@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.
- package/CHANGELOG.md +103 -1
- package/lib/cjs/AccuDraw.d.ts +2 -0
- package/lib/cjs/AccuDraw.d.ts.map +1 -1
- package/lib/cjs/AccuDraw.js +2 -0
- package/lib/cjs/AccuDraw.js.map +1 -1
- package/lib/cjs/AccuSnap.d.ts +1 -0
- package/lib/cjs/AccuSnap.d.ts.map +1 -1
- package/lib/cjs/AccuSnap.js +57 -49
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeights.d.ts.map +1 -1
- package/lib/cjs/ApproximateTerrainHeights.js +4 -2
- package/lib/cjs/ApproximateTerrainHeights.js.map +1 -1
- package/lib/cjs/ApproximateTerrainHeightsProps.d.ts +1 -1
- package/lib/cjs/ApproximateTerrainHeightsProps.d.ts.map +1 -1
- package/lib/cjs/ApproximateTerrainHeightsProps.js +2 -2
- package/lib/cjs/ApproximateTerrainHeightsProps.js.map +1 -1
- package/lib/cjs/AuxCoordSys.d.ts +12 -2
- package/lib/cjs/AuxCoordSys.d.ts.map +1 -1
- package/lib/cjs/AuxCoordSys.js +12 -2
- package/lib/cjs/AuxCoordSys.js.map +1 -1
- package/lib/cjs/BingLocation.d.ts +1 -0
- package/lib/cjs/BingLocation.d.ts.map +1 -1
- package/lib/cjs/BingLocation.js +1 -0
- package/lib/cjs/BingLocation.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.d.ts +35 -1
- package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
- package/lib/cjs/BriefcaseConnection.js +52 -1
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/CategorySelectorState.d.ts +1 -0
- package/lib/cjs/CategorySelectorState.d.ts.map +1 -1
- package/lib/cjs/CategorySelectorState.js +1 -0
- package/lib/cjs/CategorySelectorState.js.map +1 -1
- package/lib/cjs/ChangeFlags.d.ts +1 -0
- package/lib/cjs/ChangeFlags.d.ts.map +1 -1
- package/lib/cjs/ChangeFlags.js +1 -0
- package/lib/cjs/ChangeFlags.js.map +1 -1
- package/lib/cjs/ContextRealityModelState.d.ts +1 -0
- package/lib/cjs/ContextRealityModelState.d.ts.map +1 -1
- package/lib/cjs/ContextRealityModelState.js +1 -0
- package/lib/cjs/ContextRealityModelState.js.map +1 -1
- package/lib/cjs/CoordSystem.d.ts +1 -0
- package/lib/cjs/CoordSystem.d.ts.map +1 -1
- package/lib/cjs/CoordSystem.js +1 -0
- package/lib/cjs/CoordSystem.js.map +1 -1
- package/lib/cjs/DisplayStyleState.d.ts +4 -0
- package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
- package/lib/cjs/DisplayStyleState.js +9 -4
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/DrawingViewState.d.ts +5 -2
- package/lib/cjs/DrawingViewState.d.ts.map +1 -1
- package/lib/cjs/DrawingViewState.js +34 -3
- package/lib/cjs/DrawingViewState.js.map +1 -1
- package/lib/cjs/ElementLocateManager.d.ts +23 -5
- package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
- package/lib/cjs/ElementLocateManager.js +19 -4
- package/lib/cjs/ElementLocateManager.js.map +1 -1
- package/lib/cjs/EmphasizeElements.d.ts +1 -0
- package/lib/cjs/EmphasizeElements.d.ts.map +1 -1
- package/lib/cjs/EmphasizeElements.js +1 -0
- package/lib/cjs/EmphasizeElements.js.map +1 -1
- package/lib/cjs/EntityState.d.ts +2 -0
- package/lib/cjs/EntityState.d.ts.map +1 -1
- package/lib/cjs/EntityState.js +2 -0
- package/lib/cjs/EntityState.js.map +1 -1
- package/lib/cjs/FeatureOverrideProvider.d.ts +1 -0
- package/lib/cjs/FeatureOverrideProvider.d.ts.map +1 -1
- package/lib/cjs/FeatureOverrideProvider.js.map +1 -1
- package/lib/cjs/FlashSettings.d.ts +3 -0
- package/lib/cjs/FlashSettings.d.ts.map +1 -1
- package/lib/cjs/FlashSettings.js +2 -0
- package/lib/cjs/FlashSettings.js.map +1 -1
- package/lib/cjs/FrontendHubAccess.d.ts +4 -1
- package/lib/cjs/FrontendHubAccess.d.ts.map +1 -1
- package/lib/cjs/FrontendHubAccess.js.map +1 -1
- package/lib/cjs/FrontendLoggerCategory.d.ts +6 -1
- package/lib/cjs/FrontendLoggerCategory.d.ts.map +1 -1
- package/lib/cjs/FrontendLoggerCategory.js +5 -0
- package/lib/cjs/FrontendLoggerCategory.js.map +1 -1
- package/lib/cjs/FrustumAnimator.d.ts +2 -0
- package/lib/cjs/FrustumAnimator.d.ts.map +1 -1
- package/lib/cjs/FrustumAnimator.js +2 -0
- package/lib/cjs/FrustumAnimator.js.map +1 -1
- package/lib/cjs/FuzzySearch.d.ts +1 -0
- package/lib/cjs/FuzzySearch.d.ts.map +1 -1
- package/lib/cjs/FuzzySearch.js.map +1 -1
- package/lib/cjs/GlobeAnimator.d.ts +1 -0
- package/lib/cjs/GlobeAnimator.d.ts.map +1 -1
- package/lib/cjs/GlobeAnimator.js +1 -0
- package/lib/cjs/GlobeAnimator.js.map +1 -1
- package/lib/cjs/HitDetail.d.ts +26 -5
- package/lib/cjs/HitDetail.d.ts.map +1 -1
- package/lib/cjs/HitDetail.js +26 -5
- package/lib/cjs/HitDetail.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts +9 -0
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +39 -24
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +11 -2
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +23 -2
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/ImageUtil.d.ts +15 -2
- package/lib/cjs/ImageUtil.d.ts.map +1 -1
- package/lib/cjs/ImageUtil.js +19 -4
- package/lib/cjs/ImageUtil.js.map +1 -1
- package/lib/cjs/IpcApp.d.ts +1 -0
- package/lib/cjs/IpcApp.d.ts.map +1 -1
- package/lib/cjs/IpcApp.js +1 -0
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/MarginPercent.d.ts +1 -0
- package/lib/cjs/MarginPercent.d.ts.map +1 -1
- package/lib/cjs/MarginPercent.js +1 -0
- package/lib/cjs/MarginPercent.js.map +1 -1
- package/lib/cjs/Marker.d.ts +16 -3
- package/lib/cjs/Marker.d.ts.map +1 -1
- package/lib/cjs/Marker.js +3 -0
- package/lib/cjs/Marker.js.map +1 -1
- package/lib/cjs/ModelSelectorState.d.ts +1 -0
- package/lib/cjs/ModelSelectorState.d.ts.map +1 -1
- package/lib/cjs/ModelSelectorState.js +1 -0
- package/lib/cjs/ModelSelectorState.js.map +1 -1
- package/lib/cjs/ModelState.d.ts +10 -0
- package/lib/cjs/ModelState.d.ts.map +1 -1
- package/lib/cjs/ModelState.js +10 -0
- package/lib/cjs/ModelState.js.map +1 -1
- package/lib/cjs/NotificationManager.d.ts +11 -0
- package/lib/cjs/NotificationManager.d.ts.map +1 -1
- package/lib/cjs/NotificationManager.js +10 -0
- package/lib/cjs/NotificationManager.js.map +1 -1
- package/lib/cjs/PerModelCategoryVisibility.d.ts +1 -0
- package/lib/cjs/PerModelCategoryVisibility.d.ts.map +1 -1
- package/lib/cjs/PerModelCategoryVisibility.js +1 -0
- package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
- package/lib/cjs/SelectionSet.d.ts +7 -0
- package/lib/cjs/SelectionSet.d.ts.map +1 -1
- package/lib/cjs/SelectionSet.js +3 -0
- package/lib/cjs/SelectionSet.js.map +1 -1
- package/lib/cjs/SheetViewState.d.ts +6 -5
- package/lib/cjs/SheetViewState.d.ts.map +1 -1
- package/lib/cjs/SheetViewState.js +58 -6
- package/lib/cjs/SheetViewState.js.map +1 -1
- package/lib/cjs/SpatialViewState.d.ts +7 -2
- package/lib/cjs/SpatialViewState.d.ts.map +1 -1
- package/lib/cjs/SpatialViewState.js +17 -3
- package/lib/cjs/SpatialViewState.js.map +1 -1
- package/lib/cjs/Sprites.d.ts +3 -0
- package/lib/cjs/Sprites.d.ts.map +1 -1
- package/lib/cjs/Sprites.js +3 -0
- package/lib/cjs/Sprites.js.map +1 -1
