@itwin/core-frontend 3.2.0-dev.9 → 3.2.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1236) hide show
  1. package/CHANGELOG.md +103 -1
  2. package/lib/cjs/AccuDraw.d.ts +2 -0
  3. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  4. package/lib/cjs/AccuDraw.js +2 -0
  5. package/lib/cjs/AccuDraw.js.map +1 -1
  6. package/lib/cjs/AccuSnap.d.ts +1 -0
  7. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  8. package/lib/cjs/AccuSnap.js +57 -49
  9. package/lib/cjs/AccuSnap.js.map +1 -1
  10. package/lib/cjs/ApproximateTerrainHeights.d.ts.map +1 -1
  11. package/lib/cjs/ApproximateTerrainHeights.js +4 -2
  12. package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
  13. package/lib/cjs/ApproximateTerrainHeightsProps.d.ts +1 -1
  14. package/lib/cjs/ApproximateTerrainHeightsProps.d.ts.map +1 -1
  15. package/lib/cjs/ApproximateTerrainHeightsProps.js +2 -2
  16. package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
  17. package/lib/cjs/AuxCoordSys.d.ts +12 -2
  18. package/lib/cjs/AuxCoordSys.d.ts.map +1 -1
  19. package/lib/cjs/AuxCoordSys.js +12 -2
  20. package/lib/cjs/AuxCoordSys.js.map +1 -1
  21. package/lib/cjs/BingLocation.d.ts +1 -0
  22. package/lib/cjs/BingLocation.d.ts.map +1 -1
  23. package/lib/cjs/BingLocation.js +1 -0
  24. package/lib/cjs/BingLocation.js.map +1 -1
  25. package/lib/cjs/BriefcaseConnection.d.ts +35 -1
  26. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  27. package/lib/cjs/BriefcaseConnection.js +52 -1
  28. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  29. package/lib/cjs/CategorySelectorState.d.ts +1 -0
  30. package/lib/cjs/CategorySelectorState.d.ts.map +1 -1
  31. package/lib/cjs/CategorySelectorState.js +1 -0
  32. package/lib/cjs/CategorySelectorState.js.map +1 -1
  33. package/lib/cjs/ChangeFlags.d.ts +1 -0
  34. package/lib/cjs/ChangeFlags.d.ts.map +1 -1
  35. package/lib/cjs/ChangeFlags.js +1 -0
  36. package/lib/cjs/ChangeFlags.js.map +1 -1
  37. package/lib/cjs/ContextRealityModelState.d.ts +1 -0
  38. package/lib/cjs/ContextRealityModelState.d.ts.map +1 -1
  39. package/lib/cjs/ContextRealityModelState.js +1 -0
  40. package/lib/cjs/ContextRealityModelState.js.map +1 -1
  41. package/lib/cjs/CoordSystem.d.ts +1 -0
  42. package/lib/cjs/CoordSystem.d.ts.map +1 -1
  43. package/lib/cjs/CoordSystem.js +1 -0
  44. package/lib/cjs/CoordSystem.js.map +1 -1
  45. package/lib/cjs/DisplayStyleState.d.ts +4 -0
  46. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  47. package/lib/cjs/DisplayStyleState.js +9 -4
  48. package/lib/cjs/DisplayStyleState.js.map +1 -1
  49. package/lib/cjs/DrawingViewState.d.ts +5 -2
  50. package/lib/cjs/DrawingViewState.d.ts.map +1 -1
  51. package/lib/cjs/DrawingViewState.js +34 -3
  52. package/lib/cjs/DrawingViewState.js.map +1 -1
  53. package/lib/cjs/ElementLocateManager.d.ts +23 -5
  54. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  55. package/lib/cjs/ElementLocateManager.js +19 -4
  56. package/lib/cjs/ElementLocateManager.js.map +1 -1
  57. package/lib/cjs/EmphasizeElements.d.ts +1 -0
  58. package/lib/cjs/EmphasizeElements.d.ts.map +1 -1
  59. package/lib/cjs/EmphasizeElements.js +1 -0
  60. package/lib/cjs/EmphasizeElements.js.map +1 -1
  61. package/lib/cjs/EntityState.d.ts +2 -0
  62. package/lib/cjs/EntityState.d.ts.map +1 -1
  63. package/lib/cjs/EntityState.js +2 -0
  64. package/lib/cjs/EntityState.js.map +1 -1
  65. package/lib/cjs/FeatureOverrideProvider.d.ts +1 -0
  66. package/lib/cjs/FeatureOverrideProvider.d.ts.map +1 -1
  67. package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
  68. package/lib/cjs/FlashSettings.d.ts +3 -0
  69. package/lib/cjs/FlashSettings.d.ts.map +1 -1
  70. package/lib/cjs/FlashSettings.js +2 -0
  71. package/lib/cjs/FlashSettings.js.map +1 -1
  72. package/lib/cjs/FrontendHubAccess.d.ts +4 -1
  73. package/lib/cjs/FrontendHubAccess.d.ts.map +1 -1
  74. package/lib/cjs/FrontendHubAccess.js.map +1 -1
  75. package/lib/cjs/FrontendLoggerCategory.d.ts +6 -1
  76. package/lib/cjs/FrontendLoggerCategory.d.ts.map +1 -1
  77. package/lib/cjs/FrontendLoggerCategory.js +5 -0
  78. package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
  79. package/lib/cjs/FrustumAnimator.d.ts +2 -0
  80. package/lib/cjs/FrustumAnimator.d.ts.map +1 -1
  81. package/lib/cjs/FrustumAnimator.js +2 -0
  82. package/lib/cjs/FrustumAnimator.js.map +1 -1
  83. package/lib/cjs/FuzzySearch.d.ts +1 -0
  84. package/lib/cjs/FuzzySearch.d.ts.map +1 -1
  85. package/lib/cjs/FuzzySearch.js.map +1 -1
  86. package/lib/cjs/GlobeAnimator.d.ts +1 -0
  87. package/lib/cjs/GlobeAnimator.d.ts.map +1 -1
  88. package/lib/cjs/GlobeAnimator.js +1 -0
  89. package/lib/cjs/GlobeAnimator.js.map +1 -1
  90. package/lib/cjs/HitDetail.d.ts +26 -5
  91. package/lib/cjs/HitDetail.d.ts.map +1 -1
  92. package/lib/cjs/HitDetail.js +26 -5
  93. package/lib/cjs/HitDetail.js.map +1 -1
  94. package/lib/cjs/IModelApp.d.ts +9 -0
  95. package/lib/cjs/IModelApp.d.ts.map +1 -1
  96. package/lib/cjs/IModelApp.js +39 -24
  97. package/lib/cjs/IModelApp.js.map +1 -1
  98. package/lib/cjs/IModelConnection.d.ts +11 -2
  99. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  100. package/lib/cjs/IModelConnection.js +23 -2
  101. package/lib/cjs/IModelConnection.js.map +1 -1
  102. package/lib/cjs/ImageUtil.d.ts +15 -2
  103. package/lib/cjs/ImageUtil.d.ts.map +1 -1
  104. package/lib/cjs/ImageUtil.js +19 -4
  105. package/lib/cjs/ImageUtil.js.map +1 -1
  106. package/lib/cjs/IpcApp.d.ts +1 -0
  107. package/lib/cjs/IpcApp.d.ts.map +1 -1
  108. package/lib/cjs/IpcApp.js +1 -0
  109. package/lib/cjs/IpcApp.js.map +1 -1
  110. package/lib/cjs/MarginPercent.d.ts +1 -0
  111. package/lib/cjs/MarginPercent.d.ts.map +1 -1
  112. package/lib/cjs/MarginPercent.js +1 -0
  113. package/lib/cjs/MarginPercent.js.map +1 -1
  114. package/lib/cjs/Marker.d.ts +16 -3
  115. package/lib/cjs/Marker.d.ts.map +1 -1
  116. package/lib/cjs/Marker.js +3 -0
  117. package/lib/cjs/Marker.js.map +1 -1
  118. package/lib/cjs/ModelSelectorState.d.ts +1 -0
  119. package/lib/cjs/ModelSelectorState.d.ts.map +1 -1
  120. package/lib/cjs/ModelSelectorState.js +1 -0
  121. package/lib/cjs/ModelSelectorState.js.map +1 -1
  122. package/lib/cjs/ModelState.d.ts +10 -0
  123. package/lib/cjs/ModelState.d.ts.map +1 -1
  124. package/lib/cjs/ModelState.js +10 -0
  125. package/lib/cjs/ModelState.js.map +1 -1
  126. package/lib/cjs/NotificationManager.d.ts +11 -0
  127. package/lib/cjs/NotificationManager.d.ts.map +1 -1
  128. package/lib/cjs/NotificationManager.js +10 -0
  129. package/lib/cjs/NotificationManager.js.map +1 -1
  130. package/lib/cjs/PerModelCategoryVisibility.d.ts +1 -0
  131. package/lib/cjs/PerModelCategoryVisibility.d.ts.map +1 -1
  132. package/lib/cjs/PerModelCategoryVisibility.js +1 -0
  133. package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
  134. package/lib/cjs/SelectionSet.d.ts +7 -0
  135. package/lib/cjs/SelectionSet.d.ts.map +1 -1
  136. package/lib/cjs/SelectionSet.js +3 -0
  137. package/lib/cjs/SelectionSet.js.map +1 -1
  138. package/lib/cjs/SheetViewState.d.ts +6 -5
  139. package/lib/cjs/SheetViewState.d.ts.map +1 -1
  140. package/lib/cjs/SheetViewState.js +58 -6
  141. package/lib/cjs/SheetViewState.js.map +1 -1
