare function addEdgeContrast(vert: VertexShaderBuilder): void;
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|
/** @internal */
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export declare function createEdgeBuilder(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder;
|
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export declare function createEdgeBuilder(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated, posType: PositionType): ProgramBuilder;
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//# sourceMappingURL=Edge.d.ts.map
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@@ -1 +1 @@
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-
{"version":3,"file":"Edge.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Edge.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAA2B,cAAc,EAAgB,mBAAmB,EAAyB,MAAM,kBAAkB,CAAC;AACrI,OAAO,EAAE,UAAU,EAAE,WAAW,EAAc,MAAM,mBAAmB,CAAC;
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{"version":3,"file":"Edge.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Edge.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAA2B,cAAc,EAAgB,mBAAmB,EAAyB,MAAM,kBAAkB,CAAC;AACrI,OAAO,EAAE,UAAU,EAAE,WAAW,EAAc,YAAY,EAAE,MAAM,mBAAmB,CAAC;AActF,oBAAY,eAAe,GAAG,aAAa,GAAG,YAAY,GAAG,aAAa,CAAC;AA+K3E,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAY/D;AA2FD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,eAAe,EAAE,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,UAAU,EAAE,OAAO,EAAE,YAAY,GAAG,cAAc,CAO9I"}
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@@ -23,21 +23,7 @@ const Viewport_1 = require("./Viewport");
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const LookupTable_1 = require("./LookupTable");
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24
|
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|
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|
const computeOtherPos = `
|
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|
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|
|
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if (g_usesQuantizedPosition) {
|
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|
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vec4 enc1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
|
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|
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tc.x += g_vert_stepX;
|
|
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|
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vec4 enc2 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
|
|
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|
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vec3 qpos = vec3(decodeUInt16(enc1.xy), decodeUInt16(enc1.zw), decodeUInt16(enc2.xy));
|
|
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|
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g_otherPos = unquantizePosition(qpos, u_qOrigin, u_qScale);
|
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|
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} else {
|
|
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|
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for (int i = 0; i < 3; i++) {
|
|
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|
-
g_otherPos[i] = decodeFloat32(floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5));
|
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|
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tc.x += g_vert_stepX;
|
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}
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|
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g_otherPos.w = 1.0;
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}
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|
+
g_otherPos = samplePosition(g_otherIndex);
|
|
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27
|
`;
|
|
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28
|
const decodeEndPointAndQuadIndices = `
|
|
43
29
|
g_otherIndex = decodeUInt24(a_endPointAndQuadIndices.xyz);
|
|
@@ -212,19 +198,20 @@ function addEdgeContrast(vert) {