- package/lib/cjs/StandardView.d.ts +1 -0
- package/lib/cjs/StandardView.d.ts.map +1 -1
- package/lib/cjs/StandardView.js +1 -0
- package/lib/cjs/StandardView.js.map +1 -1
- package/lib/cjs/SubCategoriesCache.d.ts +14 -7
- package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
- package/lib/cjs/SubCategoriesCache.js +36 -8
- package/lib/cjs/SubCategoriesCache.js.map +1 -1
- package/lib/cjs/TentativePoint.d.ts +4 -1
- package/lib/cjs/TentativePoint.d.ts.map +1 -1
- package/lib/cjs/TentativePoint.js +4 -1
- package/lib/cjs/TentativePoint.js.map +1 -1
- package/lib/cjs/Tiles.d.ts +1 -0
- package/lib/cjs/Tiles.d.ts.map +1 -1
- package/lib/cjs/Tiles.js +1 -0
- package/lib/cjs/Tiles.js.map +1 -1
- package/lib/cjs/ViewAnimation.d.ts +6 -0
- package/lib/cjs/ViewAnimation.d.ts.map +1 -1
- package/lib/cjs/ViewAnimation.js.map +1 -1
- package/lib/cjs/ViewCreator2d.d.ts +2 -0
- package/lib/cjs/ViewCreator2d.d.ts.map +1 -1
- package/lib/cjs/ViewCreator2d.js +1 -0
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewCreator3d.d.ts +2 -8
- package/lib/cjs/ViewCreator3d.d.ts.map +1 -1
- package/lib/cjs/ViewCreator3d.js +12 -38
- package/lib/cjs/ViewCreator3d.js.map +1 -1
- package/lib/cjs/ViewGlobalLocation.d.ts +3 -0
- package/lib/cjs/ViewGlobalLocation.d.ts.map +1 -1
- package/lib/cjs/ViewGlobalLocation.js +1 -0
- package/lib/cjs/ViewGlobalLocation.js.map +1 -1
- package/lib/cjs/ViewManager.d.ts +3 -0
- package/lib/cjs/ViewManager.d.ts.map +1 -1
- package/lib/cjs/ViewManager.js +2 -0
- package/lib/cjs/ViewManager.js.map +1 -1
- package/lib/cjs/ViewPose.d.ts +1 -0
- package/lib/cjs/ViewPose.d.ts.map +1 -1
- package/lib/cjs/ViewPose.js +1 -0
- package/lib/cjs/ViewPose.js.map +1 -1
- package/lib/cjs/ViewRect.d.ts +1 -0
- package/lib/cjs/ViewRect.d.ts.map +1 -1
- package/lib/cjs/ViewRect.js +1 -0
- package/lib/cjs/ViewRect.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +17 -2
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +40 -9
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/ViewStatus.d.ts +1 -0
- package/lib/cjs/ViewStatus.d.ts.map +1 -1
- package/lib/cjs/ViewStatus.js +1 -0
- package/lib/cjs/ViewStatus.js.map +1 -1
- package/lib/cjs/ViewingSpace.d.ts +1 -0
- package/lib/cjs/ViewingSpace.d.ts.map +1 -1
- package/lib/cjs/ViewingSpace.js +1 -0
- package/lib/cjs/ViewingSpace.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +6 -2
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +12 -4
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/ViewportSync.d.ts +119 -0
- package/lib/cjs/ViewportSync.d.ts.map +1 -0
- package/lib/cjs/ViewportSync.js +187 -0
- package/lib/cjs/ViewportSync.js.map +1 -0
- package/lib/cjs/core-frontend.d.ts +10 -6
- package/lib/cjs/core-frontend.d.ts.map +1 -1
- package/lib/cjs/core-frontend.js +11 -6
- package/lib/cjs/core-frontend.js.map +1 -1
- package/lib/cjs/extension/Extension.d.ts +24 -15
- package/lib/cjs/extension/Extension.d.ts.map +1 -1
- package/lib/cjs/extension/Extension.js +0 -8
- package/lib/cjs/extension/Extension.js.map +1 -1
- package/lib/cjs/extension/ExtensionAdmin.d.ts +21 -44
- package/lib/cjs/extension/ExtensionAdmin.d.ts.map +1 -1
- package/lib/cjs/extension/ExtensionAdmin.js +55 -64
- package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
- package/lib/cjs/extension/ExtensionRuntime.js +238 -59
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/extension/providers/ExtensionLoadScript.d.ts +12 -0
- package/lib/cjs/extension/providers/ExtensionLoadScript.d.ts.map +1 -0
- package/lib/cjs/extension/providers/ExtensionLoadScript.js +38 -0
- package/lib/cjs/extension/providers/ExtensionLoadScript.js.map +1 -0
- package/lib/cjs/extension/providers/ExtensionServiceClient.d.ts +52 -0
- package/lib/cjs/extension/providers/ExtensionServiceClient.d.ts.map +1 -0
- package/lib/cjs/extension/providers/ExtensionServiceClient.js +131 -0
- package/lib/cjs/extension/providers/ExtensionServiceClient.js.map +1 -0
- package/lib/cjs/extension/providers/LocalExtensionProvider.d.ts +26 -0
- package/lib/cjs/extension/providers/LocalExtensionProvider.d.ts.map +1 -0
- package/lib/cjs/extension/providers/LocalExtensionProvider.js +24 -0
- package/lib/cjs/extension/providers/LocalExtensionProvider.js.map +1 -0
- package/lib/cjs/extension/providers/RemoteExtensionProvider.d.ts +36 -0
- package/lib/cjs/extension/providers/RemoteExtensionProvider.d.ts.map +1 -0
- package/lib/cjs/extension/providers/RemoteExtensionProvider.js +53 -0
- package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -0
- package/lib/cjs/extension/providers/ServiceExtensionProvider.d.ts +40 -0
- package/lib/cjs/extension/providers/ServiceExtensionProvider.d.ts.map +1 -0
- package/lib/cjs/extension/providers/ServiceExtensionProvider.js +84 -0
- package/lib/cjs/extension/providers/ServiceExtensionProvider.js.map +1 -0
- package/lib/cjs/quantity-formatting/QuantityFormatter.d.ts.map +1 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js +2 -1
- package/lib/cjs/quantity-formatting/QuantityFormatter.js.map +1 -1
- package/lib/cjs/render/CanvasDecoration.d.ts +2 -0
- package/lib/cjs/render/CanvasDecoration.d.ts.map +1 -1
- package/lib/cjs/render/CanvasDecoration.js.map +1 -1
- package/lib/cjs/render/Decorations.d.ts +1 -0
- package/lib/cjs/render/Decorations.d.ts.map +1 -1
- package/lib/cjs/render/Decorations.js +1 -0
- package/lib/cjs/render/Decorations.js.map +1 -1
- package/lib/cjs/render/FeatureSymbology.d.ts +1 -0
- package/lib/cjs/render/FeatureSymbology.d.ts.map +1 -1
- package/lib/cjs/render/FeatureSymbology.js +1 -0
- package/lib/cjs/render/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/GraphicBranch.d.ts +2 -0
- package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBranch.js +1 -0
- package/lib/cjs/render/GraphicBranch.js.map +1 -1
- package/lib/cjs/render/GraphicBuilder.d.ts +33 -2
- package/lib/cjs/render/GraphicBuilder.d.ts.map +1 -1
- package/lib/cjs/render/GraphicBuilder.js +26 -0
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/GraphicPrimitive.d.ts +14 -0
- package/lib/cjs/render/GraphicPrimitive.d.ts.map +1 -1
- package/lib/cjs/render/GraphicPrimitive.js.map +1 -1
- package/lib/cjs/render/ParticleCollectionBuilder.d.ts +3 -0
- package/lib/cjs/render/ParticleCollectionBuilder.d.ts.map +1 -1
- package/lib/cjs/render/ParticleCollectionBuilder.js.map +1 -1
- package/lib/cjs/render/Pixel.d.ts +1 -0
- package/lib/cjs/render/Pixel.d.ts.map +1 -1
- package/lib/cjs/render/Pixel.js +1 -0
- package/lib/cjs/render/Pixel.js.map +1 -1
- package/lib/cjs/render/RenderClipVolume.d.ts +1 -0
- package/lib/cjs/render/RenderClipVolume.d.ts.map +1 -1
- package/lib/cjs/render/RenderClipVolume.js +1 -0
- package/lib/cjs/render/RenderClipVolume.js.map +1 -1
- package/lib/cjs/render/RenderGraphic.d.ts +3 -0