  142. package/lib/cjs/SpatialViewState.d.ts +7 -2
  143. package/lib/cjs/SpatialViewState.d.ts.map +1 -1
  144. package/lib/cjs/SpatialViewState.js +17 -3
  145. package/lib/cjs/SpatialViewState.js.map +1 -1
  146. package/lib/cjs/Sprites.d.ts +3 -0
  147. package/lib/cjs/Sprites.d.ts.map +1 -1
  148. package/lib/cjs/Sprites.js +3 -0
  149. package/lib/cjs/Sprites.js.map +1 -1
  150. package/lib/cjs/StandardView.d.ts +1 -0
  151. package/lib/cjs/StandardView.d.ts.map +1 -1
  152. package/lib/cjs/StandardView.js +1 -0
  153. package/lib/cjs/StandardView.js.map +1 -1
  154. package/lib/cjs/SubCategoriesCache.d.ts +14 -7
  155. package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
  156. package/lib/cjs/SubCategoriesCache.js +36 -8
  157. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  158. package/lib/cjs/TentativePoint.d.ts +4 -1
  159. package/lib/cjs/TentativePoint.d.ts.map +1 -1
  160. package/lib/cjs/TentativePoint.js +4 -1
  161. package/lib/cjs/TentativePoint.js.map +1 -1
  162. package/lib/cjs/Tiles.d.ts +1 -0
  163. package/lib/cjs/Tiles.d.ts.map +1 -1
  164. package/lib/cjs/Tiles.js +1 -0
  165. package/lib/cjs/Tiles.js.map +1 -1
  166. package/lib/cjs/ViewAnimation.d.ts +6 -0
  167. package/lib/cjs/ViewAnimation.d.ts.map +1 -1
  168. package/lib/cjs/ViewAnimation.js.map +1 -1
  169. package/lib/cjs/ViewCreator2d.d.ts +2 -0
  170. package/lib/cjs/ViewCreator2d.d.ts.map +1 -1
  171. package/lib/cjs/ViewCreator2d.js +1 -0
  172. package/lib/cjs/ViewCreator2d.js.map +1 -1
  173. package/lib/cjs/ViewCreator3d.d.ts +2 -8
  174. package/lib/cjs/ViewCreator3d.d.ts.map +1 -1
  175. package/lib/cjs/ViewCreator3d.js +12 -38
  176. package/lib/cjs/ViewCreator3d.js.map +1 -1
  177. package/lib/cjs/ViewGlobalLocation.d.ts +3 -0
  178. package/lib/cjs/ViewGlobalLocation.d.ts.map +1 -1
  179. package/lib/cjs/ViewGlobalLocation.js +1 -0
  180. package/lib/cjs/ViewGlobalLocation.js.map +1 -1
  181. package/lib/cjs/ViewManager.d.ts +3 -0
  182. package/lib/cjs/ViewManager.d.ts.map +1 -1
  183. package/lib/cjs/ViewManager.js +2 -0
  184. package/lib/cjs/ViewManager.js.map +1 -1
  185. package/lib/cjs/ViewPose.d.ts +1 -0
  186. package/lib/cjs/ViewPose.d.ts.map +1 -1
  187. package/lib/cjs/ViewPose.js +1 -0
  188. package/lib/cjs/ViewPose.js.map +1 -1
  189. package/lib/cjs/ViewRect.d.ts +1 -0
  190. package/lib/cjs/ViewRect.d.ts.map +1 -1
  191. package/lib/cjs/ViewRect.js +1 -0
  192. package/lib/cjs/ViewRect.js.map +1 -1
  193. package/lib/cjs/ViewState.d.ts +17 -2
  194. package/lib/cjs/ViewState.d.ts.map +1 -1
  195. package/lib/cjs/ViewState.js +40 -9
  196. package/lib/cjs/ViewState.js.map +1 -1
  197. package/lib/cjs/ViewStatus.d.ts +1 -0
  198. package/lib/cjs/ViewStatus.d.ts.map +1 -1
  199. package/lib/cjs/ViewStatus.js +1 -0
  200. package/lib/cjs/ViewStatus.js.map +1 -1
  201. package/lib/cjs/ViewingSpace.d.ts +1 -0
  202. package/lib/cjs/ViewingSpace.d.ts.map +1 -1
  203. package/lib/cjs/ViewingSpace.js +1 -0
  204. package/lib/cjs/ViewingSpace.js.map +1 -1
  205. package/lib/cjs/Viewport.d.ts +6 -2
  206. package/lib/cjs/Viewport.d.ts.map +1 -1
  207. package/lib/cjs/Viewport.js +12 -4
  208. package/lib/cjs/Viewport.js.map +1 -1
  209. package/lib/cjs/ViewportSync.d.ts +119 -0
  210. package/lib/cjs/ViewportSync.d.ts.map +1 -0
  211. package/lib/cjs/ViewportSync.js +187 -0
  212. package/lib/cjs/ViewportSync.js.map +1 -0
  213. package/lib/cjs/core-frontend.d.ts +10 -6
  214. package/lib/cjs/core-frontend.d.ts.map +1 -1
  215. package/lib/cjs/core-frontend.js +11 -6
  216. package/lib/cjs/core-frontend.js.map +1 -1
  217. package/lib/cjs/extension/Extension.d.ts +24 -15
  218. package/lib/cjs/extension/Extension.d.ts.map +1 -1
  219. package/lib/cjs/extension/Extension.js +0 -8
  220. package/lib/cjs/extension/Extension.js.map +1 -1
  221. package/lib/cjs/extension/ExtensionAdmin.d.ts +21 -44
  222. package/lib/cjs/extension/ExtensionAdmin.d.ts.map +1 -1
  223. package/lib/cjs/extension/ExtensionAdmin.js +55 -64
  224. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  225. package/lib/cjs/extension/ExtensionRuntime.js +238 -59
  226. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  227. package/lib/cjs/extension/providers/ExtensionLoadScript.d.ts +12 -0
  228. package/lib/cjs/extension/providers/ExtensionLoadScript.d.ts.map +1 -0
  229. package/lib/cjs/extension/providers/ExtensionLoadScript.js +38 -0
  230. package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -0
  231. package/lib/cjs/extension/providers/ExtensionServiceClient.d.ts +52 -0
  232. package/lib/cjs/extension/providers/ExtensionServiceClient.d.ts.map +1 -0
  233. package/lib/cjs/extension/providers/ExtensionServiceClient.js +131 -0
  234. package/lib/cjs/extension/providers/ExtensionServiceClient.js.map +1 -0
  235. package/lib/cjs/extension/providers/LocalExtensionProvider.d.ts +26 -0
  236. package/lib/cjs/extension/providers/LocalExtensionProvider.d.ts.map +1 -0
  237. package/lib/cjs/extension/providers/LocalExtensionProvider.js +24 -0
  238. package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -0
  239. package/lib/cjs/extension/providers/RemoteExtensionProvider.d.ts +36 -0
  240. package/lib/cjs/extension/providers/RemoteExtensionProvider.d.ts.map +1 -0
  241. package/lib/cjs/extension/providers/RemoteExtensionProvider.js +53 -0
  242. package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -0
  243. package/lib/cjs/extension/providers/ServiceExtensionProvider.d.ts +40 -0
  244. package/lib/cjs/extension/providers/ServiceExtensionProvider.d.ts.map +1 -0
  245. package/lib/cjs/extension/providers/ServiceExtensionProvider.js +84 -0
  246. package/lib/cjs/extension/providers/ServiceExtensionProvider.js.map +1 -0
  247. package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
  248. package/lib/cjs/quantity-formatting/QuantityFormatter.js +2 -1
  249. package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
  250. package/lib/cjs/render/CanvasDecoration.d.ts +2 -0
  251. package/lib/cjs/render/CanvasDecoration.d.ts.map +1 -1
  252. package/lib/cjs/render/CanvasDecoration.js.map +1 -1
  253. package/lib/cjs/render/Decorations.d.ts +1 -0
  254. package/lib/cjs/render/Decorations.d.ts.map +1 -1
  255. package/lib/cjs/render/Decorations.js +1 -0
  256. package/lib/cjs/render/Decorations.js.map +1 -1
  257. package/lib/cjs/render/FeatureSymbology.d.ts +1 -0
  258. package/lib/cjs/render/FeatureSymbology.d.ts.map +1 -1
  259. package/lib/cjs/render/FeatureSymbology.js +1 -0
  260. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  261. package/lib/cjs/render/GraphicBranch.d.ts +2 -0
  262. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  263. package/lib/cjs/render/GraphicBranch.js +1 -0
  264. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  265. package/lib/cjs/render/GraphicBuilder.d.ts +33 -2
  266. package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
  267. package/lib/cjs/render/GraphicBuilder.js +26 -0
  268. package/lib/cjs/render/GraphicBuilder.js.map +1 -1
  269. package/lib/cjs/render/GraphicPrimitive.d.ts +14 -0
  270. package/lib/cjs/render/GraphicPrimitive.d.ts.map +1 -1
  271. package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