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exports.addEdgeContrast = addEdgeContrast;
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const edgeLutParams = new Float32Array(4);
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|
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function createBase(type, instanced, isAnimated) {
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|
+
function createBase(type, instanced, isAnimated, positionType) {
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|
const isInstanced = 1 /* Yes */ === instanced;
|
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const isSilhouette = "Silhouette" === type;
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|
const isIndexed = "IndexedEdge" === type;
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|
const techId = isSilhouette ? 5 /* SilhouetteEdge */ : (isIndexed ? 6 /* IndexedEdge */ : 4 /* Edge */);
|
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|
const attrMap = AttributeMap_1.AttributeMap.findAttributeMap(techId, isInstanced);
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|
-
const builder = new ShaderBuilder_1.ProgramBuilder(attrMap, {
|
|
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const builder = new ShaderBuilder_1.ProgramBuilder(attrMap, { positionType, instanced: isInstanced });
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const vert = builder.vert;
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vert.addGlobal("g_otherPos", 5 /* Vec4 */);
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vert.addGlobal("g_quadIndex", 2 /* Float */);
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vert.addGlobal("g_windowPos", 5 /* Vec4 */);
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vert.addGlobal("g_windowDir", 3 /* Vec2 */);
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vert.addGlobal("g_otherIndex", 2 /* Float */);
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(0, Vertex_1.addSamplePosition)(vert);
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if (isIndexed) {
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vert.addGlobal("g_vertexId", 1 /* Int */);
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vert.addGlobal("g_otherIndexIndex", 4 /* Vec3 */);
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@@ -284,8 +271,8 @@ function createBase(type, instanced, isAnimated) {
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return builder;
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}
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/** @internal */
|
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287
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-
function createEdgeBuilder(type, instanced, isAnimated) {
|
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288
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-
const builder = createBase(type, instanced, isAnimated);
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+
function createEdgeBuilder(type, instanced, isAnimated, posType) {
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+
const builder = createBase(type, instanced, isAnimated, posType);
|
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289
276
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(0, Common_1.addShaderFlags)(builder);
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(0, Color_1.addColor)(builder);
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addEdgeContrast(builder.vert);
|
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@@ -1 +1 @@
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1