- package/lib/cjs/render/RenderGraphic.d.ts.map +1 -1
- package/lib/cjs/render/RenderGraphic.js +2 -0
- package/lib/cjs/render/RenderGraphic.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +9 -3
- package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
- package/lib/cjs/render/RenderSystem.js +4 -3
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTexture.d.ts +7 -0
- package/lib/cjs/render/RenderTexture.d.ts.map +1 -1
- package/lib/cjs/render/RenderTexture.js.map +1 -1
- package/lib/cjs/render/Scene.d.ts +1 -0
- package/lib/cjs/render/Scene.d.ts.map +1 -1
- package/lib/cjs/render/Scene.js +1 -0
- package/lib/cjs/render/Scene.js.map +1 -1
- package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts +10 -0
- package/lib/cjs/render/ScreenSpaceEffectBuilder.d.ts.map +1 -1
- package/lib/cjs/render/ScreenSpaceEffectBuilder.js +2 -0
- package/lib/cjs/render/ScreenSpaceEffectBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/VertexKey.d.ts +4 -2
- package/lib/cjs/render/primitives/VertexKey.d.ts.map +1 -1
- package/lib/cjs/render/primitives/VertexKey.js +23 -12
- package/lib/cjs/render/primitives/VertexKey.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.d.ts +1 -1
- package/lib/cjs/render/primitives/VertexTable.js +30 -2
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts +12 -4
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +20 -15
- package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts +2 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +9 -2
- package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.d.ts +14 -12
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js +26 -25
- package/lib/cjs/render/primitives/geometry/GeometryPrimitives.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts +8 -8
- package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilder.js +15 -15
- package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts +11 -6
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js +12 -15
- package/lib/cjs/render/primitives/mesh/MeshBuilderMap.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +6 -2
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/AttributeMap.js +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.d.ts +7 -1
- package/lib/cjs/render/webgl/CachedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/CachedGeometry.js +20 -10
- package/lib/cjs/render/webgl/CachedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
- package/lib/cjs/render/webgl/DrawCommand.js +2 -1
- package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.d.ts +1 -0
- package/lib/cjs/render/webgl/InstancedGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/InstancedGeometry.js +1 -0
- package/lib/cjs/render/webgl/InstancedGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.d.ts +14 -11
- package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RealityMesh.js +26 -17
- package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.d.ts +2 -0
- package/lib/cjs/render/webgl/SceneCompositor.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SceneCompositor.js +219 -52
- package/lib/cjs/render/webgl/SceneCompositor.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +5 -4
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +7 -6
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
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-------------------------------------------------------------------------\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 { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseWithBitFlagFunctions, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addFeatureAndMaterialLookup, addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../SurfaceGeometry\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n return TEXTURE(s_texture, v_texCoord);\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseWithBitFlagFunctions(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n if (System.instance.capabilities.isWebGL2)\r\n vert.addInitializer(\"use_material = (0u == (surfaceFlags & kSurfaceBit_IgnoreMaterial));\");\r\n else\r\n vert.addInitializer(\"use_material = !nthBitSet(surfaceFlags, kSurfaceBit_IgnoreMaterial);\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n // Material atlas\r\n addFeatureAndMaterialLookup(vert);\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isThematic: IsThematic, isHiliter: boolean): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\r\n const builder = new ProgramBuilder(attrMap, { maxRgbaPerVertex: 6, instanced });\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true, isThematic);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition;\r\n if (isHiliter && !System.instance.supportsLogZBuffer) {\r\n computePosition = computePositionPrelude + computePositionPostlude;\r\n } else {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition = computePositionPrelude + adjustEyeSpace + computePositionPostlude;\r\n }\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, IsThematic.No, true);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(float flag) { return nthBitSet(surfaceFlags, flag); }\r\n`;\r\nconst isSurfaceBitSet2 = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_NoFaceFront\", VariableType.Int, SurfaceBitIndex.NoFaceFront.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = System.instance.capabilities.isWebGL2 ? \"u\" : \".0\";\r\n const type = System.instance.capabilities.isWebGL2 ? VariableType.Uint : VariableType.Float;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n if (System.instance.capabilities.isWebGL2) {\r\n builder.addFunction(isSurfaceBitSet2);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n } else {\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Float);\r\n }\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0.0;\r\n`;\r\nconst initSurfaceFlags2 = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n bool hasTexture = u_surfaceFlags[kSurfaceBitIndex_HasTexture];\r\n if (feature_ignore_material) {\r\n if (hasTexture) {\r\n hasTexture = false;\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n }\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return surfaceFlags;\\n\";\r\nconst returnSurfaceFlags2 = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nconst computeNormal = `\r\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return vec3(0.0);\r\n\r\n vec2 normal;\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal])\r\n normal = g_usesQuantizedPosition ? g_vertLutData[3].xy : g_vertLutData[4].zw;\r\n else\r\n normal = g_usesQuantizedPosition ? g_vertLutData[1].zw : g_vertLutData[5].xy;\r\n\r\n return normalize(MAT_NORM * octDecodeNormal(normal));\r\n`;\r\n\r\nconst computeAnimatedNormal = `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n${computeNormal}`;\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nconst