@itwin/core-frontend 3.3.0-dev.9 → 3.4.0-dev.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (358) hide show
  1. package/CHANGELOG.md +54 -1
  2. package/lib/cjs/DisplayStyleState.d.ts +80 -31
  3. package/lib/cjs/DisplayStyleState.d.ts.map +1 -1
  4. package/lib/cjs/DisplayStyleState.js +150 -89
  5. package/lib/cjs/DisplayStyleState.js.map +1 -1
  6. package/lib/cjs/DrawingViewState.js +1 -1
  7. package/lib/cjs/DrawingViewState.js.map +1 -1
  8. package/lib/cjs/EmphasizeElements.d.ts.map +1 -1
  9. package/lib/cjs/EmphasizeElements.js +5 -0
  10. package/lib/cjs/EmphasizeElements.js.map +1 -1
  11. package/lib/cjs/EntityState.d.ts +5 -5
  12. package/lib/cjs/EntityState.d.ts.map +1 -1
  13. package/lib/cjs/EntityState.js.map +1 -1
  14. package/lib/cjs/IModelApp.d.ts +5 -0
  15. package/lib/cjs/IModelApp.d.ts.map +1 -1
  16. package/lib/cjs/IModelApp.js +16 -12
  17. package/lib/cjs/IModelApp.js.map +1 -1
  18. package/lib/cjs/IModelConnection.d.ts +51 -4
  19. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  20. package/lib/cjs/IModelConnection.js +38 -3
  21. package/lib/cjs/IModelConnection.js.map +1 -1
  22. package/lib/cjs/LocalhostIpcApp.d.ts.map +1 -1
  23. package/lib/cjs/LocalhostIpcApp.js +10 -0
  24. package/lib/cjs/LocalhostIpcApp.js.map +1 -1
  25. package/lib/cjs/NoRenderApp.d.ts.map +1 -1
  26. package/lib/cjs/NoRenderApp.js +1 -0
  27. package/lib/cjs/NoRenderApp.js.map +1 -1
  28. package/lib/cjs/PerModelCategoryVisibility.d.ts +17 -0
  29. package/lib/cjs/PerModelCategoryVisibility.d.ts.map +1 -1
  30. package/lib/cjs/PerModelCategoryVisibility.js +63 -19
  31. package/lib/cjs/PerModelCategoryVisibility.js.map +1 -1
  32. package/lib/cjs/RealityDataSource.d.ts.map +1 -1
  33. package/lib/cjs/RealityDataSource.js +6 -2
  34. package/lib/cjs/RealityDataSource.js.map +1 -1
  35. package/lib/cjs/SelectionSet.d.ts +30 -4
  36. package/lib/cjs/SelectionSet.d.ts.map +1 -1
  37. package/lib/cjs/SelectionSet.js +26 -2
  38. package/lib/cjs/SelectionSet.js.map +1 -1
  39. package/lib/cjs/SheetViewState.js +1 -1
  40. package/lib/cjs/SheetViewState.js.map +1 -1
  41. package/lib/cjs/SubCategoriesCache.d.ts +6 -12
  42. package/lib/cjs/SubCategoriesCache.d.ts.map +1 -1
  43. package/lib/cjs/SubCategoriesCache.js +48 -37
  44. package/lib/cjs/SubCategoriesCache.js.map +1 -1
  45. package/lib/cjs/TentativePoint.js +1 -1
  46. package/lib/cjs/TentativePoint.js.map +1 -1
  47. package/lib/cjs/ViewState.d.ts +2 -3
  48. package/lib/cjs/ViewState.d.ts.map +1 -1
  49. package/lib/cjs/ViewState.js +13 -9
  50. package/lib/cjs/ViewState.js.map +1 -1
  51. package/lib/cjs/Viewport.d.ts +10 -10
  52. package/lib/cjs/Viewport.d.ts.map +1 -1
  53. package/lib/cjs/Viewport.js +19 -14
  54. package/lib/cjs/Viewport.js.map +1 -1
  55. package/lib/cjs/core-frontend.d.ts +0 -2
  56. package/lib/cjs/core-frontend.d.ts.map +1 -1
  57. package/lib/cjs/core-frontend.js +0 -2
  58. package/lib/cjs/core-frontend.js.map +1 -1
  59. package/lib/cjs/extension/ExtensionAdmin.d.ts +5 -2
  60. package/lib/cjs/extension/ExtensionAdmin.d.ts.map +1 -1
  61. package/lib/cjs/extension/ExtensionAdmin.js +24 -6
  62. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  63. package/lib/cjs/extension/providers/RemoteExtensionProvider.d.ts +0 -2
  64. package/lib/cjs/extension/providers/RemoteExtensionProvider.d.ts.map +1 -1
  65. package/lib/cjs/extension/providers/RemoteExtensionProvider.js +9 -22
  66. package/lib/cjs/extension/providers/RemoteExtensionProvider.js.map +1 -1
  67. package/lib/cjs/render/FeatureSymbology.js +2 -2
  68. package/lib/cjs/render/FeatureSymbology.js.map +1 -1
  69. package/lib/cjs/render/GraphicBranch.d.ts +15 -9
  70. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  71. package/lib/cjs/render/GraphicBranch.js +38 -1
  72. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  73. package/lib/cjs/render/RenderSystem.d.ts +5 -0
  74. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  75. package/lib/cjs/render/RenderSystem.js.map +1 -1
  76. package/lib/cjs/render/primitives/EdgeParams.d.ts +11 -0
  77. package/lib/cjs/render/primitives/EdgeParams.d.ts.map +1 -1
  78. package/lib/cjs/render/primitives/EdgeParams.js +36 -29
  79. package/lib/cjs/render/primitives/EdgeParams.js.map +1 -1
  80. package/lib/cjs/render/primitives/VertexTable.d.ts +11 -4
  81. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  82. package/lib/cjs/render/primitives/VertexTable.js +13 -6
  83. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  84. package/lib/cjs/render/primitives/VertexTableSplitter.d.ts +41 -0
  85. package/lib/cjs/render/primitives/VertexTableSplitter.d.ts.map +1 -0
  86. package/lib/cjs/render/primitives/VertexTableSplitter.js +662 -0
  87. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -0
  88. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
  89. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js +3 -1
  90. package/lib/cjs/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  91. package/lib/cjs/render/webgl/DrawCommand.js +1 -1
  92. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  93. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +4 -1
  94. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  95. package/lib/cjs/render/webgl/FeatureOverrides.js +56 -26
  96. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  97. package/lib/cjs/render/webgl/ShaderProgram.js +1 -1
  98. package/lib/cjs/render/webgl/ShaderProgram.js.map +1 -1
  99. package/lib/cjs/render/webgl/Target.d.ts +2 -1
  100. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  101. package/lib/cjs/render/webgl/Target.js +1 -0
  102. package/lib/cjs/render/webgl/Target.js.map +1 -1
  103. package/lib/cjs/render/webgl/UniformHandle.d.ts +2 -1
  104. package/lib/cjs/render/webgl/UniformHandle.d.ts.map +1 -1
  105. package/lib/cjs/render/webgl/UniformHandle.js +15 -3
  106. package/lib/cjs/render/webgl/UniformHandle.js.map +1 -1
  107. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts.map +1 -1
  108. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +4 -1
  109. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  110. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  111. package/lib/cjs/render/webgl/glsl/RealityMesh.js +5 -2
  112. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  113. package/lib/cjs/render-primitives.d.ts +1 -0
  114. package/lib/cjs/render-primitives.d.ts.map +1 -1
  115. package/lib/cjs/render-primitives.js +1 -0
  116. package/lib/cjs/render-primitives.js.map +1 -1
  117. package/lib/cjs/tile/ClassifierTileTree.d.ts.map +1 -1
  118. package/lib/cjs/tile/ClassifierTileTree.js +8 -8
  119. package/lib/cjs/tile/ClassifierTileTree.js.map +1 -1
  120. package/lib/cjs/tile/IModelTile.d.ts.map +1 -1
  121. package/lib/cjs/tile/IModelTile.js +1 -0
  122. package/lib/cjs/tile/IModelTile.js.map +1 -1
  123. package/lib/cjs/tile/IModelTileTree.d.ts +3 -1
  124. package/lib/cjs/tile/IModelTileTree.d.ts.map +1 -1
  125. package/lib/cjs/tile/IModelTileTree.js +1 -0
  126. package/lib/cjs/tile/IModelTileTree.js.map +1 -1
  127. package/lib/cjs/tile/ImdlReader.d.ts +9 -4
  128. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  129. package/lib/cjs/tile/ImdlReader.js +174 -60
  130. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  131. package/lib/cjs/tile/PrimaryTileTree.d.ts +8 -7
  132. package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
  133. package/lib/cjs/tile/PrimaryTileTree.js +30 -25
  134. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  135. package/lib/cjs/tile/TileAdmin.d.ts +21 -2
  136. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  137. package/lib/cjs/tile/TileAdmin.js +32 -12
  138. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  139. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  140. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +46 -2
  141. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  142. package/lib/cjs/tile/map/MapCartoRectangle.d.ts +1 -0
  143. package/lib/cjs/tile/map/MapCartoRectangle.d.ts.map +1 -1
  144. package/lib/cjs/tile/map/MapCartoRectangle.js +1 -0
  145. package/lib/cjs/tile/map/MapCartoRectangle.js.map +1 -1
  146. package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts +2 -1
  147. package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
  148. package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
  149. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +2 -0
  150. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  151. package/lib/cjs/tile/map/MapLayerImageryProvider.js +23 -9
  152. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  153. package/lib/cjs/tile/map/MapLayerSources.d.ts +14 -9
  154. package/lib/cjs/tile/map/MapLayerSources.d.ts.map +1 -1
  155. package/lib/cjs/tile/map/MapLayerSources.js +14 -6
  156. package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
  157. package/lib/cjs/tools/ClipViewTool.d.ts.map +1 -1
  158. package/lib/cjs/tools/ClipViewTool.js +25 -2
  159. package/lib/cjs/tools/ClipViewTool.js.map +1 -1
  160. package/lib/cjs/tools/PrimitiveTool.js +4 -4
  161. package/lib/cjs/tools/PrimitiveTool.js.map +1 -1
  162. package/lib/cjs/tools/Tool.d.ts +7 -7
  163. package/lib/cjs/tools/Tool.js +7 -7
  164. package/lib/cjs/tools/Tool.js.map +1 -1
  165. package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
  166. package/lib/cjs/tools/ToolAdmin.js +25 -10
  167. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  168. package/lib/esm/DisplayStyleState.d.ts +80 -31
  169. package/lib/esm/DisplayStyleState.d.ts.map +1 -1
  170. package/lib/esm/DisplayStyleState.js +150 -89
  171. package/lib/esm/DisplayStyleState.js.map +1 -1
  172. package/lib/esm/DrawingViewState.js +1 -1
  173. package/lib/esm/DrawingViewState.js.map +1 -1
  174. package/lib/esm/EmphasizeElements.d.ts.map +1 -1
  175. package/lib/esm/EmphasizeElements.js +5 -0
  176. package/lib/esm/EmphasizeElements.js.map +1 -1
  177. package/lib/esm/EntityState.d.ts +5 -5
  178. package/lib/esm/EntityState.d.ts.map +1 -1
  179. package/lib/esm/EntityState.js.map +1 -1
  180. package/lib/esm/IModelApp.d.ts +5 -0
  181. package/lib/esm/IModelApp.d.ts.map +1 -1
  182. package/lib/esm/IModelApp.js +16 -12