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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 { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsAnimated, IsInstanced, IsThematic } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { addColor } from \"./Color\";\r\nimport { addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addWhiteOnWhiteReversal } from \"./Fragment\";\r\nimport { addAdjustWidth, addLineCode } from \"./Polyline\";\r\nimport { octDecodeNormal } from \"./Surface\";\r\nimport { addLineWeight, addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { addModelToWindowCoordinates, addViewport } from \"./Viewport\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderOrder, addRenderOrderConstants } from \"./FeatureSymbology\";\r\n\r\nexport type EdgeBuilderType = \"SegmentEdge\" | \"Silhouette\" | \"IndexedEdge\";\r\n\r\nconst computeOtherPos = `\r\n vec2 tc = computeLUTCoords(g_otherIndex, u_vertParams.xy, g_vert_center, u_vertParams.z);\r\n if (g_usesQuantizedPosition) {\r\n vec4 enc1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_vert_stepX;\r\n vec4 enc2 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n vec3 qpos = vec3(decodeUInt16(enc1.xy), decodeUInt16(enc1.zw), decodeUInt16(enc2.xy));\r\n g_otherPos = unquantizePosition(qpos, u_qOrigin, u_qScale);\r\n } else {\r\n for (int i = 0; i < 3; i++) {\r\n g_otherPos[i] = decodeFloat32(floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5));\r\n tc.x += g_vert_stepX;\r\n }\r\n\r\n g_otherPos.w = 1.0;\r\n }\r\n`;\r\n\r\nconst decodeEndPointAndQuadIndices = `\r\n g_otherIndex = decodeUInt24(a_endPointAndQuadIndices.xyz);\r\n${computeOtherPos}\r\n g_quadIndex = a_endPointAndQuadIndices.w;\r\n`;\r\n\r\nconst animateEndPoint = `g_otherPos.xyz += computeAnimationDisplacement(g_otherIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);`;\r\n\r\n// a_pos is a 24-bit index into edge lookup table.\r\n// First six bytes of lookup table entry are the pair of 24-bit indices identifying the endpoints of the edge in the vertex table.\r\n// Return the 24-bit index of \"this\" vertex in the vertex table encoded in a vec3.\r\nconst computeIndexedQuantizedPosition = `\r\n g_vertexId = gl_VertexID % 6;\r\n if (g_vertexId == 0)\r\n g_quadIndex = 0.0;\r\n else if (g_vertexId == 2 || g_vertexId == 3)\r\n g_quadIndex = 1.0;\r\n else if (g_vertexId == 1 || g_vertexId == 4)\r\n g_quadIndex = 2.0;\r\n else\r\n g_quadIndex = 3.0;\r\n\r\n // The following formula computes the texel index, but suffers from precision issues for large edge indices, so we must compute using integers instead.\r\n // float edgeBaseIndex = u_edgeParams.z * 1.5 + u_edgeParams.w * 0.25 + (edgeIndex - u_edgeParams.z) * 2.5);\r\n\r\n float fEdgeIndex = decodeUInt24(a_pos);\r\n g_isSilhouette = fEdgeIndex >= u_edgeParams.z;\r\n int edgeIndex = int(fEdgeIndex);\r\n bool isEven = 0 == (edgeIndex & 1);\r\n float edgeBaseIndex;\r\n if (!g_isSilhouette) {\r\n edgeBaseIndex = float(edgeIndex + (edgeIndex / 2));\r\n } else {\r\n // If both pad and edgeIndex produce a remainder (0.5 for each - pad is a multiple of 2), we must add one to the index to account for it.\r\n int shift = isEven ? 0 : 1;\r\n int pad = int(u_edgeParams.w);\r\n if (0 != (pad % 4)) {\r\n isEven = !isEven;\r\n shift = shift + 1;\r\n }\r\n\r\n // s = num segments p = num padding bytes i = edge index\r\n // texel index = 1.5s + .25p + 2.5(i - s) = 1.5s + .25p + 2.5i - 2.5s = 2.5i + .25p - s = i + i + i/2 + p/4 - s\r\n edgeBaseIndex = float(edgeIndex + edgeIndex + edgeIndex / 2 + pad / 4 - int(u_edgeParams.z) + shift / 2);\r\n }\r\n\r\n vec2 tc = compute_edge_coords(floor(edgeBaseIndex));\r\n vec4 s0 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s1 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s2 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n\r\n vec3 i0 = isEven ? s0.xyz : vec3(s0.zw, s1.x);\r\n vec3 i1 = isEven ? vec3(s0.w, s1.xy) : s1.yzw;\r\n g_otherIndexIndex = g_quadIndex < 2.0 ? i1 : i0;\r\n\r\n g_normals = isEven ? vec4(s1.zw, s2.xy) : s2;\r\n\r\n return g_quadIndex < 2.0 ? i0 : i1;\r\n`;\r\n\r\nconst initializeIndexed = `\r\n g_otherIndex = decodeUInt24(g_otherIndexIndex);\r\n${computeOtherPos}\r\n`;\r\n\r\n// IndexedEdgeGeometry.renderOrder returns Edge or PlanarEdge. Adjust if silhouette for output to pick buffers.\r\nconst computeIndexedRenderOrder = `\r\n if (g_isSilhouette)\r\n v_renderOrder = kRenderOrder_Edge == u_renderOrder ? kRenderOrder_Silhouette : kRenderOrder_PlanarSilhouette;\r\n else\r\n v_renderOrder = u_renderOrder;\r\n`;\r\n\r\nconst checkForSilhouetteDiscard = `\r\n if (kFrustumType_Perspective != u_frustum.z) {\r\n float perpTol = 4.75e-6;\r\n return (n0.z * n1.z > perpTol); // orthographic.