computeTexCoord = `\r\n vec4 rgba = g_usesQuantizedPosition ? g_vertLutData[3] : g_vertLutData[4];\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2WithBitFlag(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture);\r\n`;\r\nconst computeAnimatedTexCoord = `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n${computeTexCoord}`;\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = (System.instance.capabilities.isWebGL2 ? initSurfaceFlags2 : initSurfaceFlags);\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += (System.instance.capabilities.isWebGL2 ? returnSurfaceFlags2 : returnSurfaceFlags);\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n if (System.instance.capabilities.isWebGL2)\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n else\r\n builder.frag.addInitializer(\"surfaceFlags = floor(v_surfaceFlags + 0.5);\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, instanced: IsInstanced, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert, instanced);\r\n\r\n builder.vert.addFunction(octDecodeNormal);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", computeNormal);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? computeAnimatedNormal : \"return computeSurfaceNormal();\");\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud = false) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n } else {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? computeAnimatedTexCoord : computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nconst discardByTextureAlpha = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture)) {\r\n float cutoff = abs(u_alphaCutoff);\r\n if (kRenderPass_Translucent == u_renderPass)\r\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\r\n else\r\n return alpha < cutoff;\r\n }\r\n\r\n return false;\r\n`;\r\n\r\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\r\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\r\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\r\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\r\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\r\n const pass = params.geometry.getPass(params.target);\r\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\r\n uniform.setUniform1f(cutoff);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByTextureAlpha);\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, flags.isThematic, false);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic)\r\n addThematicDisplay(builder);\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isInstanced, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n addChooseWithBitFlagFunctions(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n else\r\n addTransparencyDiscard(builder.frag);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
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1
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+
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport {\r\n FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, PositionType, TechniqueFlags,\r\n} from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseWithBitFlagFunctions, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../SurfaceGeometry\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n return TEXTURE(s_texture, v_texCoord);\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nconst computeMaterialInstanced = `\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseWithBitFlagFunctions(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n if (System.instance.capabilities.isWebGL2)\r\n vert.addInitializer(\"use_material = (0u == (surfaceFlags & kSurfaceBit_IgnoreMaterial));\");\r\n else\r\n vert.addInitializer(\"use_material = !nthBitSet(surfaceFlags, kSurfaceBit_IgnoreMaterial);\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n if (!instanced) {\r\n // Material atlas\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n }\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isThematic: IsThematic, isHiliter: boolean, positionType: PositionType): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true, isThematic);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition;\r\n if (isHiliter && !System.instance.supportsLogZBuffer) {\r\n computePosition = computePositionPrelude + computePositionPostlude;\r\n } else {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition = computePositionPrelude + adjustEyeSpace + computePositionPostlude;\r\n }\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified, posType: PositionType): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, IsThematic.No, true, posType);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(float flag) { return nthBitSet(surfaceFlags, flag); }\r\n`;\r\nconst isSurfaceBitSet2 = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_NoFaceFront\", VariableType.Int, SurfaceBitIndex.NoFaceFront.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = System.instance.capabilities.isWebGL2 ? \"u\" : \".0\";\r\n const type = System.instance.capabilities.isWebGL2 ? VariableType.Uint : VariableType.Float;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n if (System.instance.capabilities.isWebGL2) {\r\n builder.addFunction(isSurfaceBitSet2);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n } else {\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Float);\r\n }\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0.0;\r\n`;\r\nconst initSurfaceFlags2 = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n bool hasTexture = u_surfaceFlags[kSurfaceBitIndex_HasTexture];\r\n if (feature_ignore_material) {\r\n if (hasTexture) {\r\n hasTexture = false;\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n }\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return surfaceFlags;\\n\";\r\nconst returnSurfaceFlags2 = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nfunction getComputeNormal(quantized: boolean): string {\r\n const a = quantized ? \"g_vertLutData3.xy\" : \"g_vertLutData4.zw\";\r\n const b = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData5.xy\";\r\n return `\r\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return vec3(0.0);\r\n\r\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};\r\n return normalize(MAT_NORM * octDecodeNormal(normal));\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedNormal(quantized: boolean): string {\r\n return `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n\r\n ${getComputeNormal(quantized)}`;\r\n}\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nfunction getComputeTexCoord(quantized: boolean): string {\r\n const vertData = quantized ? \"g_vertLutData3\" : \"g_vertLutData4\";\r\n return `\r\n vec4 rgba = ${vertData};\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2WithBitFlag(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture);\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedTexCoord(quantized: boolean): string {\r\n return `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n\r\n ${getComputeTexCoord(quantized)}\r\n`;\r\n}\r\n\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = (System.instance.capabilities.isWebGL2 ? initSurfaceFlags2 : initSurfaceFlags);\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += (System.instance.capabilities.isWebGL2 ? returnSurfaceFlags2 : returnSurfaceFlags);\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n if (System.instance.capabilities.isWebGL2)\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n else\r\n builder.frag.addInitializer(\"surfaceFlags = floor(v_surfaceFlags + 0.5);\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, instanced: IsInstanced, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert, instanced);\r\n\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.vert.addFunction(octDecodeNormal);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", getComputeNormal(quantized));\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? getComputeAnimatedNormal(quantized) : \"return computeSurfaceNormal();\");\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud = false) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n } else {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nconst discardByTextureAlpha = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture)) {\r\n float cutoff = abs(u_alphaCutoff);\r\n if (kRenderPass_Translucent == u_renderPass)\r\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\r\n else\r\n return alpha < cutoff;\r\n }\r\n\r\n return false;\r\n`;\r\n\r\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\r\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\r\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\r\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\r\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\r\n const pass = params.geometry.getPass(params.target);\r\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\r\n uniform.setUniform1f(cutoff);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByTextureAlpha);\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, flags.isThematic, false, flags.positionType);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic)\r\n addThematicDisplay(builder);\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isInstanced, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n addChooseWithBitFlagFunctions(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n else\r\n addTransparencyDiscard(builder.frag);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
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@@ -3,7 +3,9 @@
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*/
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import { IsInstanced } from "../TechniqueFlags";
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import { VertexShaderBuilder } from "../ShaderBuilder";
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/** @internal */
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export declare const unquantizePosition = "\nvec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }\n";
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export declare function addSamplePosition(vert: VertexShaderBuilder): void;
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/** @internal */
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export declare function addModelViewProjectionMatrix(vert: VertexShaderBuilder): void;
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/** @internal */
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@@ -27,8 +29,6 @@ export declare function addLineCode(vert: VertexShaderBuilder): void;
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/** @internal */
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export declare function replaceLineCode(vert: VertexShaderBuilder, func: string): void;
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/** @internal */
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export declare function addFeatureAndMaterialLookup(vert: VertexShaderBuilder): void;
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/** @internal */
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export declare const earlyVertexDiscard: string;
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export declare const vertexDiscard: string;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"Vertex.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Vertex.ts"],"names":[],"mappings":"AAIA;;GAEG;AAOH,OAAO,EAAE,WAAW,
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1
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{"version":3,"file":"Vertex.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Vertex.ts"],"names":[],"mappings":"AAIA;;GAEG;AAOH,OAAO,EAAE,WAAW,EAAgB,MAAM,mBAAmB,CAAC;AAC9D,OAAO,EAAgB,mBAAmB,EAAE,MAAM,kBAAkB,CAAC;AAWrE,gBAAgB;AAChB,eAAO,MAAM,kBAAkB,+GAE9B,CAAC;AAgDF,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAEjE;AAgDD,gBAAgB;AAChB,wBAAgB,4BAA4B,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAa5E;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAMnE;AAMD,gBAAgB;AAChB,wBAAgB,qBAAqB,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAcrE;AAED,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAkBlE;AAoBD,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,IAAI,EAAE,mBAAmB,EAAE,SAAS,EAAE,WAAW,QAqBhF;AAuFD,gBAAgB;AAChB,wBAAgB,WAAW,CAAC,IAAI,EAAE,mBAAmB,EAAE,OAAO,EAAE,OAAO,QAsBtE;AAED,gBAAgB;AAChB,wBAAgB,QAAQ,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAMxD;AAED,gBAAgB;AAChB,wBAAgB,aAAa,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAgB7D;AAED,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,IAAI,EAAE,mBAAmB,EAAE,IAAI,EAAE,MAAM,GAAG,IAAI,CAE/E;AAED,gBAAgB;AAChB,wBAAgB,WAAW,CAAC,IAAI,EAAE,mBAAmB,GAAG,IAAI,CAgB3D;AAED,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,IAAI,EAAE,mBAAmB,EAAE,IAAI,EAAE,MAAM,GAAG,IAAI,CAE7E;AAUD,gBAAgB;AAChB,eAAO,MAAM,kBAAkB,QAA6D,CAAC;AAC7F,gBAAgB;AAChB,eAAO,MAAM,aAAa,QAA6C,CAAC;AACxE,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,QAAiD,CAAC"}
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@@ -7,7 +7,7 @@
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* @module WebGL
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*/
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.lateVertexDiscard = exports.vertexDiscard = exports.earlyVertexDiscard = exports.