  272. package/lib/cjs/render/ParticleCollectionBuilder.d.ts +3 -0
  273. package/lib/cjs/render/ParticleCollectionBuilder.d.ts.map +1 -1
  274. package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
  275. package/lib/cjs/render/Pixel.d.ts +1 -0
  276. package/lib/cjs/render/Pixel.d.ts.map +1 -1
  277. package/lib/cjs/render/Pixel.js +1 -0
  278. package/lib/cjs/render/Pixel.js.map +1 -1
  279. package/lib/cjs/render/RenderClipVolume.d.ts +1 -0
  280. package/lib/cjs/render/RenderClipVolume.d.ts.map +1 -1
  281. package/lib/cjs/render/RenderClipVolume.js +1 -0
  282. package/lib/cjs/render/RenderClipVolume.js.map +1 -1
  283. package/lib/cjs/render/RenderGraphic.d.ts +3 -0
  284. package/lib/cjs/render/RenderGraphic.d.ts.map +1 -1
  285. package/lib/cjs/render/RenderGraphic.js +2 -0
  286. package/lib/cjs/render/RenderGraphic.js.map +1 -1
  287. package/lib/cjs/render/RenderSystem.d.ts +9 -3
  288. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  289. package/lib/cjs/render/RenderSystem.js +4 -3
  290. package/lib/cjs/render/RenderSystem.js.map +1 -1
  291. package/lib/cjs/render/RenderTexture.d.ts +7 -0
  292. package/lib/cjs/render/RenderTexture.d.ts.map +1 -1
  293. package/lib/cjs/render/RenderTexture.js.map +1 -1
  294. package/lib/cjs/render/Scene.d.ts +1 -0
  295. package/lib/cjs/render/Scene.d.ts.map +1 -1
  296. package/lib/cjs/render/Scene.js +1 -0
  297. package/lib/cjs/render/Scene.js.map +1 -1
  298. package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts +10 -0
  299. package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts.map +1 -1
  300. package/lib/cjs/render/ScreenSpaceEffectBuilder.js +2 -0
  301. package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
  302. package/lib/cjs/render/primitives/VertexKey.d.ts +4 -2
  303. package/lib/cjs/render/primitives/VertexKey.d.ts.map +1 -1
  304. package/lib/cjs/render/primitives/VertexKey.js +23 -12
  305. package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
  306. package/lib/cjs/render/primitives/VertexTable.d.ts +1 -1
  307. package/lib/cjs/render/primitives/VertexTable.js +30 -2
  308. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  309. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts +12 -4
  310. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  311. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +20 -15
  312. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  313. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts +2 -1
  314. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
  315. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +9 -2
  316. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  317. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.d.ts +14 -12
  318. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.d.ts.map +1 -1
  319. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js +26 -25
  320. package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
  321. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts +8 -8
  322. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
  323. package/lib/cjs/render/primitives/mesh/MeshBuilder.js +15 -15
  324. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  325. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts +11 -6
  326. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
  327. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +12 -15
  328. package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
  329. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +1 -1
  330. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
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@@ -1 +1 @@
1
- {"version":3,"file":"TechniqueId.js","sourceRoot":"","sources":["../../../../src/render/webgl/TechniqueId.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAmD7C,MAAM,qBAAqB,GAAG;;;;;;;;2BAQF,4DAA4D;CACvF,CAAC;AAEF,gBAAgB;AAChB,MAAM,UAAU,2BAA2B,CAAC,KAAqB;IAC/D,MAAM,CAAC,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC;IACjC,OAAO,qBAAqB,CAAC,KAAK,CAAC,CAAC;AACtC,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 { assert } from \"@itwin/core-bentley\";\r\nimport { CompositeFlags } from \"./RenderFlags\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** Technique enumeration\r\n * @internal\r\n */\r\nexport const enum TechniqueId {\r\n // Techniques with many different variations\r\n Invalid = -1,\r\n Surface,\r\n Polyline,\r\n PointCloud,\r\n PointString,\r\n Edge,\r\n SilhouetteEdge,\r\n IndexedEdge,\r\n RealityMesh,\r\n PlanarGrid,\r\n\r\n // Techniques with a single associated shader that operates on the entire image\r\n CompositeHilite,\r\n CompositeTranslucent,\r\n CompositeHiliteAndTranslucent,\r\n CompositeOcclusion,\r\n CompositeTranslucentAndOcclusion,\r\n CompositeHiliteAndOcclusion,\r\n CompositeAll,\r\n OITClearTranslucent,\r\n CopyPickBuffers,\r\n CopyColor,\r\n CopyColorNoAlpha,\r\n VolClassColorUsingStencil,\r\n ClearPickAndColor,\r\n EVSMFromDepth,\r\n SkyBox,\r\n SkySphereGradient,\r\n SkySphereTexture,\r\n AmbientOcclusion,\r\n Blur,\r\n CombineTextures,\r\n Combine3Textures,\r\n VolClassCopyZ,\r\n VolClassSetBlend,\r\n VolClassBlend,\r\n\r\n NumBuiltIn,\r\n COUNT = NumBuiltIn,\r\n}\r\n\r\nconst compositeTechniqueIds = [\r\n TechniqueId.Invalid, // None = 0\r\n TechniqueId.CompositeTranslucent, // Translucent == 1 << 0\r\n TechniqueId.CompositeHilite, // Hilite == 1 << 1 == 2\r\n TechniqueId.CompositeHiliteAndTranslucent, // Hilite | Translucent == 1 | 2 == 3\r\n TechniqueId.CompositeOcclusion, // AmbientOcclusion == 1 << 2 == 4\r\n TechniqueId.CompositeTranslucentAndOcclusion, // Translucent | AmbientOcclusion == 1 | 4 == 5\r\n TechniqueId.CompositeHiliteAndOcclusion, // Hilite | AmbientOcclusion == 2 | 4 == 6\r\n TechniqueId.CompositeAll, // Translucent | Hilite | AmbientOcclusion == 1 | 2 | 4 == 7\r\n];\r\n\r\n/** @internal */\r\nexport function computeCompositeTechniqueId(flags: CompositeFlags): TechniqueId {\r\n assert(flags >= 0 && flags <= 7);\r\n return compositeTechniqueIds[flags];\r\n}\r\n"]}
1
+ {"version":3,"file":"TechniqueId.js","sourceRoot":"","sources":["../../../../src/render/webgl/TechniqueId.