  183. package/lib/esm/IModelApp.js.map +1 -1
  184. package/lib/esm/IModelConnection.d.ts +51 -4
  185. package/lib/esm/IModelConnection.d.ts.map +1 -1
  186. package/lib/esm/IModelConnection.js +38 -3
  187. package/lib/esm/IModelConnection.js.map +1 -1
  188. package/lib/esm/LocalhostIpcApp.d.ts.map +1 -1
  189. package/lib/esm/LocalhostIpcApp.js +11 -1
  190. package/lib/esm/LocalhostIpcApp.js.map +1 -1
  191. package/lib/esm/NoRenderApp.d.ts.map +1 -1
  192. package/lib/esm/NoRenderApp.js +1 -0
  193. package/lib/esm/NoRenderApp.js.map +1 -1
  194. package/lib/esm/PerModelCategoryVisibility.d.ts +17 -0
  195. package/lib/esm/PerModelCategoryVisibility.d.ts.map +1 -1
  196. package/lib/esm/PerModelCategoryVisibility.js +63 -19
  197. package/lib/esm/PerModelCategoryVisibility.js.map +1 -1
  198. package/lib/esm/RealityDataSource.d.ts.map +1 -1
  199. package/lib/esm/RealityDataSource.js +6 -2
  200. package/lib/esm/RealityDataSource.js.map +1 -1
  201. package/lib/esm/SelectionSet.d.ts +30 -4
  202. package/lib/esm/SelectionSet.d.ts.map +1 -1
  203. package/lib/esm/SelectionSet.js +26 -2
  204. package/lib/esm/SelectionSet.js.map +1 -1
  205. package/lib/esm/SheetViewState.js +1 -1
  206. package/lib/esm/SheetViewState.js.map +1 -1
  207. package/lib/esm/SubCategoriesCache.d.ts +6 -12
  208. package/lib/esm/SubCategoriesCache.d.ts.map +1 -1
  209. package/lib/esm/SubCategoriesCache.js +50 -39
  210. package/lib/esm/SubCategoriesCache.js.map +1 -1
  211. package/lib/esm/TentativePoint.js +1 -1
  212. package/lib/esm/TentativePoint.js.map +1 -1
  213. package/lib/esm/ViewState.d.ts +2 -3
  214. package/lib/esm/ViewState.d.ts.map +1 -1
  215. package/lib/esm/ViewState.js +13 -9
  216. package/lib/esm/ViewState.js.map +1 -1
  217. package/lib/esm/Viewport.d.ts +10 -10
  218. package/lib/esm/Viewport.d.ts.map +1 -1
  219. package/lib/esm/Viewport.js +19 -14
  220. package/lib/esm/Viewport.js.map +1 -1
  221. package/lib/esm/core-frontend.d.ts +0 -2
  222. package/lib/esm/core-frontend.d.ts.map +1 -1
  223. package/lib/esm/core-frontend.js +0 -2
  224. package/lib/esm/core-frontend.js.map +1 -1
  225. package/lib/esm/extension/ExtensionAdmin.d.ts +5 -2
  226. package/lib/esm/extension/ExtensionAdmin.d.ts.map +1 -1
  227. package/lib/esm/extension/ExtensionAdmin.js +24 -6
  228. package/lib/esm/extension/ExtensionAdmin.js.map +1 -1
  229. package/lib/esm/extension/providers/RemoteExtensionProvider.d.ts +0 -2
  230. package/lib/esm/extension/providers/RemoteExtensionProvider.d.ts.map +1 -1
  231. package/lib/esm/extension/providers/RemoteExtensionProvider.js +9 -22
  232. package/lib/esm/extension/providers/RemoteExtensionProvider.js.map +1 -1
  233. package/lib/esm/render/FeatureSymbology.js +2 -2
  234. package/lib/esm/render/FeatureSymbology.js.map +1 -1
  235. package/lib/esm/render/GraphicBranch.d.ts +15 -9
  236. package/lib/esm/render/GraphicBranch.d.ts.map +1 -1
  237. package/lib/esm/render/GraphicBranch.js +36 -0
  238. package/lib/esm/render/GraphicBranch.js.map +1 -1
  239. package/lib/esm/render/RenderSystem.d.ts +5 -0
  240. package/lib/esm/render/RenderSystem.d.ts.map +1 -1
  241. package/lib/esm/render/RenderSystem.js.map +1 -1
  242. package/lib/esm/render/primitives/EdgeParams.d.ts +11 -0
  243. package/lib/esm/render/primitives/EdgeParams.d.ts.map +1 -1
  244. package/lib/esm/render/primitives/EdgeParams.js +34 -28
  245. package/lib/esm/render/primitives/EdgeParams.js.map +1 -1
  246. package/lib/esm/render/primitives/VertexTable.d.ts +11 -4
  247. package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
  248. package/lib/esm/render/primitives/VertexTable.js +14 -7
  249. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  250. package/lib/esm/render/primitives/VertexTableSplitter.d.ts +41 -0
  251. package/lib/esm/render/primitives/VertexTableSplitter.d.ts.map +1 -0
  252. package/lib/esm/render/primitives/VertexTableSplitter.js +655 -0
  253. package/lib/esm/render/primitives/VertexTableSplitter.js.map +1 -0
  254. package/lib/esm/render/primitives/geometry/GeometryListBuilder.d.ts.map +1 -1
  255. package/lib/esm/render/primitives/geometry/GeometryListBuilder.js +3 -1
  256. package/lib/esm/render/primitives/geometry/GeometryListBuilder.js.map +1 -1
  257. package/lib/esm/render/webgl/DrawCommand.js +1 -1
  258. package/lib/esm/render/webgl/DrawCommand.js.map +1 -1
  259. package/lib/esm/render/webgl/FeatureOverrides.d.ts +4 -1
  260. package/lib/esm/render/webgl/FeatureOverrides.d.ts.map +1 -1
  261. package/lib/esm/render/webgl/FeatureOverrides.js +56 -26
  262. package/lib/esm/render/webgl/FeatureOverrides.js.map +1 -1
  263. package/lib/esm/render/webgl/ShaderProgram.js +1 -1
  264. package/lib/esm/render/webgl/ShaderProgram.js.map +1 -1
  265. package/lib/esm/render/webgl/Target.d.ts +2 -1
  266. package/lib/esm/render/webgl/Target.d.ts.map +1 -1
  267. package/lib/esm/render/webgl/Target.js +1 -0
  268. package/lib/esm/render/webgl/Target.js.map +1 -1
  269. package/lib/esm/render/webgl/UniformHandle.d.ts +2 -1
  270. package/lib/esm/render/webgl/UniformHandle.d.ts.map +1 -1
  271. package/lib/esm/render/webgl/UniformHandle.js +15 -3
  272. package/lib/esm/render/webgl/UniformHandle.js.map +1 -1
  273. package/lib/esm/render/webgl/glsl/AmbientOcclusion.d.ts.map +1 -1
  274. package/lib/esm/render/webgl/glsl/AmbientOcclusion.js +4 -1
  275. package/lib/esm/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  276. package/lib/esm/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  277. package/lib/esm/render/webgl/glsl/RealityMesh.js +5 -2
  278. package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
  279. package/lib/esm/render-primitives.d.ts +1 -0
  280. package/lib/esm/render-primitives.d.ts.map +1 -1
  281. package/lib/esm/render-primitives.js +1 -0
  282. package/lib/esm/render-primitives.js.map +1 -1
  283. package/lib/esm/tile/ClassifierTileTree.d.ts.map +1 -1
  284. package/lib/esm/tile/ClassifierTileTree.js +10 -10
  285. package/lib/esm/tile/ClassifierTileTree.js.map +1 -1
  286. package/lib/esm/tile/IModelTile.d.ts.map +1 -1
  287. package/lib/esm/tile/IModelTile.js +1 -0
  288. package/lib/esm/tile/IModelTile.js.map +1 -1
  289. package/lib/esm/tile/IModelTileTree.d.ts +3 -1
  290. package/lib/esm/tile/IModelTileTree.d.ts.map +1 -1
  291. package/lib/esm/tile/IModelTileTree.js +1 -0
  292. package/lib/esm/tile/IModelTileTree.js.map +1 -1
  293. package/lib/esm/tile/ImdlReader.d.ts +9 -4
  294. package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
  295. package/lib/esm/tile/ImdlReader.js +174 -60
  296. package/lib/esm/tile/ImdlReader.js.map +1 -1
  297. package/lib/esm/tile/PrimaryTileTree.d.ts +8 -7
  298. package/lib/esm/tile/PrimaryTileTree.d.ts.map +1 -1
  299. package/lib/esm/tile/PrimaryTileTree.js +31 -26
  300. package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
  301. package/lib/esm/tile/TileAdmin.d.ts +21 -2
  302. package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
  303. package/lib/esm/tile/TileAdmin.js +33 -13
  304. package/lib/esm/tile/TileAdmin.js.map +1 -1
  305. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  306. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +46 -2
  307. package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  308. package/lib/esm/tile/map/MapCartoRectangle.d.ts +1 -0
  309. package/lib/esm/tile/map/MapCartoRectangle.d.ts.map +1 -1
  310. package/lib/esm/tile/map/MapCartoRectangle.js +1 -0
  311. package/lib/esm/tile/map/MapCartoRectangle.js.map +1 -1
  312. package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts +2 -1
  313. package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
  314. package/lib/esm/tile/map/MapLayerFormatRegistry.js.map +1 -1
  315. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +2 -0
  316. package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  317. package/lib/esm/tile/map/MapLayerImageryProvider.js +24 -10
  318. package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
  319. package/lib/esm/tile/map/MapLayerSources.d.ts +14 -9
  320. package/lib/esm/tile/map/MapLayerSources.d.ts.map +1 -1
  321. package/lib/esm/tile/map/MapLayerSources.js +14 -6
  322. package/lib/esm/tile/map/MapLayerSources.js.map +1 -1
  323. package/lib/esm/tools/ClipViewTool.d.ts.map +1 -1
  324. package/lib/esm/tools/ClipViewTool.js +25 -2
  325. package/lib/esm/tools/ClipViewTool.js.map +1 -1
  326. package/lib/esm/tools/PrimitiveTool.js +4 -4
  327. package/lib/esm/tools/PrimitiveTool.js.map +1 -1
  328. package/lib/esm/tools/Tool.d.ts +7 -7
  329. package/lib/esm/tools/Tool.js +7 -7
  330. package/lib/esm/tools/Tool.js.map +1 -1
  331. package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
  332. package/lib/esm/tools/ToolAdmin.js +25 -10
  333. package/lib/esm/tools/ToolAdmin.js.map +1 -1
  334. package/package.json +27 -27
  335. package/lib/cjs/RenderScheduleState.d.ts +0 -24
  336. package/lib/cjs/RenderScheduleState.d.ts.map +0 -1
  337. package/lib/cjs/RenderScheduleState.js +0 -76
  338. package/lib/cjs/RenderScheduleState.js.map +0 -1
  339. package/lib/cjs/extension/providers/ExtensionServiceClient.d.ts +0 -52
  340. package/lib/cjs/extension/providers/ExtensionServiceClient.d.ts.map +0 -1
  341. package/lib/cjs/extension/providers/ExtensionServiceClient.js +0 -131
  342. package/lib/cjs/extension/providers/ExtensionServiceClient.js.map +0 -1
  343. package/lib/cjs/extension/providers/ServiceExtensionProvider.d.ts +0 -37
  344. package/lib/cjs/extension/providers/ServiceExtensionProvider.d.ts.map +0 -1
  345. package/lib/cjs/extension/providers/ServiceExtensionProvider.js +0 -84
  346. package/lib/cjs/extension/providers/ServiceExtensionProvider.js.map +0 -1
  347. package/lib/esm/RenderScheduleState.d.ts +0 -24
  348. package/lib/esm/RenderScheduleState.d.ts.map +0 -1
  349. package/lib/esm/RenderScheduleState.js +0 -71
  350. package/lib/esm/RenderScheduleState.js.map +0 -1
  351. package/lib/esm/extension/providers/ExtensionServiceClient.d.ts +0 -52
  352. package/lib/esm/extension/providers/ExtensionServiceClient.d.ts.map +0 -1
  353. package/lib/esm/extension/providers/ExtensionServiceClient.js +0 -127
  354. package/lib/esm/extension/providers/ExtensionServiceClient.js.map +0 -1