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exports.lateVertexDiscard = exports.vertexDiscard = exports.earlyVertexDiscard = exports.replaceLineCode = exports.addLineCode = exports.replaceLineWeight = exports.addLineWeight = exports.addAlpha = exports.addPosition = exports.addNormalMatrix = exports.addModelViewMatrix = exports.addInstancedRtcMatrix = exports.addProjectionMatrix = exports.addModelViewProjectionMatrix = exports.addSamplePosition = exports.unquantizePosition = void 0;
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const core_bentley_1 = require("@itwin/core-bentley");
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const Matrix_1 = require("../Matrix");
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const RenderFlags_1 = require("../RenderFlags");
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@@ -19,27 +19,97 @@ const initializeVertLUTCoords = `
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g_vertexLUTIndex = decodeUInt24(qpos);
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g_vertexBaseCoords = compute_vert_coords(g_vertexLUTIndex);
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`;
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/** @internal */
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exports.unquantizePosition = `
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vec4 unquantizePosition(vec3 pos, vec3 origin, vec3 scale) { return vec4(origin + scale * pos, 1.0); }
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`;
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vec4
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const computeQuantizedPosition = `
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vec4 computeVertexPosition(vec3 pos) { return unquantizePosition(pos, u_qOrigin, u_qScale); }
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`;
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// Need to read 2 rgba values to obtain 6 16-bit integers for position
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const
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vec4
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const computeVertexPositionFromLUT = `
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vec4 computeVertexPosition(vec3 encodedIndex) {
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vec3 qpos = vec3(decodeUInt16(g_vertLutData0.xy), decodeUInt16(g_vertLutData0.zw), decodeUInt16(g_vertLutData1.xy));
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g_featureAndMaterialIndex = g_vertLutData2;
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return unquantizePosition(qpos, u_qOrigin, u_qScale);
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}
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`;
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const computeUnquantizedPosition1 = `
|
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vec4 computeVertexPosition(vec3 encodedIndex) {
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+
vec3 pf[4];
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pf[0] = g_vertLutData0.xyz;
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g_featureAndMaterialIndex.x = g_vertLutData0.w;
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pf[1] = g_vertLutData1.xyz;
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g_featureAndMaterialIndex.y = g_vertLutData1.w;
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pf[2] = g_vertLutData2.xyz;
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g_featureAndMaterialIndex.z = g_vertLutData2.w;
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pf[3] = g_vertLutData3.xyz;
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g_featureAndMaterialIndex.w = g_vertLutData3.w;
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return vec4(decode3Float32(pf), 1.0);
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}
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`;
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const computeUnquantizedPosition2 = `
|
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vec4 computeVertexPosition(vec3 encodedIndex) {
|
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+
uvec3 vux = uvec3(g_vertLutData0.xyz);
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+
g_featureAndMaterialIndex.x = g_vertLutData0.w;
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+
uvec3 vuy = uvec3(g_vertLutData1.xyz);
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g_featureAndMaterialIndex.y = g_vertLutData1.w;
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+
uvec3 vuz = uvec3(g_vertLutData2.xyz);
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+
g_featureAndMaterialIndex.z = g_vertLutData2.w;
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+
uvec3 vuw = uvec3(g_vertLutData3.xyz);
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+
g_featureAndMaterialIndex.w = g_vertLutData3.w;
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+
uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;
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return vec4(uintBitsToFloat(u), 1.0);
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}
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`;
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const computeLineWeight = "\nfloat computeLineWeight() { return g_lineWeight; }\n";
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const computeLineCode = "\nfloat computeLineCode() { return g_lineCode; }\n";
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function addSamplePosition(vert) {
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+
vert.addFunction(getSamplePosition(vert.positionType));
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}
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+
exports.addSamplePosition = addSamplePosition;
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+
function getSamplePosition(type) {
|
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const prelude = `
|
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+
vec4 samplePosition(float index) {
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+
vec2 tc = compute_vert_coords(index);`;
|
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+
if ("quantized" === type) {
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return `
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${prelude}
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vec4 e0 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
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tc.x += g_vert_stepX;
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+
vec4 e1 = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
|
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+
vec3 qpos = vec3(decodeUInt16(e0.xy), decodeUInt16(e0.zw), decodeUInt16(e1.xy));
|