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAoD7C,MAAM,qBAAqB,GAAG;;;;;;;;2BAQF,4DAA4D;CACvF,CAAC;AAEF,gBAAgB;AAChB,MAAM,UAAU,2BAA2B,CAAC,KAAqB;IAC/D,MAAM,CAAC,KAAK,IAAI,CAAC,IAAI,KAAK,IAAI,CAAC,CAAC,CAAC;IACjC,OAAO,qBAAqB,CAAC,KAAK,CAAC,CAAC;AACtC,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 { assert } from \"@itwin/core-bentley\";\r\nimport { CompositeFlags } from \"./RenderFlags\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** Technique enumeration\r\n * @internal\r\n */\r\nexport const enum TechniqueId {\r\n // Techniques with many different variations\r\n Invalid = -1,\r\n Surface,\r\n Polyline,\r\n PointCloud,\r\n PointString,\r\n Edge,\r\n SilhouetteEdge,\r\n IndexedEdge,\r\n RealityMesh,\r\n PlanarGrid,\r\n\r\n // Techniques with a single associated shader that operates on the entire image\r\n CompositeHilite,\r\n CompositeTranslucent,\r\n CompositeHiliteAndTranslucent,\r\n CompositeOcclusion,\r\n CompositeTranslucentAndOcclusion,\r\n CompositeHiliteAndOcclusion,\r\n CompositeAll,\r\n OITClearTranslucent,\r\n CopyPickBuffers,\r\n CopyColor,\r\n CopyColorNoAlpha,\r\n VolClassColorUsingStencil,\r\n ClearPickAndColor,\r\n EVSMFromDepth,\r\n SkyBox,\r\n SkySphereGradient,\r\n SkySphereTexture,\r\n AmbientOcclusion,\r\n Blur,\r\n BlurTestOrder,\r\n CombineTextures,\r\n Combine3Textures,\r\n VolClassCopyZ,\r\n VolClassSetBlend,\r\n VolClassBlend,\r\n\r\n NumBuiltIn,\r\n COUNT = NumBuiltIn,\r\n}\r\n\r\nconst compositeTechniqueIds = [\r\n TechniqueId.Invalid, // None = 0\r\n TechniqueId.CompositeTranslucent, // Translucent == 1 << 0\r\n TechniqueId.CompositeHilite, // Hilite == 1 << 1 == 2\r\n TechniqueId.CompositeHiliteAndTranslucent, // Hilite | Translucent == 1 | 2 == 3\r\n TechniqueId.CompositeOcclusion, // AmbientOcclusion == 1 << 2 == 4\r\n TechniqueId.CompositeTranslucentAndOcclusion, // Translucent | AmbientOcclusion == 1 | 4 == 5\r\n TechniqueId.CompositeHiliteAndOcclusion, // Hilite | AmbientOcclusion == 2 | 4 == 6\r\n TechniqueId.CompositeAll, // Translucent | Hilite | AmbientOcclusion == 1 | 2 | 4 == 7\r\n];\r\n\r\n/** @internal */\r\nexport function computeCompositeTechniqueId(flags: CompositeFlags): TechniqueId {\r\n assert(flags >= 0 && flags <= 7);\r\n return compositeTechniqueIds[flags];\r\n}\r\n"]}
@@ -2,6 +2,7 @@
2
2
  * @module WebGL
3
3
  */
4
4
  import { Matrix3, Matrix4 } from "./Matrix";
5
+ import { ShaderProgram } from "./ShaderProgram";
5
6
  import { SyncToken } from "./Sync";
6
7
  /** A handle to the location of a uniform within a shader program
7
8
  * @internal
@@ -12,7 +13,7 @@ export declare class UniformHandle {
12
13
  private readonly _data;
13
14
  syncToken?: SyncToken;
14
15
  private constructor();
15
- static create(program: WebGLProgram, name: string): UniformHandle;
16
+ static create(program: ShaderProgram, name: string): UniformHandle;
16
17
  private updateData;
17
18
  private updateDatum;
18
19
  setMatrix3(mat: Matrix3): void;
@@ -1 +1 @@
1
- {"version":3,"file":"UniformHandle.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/UniformHandle.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AAC5C,OAAO,EAAE,SAAS,EAAE,MAAM,QAAQ,CAAC;AAiBnC;;GAEG;AACH,qBAAa,aAAa;IACxB,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAuB;IACjD,OAAO,CAAC,KAAK,CAAgC;IAC7C,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAgB;IAC/B,SAAS,CAAC,EAAE,SAAS,CAAC;IAE7B,OAAO;WAEO,MAAM,CAAC,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,MAAM,GAAG,aAAa;IAQxE,OAAO,CAAC,UAAU;IAmBlB,OAAO,CAAC,WAAW;IAcZ,UAAU,CAAC,GAAG,EAAE,OAAO;IAKvB,UAAU,CAAC,GAAG,EAAE,OAAO;IAKvB,aAAa,CAAC,IAAI,EAAE,UAAU,GAAG,MAAM,EAAE;IAKzC,aAAa,CAAC,IAAI,EAAE,YAAY,GAAG,MAAM,EAAE;IAK3C,aAAa,CAAC,IAAI,EAAE,YAAY,GAAG,MAAM,EAAE;IAK3C,aAAa,CAAC,IAAI,EAAE,YAAY,GAAG,MAAM,EAAE;IAK3C,aAAa,CAAC,IAAI,EAAE,YAAY,GAAG,MAAM,EAAE;IAK3C,YAAY,CAAC,IAAI,EAAE,MAAM;IAKzB,YAAY,CAAC,IAAI,EAAE,MAAM;IAKzB,aAAa,CAAC,IAAI,EAAE,MAAM;IAK1B,kBAAkB,CAAC,IAAI,EAAE,MAAM;CAMvC"}
1
+ {"version":3,"file":"UniformHandle.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/UniformHandle.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,EAAE,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AAC5C,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,SAAS,EAAE,MAAM,QAAQ,CAAC;AAiBnC;;GAEG;AACH,qBAAa,aAAa;IACxB,OAAO,CAAC,QAAQ,CAAC,SAAS,CAA8B;IACxD,OAAO,CAAC,KAAK,CAAgC;IAC7C,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAgB;IAC/B,SAAS,CAAC,EAAE,SAAS,CAAC;IAE7B,OAAO;WAEO,MAAM,CAAC,OAAO,EAAE,aAAa,EAAE,IAAI,EAAE,MAAM,GAAG,aAAa;IAgBzE,OAAO,CAAC,UAAU;IAmBlB,OAAO,CAAC,WAAW;IAcZ,UAAU,CAAC,GAAG,EAAE,OAAO;IAKvB,UAAU,CAAC,GAAG,EAAE,OAAO;IAKvB,aAAa,CAAC,IAAI,EAAE,UAAU,GAAG,MAAM,EAAE;IAKzC,aAAa,CAAC,IAAI,EAAE,YAAY,GAAG,MAAM,EAAE;IAK3C,aAAa,CAAC,IAAI,EAAE,YAAY,GAAG,MAAM,EAAE;IAK3C,aAAa,CAAC,IAAI,EAAE,YAAY,GAAG,MAAM,EAAE;IAK3C,aAAa,CAAC,IAAI,EAAE,YAAY,GAAG,MAAM,EAAE;IAK3C,YAAY,CAAC,IAAI,EAAE,MAAM;IAKzB,YAAY,CAAC,IAAI,EAAE,MAAM;IAKzB,aAAa,CAAC,IAAI,EAAE,MAAM;IAK1B,kBAAkB,CAAC,IAAI,EAAE,MAAM;CAMvC"}
@@ -6,6 +6,8 @@
6
6
  * @module WebGL
7
7
  */
8
8
  import { assert } from "@itwin/core-bentley";
9
+ import { Logger } from "@itwin/core-bentley/lib/cjs/Logger";
10
+ import { FrontendLoggerCategory } from "../../FrontendLoggerCategory";
9
11
  import { System } from "./System";
10
12
  /** A handle to the location of a uniform within a shader program
11
13
  * @internal
@@ -17,9 +19,19 @@ export class UniformHandle {
17
19
  this._location = location;
18
20
  }
19
21
  static create(program, name) {
20
- const location = System.instance.context.getUniformLocation(program, name);
21
- if (null === location)
22
- throw new Error(`uniform ${name} not found.`);
22
+ let location = null;
23
+ if (undefined !== program.glProgram) {
24
+ location = System.instance.context.getUniformLocation(program.glProgram, name);
25
+ }
26
+ if (null === location) {
27
+ const errMsg = `uniform ${name} not found in ${program.description}.`;
28
+ if (System.instance.options.errorOnMissingUniform) {
29
+ throw new Error(errMsg);
30
+ }
31
+ else {
32
+ Logger.logError(FrontendLoggerCategory.Render, errMsg);
33
+ }
34
+ }
23
35
  return new UniformHandle(location);
24
36
  }
25
37
  updateData(type, data) {
@@ -1 +1 @@
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Matrix3, Matrix4 } from \"./Matrix\";\r\nimport { SyncToken } from \"./Sync\";\r\nimport { System } from \"./System\";\r\n\r\nconst enum DataType {// eslint-disable-line no-restricted-syntax\r\n Undefined, // eslint-disable-line id-blacklist\r\n Mat3,\r\n Mat4,\r\n Float,\r\n FloatArray,\r\n Vec2,\r\n Vec3,\r\n Vec4,\r\n Int,\r\n IntArray,\r\n Uint,\r\n}\r\n\r\n/** A handle to the location of a uniform within a shader program\r\n * @internal\r\n */\r\nexport class UniformHandle {\r\n private readonly _location: WebGLUniformLocation;\r\n private _type: DataType = DataType.Undefined;\r\n private readonly _data: number[] = [];\r\n public syncToken?: SyncToken;\r\n\r\n private constructor(location: WebGLUniformLocation) { this._location = location; }\r\n\r\n public static create(program: WebGLProgram, name: string): UniformHandle {\r\n const location = System.instance.context.getUniformLocation(program, name);\r\n if (null === location)\r\n throw new Error(`uniform ${name} not found.`);\r\n\r\n return new UniformHandle(location);\r\n }\r\n\r\n private updateData(type: DataType, data: Float32Array | Int32Array | number[]): boolean {\r\n assert(DataType.Undefined !== type && DataType.Int !== type && DataType.Float !== type && DataType.Uint !== type);\r\n\r\n let updated = this._type !== type;\r\n if (updated) {\r\n this._type = type;\r\n if (this._data.length !== data.length)\r\n this._data.length = data.length;\r\n }\r\n\r\n for (let i = 0; i < data.length; i++) {\r\n const datum = data[i];\r\n updated = updated || this._data[i] !== datum;\r\n this._data[i] = datum;\r\n }\r\n\r\n return updated;\r\n }\r\n\r\n private updateDatum(type: DataType, datum: number): boolean {\r\n assert(DataType.Int === type || DataType.Uint === type || DataType.Float === type);\r\n\r\n // NB: Yes, calling data.length without actually changing the length shows up as a significant performance bottleneck...\r\n if (this._data.length !== 1)\r\n this._data.length = 1;\r\n\r\n const updated = this._type !== type || this._data[0] !