  355. package/lib/esm/extension/providers/ServiceExtensionProvider.d.ts +0 -37
  356. package/lib/esm/extension/providers/ServiceExtensionProvider.d.ts.map +0 -1
  357. package/lib/esm/extension/providers/ServiceExtensionProvider.js +0 -80
  358. package/lib/esm/extension/providers/ServiceExtensionProvider.js.map +0 -1
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Matrix3, Matrix4 } from \"./Matrix\";\r\nimport { SyncToken } from \"./Sync\";\r\nimport { System } from \"./System\";\r\n\r\nconst enum DataType {// eslint-disable-line no-restricted-syntax\r\n Undefined, // eslint-disable-line id-blacklist\r\n Mat3,\r\n Mat4,\r\n Float,\r\n FloatArray,\r\n Vec2,\r\n Vec3,\r\n Vec4,\r\n Int,\r\n IntArray,\r\n Uint,\r\n}\r\n\r\n/** A handle to the location of a uniform within a shader program\r\n * @internal\r\n */\r\nexport class UniformHandle {\r\n private readonly _location: WebGLUniformLocation;\r\n private _type: DataType = DataType.Undefined;\r\n private readonly _data: number[] = [];\r\n public syncToken?: SyncToken;\r\n\r\n private constructor(location: WebGLUniformLocation) { this._location = location; }\r\n\r\n public static create(program: WebGLProgram, name: string): UniformHandle {\r\n const location = System.instance.context.getUniformLocation(program, name);\r\n if (null === location)\r\n throw new Error(`uniform ${name} not found.`);\r\n\r\n return new UniformHandle(location);\r\n }\r\n\r\n private updateData(type: DataType, data: Float32Array | Int32Array | number[]): boolean {\r\n assert(DataType.Undefined !== type && DataType.Int !== type && DataType.Float !== type && DataType.Uint !== type);\r\n\r\n let updated = this._type !== type;\r\n if (updated) {\r\n this._type = type;\r\n if (this._data.length !== data.length)\r\n this._data.length = data.length;\r\n }\r\n\r\n for (let i = 0; i < data.length; i++) {\r\n const datum = data[i];\r\n updated = updated || this._data[i] !== datum;\r\n this._data[i] = datum;\r\n }\r\n\r\n return updated;\r\n }\r\n\r\n private updateDatum(type: DataType, datum: number): boolean {\r\n assert(DataType.Int === type || DataType.Uint === type || DataType.Float === type);\r\n\r\n // NB: Yes, calling data.length without actually changing the length shows up as a significant performance bottleneck...\r\n if (this._data.length !== 1)\r\n this._data.length = 1;\r\n\r\n const updated = this._type !== type || this._data[0] !== datum;\r\n this._type = type;\r\n this._data[0] = datum;\r\n\r\n return updated;\r\n }\r\n\r\n public setMatrix3(mat: Matrix3) {\r\n if (this.updateData(DataType.Mat3, mat.data))\r\n System.instance.context.uniformMatrix3fv(this._location, false, mat.data);\r\n }\r\n\r\n public setMatrix4(mat: Matrix4) {\r\n if (this.updateData(DataType.Mat4, mat.data))\r\n System.instance.context.uniformMatrix4fv(this._location, false, mat.data);\r\n }\r\n\r\n public setUniform1iv(data: Int32Array | number[]) {\r\n if (this.updateData(DataType.IntArray, data))\r\n System.instance.context.uniform1iv(this._location, data);\r\n }\r\n\r\n public setUniform1fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.FloatArray, data))\r\n System.instance.context.uniform1fv(this._location, data);\r\n }\r\n\r\n public setUniform2fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec2, data))\r\n System.instance.context.uniform2fv(this._location, data);\r\n }\r\n\r\n public setUniform3fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec3, data))\r\n System.instance.context.uniform3fv(this._location, data);\r\n }\r\n\r\n public setUniform4fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec4, data))\r\n System.instance.context.uniform4fv(this._location, data);\r\n }\r\n\r\n public setUniform1i(data: number) {\r\n if (this.updateDatum(DataType.Int, data))\r\n System.instance.context.uniform1i(this._location, data);\r\n }\r\n\r\n public setUniform1f(data: number) {\r\n if (this.updateDatum(DataType.Float, data))\r\n System.instance.context.uniform1f(this._location, data);\r\n }\r\n\r\n public setUniform1ui(data: number) {\r\n if (this.updateDatum(DataType.Uint, data))\r\n (System.instance.context as WebGL2RenderingContext).uniform1ui(this._location, data);\r\n }\r\n\r\n public setUniformBitflags(data: number) {\r\n if (System.instance.capabilities.isWebGL2)\r\n this.setUniform1ui(data);\r\n else\r\n this.setUniform1f(data);\r\n }\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { Logger } from \"@itwin/core-bentley/lib/cjs/Logger\";\r\nimport { FrontendLoggerCategory } from \"../../FrontendLoggerCategory\";\r\nimport { Matrix3, Matrix4 } from \"./Matrix\";\r\nimport { ShaderProgram } from \"./ShaderProgram\";\r\nimport { SyncToken } from \"./Sync\";\r\nimport { System } from \"./System\";\r\n\r\nconst enum DataType {// eslint-disable-line no-restricted-syntax\r\n Undefined, // eslint-disable-line id-blacklist\r\n Mat3,\r\n Mat4,\r\n Float,\r\n FloatArray,\r\n Vec2,\r\n Vec3,\r\n Vec4,\r\n Int,\r\n IntArray,\r\n Uint,\r\n}\r\n\r\n/** A handle to the location of a uniform within a shader program\r\n * @internal\r\n */\r\nexport class UniformHandle {\r\n private readonly _location: WebGLUniformLocation | null;\r\n private _type: DataType = DataType.Undefined;\r\n private readonly _data: number[] = [];\r\n public syncToken?: SyncToken;\r\n\r\n private constructor(location: WebGLUniformLocation | null) { this._location = location; }\r\n\r\n public static create(program: ShaderProgram, name: string): UniformHandle {\r\n let location = null;\r\n if (undefined !== program.glProgram) {\r\n location = System.instance.context.getUniformLocation(program.glProgram, name);\r\n }\r\n if (null === location) {\r\n const errMsg = `uniform ${name} not found in ${program.description}.`;\r\n if (System.instance.options.errorOnMissingUniform) {\r\n throw new Error(errMsg);\r\n } else {\r\n Logger.logError(FrontendLoggerCategory.Render, errMsg);\r\n }\r\n }\r\n return new UniformHandle(location);\r\n }\r\n\r\n private updateData(type: DataType, data: Float32Array | Int32Array | number[]): boolean {\r\n assert(DataType.Undefined !== type && DataType.Int !== type && DataType.Float !== type && DataType.Uint !== type);\r\n\r\n let updated = this._type !== type;\r\n if (updated) {\r\n this._type = type;\r\n if (this._data.length !== data.length)\r\n this._data.length = data.length;\r\n }\r\n\r\n for (let i = 0; i < data.length; i++) {\r\n const datum = data[i];\r\n updated = updated || this._data[i] !== datum;\r\n this._data[i] = datum;\r\n }\r\n\r\n return updated;\r\n }\r\n\r\n private updateDatum(type: DataType, datum: number): boolean {\r\n assert(DataType.Int === type || DataType.Uint === type || DataType.Float === type);\r\n\r\n // NB: Yes, calling data.length without actually changing the length shows up as a significant performance bottleneck...\r\n if (this._data.length !== 1)\r\n this._data.length = 1;\r\n\r\n const updated = this._type !== type || this._data[0] !== datum;\r\n this._type = type;\r\n this._data[0] = datum;\r\n\r\n return updated;\r\n }\r\n\r\n public setMatrix3(mat: Matrix3) {\r\n if (this.updateData(DataType.Mat3, mat.data))\r\n System.instance.context.uniformMatrix3fv(this._location, false, mat.data);\r\n }\r\n\r\n public setMatrix4(mat: Matrix4) {\r\n if (this.updateData(DataType.Mat4, mat.data))\r\n System.instance.context.uniformMatrix4fv(this._location, false, mat.data);\r\n }\r\n\r\n public setUniform1iv(data: Int32Array | number[]) {\r\n if (this.updateData(DataType.IntArray, data))\r\n System.instance.context.uniform1iv(this._location, data);\r\n }\r\n\r\n public setUniform1fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.FloatArray, data))\r\n System.instance.context.uniform1fv(this._location, data);\r\n }\r\n\r\n public setUniform2fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec2, data))\r\n System.instance.context.uniform2fv(this._location, data);\r\n }\r\n\r\n public setUniform3fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec3, data))\r\n System.instance.context.uniform3fv(this._location, data);\r\n }\r\n\r\n public setUniform4fv(data: Float32Array | number[]) {\r\n if (this.updateData(DataType.Vec4, data))\r\n System.instance.context.uniform4fv(this._location, data);\r\n }\r\n\r\n public setUniform1i(data: number) {\r\n if (this.updateDatum(DataType.Int, data))\r\n System.instance.context.uniform1i(this._location, data);\r\n }\r\n\r\n public setUniform1f(data: number) {\r\n if (this.updateDatum(DataType.Float, data))\r\n System.instance.context.uniform1f(this._location, data);\r\n }\r\n\r\n public setUniform1ui(data: number) {\r\n if (this.updateDatum(DataType.Uint, data))\r\n (System.instance.context as WebGL2RenderingContext).uniform1ui(this._location, data);\r\n }\r\n\r\n public setUniformBitflags(data: number) {\r\n if (System.instance.capabilities.isWebGL2)\r\n this.setUniform1ui(data);\r\n else\r\n this.setUniform1f(data);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"AmbientOcclusion.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/AmbientOcclusion.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAAE,YAAY,EAAE,MAAM,4BAA4B,CAAC;AAI1D,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AA6LjD,gBAAgB;AAChB,wBAAgB,6BAA6B,CAAC,OAAO,EAAE,YAAY,GAAG,aAAa,CA+FlF"}
@@ -64,7 +64,7 @@ const computeAmbientOcclusion = `
64
64
  float bias = u_hbaoSettings.x; // Represents an angle in radians. If the dot product between the normal of the sample and the vector to the camera is less than this value, sampling stops in the current direction. This is used to remove shadows from near planar edges.
65
65
  float zLengthCap = u_hbaoSettings.y; // If the distance in linear Z from the current sample to first sample is greater than this value, sampling stops in the current direction.
66
66
  float intensity = u_hbaoSettings.z; // Raise the final occlusion to the power of this value. Larger values make the ambient shadows darker.
67
- float texelStepSize = u_hbaoSettings.w; // Indicates the distance to step toward the next texel sample in the current direction.
67
+ float texelStepSize = clamp(u_hbaoSettings.w * linearDepth, 1.0, u_hbaoSettings.w); // Indicates the distance to step toward the next texel sample in the current direction.