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+
return unquantizePosition(qpos, u_qOrigin, u_qScale);
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}
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`;
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}
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+
if (System_1.System.instance.capabilities.isWebGL2) {
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+
return `
|
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+
${prelude}
|
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|
+
uvec3 vux = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
|
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+
tc.x += g_vert_stepX;
|
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+
uvec3 vuy = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
|
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+
tc.x += g_vert_stepX;
|
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+
uvec3 vuz = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
|
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tc.x += g_vert_stepX;
|
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|
+
uvec3 vuw = uvec3(floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5));
|
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|
+
uvec3 u = (vuw << 24) | (vuz << 16) | (vuy << 8) | vux;
|
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|
+
return vec4(uintBitsToFloat(u), 1.0);
|
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|
+
}`;
|
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|
+
}
|
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|
+
return `
|
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|
+
${prelude}
|
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|
+
vec3 pf[4];
|
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|
+
pf[0] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);
|
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+
tc.x += g_vert_stepX;
|
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+
pf[1] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);
|
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|
+
tc.x += g_vert_stepX;
|
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107
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+
pf[2] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);
|
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108
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+
tc.x += g_vert_stepX;
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109
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+
pf[3] = floor(TEXTURE(u_vertLUT, tc).xyz * 255.0 + 0.5);
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110
|
+
return vec4(decode3Float32(pf), 1.0);
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111
|
+
}`;
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112
|
+
}
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43
113
|
/** @internal */
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44
114
|
function addModelViewProjectionMatrix(vert) {
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45
115
|
if (vert.usesInstancedGeometry) {
|
|
@@ -144,14 +214,55 @@ function addNormalMatrix(vert, instanced) {
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144
214
|
}
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145
215
|
}
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146
216
|
exports.addNormalMatrix = addNormalMatrix;
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217
|
+
function readVertexData(index) {
|
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218
|
+
return `g_vertLutData${index} = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);`;
|
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219
|
+
}
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220
|
+
const nextVertexData = "tc.x += g_vert_stepX;";
|
|
221
|
+
function readNextVertexData(index) {
|
|
222
|
+
return `
|
|
223
|
+
${nextVertexData}
|
|
224
|
+
${readVertexData(index)}`;
|
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225
|
+
}
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|
226
|
+
const prereadVertexDataPrelude = `
|
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227
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+
vec2 tc = g_vertexBaseCoords;
|
|
228
|
+
${readVertexData(0)}
|
|
229
|
+
${readNextVertexData(1)}
|
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230
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+
${readNextVertexData(2)}
|
|
231
|
+
`;
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232
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+
const prereadQuantizedVertexData = `${prereadVertexDataPrelude}
|
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233
|
+
if (3.0 < u_vertParams.z) {
|
|
234
|
+
${readNextVertexData(3)}
|
|
235
|
+
}
|
|
236
|
+
`;
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|
237
|
+
const prereadUnquantizedVertexData = `${prereadVertexDataPrelude}
|
|
238
|
+
${readNextVertexData(3)}
|
|
239
|
+
${readNextVertexData(4)}
|
|
240
|
+
if (5.0 < u_vertParams.z) {
|
|
241
|
+
${readNextVertexData(5)}
|
|
242
|
+
}
|
|
243
|
+
`;
|
|
147
244
|
const scratchLutParams = new Float32Array(4);
|
|
148
245
|
function addPositionFromLUT(vert) {
|
|
149
246
|
vert.addGlobal("g_vertexLUTIndex", 2 /* Float */);
|
|
150
247
|
vert.addGlobal("g_vertexBaseCoords", 3 /* Vec2 */);
|
|
248
|
+
const unquantized = "unquantized" === vert.positionType;
|
|
249
|
+
const maxRgbaPerVert = unquantized ? 6 : 4;
|
|
250
|
+
for (let i = 0; i < maxRgbaPerVert; i++)
|
|
251
|
+
vert.addGlobal(`g_vertLutData${i}`, 5 /* Vec4 */);
|
|
151
252
|
vert.addFunction(Decode_1.decodeUint24);
|
|
152
253
|
vert.addFunction(Decode_1.decodeUint16);
|
|
153
|
-
|
|
154
|
-
|
|
254
|
+
if (unquantized) {
|
|
255
|
+
if (System_1.System.instance.capabilities.isWebGL2) {
|
|
256
|
+
vert.addFunction(computeUnquantizedPosition2);
|
|
257
|
+
}
|
|
258
|
+
else {
|
|
259
|
+
vert.addFunction(Decode_1.decode3Float32);
|
|
260
|
+
vert.addFunction(computeUnquantizedPosition1);
|
|
261
|
+
}
|
|
262
|
+
}
|
|
263
|
+
else {
|
|
264
|
+
vert.addFunction(computeVertexPositionFromLUT);
|
|
265
|
+
}
|
|
155
266
|
vert.addUniform("u_vertLUT", 8 /* Sampler2D */, (prog) => {
|
|
156
267
|
prog.addGraphicUniform("u_vertLUT", (uniform, params) => {
|
|
157
268
|
(params.geometry.asLUT).lut.texture.bindSampler(uniform, RenderFlags_1.TextureUnit.VertexLUT);
|
|
@@ -171,40 +282,29 @@ function addPositionFromLUT(vert) {
|
|
|
171
282
|
});
|
|
172
283
|
(0, LookupTable_1.addLookupTable)(vert, "vert", "u_vertParams.z");
|
|
173
284
|
vert.addInitializer(initializeVertLUTCoords);
|
|
174
|
-
(
|
|
175
|
-
|
|
176
|
-
vert.