== datum;\r\n this._type = type;\r\n this._data[0] = datum;\r\n\r\n return updated;\r\n }\r\n\r\n public setMatrix3(mat: Matrix3) {\r\n if (this.updateData(DataType.Mat3, mat.data))\r\n System.instance.context.uniformMatrix3fv(this._location, false, mat.data);\r\n }\r\n\r\n public setMatrix4(mat: Matrix4) {\r\n if (this.updateData(DataType.Mat4, mat.data))\r\n System.instance.context.uniformMatrix4fv(this._location, false, mat.data);\r\n }\r\n\r\n public setUniform1iv(data: Int32Array | number[]) {\r\n if (this.updateData(DataType.IntArray, data))\r\n System.instance.context.uniform1iv(this._location, data);\r\n }\r\n\r\n public setUniform1fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.FloatArray, data))\r\n System.instance.context.uniform1fv(this._location, data);\r\n }\r\n\r\n public setUniform2fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec2, data))\r\n System.instance.context.uniform2fv(this._location, data);\r\n }\r\n\r\n public setUniform3fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec3, data))\r\n System.instance.context.uniform3fv(this._location, data);\r\n }\r\n\r\n public setUniform4fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec4, data))\r\n System.instance.context.uniform4fv(this._location, data);\r\n }\r\n\r\n public setUniform1i(data: number) {\r\n if (this.updateDatum(DataType.Int, data))\r\n System.instance.context.uniform1i(this._location, data);\r\n }\r\n\r\n public setUniform1f(data: number) {\r\n if (this.updateDatum(DataType.Float, data))\r\n System.instance.context.uniform1f(this._location, data);\r\n }\r\n\r\n public setUniform1ui(data: number) {\r\n if (this.updateDatum(DataType.Uint, data))\r\n (System.instance.context as WebGL2RenderingContext).uniform1ui(this._location, data);\r\n }\r\n\r\n public setUniformBitflags(data: number) {\r\n if (System.instance.capabilities.isWebGL2)\r\n this.setUniform1ui(data);\r\n else\r\n this.setUniform1f(data);\r\n }\r\n}\r\n"]}
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Logger } from \"@itwin/core-bentley/lib/cjs/Logger\";\r\nimport { FrontendLoggerCategory } from \"../../FrontendLoggerCategory\";\r\nimport { Matrix3, Matrix4 } from \"./Matrix\";\r\nimport { ShaderProgram } from \"./ShaderProgram\";\r\nimport { SyncToken } from \"./Sync\";\r\nimport { System } from \"./System\";\r\n\r\nconst enum DataType {// eslint-disable-line no-restricted-syntax\r\n Undefined, // eslint-disable-line id-blacklist\r\n Mat3,\r\n Mat4,\r\n Float,\r\n FloatArray,\r\n Vec2,\r\n Vec3,\r\n Vec4,\r\n Int,\r\n IntArray,\r\n Uint,\r\n}\r\n\r\n/** A handle to the location of a uniform within a shader program\r\n * @internal\r\n */\r\nexport class UniformHandle {\r\n private readonly _location: WebGLUniformLocation | null;\r\n private _type: DataType = DataType.Undefined;\r\n private readonly _data: number[] = [];\r\n public syncToken?: SyncToken;\r\n\r\n private constructor(location: WebGLUniformLocation | null) { this._location = location; }\r\n\r\n public static create(program: ShaderProgram, name: string): UniformHandle {\r\n let location = null;\r\n if (undefined !== program.glProgram) {\r\n location = System.instance.context.getUniformLocation(program.glProgram, name);\r\n }\r\n if (null === location) {\r\n const errMsg = `uniform ${name} not found in ${program.description}.`;\r\n if (System.instance.options.errorOnMissingUniform) {\r\n throw new Error(errMsg);\r\n } else {\r\n Logger.logError(FrontendLoggerCategory.Render, errMsg);\r\n }\r\n }\r\n return new UniformHandle(location);\r\n }\r\n\r\n private updateData(type: DataType, data: Float32Array | Int32Array | number[]): boolean {\r\n assert(DataType.Undefined !== type && DataType.Int !== type && DataType.Float !== type && DataType.Uint !== type);\r\n\r\n let updated = this._type !== type;\r\n if (updated) {\r\n this._type = type;\r\n if (this._data.length !== data.length)\r\n this._data.length = data.length;\r\n }\r\n\r\n for (let i = 0; i < data.length; i++) {\r\n const datum = data[i];\r\n updated = updated || this._data[i] !== datum;\r\n this._data[i] = datum;\r\n }\r\n\r\n return updated;\r\n }\r\n\r\n private updateDatum(type: DataType, datum: number): boolean {\r\n assert(DataType.Int === type || DataType.Uint === type || DataType.Float === type);\r\n\r\n // NB: Yes, calling data.length without actually changing the length shows up as a significant performance bottleneck...\r\n if (this._data.length !== 1)\r\n this._data.length = 1;\r\n\r\n const updated = this._type !== type || this._data[0] !== datum;\r\n this._type = type;\r\n this._data[0] = datum;\r\n\r\n return updated;\r\n }\r\n\r\n public setMatrix3(mat: Matrix3) {\r\n if (this.updateData(DataType.Mat3, mat.data))\r\n System.instance.context.uniformMatrix3fv(this._location, false, mat.data);\r\n }\r\n\r\n public setMatrix4(mat: Matrix4) {\r\n if (this.updateData(DataType.Mat4, mat.data))\r\n System.instance.context.uniformMatrix4fv(this._location, false, mat.data);\r\n }\r\n\r\n public setUniform1iv(data: Int32Array | number[]) {\r\n if (this.updateData(DataType.IntArray, data))\r\n System.instance.context.uniform1iv(this._location, data);\r\n }\r\n\r\n public setUniform1fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.FloatArray, data))\r\n System.instance.context.uniform1fv(this._location, data);\r\n }\r\n\r\n public setUniform2fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec2, data))\r\n System.instance.context.uniform2fv(this._location, data);\r\n }\r\n\r\n public setUniform3fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec3, data))\r\n System.instance.context.uniform3fv(this._location, data);\r\n }\r\n\r\n public setUniform4fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec4, data))\r\n System.instance.context.uniform4fv(this._location, data);\r\n }\r\n\r\n public setUniform1i(data: number) {\r\n if (this.updateDatum(DataType.Int, data))\r\n System.instance.context.uniform1i(this._location, data);\r\n }\r\n\r\n public setUniform1f(data: number) {\r\n if (this.updateDatum(DataType.Float, data))\r\n System.instance.context.uniform1f(this._location, data);\r\n }\r\n\r\n public setUniform1ui(data: number) {\r\n if (this.updateDatum(DataType.Uint, data))\r\n (System.instance.context as WebGL2RenderingContext).uniform1ui(this._location, data);\r\n }\r\n\r\n public setUniformBitflags(data: number) {\r\n if (System.instance.capabilities.isWebGL2)\r\n this.setUniform1ui(data);\r\n else\r\n this.setUniform1f(data);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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+ {"version":3,"file":"Animation.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Animation.ts"],"names":[],"mappings":"AAIA;;GAEG;AAOH,OAAO,EAAgB,mBAAmB,EAAyB,MAAM,kBAAkB,CAAC;AAC5F,OAAO,EAAE,UAAU,EAAE,MAAM,mBAAmB,CAAC;AA0K/C,gBAAgB;AAChB,wBAAgB,YAAY,CAAC,IAAI,EAAE,mBAAmB,EAAE,SAAS,EAAE,OAAO,EAAE,UAAU,EAAE,UAAU,GAAG,IAAI,CAwHxG"}
@@ -9,6 +9,7 @@ import { assert } from "@itwin/core-bentley";
9
9
  import { ThematicGradientSettings } from "@itwin/core-common";
10
10
  import { TextureUnit } from "../RenderFlags";
11
11
  import { octDecodeNormal } from "./Surface";
12
+ import { unquantizePosition } from "./Vertex";
12
13
  const initialize = `
13
14
  g_anim_step = vec2(1.0) / u_animLUTParams.xy;