68
68
 
69
69
  float tOcclusion = 0.0;
70
70
 
@@ -109,6 +109,9 @@ const computeAmbientOcclusion = `
109
109
  tOcclusion += curOcclusion;
110
110
  }
111
111
 
112
+ float distanceFadeFactor = kFrustumType_Perspective == u_frustum.z ? 1.0 - pow(clamp(nonLinearDepth / u_maxDistance, 0.0, 1.0), 4.0) : 1.0;
113
+ tOcclusion *= distanceFadeFactor;
114
+
112
115
  tOcclusion /= 4.0;
113
116
  tOcclusion = 1.0 - clamp(tOcclusion, 0.0, 1.0);
114
117
  tOcclusion = pow(tOcclusion, intensity);
@@ -1 +1 @@
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\n// portions adapted from Cesium.js Copyright 2011 - 2017 Cesium Contributors\r\n\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { AmbientOcclusionGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { System } from \"../System\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addFrustum } from \"./Common\";\r\nimport { decodeDepthRgb } from \"./Decode\";\r\nimport { addRenderOrderConstants, readDepthAndOrder } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords, assignFragColor } from \"./Fragment\";\r\nimport { addViewport } from \"./Viewport\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\n// 'PB' indicates a shader variation when only the pickbuffer is available\r\n// 'DB' indicates a shader variation when the real floating point depth buffer is available.\r\n\r\nconst computeAmbientOcclusionPrefixPB = `\r\nvec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\nvec2 depthAndOrder = readDepthAndOrder(tc);\r\nfloat db = depthAndOrder.y;\r\n`;\r\n\r\nconst computeAmbientOcclusionPrefixDB = `\r\nvec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\nvec2 depthAndOrder = readDepthAndOrder(tc);\r\nfloat db = readDepth(tc);\r\n`;\r\n\r\n// This outputs 1 for unlit surfaces, and for polylines and point strings.\r\n// Otherwise it computes ambient occlusion based on normal reconstructed from pick depth.\r\n// NB: This shader code actually begins with a `computeAmbientOcclusionPrefix` variation as shown above.\r\nconst computeAmbientOcclusion = `\r\n depthAndOrder.y = unfinalizeLinearDepth(db);\r\n float order = depthAndOrder.x;\r\n if (order >= kRenderOrder_PlanarBit)\r\n order = order - kRenderOrder_PlanarBit;\r\n\r\n if (order < kRenderOrder_LitSurface || order == kRenderOrder_Linear)\r\n return vec4(1.0);\r\n\r\n // NB: linearDepth: 1 == near, 0 == far\r\n\r\n float linearDepth = depthAndOrder.y;\r\n float nonLinearDepth = computeNonLinearDepth(db);\r\n if (nonLinearDepth > u_maxDistance)\r\n return vec4(1.0);\r\n\r\n vec3 viewPos = computePositionFromDepth(tc, nonLinearDepth).xyz;\r\n\r\n vec2 pixelSize = 1.0 / u_viewport;\r\n vec3 viewNormal = computeNormalFromDepth(viewPos, tc, pixelSize);\r\n\r\n vec2 sampleDirection = vec2(1.0, 0.0);\r\n float gapAngle = 90.0 * 0.017453292519943295; // radians per degree\r\n\r\n // Grab some random noise\r\n // Multiply screen UV (range 0..1) with size of viewport divided by 4 in order to tile the 4x4 noise texture across the screen.\r\n // Multiply the random 0..1 vec3 by 2 and then substract 1. This puts the components of the vec3 in the range -1..1.\r\n vec3 noiseVec = (TEXTURE(u_noise, tc * vec2(u_viewport.x / 4.0, u_viewport.y / 4.0)).rgb + 1.0) / 2.0;\r\n\r\n float bias = u_hbaoSettings.x; // Represents an angle in radians. If the dot product between the normal of the sample and the vector to the camera is less than this value, sampling stops in the current direction. This is used to remove shadows from near planar edges.\r\n float zLengthCap = u_hbaoSettings.y; // If the distance in linear Z from the current sample to first sample is greater than this value, sampling stops in the current direction.\r\n float intensity = u_hbaoSettings.z; // Raise the final occlusion to the power of this value. Larger values make the ambient shadows darker.\r\n float texelStepSize = u_hbaoSettings.w; // Indicates the distance to step toward the next texel sample in the current direction.\r\n\r\n float tOcclusion = 0.0;\r\n\r\n // loop for each direction\r\n for (int i = 0; i < 4; i++) {\r\n float newGapAngle = gapAngle * (float(i) + noiseVec.x);\r\n float cosVal = cos(newGapAngle);\r\n float sinVal = sin(newGapAngle);\r\n\r\n // rotate sampling direction\r\n vec2 rotatedSampleDirection = vec2(cosVal * sampleDirection.x - sinVal * sampleDirection.y, sinVal * sampleDirection.x + cosVal * sampleDirection.y);\r\n float curOcclusion = 0.0;\r\n float curStepSize = texelStepSize; // 1.0 = stepsize, StepSize should be specified by uniform - what are good values?\r\n\r\n // loop for each step\r\n for (int j = 0; j < 6; j++) {\r\n vec2 directionWithStep = vec2(rotatedSampleDirection.x * curStepSize * pixelSize.x, rotatedSampleDirection.y * curStepSize * pixelSize.y);\r\n vec2 newCoords = directionWithStep + tc;\r\n\r\n // do not repeat around the depth texture\r\n if(newCoords.x > 1.0 || newCoords.y > 1.0 || newCoords.x < 0.0 || newCoords.y < 0.0) {\r\n break;\r\n }\r\n\r\n db = readDepth(newCoords);\r\n float curLinearDepth = unfinalizeLinearDepth(db);\r\n float curNonLinearDepth = computeNonLinearDepth(db);\r\n vec3 curViewPos = computePositionFromDepth(newCoords, curNonLinearDepth).xyz;\r\n vec3 diffVec = curViewPos.xyz - viewPos.xyz;\r\n float zLength = abs(curLinearDepth - linearDepth);\r\n\r\n float dotVal = clamp(dot(viewNormal, normalize(diffVec)), 0.0, 1.0);\r\n float weight = smoothstep(0.0, 1.0, zLengthCap / zLength);\r\n\r\n if (dotVal < bias) {\r\n dotVal = 0.0;\r\n }\r\n\r\n curOcclusion = max(curOcclusion, dotVal * weight);\r\n curStepSize += texelStepSize;\r\n }\r\n tOcclusion += curOcclusion;\r\n }\r\n\r\n tOcclusion /= 4.0;\r\n tOcclusion = 1.0 - clamp(tOcclusion, 0.0, 1.0);\r\n tOcclusion = pow(tOcclusion, intensity);\r\n\r\n return vec4(tOcclusion, tOcclusion, tOcclusion, 1.0);\r\n`;\r\n\r\nconst computePositionFromDepth = `\r\nvec4 computePositionFromDepth(vec2 tc, float nonLinearDepth) {\r\n if (kFrustumType_Perspective == u_frustum.z) {\r\n vec2 xy = vec2((tc.x * 2.0 - 1.0), ((1.0 - tc.y) * 2.0 - 1.0));\r\n vec4 posEC = u_invProj * vec4(xy, nonLinearDepth, 1.0);\r\n posEC = posEC / posEC.w;\r\n return posEC;\r\n } else {\r\n float top = u_frustumPlanes.x;\r\n float bottom = u_frustumPlanes.y;\r\n float left = u_frustumPlanes.z;\r\n float right = u_frustumPlanes.w;\r\n return vec4(mix(left, right, tc.x), mix(bottom, top, tc.y), nonLinearDepth, 1.0);\r\n }\r\n}\r\n`;\r\n\r\nconst computeNormalFromDepth = `\r\nvec3 computeNormalFromDepth(vec3 viewPos, vec2 tc, vec2 pixelSize) {\r\n float nonLinearDepthU = computeNonLinearDepth(readDepth(tc - vec2(0.0, pixelSize.y)));\r\n float nonLinearDepthD = computeNonLinearDepth(readDepth(tc + vec2(0.0, pixelSize.y)));\r\n float nonLinearDepthL = computeNonLinearDepth(readDepth(tc - vec2(pixelSize.x, 0.0)));\r\n float nonLinearDepthR = computeNonLinearDepth(readDepth(tc + vec2(pixelSize.x, 0.0)));\r\n\r\n vec3 viewPosUp = computePositionFromDepth(tc - vec2(0.0, pixelSize.y), nonLinearDepthU).xyz;\r\n vec3 viewPosDown = computePositionFromDepth(tc + vec2(0.0, pixelSize.y), nonLinearDepthD).xyz;\r\n vec3 viewPosLeft = computePositionFromDepth(tc - vec2(pixelSize.x, 0.0), nonLinearDepthL).xyz;\r\n vec3 viewPosRight = computePositionFromDepth(tc + vec2(pixelSize.x, 0.0), nonLinearDepthR).xyz;\r\n\r\n vec3 up = viewPos.xyz - viewPosUp.xyz;\r\n vec3 down = viewPosDown.xyz - viewPos.xyz;\r\n vec3 left = viewPos.xyz - viewPosLeft.xyz;\r\n vec3 right = viewPosRight.xyz - viewPos.xyz;\r\n\r\n vec3 dx = length(left) < length(right) ? left : right;\r\n vec3 dy = length(up) < length(down) ? up : down;\r\n\r\n return normalize(cross(dy, dx));\r\n}\r\n`;\r\n\r\nconst computeNonLinearDepthPB = `\r\nfloat computeNonLinearDepth(float linearDepth) {\r\n return mix(u_frustum.y, u_frustum.x, linearDepth);\r\n}\r\n`;\r\nconst computeNonLinearDepthDB = `\r\nfloat computeNonLinearDepth(float depth) {\r\n return 0.0 == u_logZ.x ? depth * u_logZ.y : exp(depth * u_logZ.y) / u_logZ.x;\r\n}\r\n`;\r\n\r\nconst readDepthPB = `\r\nfloat readDepth(vec2 tc) {\r\n return readDepthAndOrder(tc).y;\r\n}\r\n`;\r\nconst readDepthDB = `\r\nfloat readDepth(vec2 tc) {\r\n return TEXTURE(u_depthBuffer, tc).r;\r\n}\r\n`;\r\nconst unfinalizeLinearDepthDB = `\r\n float unfinalizeLinearDepth(float depth) {\r\n float eyeZ = 0.0 == u_logZ.x ? depth * u_logZ.y : exp(depth * u_logZ.y) / u_logZ.x;\r\n float near = u_frustum.x, far = u_frustum.y;\r\n float depthRange = far - near;\r\n float linearDepth = (eyeZ - near) / depthRange;\r\n return 1.0 - linearDepth;\r\n }\r\n`;\r\n\r\nfunction _shouldUseDB() { return System.instance.supportsLogZBuffer && System.instance.capabilities.supportsTextureFloat; }\r\n\r\n/** @internal */\r\nexport function createAmbientOcclusionProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n const shouldUseDB = _shouldUseDB();\r\n\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n if (shouldUseDB) {\r\n frag.addFunction(unfinalizeLinearDepthDB);\r\n frag.addFunction(computeNonLinearDepthDB);\r\n frag.addFunction(readDepthDB);\r\n } else {\r\n frag.addDefine(\"unfinalizeLinearDepth\", \"\");\r\n frag.addFunction(computeNonLinearDepthPB);\r\n frag.addFunction(readDepthPB);\r\n }\r\n\r\n frag.addFunction(computePositionFromDepth);\r\n frag.addFunction(computeNormalFromDepth);\r\n addRenderOrderConstants(frag);\r\n\r\n if (shouldUseDB)\r\n frag.addUniform(\"u_logZ\", VariableType.Vec2, (prog) => {\r\n prog.addProgramUniform(\"u_logZ\", (uniform, params) => {\r\n uniform.setUniform2fv(params.target.uniforms.frustum.logZ);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, shouldUseDB ?