\r\n } else {\r\n float perpTol = 2.5e-4;\r\n vec4 viewPos = MAT_MV * rawPos; // perspective\r\n vec3 toEye = normalize(viewPos.xyz);\r\n float dot0 = dot(n0, toEye);\r\n float dot1 = dot(n1, toEye);\r\n\r\n if (dot0 * dot1 > perpTol)\r\n return true;\r\n\r\n // Need to discard if either is non-silhouette.\r\n vec4 otherPosition = g_otherPos;\r\n viewPos = MAT_MV * otherPosition;\r\n toEye = normalize(viewPos.xyz);\r\n dot0 = dot(n0, toEye);\r\n dot1 = dot(n1, toEye);\r\n\r\n return dot0 * dot1 > perpTol;\r\n }\r\n`;\r\n\r\nconst checkForSilhouetteDiscardNonIndexed = `\r\n vec3 n0 = MAT_NORM * octDecodeNormal(a_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(a_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst checkForSilhouetteDiscardIndexed = `\r\n if (!g_isSilhouette)\r\n return false;\r\n\r\n vec3 n0 = MAT_NORM * octDecodeNormal(g_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(g_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst computePosition = `\r\n v_lnInfo = vec4(0.0, 0.0, 0.0, 0.0); // init and set flag to false\r\n vec4 other = g_otherPos;\r\n float miterAdjust = 0.0;\r\n float weight = computeLineWeight();\r\n\r\n vec4 pos;\r\n g_windowPos = modelToWindowCoordinates(rawPos, other, pos, v_eyeSpace);\r\n if (g_windowPos.w == 0.0) // Clipped out.\r\n return g_windowPos;\r\n\r\n vec4 otherPos;\r\n vec3 otherMvPos;\r\n vec4 projOther = modelToWindowCoordinates(other, rawPos, otherPos, otherMvPos);\r\n\r\n g_windowDir = projOther.xy - g_windowPos.xy;\r\n\r\n adjustWidth(weight, g_windowDir, g_windowPos.xy);\r\n g_windowDir = normalize(g_windowDir);\r\n\r\n vec2 perp = vec2(-g_windowDir.y, g_windowDir.x);\r\n float perpDist = weight / 2.0;\r\n float alongDist = 0.0;\r\n\r\n perpDist *= sign(0.5 - float(g_quadIndex == 0.0 || g_quadIndex == 3.0)); // negate for index 0 and 3\r\n alongDist += distance(rawPos, other) * float(g_quadIndex >= 2.0); // index 2 and 3 correspond to 'far' endpoint of segment\r\n\r\n pos.x += perp.x * perpDist * 2.0 * pos.w / u_viewport.x;\r\n pos.y += perp.y * perpDist * 2.0 * pos.w / u_viewport.y;\r\n\r\n lineCodeEyePos = .5 * (rawPos + other);\r\n lineCodeDist = alongDist;\r\n\r\n return pos;\r\n`;\r\nconst lineCodeArgs = \"g_windowDir, g_windowPos, 0.0\";\r\n\r\nconst adjustContrast = `\r\n float bgi = u_bgIntensity;\r\n if (bgi < 0.0)\r\n return baseColor;\r\n\r\n float s;\r\n float rgbi = baseColor.r * 0.3 + baseColor.g * 0.59 + baseColor.b * 0.11;\r\n if (rgbi > 0.81)\r\n s = bgi > 0.57 ? 0.0 : 0.699;\r\n else if (rgbi > 0.57)\r\n s = bgi > 0.57 ? 0.0 : 1.0;\r\n else\r\n s = bgi < 0.81 ? 1.0 : 0.699;\r\n\r\n return vec4(vec3(s), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEdgeContrast(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_bgIntensity\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_bgIntensity\", (uniform, params) => {\r\n let bgi = -1;\r\n if (params.geometry.isEdge && params.target.currentEdgeSettings.wantContrastingColor(params.target.currentViewFlags.renderMode))\r\n bgi = params.target.uniforms.style.backgroundIntensity;\r\n\r\n uniform.setUniform1f(bgi);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.AdjustContrast, adjustContrast);\r\n}\r\n\r\nconst edgeLutParams = new Float32Array(4);\r\n\r\nfunction createBase(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder {\r\n const isInstanced = IsInstanced.Yes === instanced;\r\n const isSilhouette = \"Silhouette\" === type;\r\n const isIndexed = \"IndexedEdge\" === type;\r\n const techId = isSilhouette ? TechniqueId.SilhouetteEdge : (isIndexed ? TechniqueId.IndexedEdge : TechniqueId.Edge);\r\n const attrMap = AttributeMap.findAttributeMap(techId, isInstanced);\r\n\r\n const builder = new ProgramBuilder(attrMap, { maxRgbaPerVertex: 5, instanced: isInstanced });\r\n const vert = builder.vert;\r\n\r\n vert.addGlobal(\"g_otherPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_quadIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_windowPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_windowDir\", VariableType.Vec2);\r\n vert.addGlobal(\"g_otherIndex\", VariableType.Float);\r\n\r\n