14
15
  g_anim_center = g_anim_step * 0.5;
@@ -164,6 +165,7 @@ export function addAnimation(vert, isSurface, isThematic) {
164
165
  vert.addGlobal("g_anim_step", 3 /* Vec2 */);
165
166
  vert.addGlobal("g_anim_center", 3 /* Vec2 */);
166
167
  vert.addInitializer(initialize);
168
+ vert.addFunction(unquantizePosition);
167
169
  vert.addUniform("u_animLUT", 8 /* Sampler2D */, (prog) => {
168
170
  prog.addGraphicUniform("u_animLUT", (uniform, params) => {
169
171
  const channels = (params.geometry.asLUT).lut.auxChannels;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { 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"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { 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"]}
@@ -2,7 +2,8 @@
2
2
  * @module WebGL
3
3
  */
4
4
  import { WebGLContext } from "@itwin/webgl-compatibility";
5
+ import { BlurType } from "../CachedGeometry";
5
6
  import { ShaderProgram } from "../ShaderProgram";
6
7
  /** @internal */
7
- export declare function createBlurProgram(context: WebGLContext): ShaderProgram;
8
+ export declare function createBlurProgram(context: WebGLContext, type: BlurType): ShaderProgram;
8
9
  //# sourceMappingURL=Blur.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"Blur.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Blur.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAI1D,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAsCjD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CA0CtE"}
1
+ {"version":3,"file":"Blur.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Blur.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAC1D,OAAO,EAAgB,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AAG3D,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAkDjD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,YAAY,EAAE,IAAI,EAAE,QAAQ,GAAG,aAAa,CA4DtF"}
@@ -5,9 +5,10 @@
5
5
  /** @packageDocumentation
6
6
  * @module WebGL
7
7
  */
8
+ import { BlurType } from "../CachedGeometry";
8
9
  import { TextureUnit } from "../RenderFlags";
9
10
  import { Texture2DHandle } from "../Texture";
10
- import { decodeDepthRgb } from "./Decode";
11
+ import { addRenderOrderConstants } from "./FeatureSymbology";
11
12
  import { addWindowToTexCoords, assignFragColor } from "./Fragment";
12
13
  import { addViewport } from "./Viewport";
13
14
  import { createViewportQuadBuilder } from "./ViewportQuad";
@@ -41,13 +42,29 @@ const computeBlur = `
41
42
 
42
43
  return result;
43
44
  `;
45
+ // This optionally skips adding in the blur texture result if the current pixel is a linear/edge/silhouette.
46
+ const testRenderOrder = `
47
+ vec2 rotc = windowCoordsToTexCoords(gl_FragCoord.xy);
48
+ vec4 pdo = TEXTURE(u_pickDepthAndOrder, rotc);
49
+ float order = floor(pdo.x * 16.0 + 0.5);
50
+ if (order >= kRenderOrder_PlanarBit)
51
+ order = order - kRenderOrder_PlanarBit;
52
+ if (order >= kRenderOrder_Linear && order <= kRenderOrder_Silhouette)
53
+ return vec4(1.0);
54
+
55
+ `;
44
56
  /** @internal */
45
- export function createBlurProgram(context) {
57
+ export function createBlurProgram(context, type) {
46
58
  const builder = createViewportQuadBuilder(true);
47
59
  const frag = builder.frag;
48
60
  addWindowToTexCoords(frag);
49
- frag.addFunction(decodeDepthRgb);
50
- frag.set(1 /* ComputeBaseColor */, computeBlur);
61
+ if (BlurType.TestOrder === type) {
62
+ addRenderOrderConstants(frag);
63
+ frag.set(1 /* ComputeBaseColor */, testRenderOrder + computeBlur);
64
+ }
65
+ else {
66
+ frag.set(1 /* ComputeBaseColor */, computeBlur);
67
+ }
51
68
  frag.set(16 /* AssignFragData */, assignFragColor);
52
69
  addViewport(frag);
53
70
  frag.addUniform("u_textureToBlur", 8 /* Sampler2D */, (prog) => {
@@ -73,8 +90,23 @@ export function createBlurProgram(context) {
73
90
  uniform.setUniform3fv(hbaoSettings);
74
91
  });
75
92
  }, 3 /* High */);
76
- builder.vert.headerComment = "//!V! Blur";
77
- builder.frag.headerComment = "//!F! Blur";
93
+ if (BlurType.TestOrder === type) {
94
+ frag.addUniform("u_pickDepthAndOrder", 8 /* Sampler2D */, (prog) => {
95
+ prog.addGraphicUniform("u_pickDepthAndOrder", (uniform, params) => {
96
+ const geom = params.geometry;
97
+ if (params.target.compositor.needHiddenEdges)
98
+ Texture2DHandle.bindSampler(uniform, geom.depthAndOrderHidden, TextureUnit.One);
99
+ else
100
+ Texture2DHandle.bindSampler(uniform, geom.depthAndOrder, TextureUnit.One);
101
+ });
102
+ });
103
+ builder.vert.headerComment = "//!V! BlurTestOrder";
104
+ builder.frag.headerComment = "//!F! BlurTestOrder";
105
+ }
106
+ else {
107
+ builder.vert.headerComment = "//!V! Blur";
108
+ builder.frag.headerComment = "//!F! Blur";
109
+ }
78
110
  return builder.buildProgram(context);
79
111
  }
80
112
  //# sourceMappingURL=Blur.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"Blur.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Blur.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAIH,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAG7C,OAAO,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AAC7C,OAAO,EAAE,cAAc,EAAE,MAAM,UAAU,CAAC;AAC1C,OAAO,EAAE,oBAAoB,EAAE,eAAe,EAAE,MAAM,YAAY,CAAC;AACnE,OAAO,EAAE,WAAW,EAAE,MAAM,YAAY,CAAC;AACzC,OAAO,EAAE,yBAAyB,EAAE,MAAM,gBAAgB,CAAC;AAE3D,wDAAwD;AACxD,MAAM,WAAW,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4BnB,CAAC;AAEF,gBAAgB;AAChB,MAAM,UAAU,iBAAiB,CAAC,OAAqB;IACrD,MAAM,OAAO,GAAG,yBAAyB,CAAC,IAAI,CAAC,CAAC;IAChD,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,oBAAoB,CAAC,IAAI,CAAC,CAAC;IAE3B,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,CAAC;IAEjC,IAAI,CAAC,GAAG,2BAA2C,WAAW,CAAC,CAAC;IAChE,IAAI,CAAC,GAAG,0BAAyC,eAAe,CAAC,CAAC;IAElE,WAAW,CAAC,IAAI,CAAC,CAAC;IAElB,IAAI,CAAC,UAAU,CAAC,iBAAiB,qBAA0B,CAAC,IAAI,EAAE,EAAE;QAClE,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC5D,MAAM,IAAI,GAAG,MAAM,CAAC,QAAwB,CAAC;YAC7C,eAAe,CAAC,WAAW,CAAC,OAAO,EAAE,IAAI,CAAC,aAAa,EAAE,WAAW,CAAC,IAAI,CAAC,CAAC;QAC7E,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,WAAW,gBAAqB,CAAC,IAAI,EAAE,EAAE;QACvD,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACtD,MAAM,IAAI,GAAG,MAAM,CAAC,QAAwB,CAAC;YAC7C,OAAO,CAAC,aAAa,CAAC,IAAI,YAAY,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC5E,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,gBAAgB,gBAAqB,CAAC,IAAI,EAAE,EAAE;QAC5D,IAAI,CAAC,iBAAiB,CAAC,gBAAgB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC3D,MAAM,YAAY,GAAG,IAAI,YAAY,CAAC;gBACpC,mJAAmJ;gBACnJ,MAAM,CAAC,MAAM,CAAC,wBAAwB,CAAC,SAAS;gBAChD,MAAM,CAAC,MAAM,CAAC,wBAAwB,CAAC,SAAS;gBAChD,MAAM,CAAC,MAAM,CAAC,wBAAwB,CAAC,iBAAiB;aAAC,CAAC,CAAC;YAC7D,OAAO,CAAC,aAAa,CAAC,YAAY,CAAC,CAAC;QACtC,CAAC,CAAC,CAAC;IACL,CAAC,eAAyB,CAAC;IAE3B,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;IAC1C,OAAO,CAAC,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;IAE1C,OAAO,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;AACvC,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 { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { BlurGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { decodeDepthRgb } from \"./Decode\";\r\nimport { addWindowToTexCoords, assignFragColor } from \"./Fragment\";\r\nimport { addViewport } from \"./Viewport\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\n// This shader applies a Gaussian blur in one dimension.