\r\n computeAmbientOcclusionPrefixDB + computeAmbientOcclusion :\r\n computeAmbientOcclusionPrefixPB + computeAmbientOcclusion);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthAndOrder, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (shouldUseDB)\r\n frag.addUniform(\"u_depthBuffer\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthBuffer\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depth, TextureUnit.Two);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_noise\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_noise\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.noise, TextureUnit.One);\r\n });\r\n });\r\n\r\n addFrustum(builder);\r\n addViewport(frag);\r\n\r\n frag.addUniform(\"u_invProj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_invProj\", (uniform, params) => {\r\n const invProj = params.projectionMatrix.clone();\r\n invProj.invert();\r\n uniform.setMatrix4(invProj);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_frustumPlanes\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_frustumPlanes\", (uniform, params) => {\r\n uniform.setUniform4fv(params.target.uniforms.frustum.planes);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_hbaoSettings\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_hbaoSettings\", (uniform, params) => {\r\n const hbaoSettings = new Float32Array([\r\n params.target.ambientOcclusionSettings.bias,\r\n params.target.ambientOcclusionSettings.zLengthCap,\r\n params.target.ambientOcclusionSettings.intensity,\r\n params.target.ambientOcclusionSettings.texelStepSize]);\r\n uniform.setUniform4fv(hbaoSettings);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addUniform(\"u_maxDistance\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_maxDistance\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.ambientOcclusionSettings.maxDistance);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n builder.vert.headerComment = \"//!V! AmbientOcclusion\";\r\n builder.frag.headerComment = \"//!F! AmbientOcclusion\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\n// portions adapted from Cesium.js Copyright 2011 - 2017 Cesium Contributors\r\n\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { AmbientOcclusionGeometry } from \"../CachedGeometry\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { System } from \"../System\";\r\nimport { Texture2DHandle } from \"../Texture\";\r\nimport { addFrustum } from \"./Common\";\r\nimport { decodeDepthRgb } from \"./Decode\";\r\nimport { addRenderOrderConstants, readDepthAndOrder } from \"./FeatureSymbology\";\r\nimport { addWindowToTexCoords, assignFragColor } from \"./Fragment\";\r\nimport { addViewport } from \"./Viewport\";\r\nimport { createViewportQuadBuilder } from \"./ViewportQuad\";\r\n\r\n// 'PB' indicates a shader variation when only the pickbuffer is available\r\n// 'DB' indicates a shader variation when the real floating point depth buffer is available.\r\n\r\nconst computeAmbientOcclusionPrefixPB = `\r\nvec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\nvec2 depthAndOrder = readDepthAndOrder(tc);\r\nfloat db = depthAndOrder.y;\r\n`;\r\n\r\nconst computeAmbientOcclusionPrefixDB = `\r\nvec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\nvec2 depthAndOrder = readDepthAndOrder(tc);\r\nfloat db = readDepth(tc);\r\n`;\r\n\r\n// This outputs 1 for unlit surfaces, and for polylines and point strings.\r\n// Otherwise it computes ambient occlusion based on normal reconstructed from pick depth.\r\n// NB: This shader code actually begins with a `computeAmbientOcclusionPrefix` variation as shown above.\r\nconst computeAmbientOcclusion = `\r\n depthAndOrder.y = unfinalizeLinearDepth(db);\r\n float order = depthAndOrder.x;\r\n if (order >= kRenderOrder_PlanarBit)\r\n order = order - kRenderOrder_PlanarBit;\r\n\r\n if (order < kRenderOrder_LitSurface || order == kRenderOrder_Linear)\r\n return vec4(1.0);\r\n\r\n // NB: linearDepth: 1 == near, 0 == far\r\n\r\n float linearDepth = depthAndOrder.y;\r\n float nonLinearDepth = computeNonLinearDepth(db);\r\n if (nonLinearDepth > u_maxDistance)\r\n return vec4(1.0);\r\n\r\n vec3 viewPos = computePositionFromDepth(tc, nonLinearDepth).xyz;\r\n\r\n vec2 pixelSize = 1.0 / u_viewport;\r\n vec3 viewNormal = computeNormalFromDepth(viewPos, tc, pixelSize);\r\n\r\n vec2 sampleDirection = vec2(1.0, 0.0);\r\n float gapAngle = 90.0 * 0.017453292519943295; // radians per degree\r\n\r\n // Grab some random noise\r\n // Multiply screen UV (range 0..1) with size of viewport divided by 4 in order to tile the 4x4 noise texture across the screen.\r\n // Multiply the random 0..1 vec3 by 2 and then substract 1. This puts the components of the vec3 in the range -1..1.\r\n vec3 noiseVec = (TEXTURE(u_noise, tc * vec2(u_viewport.x / 4.0, u_viewport.y / 4.0)).rgb + 1.0) / 2.0;\r\n\r\n float bias = u_hbaoSettings.x; // Represents an angle in radians. If the dot product between the normal of the sample and the vector to the camera is less than this value, sampling stops in the current direction. This is used to remove shadows from near planar edges.\r\n float zLengthCap = u_hbaoSettings.y; // If the distance in linear Z from the current sample to first sample is greater than this value, sampling stops in the current direction.\r\n float intensity = u_hbaoSettings.z; // Raise the final occlusion to the power of this value. Larger values make the ambient shadows darker.\r\n float texelStepSize = clamp(u_hbaoSettings.w * linearDepth, 1.0, u_hbaoSettings.w); // Indicates the distance to step toward the next texel sample in the current direction.\r\n\r\n float tOcclusion = 0.0;\r\n\r\n // loop for each direction\r\n for (int i = 0; i < 4; i++) {\r\n float newGapAngle = gapAngle * (float(i) + noiseVec.x);\r\n float cosVal = cos(newGapAngle);\r\n float sinVal = sin(newGapAngle);\r\n\r\n // rotate sampling direction\r\n vec2 rotatedSampleDirection = vec2(cosVal * sampleDirection.x - sinVal * sampleDirection.y, sinVal * sampleDirection.x + cosVal * sampleDirection.y);\r\n float curOcclusion = 0.0;\r\n float curStepSize = texelStepSize; // 1.0 = stepsize, StepSize should be specified by uniform - what are good values?\r\n\r\n // loop for each step\r\n for (int j = 0; j < 6; j++) {\r\n vec2 directionWithStep = vec2(rotatedSampleDirection.x * curStepSize * pixelSize.x, rotatedSampleDirection.y * curStepSize * pixelSize.y);\r\n vec2 newCoords = directionWithStep + tc;\r\n\r\n // do not repeat around the depth texture\r\n if(newCoords.x > 1.0 || newCoords.y > 1.0 || newCoords.x < 0.0 || newCoords.y < 0.0) {\r\n break;\r\n }\r\n\r\n db = readDepth(newCoords);\r\n float curLinearDepth = unfinalizeLinearDepth(db);\r\n float curNonLinearDepth = computeNonLinearDepth(db);\r\n vec3 curViewPos = computePositionFromDepth(newCoords, curNonLinearDepth).xyz;\r\n vec3 diffVec = curViewPos.xyz - viewPos.xyz;\r\n float zLength = abs(curLinearDepth - linearDepth);\r\n\r\n float dotVal = clamp(dot(viewNormal, normalize(diffVec)), 0.0, 1.0);\r\n float weight = smoothstep(0.0, 1.0, zLengthCap / zLength);\r\n\r\n if (dotVal < bias) {\r\n dotVal = 0.0;\r\n }\r\n\r\n curOcclusion = max(curOcclusion, dotVal * weight);\r\n curStepSize += texelStepSize;\r\n }\r\n tOcclusion += curOcclusion;\r\n }\r\n\r\n float distanceFadeFactor = kFrustumType_Perspective == u_frustum.z ? 1.0 - pow(clamp(nonLinearDepth / u_maxDistance, 0.0, 1.0), 4.0) : 1.0;\r\n tOcclusion *= distanceFadeFactor;\r\n\r\n tOcclusion /= 4.0;\r\n tOcclusion = 1.0 - clamp(tOcclusion, 0.0, 1.0);\r\n tOcclusion = pow(tOcclusion, intensity);\r\n\r\n return vec4(tOcclusion, tOcclusion, tOcclusion, 1.0);\r\n`;\r\n\r\nconst computePositionFromDepth = `\r\nvec4 computePositionFromDepth(vec2 tc, float nonLinearDepth) {\r\n if (kFrustumType_Perspective == u_frustum.z) {\r\n vec2 xy = vec2((tc.x * 2.0 - 1.0), ((1.0 - tc.y) * 2.0 - 1.0));\r\n vec4 posEC = u_invProj * vec4(xy, nonLinearDepth, 1.0);\r\n posEC = posEC / posEC.w;\r\n return posEC;\r\n } else {\r\n float top = u_frustumPlanes.x;\r\n float bottom = u_frustumPlanes.y;\r\n float left = u_frustumPlanes.z;\r\n float right = u_frustumPlanes.w;\r\n return vec4(mix(left, right, tc.x), mix(bottom, top, tc.y), nonLinearDepth, 1.0);\r\n }\r\n}\r\n`;\r\n\r\nconst computeNormalFromDepth = `\r\nvec3 computeNormalFromDepth(vec3 viewPos, vec2 tc, vec2 pixelSize) {\r\n float nonLinearDepthU = computeNonLinearDepth(readDepth(tc - vec2(0.0, pixelSize.y)));\r\n float nonLinearDepthD = computeNonLinearDepth(readDepth(tc + vec2(0.0, pixelSize.y)));\r\n float nonLinearDepthL = computeNonLinearDepth(readDepth(tc - vec2(pixelSize.x, 0.0)));\r\n float nonLinearDepthR = computeNonLinearDepth(readDepth(tc + vec2(pixelSize.x, 0.0)));\r\n\r\n vec3 viewPosUp = computePositionFromDepth(tc - vec2(0.0, pixelSize.y), nonLinearDepthU).xyz;\r\n vec3 viewPosDown = computePositionFromDepth(tc + vec2(0.0, pixelSize.y), nonLinearDepthD).xyz;\r\n vec3 viewPosLeft = computePositionFromDepth(tc - vec2(pixelSize.x, 0.0), nonLinearDepthL).xyz;\r\n vec3 viewPosRight = computePositionFromDepth(tc + vec2(pixelSize.x, 0.0), nonLinearDepthR).xyz;\r\n\r\n vec3 up = viewPos.xyz - viewPosUp.xyz;\r\n vec3 down = viewPosDown.xyz - viewPos.xyz;\r\n vec3 left = viewPos.xyz - viewPosLeft.xyz;\r\n vec3 right = viewPosRight.xyz - viewPos.xyz;\r\n\r\n vec3 dx = length(left) < length(right) ? left : right;\r\n vec3 dy = length(up) < length(down) ? up : down;\r\n\r\n return normalize(cross(dy, dx));\r\n}\r\n`;\r\n\r\nconst computeNonLinearDepthPB = `\r\nfloat computeNonLinearDepth(float linearDepth) {\r\n return mix(u_frustum.y, u_frustum.x, linearDepth);\r\n}\r\n`;\r\nconst computeNonLinearDepthDB = `\r\nfloat computeNonLinearDepth(float depth) {\r\n return 0.0 == u_logZ.x ? depth * u_logZ.y : exp(depth * u_logZ.y) / u_logZ.x;\r\n}\r\n`;\r\n\r\nconst readDepthPB = `\r\nfloat readDepth(vec2 tc) {\r\n return readDepthAndOrder(tc).y;\r\n}\r\n`;\r\nconst readDepthDB = `\r\nfloat readDepth(vec2 tc) {\r\n return TEXTURE(u_depthBuffer, tc).r;\r\n}\r\n`;\r\nconst unfinalizeLinearDepthDB = `\r\n float unfinalizeLinearDepth(float depth) {\r\n float eyeZ = 0.0 == u_logZ.x ? depth * u_logZ.y : exp(depth * u_logZ.y) / u_logZ.x;\r\n float near = u_frustum.x, far = u_frustum.y;\r\n float depthRange = far - near;\r\n float linearDepth = (eyeZ - near) / depthRange;\r\n return 1.0 - linearDepth;\r\n }\r\n`;\r\n\r\nfunction _shouldUseDB() { return System.instance.supportsLogZBuffer && System.instance.capabilities.supportsTextureFloat; }\r\n\r\n/** @internal */\r\nexport function createAmbientOcclusionProgram(context: WebGLContext): ShaderProgram {\r\n const builder = createViewportQuadBuilder(true);\r\n const frag = builder.frag;\r\n const shouldUseDB = _shouldUseDB();\r\n\r\n addWindowToTexCoords(frag);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n if (shouldUseDB) {\r\n frag.addFunction(unfinalizeLinearDepthDB);\r\n frag.addFunction(computeNonLinearDepthDB);\r\n frag.addFunction(readDepthDB);\r\n } else {\r\n frag.addDefine(\"unfinalizeLinearDepth\", \"\");\r\n frag.addFunction(computeNonLinearDepthPB);\r\n frag.addFunction(readDepthPB);\r\n }\r\n\r\n frag.addFunction(computePositionFromDepth);\r\n frag.addFunction(computeNormalFromDepth);\r\n addRenderOrderConstants(frag);\r\n\r\n if (shouldUseDB)\r\n frag.addUniform(\"u_logZ\", VariableType.Vec2, (prog) => {\r\n prog.addProgramUniform(\"u_logZ\", (uniform, params) => {\r\n uniform.setUniform2fv(params.target.uniforms.frustum.logZ);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, shouldUseDB ?