if (isIndexed) {\r\n vert.addGlobal(\"g_vertexId\", VariableType.Int);\r\n vert.addGlobal(\"g_otherIndexIndex\", VariableType.Vec3);\r\n vert.addGlobal(\"g_isSilhouette\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"g_normals\", VariableType.Vec4);\r\n\r\n const initLut = addLookupTable(vert, \"edge\", \"1.0\");\r\n vert.addUniform(\"u_edgeLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeLUT\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edge.edgeLut.texture.bindSampler(uniform, TextureUnit.EdgeLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_edgeParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeParams\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edgeLutParams[0] = edge.edgeLut.texture.width;\r\n edgeLutParams[1] = edge.edgeLut.texture.height;\r\n edgeLutParams[2] = edge.edgeLut.numSegments;\r\n edgeLutParams[3] = edge.edgeLut.silhouettePadding;\r\n uniform.setUniform4fv(edgeLutParams);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.ComputeQuantizedPosition, `${initLut}\\n\\n${computeIndexedQuantizedPosition}`);\r\n vert.addInitializer(initializeIndexed);\r\n\r\n addRenderOrder(vert);\r\n addRenderOrderConstants(vert);\r\n builder.addInlineComputedVarying(\"v_renderOrder\", VariableType.Float, computeIndexedRenderOrder);\r\n builder.frag.set(FragmentShaderComponent.OverrideRenderOrder, \"return v_renderOrder;\");\r\n } else {\r\n vert.addInitializer(decodeEndPointAndQuadIndices);\r\n }\r\n\r\n if (isAnimated) {\r\n addAnimation(vert, false, IsThematic.No);\r\n vert.addInitializer(animateEndPoint);\r\n }\r\n\r\n vert.addGlobal(\"lineCodeEyePos\", VariableType.Vec4);\r\n vert.addGlobal(\"lineCodeDist\", VariableType.Float, \"0.0\");\r\n\r\n addModelToWindowCoordinates(vert); // adds u_mvp, u_viewportTransformation, and sets g_eyeSpace\r\n addProjectionMatrix(vert);\r\n addLineCode(builder, lineCodeArgs);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n builder.addVarying(\"v_lnInfo\", VariableType.Vec4);\r\n addAdjustWidth(vert);\r\n\r\n addViewport(vert);\r\n addModelViewMatrix(vert);\r\n\r\n addLineWeight(vert);\r\n\r\n if (isSilhouette || isIndexed) {\r\n addNormalMatrix(vert, instanced);\r\n addFrustum(builder);\r\n vert.addFunction(octDecodeNormal);\r\n vert.set(VertexShaderComponent.CheckForEarlyDiscard, isSilhouette ? checkForSilhouetteDiscardNonIndexed : checkForSilhouetteDiscardIndexed);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createEdgeBuilder(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder {\r\n const builder = createBase(type, instanced, isAnimated);\r\n addShaderFlags(builder);\r\n addColor(builder);\r\n addEdgeContrast(builder.vert);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n return builder;\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsAnimated, IsInstanced, IsThematic, PositionType } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { addColor } from \"./Color\";\r\nimport { addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addWhiteOnWhiteReversal } from \"./Fragment\";\r\nimport { addAdjustWidth, addLineCode } from \"./Polyline\";\r\nimport { octDecodeNormal } from \"./Surface\";\r\nimport { addLineWeight, addModelViewMatrix, addNormalMatrix, addProjectionMatrix, addSamplePosition } from \"./Vertex\";\r\nimport { addModelToWindowCoordinates, addViewport } from \"./Viewport\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderOrder, addRenderOrderConstants } from \"./FeatureSymbology\";\r\n\r\nexport type EdgeBuilderType = \"SegmentEdge\" | \"Silhouette\" | \"IndexedEdge\";\r\n\r\nconst computeOtherPos = `\r\n g_otherPos = samplePosition(g_otherIndex);\r\n`;\r\n\r\nconst decodeEndPointAndQuadIndices = `\r\n g_otherIndex = decodeUInt24(a_endPointAndQuadIndices.xyz);\r\n${computeOtherPos}\r\n g_quadIndex = a_endPointAndQuadIndices.w;\r\n`;\r\n\r\nconst animateEndPoint = `g_otherPos.xyz += computeAnimationDisplacement(g_otherIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);`;\r\n\r\n// a_pos is a 24-bit index into edge lookup table.\r\n// First six bytes of lookup table entry are the pair of 24-bit indices identifying the endpoints of the edge in the vertex table.