\r\nconst computeBlur = `\r\n float delta = u_blurSettings.x;\r\n float sigma = u_blurSettings.y;\r\n float texelStepSize = u_blurSettings.z;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 step = texelStepSize / u_viewport;\r\n\r\n vec3 gaussian;\r\n const float twoPi = 6.283185307179586;\r\n gaussian.x = 1.0 / (sqrt(twoPi) * sigma);\r\n gaussian.y = exp((-0.5 * delta * delta) / (sigma * sigma));\r\n gaussian.z = gaussian.y * gaussian.y;\r\n\r\n vec4 origColor = TEXTURE(u_textureToBlur, tc);\r\n vec4 result = origColor * gaussian.x;\r\n for (int i = 1; i < 8; i++) {\r\n gaussian.xy *= gaussian.yz;\r\n\r\n vec2 offset = float(i) * u_blurDir * step;\r\n vec2 tcMinusOffset = tc - offset;\r\n vec2 tcPlusOffset = tc + offset;\r\n\r\n result += TEXTURE(u_textureToBlur, tcMinusOffset) * gaussian.x;\r\n result += TEXTURE(u_textureToBlur, tcPlusOffset) * gaussian.x;\r\n }\r\n\r\n return result;\r\n`;\r\n\r\n/** @internal */\r\nexport function createBlurProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n addWindowToTexCoords(frag);\r\n\r\n frag.addFunction(decodeDepthRgb);\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBlur);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n addViewport(frag);\r\n\r\n frag.addUniform(\"u_textureToBlur\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_textureToBlur\", (uniform, params) => {\r\n const geom = params.geometry as BlurGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.textureToBlur, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_blurDir\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_blurDir\", (uniform, params) => {\r\n const geom = params.geometry as BlurGeometry;\r\n uniform.setUniform2fv(new Float32Array([geom.blurDir.x, geom.blurDir.y]));\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_blurSettings\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_blurSettings\", (uniform, params) => {\r\n const hbaoSettings = new Float32Array([\r\n // ###TODO: If we want to apply this blur shader to situations other than AO, we should move these settings away from the ambient occlusion params.\r\n params.target.ambientOcclusionSettings.blurDelta,\r\n params.target.ambientOcclusionSettings.blurSigma,\r\n params.target.ambientOcclusionSettings.blurTexelStepSize]);\r\n uniform.setUniform3fv(hbaoSettings);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n builder.vert.headerComment = \"//!V! Blur\";\r\n builder.frag.headerComment = \"//!F! Blur\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { BlurGeometry, BlurType } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addRenderOrderConstants } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords, assignFragColor } from \"./Fragment\";\r\nimport { addViewport } from \"./Viewport\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\n// This shader applies a Gaussian blur in one dimension.\r\nconst computeBlur = `\r\n float delta = u_blurSettings.x;\r\n float sigma = u_blurSettings.y;\r\n float texelStepSize = u_blurSettings.z;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 step = texelStepSize / u_viewport;\r\n\r\n vec3 gaussian;\r\n const float twoPi = 6.283185307179586;\r\n gaussian.x = 1.0 / (sqrt(twoPi) * sigma);\r\n gaussian.y = exp((-0.5 * delta * delta) / (sigma * sigma));\r\n gaussian.z = gaussian.y * gaussian.y;\r\n\r\n vec4 origColor = TEXTURE(u_textureToBlur, tc);\r\n vec4 result = origColor * gaussian.x;\r\n for (int i = 1; i < 8; i++) {\r\n gaussian.xy *= gaussian.yz;\r\n\r\n vec2 offset = float(i) * u_blurDir * step;\r\n vec2 tcMinusOffset = tc - offset;\r\n vec2 tcPlusOffset = tc + offset;\r\n\r\n result += TEXTURE(u_textureToBlur, tcMinusOffset) * gaussian.x;\r\n result += TEXTURE(u_textureToBlur, tcPlusOffset) * gaussian.x;\r\n }\r\n\r\n return result;\r\n`;\r\n\r\n// This optionally skips adding in the blur texture result if the current pixel is a linear/edge/silhouette.\r\nconst testRenderOrder = `\r\n vec2 rotc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec4 pdo = TEXTURE(u_pickDepthAndOrder, rotc);\r\n float order = floor(pdo.x * 16.0 + 0.5);\r\n if (order >= kRenderOrder_PlanarBit)\r\n order = order - kRenderOrder_PlanarBit;\r\n if (order >= kRenderOrder_Linear && order <= kRenderOrder_Silhouette)\r\n return vec4(1.0);\r\n\r\n`;\r\n\r\n/** @internal */\r\nexport function createBlurProgram(context: WebGLContext, type: BlurType): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n\r\n addWindowToTexCoords(frag);\r\n\r\n if (BlurType.TestOrder === type) {\r\n addRenderOrderConstants(frag);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, testRenderOrder + computeBlur);\r\n } else {\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBlur);\r\n }\r\n\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n addViewport(frag);\r\n\r\n frag.addUniform(\"u_textureToBlur\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_textureToBlur\", (uniform, params) => {\r\n const geom = params.geometry as BlurGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.textureToBlur, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_blurDir\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_blurDir\", (uniform, params) => {\r\n const geom = params.geometry as BlurGeometry;\r\n uniform.setUniform2fv(new Float32Array([geom.blurDir.x, geom.blurDir.y]));\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_blurSettings\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_blurSettings\", (uniform, params) => {\r\n const hbaoSettings = new Float32Array([\r\n // ###TODO: If we want to apply this blur shader to situations other than AO, we should move these settings away from the ambient occlusion params.\r\n params.target.ambientOcclusionSettings.blurDelta,\r\n params.target.ambientOcclusionSettings.blurSigma,\r\n params.target.ambientOcclusionSettings.blurTexelStepSize]);\r\n uniform.setUniform3fv(hbaoSettings);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n if (BlurType.TestOrder === type) {\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n const geom = params.geometry as BlurGeometry;\r\n if (params.target.compositor.needHiddenEdges)\r\n Texture2DHandle.bindSampler(uniform, geom.depthAndOrderHidden, TextureUnit.One);\r\n else\r\n Texture2DHandle.bindSampler(uniform, geom.depthAndOrder, TextureUnit.One);\r\n });\r\n });\r\n builder.vert.headerComment = \"//!V! BlurTestOrder\";\r\n builder.frag.headerComment = \"//!F! BlurTestOrder\";\r\n } else {\r\n builder.vert.headerComment = \"//!V! Blur\";\r\n builder.frag.headerComment = \"//!F! Blur\";\r\n }\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"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;AAsCrI,gBAAgB;AAChB,wBAAgB,QAAQ,CAAC,OAAO,EAAE,cAAc,QAW/C;AAED,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,OAAO,EAAE,cAAc,EAAE,iBAAiB,EAAE,MAAM,QAIjF"}
1
+ {"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"}
@@ -9,14 +9,17 @@ import { addInstanceColor } from "./Instancing";
9
9
  // Vertex
10
10
  // Color table is appended to vertex data. Compute the index of the vertex one-past-the-end of the vertex data
11
11
  // NB: Color in color table has pre-multiplied alpha - revert it.