\r\n computeAmbientOcclusionPrefixDB + computeAmbientOcclusion :\r\n computeAmbientOcclusionPrefixPB + computeAmbientOcclusion);\r\n frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depthAndOrder, TextureUnit.Zero);\r\n });\r\n });\r\n\r\n if (shouldUseDB)\r\n frag.addUniform(\"u_depthBuffer\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_depthBuffer\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.depth, TextureUnit.Two);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_noise\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_noise\", (uniform, params) => {\r\n const geom = params.geometry as AmbientOcclusionGeometry;\r\n Texture2DHandle.bindSampler(uniform, geom.noise, TextureUnit.One);\r\n });\r\n });\r\n\r\n addFrustum(builder);\r\n addViewport(frag);\r\n\r\n frag.addUniform(\"u_invProj\", VariableType.Mat4, (prog) => {\r\n prog.addProgramUniform(\"u_invProj\", (uniform, params) => {\r\n const invProj = params.projectionMatrix.clone();\r\n invProj.invert();\r\n uniform.setMatrix4(invProj);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_frustumPlanes\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_frustumPlanes\", (uniform, params) => {\r\n uniform.setUniform4fv(params.target.uniforms.frustum.planes);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_hbaoSettings\", VariableType.Vec4, (prog) => {\r\n prog.addProgramUniform(\"u_hbaoSettings\", (uniform, params) => {\r\n const hbaoSettings = new Float32Array([\r\n params.target.ambientOcclusionSettings.bias,\r\n params.target.ambientOcclusionSettings.zLengthCap,\r\n params.target.ambientOcclusionSettings.intensity,\r\n params.target.ambientOcclusionSettings.texelStepSize]);\r\n uniform.setUniform4fv(hbaoSettings);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addUniform(\"u_maxDistance\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_maxDistance\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.ambientOcclusionSettings.maxDistance);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n builder.vert.headerComment = \"//!V! AmbientOcclusion\";\r\n builder.frag.headerComment = \"//!F! AmbientOcclusion\";\r\n\r\n return builder.buildProgram(context);\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAQH,OAAO,EAAkD,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAEvI,OAAO,EAAsD,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAwOvG,gBAAgB;AAChB,wBAAgB,kCAAkC,IAAI,cAAc,CAInE;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,cAAc,CAIzD;AAED,gBAAgB;AAChB,MAAM,CAAC,OAAO,UAAU,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA2EtF"}
1
+ {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAQH,OAAO,EAAkD,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAEvI,OAAO,EAAsD,cAAc,EAAE,MAAM,mBAAmB,CAAC;AA2OvG,gBAAgB;AAChB,wBAAgB,kCAAkC,IAAI,cAAc,CAInE;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,cAAc,CAIzD;AAED,gBAAgB;AAChB,MAAM,CAAC,OAAO,UAAU,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA2EtF"}
@@ -179,8 +179,11 @@ function baseColorFromTextures(textureCount, applyFeatureColor) {
179
179
  for (let i = 0; i < textureCount; i++)
180
180
  applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);
181
181
  return `
182
- if (!u_texturesPresent)
183
- return u_baseColor;
182
+ if (!u_texturesPresent) {
183
+ vec4 col = u_baseColor;
184
+ ${applyFeatureColor}
185
+ return col;
186
+ }
184
187
 
185
188
  bool doDiscard = true;
186
189
  vec4 col = u_baseColor;
@@ -1 +1 @@
1
- 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n uv.y = 1.0 - uv.y;\r\n }\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent)\r\n return u_baseColor;\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert, IsInstanced.No);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\nfunction addColorOverrideMix(frag: FragmentShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.asRealityMesh!.overrideColorMix);\r\n });\r\n });\r\n\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport default function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n let textureCount = System.instance.maxRealityImageryLayers;\r\n let gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n const caps = System.instance.capabilities;\r\n if (Math.min(caps.maxFragTextureUnits, caps.maxVertTextureUnits) < 16 && IsThematic.Yes === flags.isThematic) {\r\n textureCount--; // steal the last bg map layer texture for thematic gradient (just when thematic display is applied)\r\n gradientTextureUnit = -1; // is dependent on drawing mode so will set later\r\n }\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n uv.y = 1.0 - uv.y;\r\n }\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent) {\r\n vec4 col = u_baseColor;\r\n ${applyFeatureColor}\r\n return col;\r\n }\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert, IsInstanced.No);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\nfunction addColorOverrideMix(frag: FragmentShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.asRealityMesh!.overrideColorMix);\r\n });\r\n });\r\n\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport default function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n let textureCount = System.instance.maxRealityImageryLayers;\r\n let gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n const caps = System.instance.capabilities;\r\n if (Math.min(caps.maxFragTextureUnits, caps.maxVertTextureUnits) < 16 && IsThematic.Yes === flags.isThematic) {\r\n textureCount--; // steal the last bg map layer texture for thematic gradient (just when thematic display is applied)\r\n gradientTextureUnit = -1; // is dependent on drawing mode so will set later\r\n }\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\n"]}
@@ -17,4 +17,5 @@ export * from "./render/primitives/Strokes";
17
17
  export * from "./render/primitives/SurfaceParams";
18
18
  export * from "./render/primitives/VertexKey";
19
19
  export * from "./render/primitives/VertexTable";
20
+ export * from "./render/primitives/VertexTableSplitter";
20
21
  //# sourceMappingURL=render-primitives.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"render-primitives.d.ts","sourceRoot":"","sources":["../../src/render-primitives.ts"],"names":[],"mappings":"AAIA,cAAc,iDAAiD,CAAC;AAChE,cAAc,2CAA2C,CAAC;AAC1D,cAAc,kDAAkD,CAAC;AACjE,cAAc,kDAAkD,CAAC;AAEjE,cAAc,sCAAsC,CAAC;AACrD,cAAc,yCAAyC,CAAC;AACxD,cAAc,yCAAyC,CAAC;AAExD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAClD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,yCAAyC,CAAC;AACxD,cAAc,uCAAuC,CAAC;AACtD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,oCAAoC,CAAC;AACnD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,mCAAmC,CAAC;AAClD,cAAc,+BAA+B,CAAC;AAC9C,cAAc,iCAAiC,CAAC"}
1
+ {"version":3,"file":"render-primitives.d.ts","sourceRoot":"","sources":["../../src/render-primitives.ts"],"names":[],"mappings":"AAIA,cAAc,iDAAiD,CAAC;AAChE,cAAc,2CAA2C,CAAC;AAC1D,cAAc,kDAAkD,CAAC;AACjE,cAAc,kDAAkD,CAAC;AAEjE,cAAc,sCAAsC,CAAC;AACrD,cAAc,yCAAyC,CAAC;AACxD,cAAc,yCAAyC,CAAC;AAExD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,mCAAmC,CAAC;AAClD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,yCAAyC,CAAC;AACxD,cAAc,uCAAuC,CAAC;AACtD,cAAc,8BAA8B,CAAC;AAC7C,cAAc,oCAAoC,CAAC;AACnD,cAAc,gCAAgC,CAAC;AAC/C,cAAc,6BAA6B,CAAC;AAC5C,cAAc,mCAAmC,CAAC;AAClD,cAAc,+BAA+B,CAAC;AAC9C,cAAc,iCAAiC,CAAC;AAChD,cAAc,yCAAyC,CAAC"}
@@ -33,4 +33,5 @@ __exportStar(require("./render/primitives/Strokes"), exports);
33
33
  __exportStar(require("./render/primitives/SurfaceParams"), exports);
34
34
  __exportStar(require("./render/primitives/VertexKey"), exports);
35
35
  __exportStar(require("./render/primitives/VertexTable"), exports);
36
+ __exportStar(require("./render/primitives/VertexTableSplitter"), exports);
36
37
  //# sourceMappingURL=render-primitives.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"render-primitives.js","sourceRoot":"","sources":["../../src/render-primitives.ts"],"names":[],"mappings":";;;;;;;;;;;;AAAA;;;+FAG+F;AAC/F,kFAAgE;AAChE,4EAA0D;AAC1D,mFAAiE;AACjE,mFAAiE;AAEjE,uEAAqD;AACrD,0EAAwD;AACxD,0EAAwD;AAExD,+DAA6C;AAC7C,oEAAkD;AAClD,iEAA+C;AAC/C,0EAAwD;AACxD,wEAAsD;AACtD,+DAA6C;AAC7C,qEAAmD;AACnD,iEAA+C;AAC/C,8DAA4C;AAC5C,oEAAkD;AAClD,gEAA8C;AAC9C,kEAAgD","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\nexport * from \"./render/primitives/geometry/GeometryPrimitives\";\r\nexport * from \"./render/primitives/geometry/GeometryList\";\r\nexport * from \"./render/primitives/geometry/GeometryListBuilder\";\r\nexport * from \"./render/primitives/geometry/GeometryAccumulator\";\r\n\r\nexport * from \"./render/primitives/mesh/MeshBuilder\";\r\nexport * from \"./render/primitives/mesh/MeshBuilderMap\";\r\nexport * from \"./render/primitives/mesh/MeshPrimitives\";\r\n\r\nexport * from \"./render/primitives/ColorMap\";\r\nexport * from \"./render/primitives/DisplayParams\";\r\nexport * from \"./render/primitives/EdgeParams\";\r\nexport * from \"./render/primitives/PointCloudPrimitive\";\r\nexport * from \"./render/primitives/PointStringParams\";\r\nexport * from \"./render/primitives/Polyface\";\r\nexport * from \"./render/primitives/PolylineParams\";\r\nexport * from \"./render/primitives/Primitives\";\r\nexport * from \"./render/primitives/Strokes\";\r\nexport * from \"./render/primitives/SurfaceParams\";\r\nexport * from \"./render/primitives/VertexKey\";\r\nexport * from \"./render/primitives/VertexTable\";\r\n"]}
1