\r\n// Return the 24-bit index of \"this\" vertex in the vertex table encoded in a vec3.\r\nconst computeIndexedQuantizedPosition = `\r\n g_vertexId = gl_VertexID % 6;\r\n if (g_vertexId == 0)\r\n g_quadIndex = 0.0;\r\n else if (g_vertexId == 2 || g_vertexId == 3)\r\n g_quadIndex = 1.0;\r\n else if (g_vertexId == 1 || g_vertexId == 4)\r\n g_quadIndex = 2.0;\r\n else\r\n g_quadIndex = 3.0;\r\n\r\n // The following formula computes the texel index, but suffers from precision issues for large edge indices, so we must compute using integers instead.\r\n // float edgeBaseIndex = u_edgeParams.z * 1.5 + u_edgeParams.w * 0.25 + (edgeIndex - u_edgeParams.z) * 2.5);\r\n\r\n float fEdgeIndex = decodeUInt24(a_pos);\r\n g_isSilhouette = fEdgeIndex >= u_edgeParams.z;\r\n int edgeIndex = int(fEdgeIndex);\r\n bool isEven = 0 == (edgeIndex & 1);\r\n float edgeBaseIndex;\r\n if (!g_isSilhouette) {\r\n edgeBaseIndex = float(edgeIndex + (edgeIndex / 2));\r\n } else {\r\n // If both pad and edgeIndex produce a remainder (0.5 for each - pad is a multiple of 2), we must add one to the index to account for it.\r\n int shift = isEven ? 0 : 1;\r\n int pad = int(u_edgeParams.w);\r\n if (0 != (pad % 4)) {\r\n isEven = !isEven;\r\n shift = shift + 1;\r\n }\r\n\r\n // s = num segments p = num padding bytes i = edge index\r\n // texel index = 1.5s + .25p + 2.5(i - s) = 1.5s + .25p + 2.5i - 2.5s = 2.5i + .25p - s = i + i + i/2 + p/4 - s\r\n edgeBaseIndex = float(edgeIndex + edgeIndex + edgeIndex / 2 + pad / 4 - int(u_edgeParams.z) + shift / 2);\r\n }\r\n\r\n vec2 tc = compute_edge_coords(floor(edgeBaseIndex));\r\n vec4 s0 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s1 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n tc.x += g_edge_stepX;\r\n vec4 s2 = floor(TEXTURE(u_edgeLUT, tc) * 255.0 + 0.5);\r\n\r\n vec3 i0 = isEven ? s0.xyz : vec3(s0.zw, s1.x);\r\n vec3 i1 = isEven ? vec3(s0.w, s1.xy) : s1.yzw;\r\n g_otherIndexIndex = g_quadIndex < 2.0 ? i1 : i0;\r\n\r\n g_normals = isEven ? vec4(s1.zw, s2.xy) : s2;\r\n\r\n return g_quadIndex < 2.0 ? i0 : i1;\r\n`;\r\n\r\nconst initializeIndexed = `\r\n g_otherIndex = decodeUInt24(g_otherIndexIndex);\r\n${computeOtherPos}\r\n`;\r\n\r\n// IndexedEdgeGeometry.renderOrder returns Edge or PlanarEdge. Adjust if silhouette for output to pick buffers.\r\nconst computeIndexedRenderOrder = `\r\n if (g_isSilhouette)\r\n v_renderOrder = kRenderOrder_Edge == u_renderOrder ? kRenderOrder_Silhouette : kRenderOrder_PlanarSilhouette;\r\n else\r\n v_renderOrder = u_renderOrder;\r\n`;\r\n\r\nconst checkForSilhouetteDiscard = `\r\n if (kFrustumType_Perspective != u_frustum.z) {\r\n float perpTol = 4.75e-6;\r\n return (n0.z * n1.z > perpTol); // orthographic.\r\n } else {\r\n float perpTol = 2.5e-4;\r\n vec4 viewPos = MAT_MV * rawPos; // perspective\r\n vec3 toEye = normalize(viewPos.xyz);\r\n float dot0 = dot(n0, toEye);\r\n float dot1 = dot(n1, toEye);\r\n\r\n if (dot0 * dot1 > perpTol)\r\n return true;\r\n\r\n // Need to discard if either is non-silhouette.\r\n vec4 otherPosition = g_otherPos;\r\n viewPos = MAT_MV * otherPosition;\r\n toEye = normalize(viewPos.xyz);\r\n dot0 = dot(n0, toEye);\r\n dot1 = dot(n1, toEye);\r\n\r\n return dot0 * dot1 > perpTol;\r\n }\r\n`;\r\n\r\nconst checkForSilhouetteDiscardNonIndexed = `\r\n vec3 n0 = MAT_NORM * octDecodeNormal(a_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(a_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst checkForSilhouetteDiscardIndexed = `\r\n if (!g_isSilhouette)\r\n return false;\r\n\r\n vec3 n0 = MAT_NORM * octDecodeNormal(g_normals.xy);\r\n vec3 n1 = MAT_NORM * octDecodeNormal(g_normals.zw);\r\n${checkForSilhouetteDiscard}\r\n`;\r\n\r\nconst computePosition = `\r\n v_lnInfo = vec4(0.0, 0.0, 0.0, 0.0); // init and set flag to false\r\n vec4 other = g_otherPos;\r\n float miterAdjust = 0.0;\r\n float weight = computeLineWeight();\r\n\r\n vec4 pos;\r\n g_windowPos = modelToWindowCoordinates(rawPos, other, pos, v_eyeSpace);\r\n if (g_windowPos.w == 0.0) // Clipped out.