|
|
177
|
-
vert.addGlobal("g_usesQuantizedPosition", 0 /* Boolean */);
|
|
178
|
-
// Read the vertex data from the vertex table up front. If using WebGL 2, only read the number of RGBA values we actually need for this vertex table.
|
|
179
|
-
const loopStart = `for (int i = 0; i < ${System_1.System.instance.capabilities.isWebGL2 ? "int(u_vertParams.z)" : maxRgbaPerVertex}; i++)`;
|
|
180
|
-
vert.addInitializer(`
|
|
181
|
-
g_usesQuantizedPosition = u_qScale.x >= 0.0;
|
|
182
|
-
vec2 tc = g_vertexBaseCoords;
|
|
183
|
-
${loopStart} {
|
|
184
|
-
g_vertLutData[i] = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);
|
|
185
|
-
tc.x += g_vert_stepX;
|
|
186
|
-
}
|
|
187
|
-
`);
|
|
285
|
+
vert.addGlobal("g_featureAndMaterialIndex", 5 /* Vec4 */);
|
|
286
|
+
// Read the vertex data from the vertex table up front. Yields a consistent (if unexplainable) small performance boost.
|
|
287
|
+
vert.addInitializer(unquantized ? prereadUnquantizedVertexData : prereadQuantizedVertexData);
|
|
188
288
|
}
|
|
189
|
-
// Shader tests u_qScale.x < 0 to determine that positions are not quantized.
|
|
190
|
-
const unquantizedScale = new Float32Array([-1, -1, -1]);
|
|
191
289
|
/** @internal */
|
|
192
290
|
function addPosition(vert, fromLUT) {
|
|
193
|
-
vert.
|
|
194
|
-
|
|
195
|
-
|
|
196
|
-
|
|
291
|
+
if (!fromLUT || "quantized" === vert.positionType) {
|
|
292
|
+
vert.addFunction(exports.unquantizePosition);
|
|
293
|
+
vert.addUniform("u_qScale", 4 /* Vec3 */, (prog) => {
|
|
294
|
+
prog.addGraphicUniform("u_qScale", (uniform, params) => {
|
|
295
|
+
(0, core_bentley_1.assert)(params.geometry.usesQuantizedPositions);
|
|
296
|
+
uniform.setUniform3fv(params.geometry.qScale);
|
|
297
|
+
});
|
|
197
298
|
});
|
|
198
|
-
|
|
199
|
-
|
|
200
|
-
|
|
201
|
-
// If positions aren't quantized, the shader doesn't use the origin - don't bother updating it.
|
|
202
|
-
if (params.geometry.usesQuantizedPositions)
|
|
299
|
+
vert.addUniform("u_qOrigin", 4 /* Vec3 */, (prog) => {
|
|
300
|
+
prog.addGraphicUniform("u_qOrigin", (uniform, params) => {
|
|
301
|
+
(0, core_bentley_1.assert)(params.geometry.usesQuantizedPositions);
|
|
203
302
|
uniform.setUniform3fv(params.geometry.qOrigin);
|
|
303
|
+
});
|
|
204
304
|
});
|
|
205
|
-
}
|
|
305
|
+
}
|
|
206
306
|
if (!fromLUT) {
|
|
207
|
-
vert.addFunction(
|
|
307
|
+
vert.addFunction(computeQuantizedPosition);
|
|
208
308
|
}
|
|
209
309
|
else {
|
|
210
310
|
addPositionFromLUT(vert);
|
|
@@ -266,20 +366,6 @@ function replaceLineCode(vert, func) {
|
|
|
266
366
|
vert.replaceFunction(computeLineCode, func);
|
|
267
367
|
}
|
|
268
368
|
exports.replaceLineCode = replaceLineCode;
|
|
269
|
-
/** @internal */
|
|
270
|
-
function addFeatureAndMaterialLookup(vert) {
|
|
271
|
-
if (undefined !== vert.find("g_featureAndMaterialIndex"))
|
|
272
|
-
return;
|
|
273
|
-
const computeFeatureAndMaterialIndex = `
|
|
274
|
-
g_featureAndMaterialIndex = g_usesQuantizedPosition ? g_vertLutData[2] : g_vertLutData[3];
|
|
275
|
-
`;
|
|
276
|
-
vert.addGlobal("g_featureAndMaterialIndex", 5 /* Vec4 */);
|
|
277
|
-
if (!vert.usesInstancedGeometry) {
|
|
278
|
-
// Only needed for material atlas, and instanced geometry never uses material atlas.
|
|
279
|
-
vert.addInitializer(computeFeatureAndMaterialIndex);
|
|
280
|
-
}
|
|
281
|
-
}
|
|
282
|
-
exports.addFeatureAndMaterialLookup = addFeatureAndMaterialLookup;
|
|
283
369
|
// This vertex belongs to a triangle which should not be rendered. Produce a degenerate triangle.
|
|
284
370
|
// Also place it outside NDC range (for GL_POINTS)
|
|
285
371
|
const discardVertex = ` {
|