+ {"version":3,"file":"render-primitives.js","sourceRoot":"","sources":["../../src/render-primitives.ts"],"names":[],"mappings":";;;;;;;;;;;;AAAA;;;+FAG+F;AAC/F,kFAAgE;AAChE,4EAA0D;AAC1D,mFAAiE;AACjE,mFAAiE;AAEjE,uEAAqD;AACrD,0EAAwD;AACxD,0EAAwD;AAExD,+DAA6C;AAC7C,oEAAkD;AAClD,iEAA+C;AAC/C,0EAAwD;AACxD,wEAAsD;AACtD,+DAA6C;AAC7C,qEAAmD;AACnD,iEAA+C;AAC/C,8DAA4C;AAC5C,oEAAkD;AAClD,gEAA8C;AAC9C,kEAAgD;AAChD,0EAAwD","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\nexport * from \"./render/primitives/geometry/GeometryPrimitives\";\r\nexport * from \"./render/primitives/geometry/GeometryList\";\r\nexport * from \"./render/primitives/geometry/GeometryListBuilder\";\r\nexport * from \"./render/primitives/geometry/GeometryAccumulator\";\r\n\r\nexport * from \"./render/primitives/mesh/MeshBuilder\";\r\nexport * from \"./render/primitives/mesh/MeshBuilderMap\";\r\nexport * from \"./render/primitives/mesh/MeshPrimitives\";\r\n\r\nexport * from \"./render/primitives/ColorMap\";\r\nexport * from \"./render/primitives/DisplayParams\";\r\nexport * from \"./render/primitives/EdgeParams\";\r\nexport * from \"./render/primitives/PointCloudPrimitive\";\r\nexport * from \"./render/primitives/PointStringParams\";\r\nexport * from \"./render/primitives/Polyface\";\r\nexport * from \"./render/primitives/PolylineParams\";\r\nexport * from \"./render/primitives/Primitives\";\r\nexport * from \"./render/primitives/Strokes\";\r\nexport * from \"./render/primitives/SurfaceParams\";\r\nexport * from \"./render/primitives/VertexKey\";\r\nexport * from \"./render/primitives/VertexTable\";\r\nexport * from \"./render/primitives/VertexTableSplitter\";\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"ClassifierTileTree.d.ts","sourceRoot":"","sources":["../../../src/tile/ClassifierTileTree.ts"],"names":[],"mappings":"AAQA,OAAO,EAAmG,iBAAiB,EAAE,kBAAkB,EAAE,mBAAmB,EAAE,MAAM,oBAAoB,CAAC;AACjM,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AAEzD,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAGvD,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AACzC,OAAO,EAC4G,iBAAiB,EACnI,MAAM,YAAY,CAAC;AAiEpB,gBAAgB;AAChB,8BAAsB,kCAAmC,SAAQ,iBAAiB;IAChF,aAAoB,QAAQ,IAAI,OAAO,CAAC;IACxC,aAAoB,gBAAgB,IAAI,iBAAiB,GAAG,SAAS,CAAC;IACtE,IAAW,QAAQ,YAAoB,CAAG,6EAA6E;IACvH,aAAoB,SAAS,IAAI,OAAO,CAAC,mBAAmB,CAAC,CAAC;IAC9D,IAAW,YAAY,IAAI,MAAM,GAAG,SAAS,CAAsB;CACpE;AAuFD,gBAAgB;AAChB,wBAAgB,iCAAiC,CAAC,WAAW,EAAE,kBAAkB,EAAE,cAAc,EAAE,iBAAiB,EAAE,MAAM,EAAE,gBAAgB,EAAE,MAAM,EAAE,SAAS,GAAG,iBAAiB,GAAG,kCAAkC,CAEzN"}
1
+ {"version":3,"file":"ClassifierTileTree.d.ts","sourceRoot":"","sources":["../../../src/tile/ClassifierTileTree.ts"],"names":[],"mappings":"AAQA,OAAO,EACkF,iBAAiB,EAAE,kBAAkB,EAAE,mBAAmB,EAClJ,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EAAE,iBAAiB,EAAE,MAAM,sBAAsB,CAAC;AAEzD,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAGvD,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AACzC,OAAO,EAC4G,iBAAiB,EACnI,MAAM,YAAY,CAAC;AAiEpB,gBAAgB;AAChB,8BAAsB,kCAAmC,SAAQ,iBAAiB;IAChF,aAAoB,QAAQ,IAAI,OAAO,CAAC;IACxC,aAAoB,gBAAgB,IAAI,iBAAiB,GAAG,SAAS,CAAC;IACtE,IAAW,QAAQ,YAAoB,CAAG,6EAA6E;IACvH,aAAoB,SAAS,IAAI,OAAO,CAAC,mBAAmB,CAAC,CAAC;IAC9D,IAAW,YAAY,IAAI,MAAM,GAAG,SAAS,CAAsB;CACpE;AAuFD,gBAAgB;AAChB,wBAAgB,iCAAiC,CAAC,WAAW,EAAE,kBAAkB,EAAE,cAAc,EAAE,iBAAiB,EAAE,MAAM,EAAE,gBAAgB,EAAE,MAAM,EAAE,SAAS,GAAG,iBAAiB,GAAG,kCAAkC,CAEzN"}
@@ -14,10 +14,8 @@ const IModelApp_1 = require("../IModelApp");
14
14
  const ModelState_1 = require("../ModelState");
15
15
  const internal_1 = require("./internal");
16
16
  function compareIds(lhs, rhs) {
17
- let cmp = (0, core_bentley_1.compareStrings)(lhs.modelId, rhs.modelId);
18
- if (0 === cmp)
19
- cmp = (0, core_bentley_1.compareStringsOrUndefined)(lhs.animationId, rhs.animationId);
20
- return 0 === cmp ? (0, core_common_1.compareIModelTileTreeIds)(lhs, rhs) : cmp;
17
+ return (0, core_bentley_1.compareStrings)(lhs.modelId, rhs.modelId) || (0, core_bentley_1.compareStringsOrUndefined)(lhs.animationId, rhs.animationId)
18
+ || (0, core_bentley_1.comparePossiblyUndefined)((x, y) => x.compareTo(y), lhs.timeline, rhs.timeline);
21
19
  }
22
20
  class ClassifierTreeSupplier {
23
21
  constructor() {
@@ -45,6 +43,7 @@ class ClassifierTreeSupplier {
45
43
  allowInstancing: false,
46
44
  is3d: true,
47
45
  batchType: id.type,
46
+ timeline: id.timeline,
48
47
  });
49
48
  return new internal_1.IModelTileTree(params, id);
50
49
  }
@@ -52,8 +51,9 @@ class ClassifierTreeSupplier {
52
51
  return core_bentley_1.Id64.isValid(id.modelId) ? iModel.tiles.getTileTreeOwner(id, this) : this._nonexistentTreeOwner;
53
52
  }
54
53
  addModelsAnimatedByScript(modelIds, scriptSourceId, trees) {
54
+ // Note: This is invoked when an element hosting a schedule script is updated - it doesn't care about frontend schedule scripts.
55
55
  for (const tree of trees)
56
- if (tree.id.animationId === scriptSourceId)
56
+ if (scriptSourceId === tree.id.animationId)
57
57
  modelIds.add(tree.id.modelId);
58
58
  }
59
59
  addSpatialModels(modelIds, trees) {
@@ -141,13 +141,13 @@ function createClassifierId(classifier, source) {
141
141
  if (undefined === classifier)
142
142
  return { modelId: core_bentley_1.Id64.invalid, type: core_common_1.BatchType.PlanarClassifier, expansion: 0, animationId: undefined };
143
143
  const type = classifier.flags.isVolumeClassifier ? core_common_1.BatchType.VolumeClassifier : core_common_1.BatchType.PlanarClassifier;
144
- const script = source === null || source === void 0 ? void 0 : source.scheduleState;
145
- const animationId = (undefined !== script) ? script.getModelAnimationId(classifier.modelId) : undefined;
144
+ const scriptInfo = IModelApp_1.IModelApp.tileAdmin.getScriptInfoForTreeId(classifier.modelId, source === null || source === void 0 ? void 0 : source.scheduleScriptReference); // eslint-disable-line deprecation/deprecation
146
145
  return {
147
146
  modelId: classifier.modelId,
148
147
  type,
149
148
  expansion: classifier.expand,
150
- animationId,
149
+ animationId: scriptInfo === null || scriptInfo === void 0 ? void 0 : scriptInfo.animationId,
150
+ timeline: scriptInfo === null || scriptInfo === void 0 ? void 0 : scriptInfo.timeline,
151
151
  };
152
152
  }
153
153
  //# sourceMappingURL=ClassifierTileTree.js.map
@@ -1 +1 @@
1
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AAK,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,mBAAmB,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,SAAS,CAAC;IACxG,OAAO;QACL,OAAO,EAAE,UAAU,CAAC,OAAO;QAC3B,IAAI;QACJ,SAAS,EAAE,UAAU,CAAC,MAAM;QAC5B,WAAW;KACZ,CAAC;AACJ,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\nimport { compareStrings, compareStringsOrUndefined, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport { BatchType, ClassifierTileTreeId, compareIModelTileTreeIds, iModelTileTreeIdToString, RenderMode, SpatialClassifier, SpatialClassifiers, ViewFlagsProperties } from \"@itwin/core-common\";\r\nimport { DisplayStyleState } from \"../DisplayStyleState\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { GeometricModelState } from \"../ModelState\";\r\nimport { SceneContext } from \"../ViewContext\";\r\nimport { ViewState } from \"../ViewState\";\r\nimport {\r\n DisclosedTileTreeSet, IModelTileTree, iModelTileTreeParamsFromJSON, TileTree, TileTreeLoadStatus, TileTreeOwner, TileTreeReference, TileTreeSupplier,\r\n} from \"./internal\";\r\n\r\ninterface ClassifierTreeId extends ClassifierTileTreeId {\r\n modelId: Id64String;\r\n}\r\n\r\nfunction compareIds(lhs: ClassifierTreeId, rhs: ClassifierTreeId): number {\r\n let cmp = compareStrings(lhs.modelId, rhs.modelId);\r\n if (0 === cmp)\r\n cmp = compareStringsOrUndefined(lhs.animationId, rhs.animationId);\r\n\r\n return 0 === cmp ? compareIModelTileTreeIds(lhs, rhs) : cmp;\r\n}\r\n\r\nclass ClassifierTreeSupplier implements TileTreeSupplier {\r\n private readonly _nonexistentTreeOwner = {\r\n tileTree: undefined,\r\n loadStatus: TileTreeLoadStatus.NotFound,\r\n load: () => undefined,\r\n dispose: () => undefined,\r\n loadTree: async () => undefined,\r\n iModel: undefined as unknown as IModelConnection,\r\n };\r\n\r\n public compareTileTreeIds(lhs: ClassifierTreeId, rhs: ClassifierTreeId): number {\r\n return compareIds(lhs, rhs);\r\n }\r\n\r\n public async createTileTree(id: ClassifierTreeId, iModel: IModelConnection): Promise<TileTree | undefined> {\r\n await iModel.models.load(id.modelId);\r\n const model = iModel.models.getLoaded(id.modelId);\r\n if (undefined === model || !(model instanceof GeometricModelState))\r\n return undefined;\r\n\r\n const idStr = iModelTileTreeIdToString(id.modelId, id, IModelApp.tileAdmin);\r\n const props = await IModelApp.tileAdmin.requestTileTreeProps(iModel, idStr);\r\n\r\n const params = iModelTileTreeParamsFromJSON(props, iModel, id.modelId, {\r\n edges: false,\r\n allowInstancing: false,\r\n is3d: true,\r\n batchType: id.type,\r\n });\r\n\r\n return new IModelTileTree(params, id);\r\n }\r\n\r\n public getOwner(id: ClassifierTreeId, iModel: IModelConnection): TileTreeOwner {\r\n return Id64.isValid(id.modelId) ? iModel.tiles.getTileTreeOwner(id, this) : this._nonexistentTreeOwner;\r\n }\r\n\r\n public addModelsAnimatedByScript(modelIds: Set<Id64String>, scriptSourceId: Id64String, trees: Iterable<{ id: ClassifierTreeId, owner: TileTreeOwner }>): void {\r\n for (const tree of trees)\r\n if (tree.id.animationId === scriptSourceId)\r\n modelIds.add(tree.id.modelId);\r\n }\r\n\r\n public addSpatialModels(modelIds: Set<Id64String>, trees: Iterable<{ id: ClassifierTreeId, owner: TileTreeOwner }>): void {\r\n for (const tree of trees)\r\n modelIds.add(tree.id.modelId);\r\n }\r\n}\r\n\r\nconst classifierTreeSupplier = new ClassifierTreeSupplier();\r\n\r\n/** @internal */\r\nexport abstract class SpatialClassifierTileTreeReference extends TileTreeReference {\r\n public abstract get isPlanar(): boolean;\r\n public abstract get activeClassifier(): SpatialClassifier | undefined;\r\n public get isOpaque() { return false; } /** When referenced as a map layer reference, BIM models are never opaque. */\r\n public abstract get viewFlags(): Partial<ViewFlagsProperties>;\r\n public get transparency(): number | undefined { return undefined; }\r\n}\r\n\r\n/** @internal */\r\nclass ClassifierTreeReference extends SpatialClassifierTileTreeReference {\r\n private _id: ClassifierTreeId;\r\n private readonly _classifiers: SpatialClassifiers;\r\n private readonly _source: ViewState | DisplayStyleState;\r\n private readonly _iModel: IModelConnection;\r\n private readonly _classifiedTree: TileTreeReference;\r\n private _owner: TileTreeOwner;\r\n\r\n public constructor(classifiers: SpatialClassifiers, classifiedTree: TileTreeReference, iModel: IModelConnection, source: ViewState | DisplayStyleState) {\r\n super();\r\n this._id = createClassifierId(classifiers.active, source);\r\n this._source = source;\r\n this._iModel = iModel;\r\n this._classifiers = classifiers;\r\n this._classifiedTree = classifiedTree;\r\n this._owner = classifierTreeSupplier.getOwner(this._id, iModel);\r\n }\r\n\r\n public get classifiers(): SpatialClassifiers { return this._classifiers; }\r\n public get activeClassifier(): SpatialClassifier | undefined { return this.classifiers.active; }\r\n\r\n public override get castsShadows() {\r\n return false;\r\n }\r\n\r\n public get treeOwner(): TileTreeOwner {\r\n const newId = createClassifierId(this._classifiers.active, this._source);\r\n if (0 !== compareIds(this._id, newId)) {\r\n this._id = newId;\r\n this._owner = classifierTreeSupplier.getOwner(this._id, this._iModel);\r\n }\r\n\r\n return this._owner;\r\n }\r\n\r\n public override discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n // NB: We do NOT call super because we don't use our tree if no classifier is active.