\r\n return g_windowPos;\r\n\r\n vec4 otherPos;\r\n vec3 otherMvPos;\r\n vec4 projOther = modelToWindowCoordinates(other, rawPos, otherPos, otherMvPos);\r\n\r\n g_windowDir = projOther.xy - g_windowPos.xy;\r\n\r\n adjustWidth(weight, g_windowDir, g_windowPos.xy);\r\n g_windowDir = normalize(g_windowDir);\r\n\r\n vec2 perp = vec2(-g_windowDir.y, g_windowDir.x);\r\n float perpDist = weight / 2.0;\r\n float alongDist = 0.0;\r\n\r\n perpDist *= sign(0.5 - float(g_quadIndex == 0.0 || g_quadIndex == 3.0)); // negate for index 0 and 3\r\n alongDist += distance(rawPos, other) * float(g_quadIndex >= 2.0); // index 2 and 3 correspond to 'far' endpoint of segment\r\n\r\n pos.x += perp.x * perpDist * 2.0 * pos.w / u_viewport.x;\r\n pos.y += perp.y * perpDist * 2.0 * pos.w / u_viewport.y;\r\n\r\n lineCodeEyePos = .5 * (rawPos + other);\r\n lineCodeDist = alongDist;\r\n\r\n return pos;\r\n`;\r\nconst lineCodeArgs = \"g_windowDir, g_windowPos, 0.0\";\r\n\r\nconst adjustContrast = `\r\n float bgi = u_bgIntensity;\r\n if (bgi < 0.0)\r\n return baseColor;\r\n\r\n float s;\r\n float rgbi = baseColor.r * 0.3 + baseColor.g * 0.59 + baseColor.b * 0.11;\r\n if (rgbi > 0.81)\r\n s = bgi > 0.57 ? 0.0 : 0.699;\r\n else if (rgbi > 0.57)\r\n s = bgi > 0.57 ? 0.0 : 1.0;\r\n else\r\n s = bgi < 0.81 ? 1.0 : 0.699;\r\n\r\n return vec4(vec3(s), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEdgeContrast(vert: VertexShaderBuilder): void {\r\n vert.addUniform(\"u_bgIntensity\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_bgIntensity\", (uniform, params) => {\r\n let bgi = -1;\r\n if (params.geometry.isEdge && params.target.currentEdgeSettings.wantContrastingColor(params.target.currentViewFlags.renderMode))\r\n bgi = params.target.uniforms.style.backgroundIntensity;\r\n\r\n uniform.setUniform1f(bgi);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.AdjustContrast, adjustContrast);\r\n}\r\n\r\nconst edgeLutParams = new Float32Array(4);\r\n\r\nfunction createBase(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated, positionType: PositionType): ProgramBuilder {\r\n const isInstanced = IsInstanced.Yes === instanced;\r\n const isSilhouette = \"Silhouette\" === type;\r\n const isIndexed = \"IndexedEdge\" === type;\r\n const techId = isSilhouette ? TechniqueId.SilhouetteEdge : (isIndexed ? TechniqueId.IndexedEdge : TechniqueId.Edge);\r\n const attrMap = AttributeMap.findAttributeMap(techId, isInstanced);\r\n\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced: isInstanced });\r\n const vert = builder.vert;\r\n\r\n vert.addGlobal(\"g_otherPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_quadIndex\", VariableType.Float);\r\n vert.addGlobal(\"g_windowPos\", VariableType.Vec4);\r\n vert.addGlobal(\"g_windowDir\", VariableType.Vec2);\r\n vert.addGlobal(\"g_otherIndex\", VariableType.Float);\r\n\r\n addSamplePosition(vert);\r\n\r\n if (isIndexed) {\r\n vert.addGlobal(\"g_vertexId\", VariableType.Int);\r\n vert.addGlobal(\"g_otherIndexIndex\", VariableType.Vec3);\r\n vert.addGlobal(\"g_isSilhouette\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"g_normals\", VariableType.Vec4);\r\n\r\n const initLut = addLookupTable(vert, \"edge\", \"1.0\");\r\n vert.addUniform(\"u_edgeLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeLUT\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edge.edgeLut.texture.bindSampler(uniform, TextureUnit.EdgeLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_edgeParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_edgeParams\", (uniform, params) => {\r\n const edge = params.geometry.asIndexedEdge;\r\n assert(undefined !== edge);\r\n edgeLutParams[0] = edge.edgeLut.texture.width;\r\n edgeLutParams[1] = edge.edgeLut.texture.height;\r\n edgeLutParams[2] = edge.edgeLut.numSegments;\r\n edgeLutParams[3] = edge.edgeLut.silhouettePadding;\r\n uniform.setUniform4fv(edgeLutParams);\r\n });\r\n });\r\n\r\n vert.set(VertexShaderComponent.ComputeQuantizedPosition, `${initLut}\\n\\n${computeIndexedQuantizedPosition}`);\r\n vert.addInitializer(initializeIndexed);\r\n\r\n addRenderOrder(vert);\r\n addRenderOrderConstants(vert);\r\n builder.addInlineComputedVarying(\"v_renderOrder\", VariableType.Float, computeIndexedRenderOrder);\r\n builder.frag.set(FragmentShaderComponent.OverrideRenderOrder, \"return