12
- const computeElementColor = `
12
+ function getComputeElementColor(quantized) {
13
+ const vertData = quantized ? "g_vertLutData1.zw" : "g_vertLutData4.xy";
14
+ return `
13
15
  float colorTableStart = u_vertParams.z * u_vertParams.w; // num rgba per-vertex times num vertices
14
- float colorIndex = decodeUInt16(g_usesQuantizedPosition ? g_vertLutData[1].zw : g_vertLutData[4].xy);
16
+ float colorIndex = decodeUInt16(${vertData});
15
17
  vec2 tc = computeLUTCoords(colorTableStart+colorIndex, u_vertParams.xy, g_vert_center, 1.0);
16
18
  vec4 lutColor = TEXTURE(u_vertLUT, tc);
17
19
  lutColor.rgb /= max(0.0001, lutColor.a);
18
20
  vec4 color = (u_shaderFlags[kShaderBit_NonUniformColor] ? lutColor : u_color);
19
21
  `;
22
+ }
20
23
  const returnColor = `
21
24
  return color;
22
25
  `;
@@ -24,16 +27,14 @@ const applyInstanceColor = `
24
27
  color.rgb = mix(color.rgb, a_instanceRgba.rgb / 255.0, u_applyInstanceColor * extractInstanceBit(kOvrBit_Rgb));
25
28
  color.a = mix(color.a, a_instanceRgba.a / 255.0, u_applyInstanceColor * extractInstanceBit(kOvrBit_Alpha));
26
29
  `;
27
- const computeInstancedElementColor = computeElementColor + applyInstanceColor;
28
- const computeColor = computeElementColor + returnColor;
29
- const computeInstancedColor = computeInstancedElementColor + returnColor;
30
30
  function getComputeColor(vert) {
31
+ const quantized = "quantized" === vert.positionType;
31
32
  if (vert.usesInstancedGeometry) {
32
33
  addInstanceColor(vert);
33
- return computeInstancedColor;
34
+ return `${getComputeElementColor(quantized)}${applyInstanceColor}${returnColor}`;
34
35
  }
35
36
  else {
36
- return computeColor;
37
+ return `${getComputeElementColor(quantized)}${returnColor}`;
37
38
  }
38
39
  }
39
40
  // Fragment
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"Color.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Color.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,gBAAgB,EAAE,MAAM,cAAc,CAAC;AAEhD,SAAS;AACT,8GAA8G;AAC9G,iEAAiE;AACjE,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,gBAAgB,CAAC,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,MAAM,UAAU,QAAQ,CAAC,OAAuB;IAC9C,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,SAAS,gBAAqB,CAAC,IAAI,EAAE,EAAE;QAC7D,IAAI,CAAC,iBAAiB,CAAC,SAAS,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACpD,MAAM,OAAO,GAAG,MAAM,CAAC,QAAQ,CAAC,KAAM,CAAC;YACvC,MAAM,KAAK,GAAG,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;YAC9C,IAAI,KAAK,CAAC,SAAS,EAAE;gBACnB,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;aAC7B;QACH,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IACH,eAAe,CAAC,OAAO,EAAE,eAAe,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC;AAC1D,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,eAAe,CAAC,OAAuB,EAAE,iBAAyB;IAChF,OAAO,CAAC,UAAU,CAAC,SAAS,eAAoB,CAAC;IACjD,OAAO,CAAC,IAAI,CAAC,GAAG,2BAAyC,iBAAiB,CAAC,CAAC;IAC5E,OAAO,CAAC,IAAI,CAAC,GAAG,2BAA2C,gBAAgB,CAAC,CAAC;AAC/E,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { addInstanceColor } from \"./Instancing\";\r\n\r\n// Vertex\r\n// Color table is appended to vertex data. Compute the index of the vertex one-past-the-end of the vertex data\r\n// NB: Color in color table has pre-multiplied alpha - revert it.\r\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"]}
@@ -106,7 +106,7 @@ export function createVolClassCopyZProgram(context) {
106
106
  }
107
107
  /** @internal */
108
108
  export function createVolClassCopyZUsingPointsProgram(context) {
109
- const attrMap = AttributeMap.findAttributeMap(30 /* VolClassCopyZ */, false);
109
+ const attrMap = AttributeMap.findAttributeMap(31 /* VolClassCopyZ */, false);
110
110
  const builder = new ProgramBuilder(attrMap);
111
111
  const vert = builder.vert;
112
112
  vert.set(0 /* ComputeQuantizedPosition */, computeQuantizedPosition2d);
@@ -31,5 +31,6 @@ export declare function addUnpackAndNormalize2Bytes(builder: ShaderBuilder): voi
31
31
  * From https://github.com/CesiumGS/cesium/blob/main/Source/Shaders/Builtin/Functions/unpackFloat.glsl
32
32
  * @internal
33
33
  */
34
- export declare const decodeFloat32 = "\nfloat decodeFloat32(vec4 packedFloat) {\n float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;\n float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0; \n if (exponent == -127.0)\n return 0.0;\n\n float mantissa = mod(packedFloat[2], 128.0) * 65536.0 + packedFloat[1] * 256.0 + packedFloat[0] + float(0x800000);\n float result = sign * exp2(exponent - 23.0) * mantissa;\n return result;\n}\n";
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";
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";
35
36
  //# sourceMappingURL=Decode.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"Decode.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Decode.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAEjD,gBAAgB;AAChB,eAAO,MAAM,YAAY,gGAIxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,2HAIxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,gGAExB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,sIAGxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,cAAc,mGAE1B,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,cAAc,mWAU1B,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,UAAU,qEAItB,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,YAAY,mJAQxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,wBAAwB,uFAIpC,CAAC;AAEF,gBAAgB;AAChB,wBAAgB,2BAA2B,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAGxE;AAED;;;;GAIG;AACH,eAAO,MAAM,aAAa,6bAWzB,CAAC"}
1
+ {"version":3,"file":"Decode.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Decode.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAEjD,gBAAgB;AAChB,eAAO,MAAM,YAAY,gGAIxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,2HAIxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,gGAExB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,YAAY,sIAGxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,cAAc,mGAE1B,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,cAAc,mWAU1B,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,UAAU,qEAItB,CAAC;AAEF;;GAEG;AACH,eAAO,MAAM,YAAY,mJAQxB,CAAC;AAEF,gBAAgB;AAChB,eAAO,MAAM,wBAAwB,uFAIpC,CAAC;AAEF,gBAAgB;AAChB,wBAAgB,2BAA2B,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAGxE;AAED;;;;GAIG;AACH,eAAO,MAAM,aAAa,ybAWzB,CAAC;AAEF,eAAO,MAAM,cAAc,0vBAa1B,CAAC"}
@@ -81,7 +81,7 @@ export function addUnpackAndNormalize2Bytes(builder) {
81
81
  export const decodeFloat32 = `
82
82
  float decodeFloat32(vec4 packedFloat) {
83
83
  float sign = 1.0 - step(128.0, packedFloat[3]) * 2.0;
84
- float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;
84
+ float exponent = 2.0 * mod(packedFloat[3], 128.0) + step(128.0, packedFloat[2]) - 127.0;
85
85
  if (exponent == -127.0)
86
86
  return 0.0;
87
87
 
@@ -90,4 +90,18 @@ float decodeFloat32(vec4 packedFloat) {
90
90
  return result;
91
91
  }
92
92
  `;
93
+ export const decode3Float32 = `
94
+ // This expects an array of 4 vec3s, where each vec4 contains a slice of all 3 of the packed floats in .xyz
95
+ // pf0 is in [0].x, pf1 is in [0].y, and pf2 in [0].z
96
+ // e.g.: packedFloat[0] = vec3(pf0.x, pf1.x, pf2.x)
97
+ // likewise .y info is in [1], .z in [2], and .w in [3]
98
+ vec3 decode3Float32(vec3 packedFloat[4]) {
99
+ vec3 sign = 1.0 - step(128.0, packedFloat[3].xyz) * 2.0;
100
+ vec3 exponent = 2.0 * mod(packedFloat[3].xyz, 128.0) + step(128.0, packedFloat[2].xyz) - 127.0;
101
+ vec3 zeroFlag = vec3(notEqual(vec3(-127.0), exponent));
102
+ vec3 mantissa = mod(packedFloat[2].xyz, 128.0) * 65536.0 + packedFloat[1].xyz * 256.0 + packedFloat[0].xyz + float(0x800000);
103
+ vec3 result = sign * exp2(exponent - 23.0) * mantissa * zeroFlag;
104
+ return result;
105
+ }
106
+ `;
93
107
  //# sourceMappingURL=Decode.js.map
@@ -1 +1 @@
1
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1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { 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"]}
@@ -2,10 +2,10 @@
2
2
  * @module WebGL
3
3
  */
4
4
  import { ProgramBuilder, VertexShaderBuilder } from "../ShaderBuilder";
5
- import { IsAnimated, IsInstanced } from "../TechniqueFlags";
5
+ import { IsAnimated, IsInstanced, PositionType } from "../TechniqueFlags";
6
6
  export declare type EdgeBuilderType = "SegmentEdge" | "Silhouette" | "IndexedEdge";
7
7
  /** @internal */
8
8
  export declare function addEdgeContrast(vert: VertexShaderBuilder): void;
9
9
  /** @internal */
10
- export declare function createEdgeBuilder(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated): ProgramBuilder;
10
+ export declare function createEdgeBuilder(type: EdgeBuilderType, instanced: IsInstanced, isAnimated: IsAnimated, posType: PositionType): ProgramBuilder;
11
11
  //# sourceMappingURL=Edge.d.ts.map
@@ -1 +1 @@
1
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