\r\n trees.disclose(this._classifiedTree);\r\n\r\n const classifier = this.activeClassifier;\r\n const classifierTree = undefined !== classifier ? this.treeOwner.tileTree : undefined;\r\n if (undefined !== classifierTree)\r\n trees.add(classifierTree);\r\n }\r\n public get isPlanar() { return BatchType.PlanarClassifier === this._id.type; }\r\n\r\n public get viewFlags(): Partial<ViewFlagsProperties> {\r\n return {\r\n renderMode: RenderMode.SmoothShade,\r\n transparency: true, // Igored for point clouds as they don't support transparency.\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n };\r\n }\r\n\r\n // Add volume classifiers to scene (planar classifiers are added seperately.)\r\n public override addToScene(context: SceneContext): void {\r\n if (this.isPlanar)\r\n return;\r\n\r\n const classifiedTree = this._classifiedTree.treeOwner.load();\r\n if (undefined === classifiedTree)\r\n return;\r\n\r\n const classifier = this._classifiers.active;\r\n if (undefined === classifier)\r\n return;\r\n\r\n const classifierTree = this.treeOwner.load();\r\n if (undefined === classifierTree)\r\n return;\r\n\r\n context.setVolumeClassifier(classifier, classifiedTree.modelId);\r\n super.addToScene(context);\r\n }\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierTileTreeReference(classifiers: SpatialClassifiers, classifiedTree: TileTreeReference, iModel: IModelConnection, source: ViewState | DisplayStyleState): SpatialClassifierTileTreeReference {\r\n return new ClassifierTreeReference(classifiers, classifiedTree, iModel, source);\r\n}\r\n\r\nfunction createClassifierId(classifier: SpatialClassifier | undefined, source: ViewState | DisplayStyleState | undefined): ClassifierTreeId {\r\n if (undefined === classifier)\r\n return { modelId: Id64.invalid, type: BatchType.PlanarClassifier, expansion: 0, animationId: undefined };\r\n\r\n const type = classifier.flags.isVolumeClassifier ? BatchType.VolumeClassifier : BatchType.PlanarClassifier;\r\n const script = source?.scheduleState;\r\n const animationId = (undefined !== script) ? script.getModelAnimationId(classifier.modelId) : undefined;\r\n return {\r\n modelId: classifier.modelId,\r\n type,\r\n expansion: classifier.expand,\r\n animationId,\r\n };\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Tiles\r\n */\r\nimport { comparePossiblyUndefined, compareStrings, compareStringsOrUndefined, Id64, Id64String } from \"@itwin/core-bentley\";\r\nimport {\r\n BatchType, ClassifierTileTreeId, iModelTileTreeIdToString, RenderMode, RenderSchedule, SpatialClassifier, SpatialClassifiers, ViewFlagsProperties,\r\n} from \"@itwin/core-common\";\r\nimport { DisplayStyleState } from \"../DisplayStyleState\";\r\nimport { IModelApp } from \"../IModelApp\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { GeometricModelState } from \"../ModelState\";\r\nimport { SceneContext } from \"../ViewContext\";\r\nimport { ViewState } from \"../ViewState\";\r\nimport {\r\n DisclosedTileTreeSet, IModelTileTree, iModelTileTreeParamsFromJSON, TileTree, TileTreeLoadStatus, TileTreeOwner, TileTreeReference, TileTreeSupplier,\r\n} from \"./internal\";\r\n\r\ninterface ClassifierTreeId extends ClassifierTileTreeId {\r\n modelId: Id64String;\r\n timeline?: RenderSchedule.ModelTimeline;\r\n}\r\n\r\nfunction compareIds(lhs: ClassifierTreeId, rhs: ClassifierTreeId): number {\r\n return compareStrings(lhs.modelId, rhs.modelId) || compareStringsOrUndefined(lhs.animationId, rhs.animationId)\r\n || comparePossiblyUndefined((x, y) => x.compareTo(y), lhs.timeline, rhs.timeline);\r\n}\r\n\r\nclass ClassifierTreeSupplier implements TileTreeSupplier {\r\n private readonly _nonexistentTreeOwner = {\r\n tileTree: undefined,\r\n loadStatus: TileTreeLoadStatus.NotFound,\r\n load: () => undefined,\r\n dispose: () => undefined,\r\n loadTree: async () => undefined,\r\n iModel: undefined as unknown as IModelConnection,\r\n };\r\n\r\n public compareTileTreeIds(lhs: ClassifierTreeId, rhs: ClassifierTreeId): number {\r\n return compareIds(lhs, rhs);\r\n }\r\n\r\n public async createTileTree(id: ClassifierTreeId, iModel: IModelConnection): Promise<TileTree | undefined> {\r\n await iModel.models.load(id.modelId);\r\n const model = iModel.models.getLoaded(id.modelId);\r\n if (undefined === model || !(model instanceof GeometricModelState))\r\n return undefined;\r\n\r\n const idStr = iModelTileTreeIdToString(id.modelId, id, IModelApp.tileAdmin);\r\n const props = await IModelApp.tileAdmin.requestTileTreeProps(iModel, idStr);\r\n\r\n const params = iModelTileTreeParamsFromJSON(props, iModel, id.modelId, {\r\n edges: false,\r\n allowInstancing: false,\r\n is3d: true,\r\n batchType: id.type,\r\n timeline: id.timeline,\r\n });\r\n\r\n return new IModelTileTree(params, id);\r\n }\r\n\r\n public getOwner(id: ClassifierTreeId, iModel: IModelConnection): TileTreeOwner {\r\n return Id64.isValid(id.modelId) ? iModel.tiles.getTileTreeOwner(id, this) : this._nonexistentTreeOwner;\r\n }\r\n\r\n public addModelsAnimatedByScript(modelIds: Set<Id64String>, scriptSourceId: Id64String, trees: Iterable<{ id: ClassifierTreeId, owner: TileTreeOwner }>): void {\r\n // Note: This is invoked when an element hosting a schedule script is updated - it doesn't care about frontend schedule scripts.\r\n for (const tree of trees)\r\n if (scriptSourceId === tree.id.animationId)\r\n modelIds.add(tree.id.modelId);\r\n }\r\n\r\n public addSpatialModels(modelIds: Set<Id64String>, trees: Iterable<{ id: ClassifierTreeId, owner: TileTreeOwner }>): void {\r\n for (const tree of trees)\r\n modelIds.add(tree.id.modelId);\r\n }\r\n}\r\n\r\nconst classifierTreeSupplier = new ClassifierTreeSupplier();\r\n\r\n/** @internal */\r\nexport abstract class SpatialClassifierTileTreeReference extends TileTreeReference {\r\n public abstract get isPlanar(): boolean;\r\n public abstract get activeClassifier(): SpatialClassifier | undefined;\r\n public get isOpaque() { return false; } /** When referenced as a map layer reference, BIM models are never opaque. */\r\n public abstract get viewFlags(): Partial<ViewFlagsProperties>;\r\n public get transparency(): number | undefined { return undefined; }\r\n}\r\n\r\n/** @internal */\r\nclass ClassifierTreeReference extends SpatialClassifierTileTreeReference {\r\n private _id: ClassifierTreeId;\r\n private readonly _classifiers: SpatialClassifiers;\r\n private readonly _source: ViewState | DisplayStyleState;\r\n private readonly _iModel: IModelConnection;\r\n private readonly _classifiedTree: TileTreeReference;\r\n private _owner: TileTreeOwner;\r\n\r\n public constructor(classifiers: SpatialClassifiers, classifiedTree: TileTreeReference, iModel: IModelConnection, source: ViewState | DisplayStyleState) {\r\n super();\r\n this._id = createClassifierId(classifiers.active, source);\r\n this._source = source;\r\n this._iModel = iModel;\r\n this._classifiers = classifiers;\r\n this._classifiedTree = classifiedTree;\r\n this._owner = classifierTreeSupplier.getOwner(this._id, iModel);\r\n }\r\n\r\n public get classifiers(): SpatialClassifiers { return this._classifiers; }\r\n public get activeClassifier(): SpatialClassifier | undefined { return this.classifiers.active; }\r\n\r\n public override get castsShadows() {\r\n return false;\r\n }\r\n\r\n public get treeOwner(): TileTreeOwner {\r\n const newId = createClassifierId(this._classifiers.active, this._source);\r\n if (0 !== compareIds(this._id, newId)) {\r\n this._id = newId;\r\n this._owner = classifierTreeSupplier.getOwner(this._id, this._iModel);\r\n }\r\n\r\n return this._owner;\r\n }\r\n\r\n public override discloseTileTrees(trees: DisclosedTileTreeSet): void {\r\n // NB: We do NOT call super because we don't use our tree if no classifier is active.\r\n trees.disclose(this._classifiedTree);\r\n\r\n const classifier = this.activeClassifier;\r\n const classifierTree = undefined !== classifier ? this.treeOwner.tileTree : undefined;\r\n if (undefined !== classifierTree)\r\n trees.add(classifierTree);\r\n }\r\n public get isPlanar() { return BatchType.PlanarClassifier === this._id.type; }\r\n\r\n public get viewFlags(): Partial<ViewFlagsProperties> {\r\n return {\r\n renderMode: RenderMode.SmoothShade,\r\n transparency: true, // Igored for point clouds as they don't support transparency.\r\n textures: false,\r\n lighting: false,\r\n shadows: false,\r\n monochrome: false,\r\n materials: false,\r\n ambientOcclusion: false,\r\n visibleEdges: false,\r\n hiddenEdges: false,\r\n };\r\n }\r\n\r\n // Add volume classifiers to scene (planar classifiers are added seperately.)\r\n public override addToScene(context: SceneContext): void {\r\n if (this.isPlanar)\r\n return;\r\n\r\n const classifiedTree = this._classifiedTree.treeOwner.load();\r\n if (undefined === classifiedTree)\r\n return;\r\n\r\n const classifier = this._classifiers.active;\r\n if (undefined === classifier)\r\n return;\r\n\r\n const classifierTree = this.treeOwner.load();\r\n if (undefined === classifierTree)\r\n return;\r\n\r\n context.setVolumeClassifier(classifier, classifiedTree.modelId);\r\n super.addToScene(context);\r\n }\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierTileTreeReference(classifiers: SpatialClassifiers, classifiedTree: TileTreeReference, iModel: IModelConnection, source: ViewState | DisplayStyleState): SpatialClassifierTileTreeReference {\r\n return new ClassifierTreeReference(classifiers, classifiedTree, iModel, source);\r\n}\r\n\r\nfunction createClassifierId(classifier: SpatialClassifier | undefined, source: ViewState | DisplayStyleState | undefined): ClassifierTreeId {\r\n if (undefined === classifier)\r\n return { modelId: Id64.invalid, type: BatchType.PlanarClassifier, expansion: 0, animationId: undefined };\r\n\r\n const type = classifier.flags.isVolumeClassifier ? BatchType.VolumeClassifier : BatchType.PlanarClassifier;\r\n const scriptInfo = IModelApp.tileAdmin.getScriptInfoForTreeId(classifier.modelId, source?.scheduleScriptReference); // eslint-disable-line deprecation/deprecation\r\n return {\r\n modelId: classifier.modelId,\r\n type,\r\n expansion: classifier.expand,\r\n animationId: scriptInfo?.animationId,\r\n timeline: scriptInfo?.timeline,\r\n };\r\n}\r\n"]}
@@ -1 +1 @@
1
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@@ -81,6 +81,7 @@ class IModelTile extends internal_1.Tile {
81
81
  type: tree.batchType,
82
82
  loadEdges: false !== tree.edgeOptions,
83
83
  options: { tileId: this.contentId },
84
+ timeline: tree.timeline,
84
85
  iModel, modelId, is3d, system, isCanceled, sizeMultiplier, containsTransformNodes,
85
86
  });
86
87
  if (undefined !== reader) {