v_renderOrder;\");\r\n } else {\r\n vert.addInitializer(decodeEndPointAndQuadIndices);\r\n }\r\n\r\n if (isAnimated) {\r\n addAnimation(vert, false, IsThematic.No);\r\n vert.addInitializer(animateEndPoint);\r\n }\r\n\r\n vert.addGlobal(\"lineCodeEyePos\", VariableType.Vec4);\r\n vert.addGlobal(\"lineCodeDist\", VariableType.Float, \"0.0\");\r\n\r\n addModelToWindowCoordinates(vert); // adds u_mvp, u_viewportTransformation, and sets g_eyeSpace\r\n addProjectionMatrix(vert);\r\n addLineCode(builder, lineCodeArgs);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n builder.addVarying(\"v_lnInfo\", VariableType.Vec4);\r\n addAdjustWidth(vert);\r\n\r\n addViewport(vert);\r\n addModelViewMatrix(vert);\r\n\r\n addLineWeight(vert);\r\n\r\n if (isSilhouette || isIndexed) {\r\n addNormalMatrix(vert, instanced);\r\n addFrustum(builder);\r\n vert.addFunction(octDecodeNormal);\r\n vert.set(VertexShaderComponent.CheckForEarlyDiscard, isSilhouette ? checkForSilhouetteDiscardNonIndexed : checkForSilhouetteDiscardIndexed);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createEdgeBuilder(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated, posType: PositionType): ProgramBuilder {\r\n const builder = createBase(type, instanced, isAnimated, posType);\r\n addShaderFlags(builder);\r\n addColor(builder);\r\n addEdgeContrast(builder.vert);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n return builder;\r\n}\r\n"]}
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@@ -1 +1 @@
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1
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-
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1
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+
{"version":3,"file":"FeatureSymbology.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/FeatureSymbology.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EACL,qBAAqB,EAA2B,cAAc,EAAE,aAAa,EAE9E,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAUhE,gBAAgB;AAChB,0BAAkB,uBAAuB;IACvC,IAAI,IAAI;IACR,MAAM,IAAS;IACf,QAAQ,IAAS;IACjB,YAAY,IAAS;IACrB,KAAK,IAAS;IACd,KAAK,KAAS;IAEd,OAAO,KAA+B;IACtC,KAAK,KAAwC;IAC7C,MAAM,KAAmD;CAC1D;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAehE;AAqPD,wBAAgB,WAAW,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAIxD;AA4DD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAG5F;AAED,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAkBrF;AAkBD,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,yLAM7B,CAAC;AAuEF,wBAAgB,uBAAuB,CAAC,OAAO,EAAE,aAAa,QAa7D;AAED,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,OAAO,EAAE,aAAa,QAOpD;AAwBD,gBAAgB;AAChB,wBAAgB,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,OAAO,QAiB3E;AASD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,QA4D/E;AA4DD,eAAO,MAAM,eAAe,sOAIzB,CAAC;AAwCJ,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAIpE;AAoBD,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,uBAAuB,GAAG,IAAI,CAoBnH;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAG/D;AAED;;;;;;;;GAQG;AACH,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,OAAO,GAAG,IAAI,CA0ClG"}
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@@ -111,8 +111,6 @@ function addFeatureIndex(vert) {
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vert.addGlobal("g_featureIndex", 4 /* Vec3 */);
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vert.addFunction(Decode_1.decodeUint24);
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vert.addFunction(getFeatureIndex(vert));
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if (vert.usesVertexTable && !vert.usesInstancedGeometry)
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(0, Vertex_1.addFeatureAndMaterialLookup)(vert);
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}
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// Discards vertex if feature is invisible; or rendering opaque during translucent pass or vice-versa
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// (The latter occurs when some translucent feature is overridden to be opaque, or vice-versa)
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