@itwin/core-frontend 3.4.0-dev.9 → 3.5.0-dev.5

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 (808) hide show
  1. package/CHANGELOG.md +37 -1
  2. package/lib/cjs/AccuDraw.d.ts.map +1 -1
  3. package/lib/cjs/AccuDraw.js +60 -15
  4. package/lib/cjs/AccuDraw.js.map +1 -1
  5. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  6. package/lib/cjs/AccuSnap.js +46 -36
  7. package/lib/cjs/AccuSnap.js.map +1 -1
  8. package/lib/cjs/AuxCoordSys.d.ts.map +1 -1
  9. package/lib/cjs/AuxCoordSys.js +2 -3
  10. package/lib/cjs/AuxCoordSys.js.map +1 -1
  11. package/lib/cjs/BackgroundMapGeometry.d.ts.map +1 -1
  12. package/lib/cjs/BackgroundMapGeometry.js.map +1 -1
  13. package/lib/cjs/CategorySelectorState.d.ts.map +1 -1
  14. package/lib/cjs/CategorySelectorState.js +6 -4
  15. package/lib/cjs/CategorySelectorState.js.map +1 -1
  16. package/lib/cjs/ContextRealityModelState.d.ts.map +1 -1
  17. package/lib/cjs/ContextRealityModelState.js +2 -0
  18. package/lib/cjs/ContextRealityModelState.js.map +1 -1
  19. package/lib/cjs/DevTools.d.ts.map +1 -1
  20. package/lib/cjs/DevTools.js.map +1 -1
  21. package/lib/cjs/DisplayStyleState.js +1 -1
  22. package/lib/cjs/DisplayStyleState.js.map +1 -1
  23. package/lib/cjs/ElementLocateManager.d.ts.map +1 -1
  24. package/lib/cjs/ElementLocateManager.js +4 -2
  25. package/lib/cjs/ElementLocateManager.js.map +1 -1
  26. package/lib/cjs/FrustumAnimator.d.ts.map +1 -1
  27. package/lib/cjs/FrustumAnimator.js +5 -1
  28. package/lib/cjs/FrustumAnimator.js.map +1 -1
  29. package/lib/cjs/FuzzySearch.d.ts.map +1 -1
  30. package/lib/cjs/FuzzySearch.js +9 -3
  31. package/lib/cjs/FuzzySearch.js.map +1 -1
  32. package/lib/cjs/HitDetail.d.ts.map +1 -1
  33. package/lib/cjs/HitDetail.js +13 -3
  34. package/lib/cjs/HitDetail.js.map +1 -1
  35. package/lib/cjs/IModelApp.d.ts +7 -2
  36. package/lib/cjs/IModelApp.d.ts.map +1 -1
  37. package/lib/cjs/IModelApp.js +10 -2
  38. package/lib/cjs/IModelApp.js.map +1 -1
  39. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  40. package/lib/cjs/IModelConnection.js +3 -1
  41. package/lib/cjs/IModelConnection.js.map +1 -1
  42. package/lib/cjs/ImageUtil.d.ts +6 -0
  43. package/lib/cjs/ImageUtil.d.ts.map +1 -1
  44. package/lib/cjs/ImageUtil.js +14 -1
  45. package/lib/cjs/ImageUtil.js.map +1 -1
  46. package/lib/cjs/Marker.d.ts.map +1 -1
  47. package/lib/cjs/Marker.js +5 -1
  48. package/lib/cjs/Marker.js.map +1 -1
  49. package/lib/cjs/ModelState.d.ts.map +1 -1
  50. package/lib/cjs/ModelState.js +5 -0
  51. package/lib/cjs/ModelState.js.map +1 -1
  52. package/lib/cjs/NativeAppLogger.d.ts.map +1 -1
  53. package/lib/cjs/NativeAppLogger.js +1 -1
  54. package/lib/cjs/NativeAppLogger.js.map +1 -1
  55. package/lib/cjs/TentativePoint.d.ts.map +1 -1
  56. package/lib/cjs/TentativePoint.js.map +1 -1
  57. package/lib/cjs/ViewManager.d.ts +4 -0
  58. package/lib/cjs/ViewManager.d.ts.map +1 -1
  59. package/lib/cjs/ViewManager.js +9 -3
  60. package/lib/cjs/ViewManager.js.map +1 -1
  61. package/lib/cjs/ViewRect.d.ts.map +1 -1
  62. package/lib/cjs/ViewRect.js +5 -1
  63. package/lib/cjs/ViewRect.js.map +1 -1
  64. package/lib/cjs/ViewState.d.ts +36 -12
  65. package/lib/cjs/ViewState.d.ts.map +1 -1
  66. package/lib/cjs/ViewState.js +35 -25
  67. package/lib/cjs/ViewState.js.map +1 -1
  68. package/lib/cjs/ViewingSpace.d.ts.map +1 -1
  69. package/lib/cjs/ViewingSpace.js +12 -5
  70. package/lib/cjs/ViewingSpace.js.map +1 -1
  71. package/lib/cjs/Viewport.d.ts +14 -0
  72. package/lib/cjs/Viewport.d.ts.map +1 -1
  73. package/lib/cjs/Viewport.js +107 -5
  74. package/lib/cjs/Viewport.js.map +1 -1
  75. package/lib/cjs/core-frontend.d.ts +6 -0
  76. package/lib/cjs/core-frontend.d.ts.map +1 -1
  77. package/lib/cjs/core-frontend.js +6 -0
  78. package/lib/cjs/core-frontend.js.map +1 -1
  79. package/lib/cjs/extension/ExtensionAdmin.d.ts.map +1 -1
  80. package/lib/cjs/extension/ExtensionAdmin.js.map +1 -1
  81. package/lib/cjs/extension/ExtensionImpl.d.ts.map +1 -1
  82. package/lib/cjs/extension/ExtensionImpl.js +3 -1
  83. package/lib/cjs/extension/ExtensionImpl.js.map +1 -1
  84. package/lib/cjs/public/scripts/checkbrowser.js +24 -0
  85. package/lib/cjs/render/Decorations.d.ts.map +1 -1
  86. package/lib/cjs/render/Decorations.js +24 -6
  87. package/lib/cjs/render/Decorations.js.map +1 -1
  88. package/lib/cjs/render/GraphicBranch.d.ts +5 -1
  89. package/lib/cjs/render/GraphicBranch.d.ts.map +1 -1
  90. package/lib/cjs/render/GraphicBranch.js.map +1 -1
  91. package/lib/cjs/render/RealityMeshGraphicParams.d.ts +19 -0
  92. package/lib/cjs/render/RealityMeshGraphicParams.d.ts.map +1 -0
  93. package/lib/cjs/render/RealityMeshGraphicParams.js +10 -0
  94. package/lib/cjs/render/RealityMeshGraphicParams.js.map +1 -0
  95. package/lib/cjs/render/RealityMeshParams.d.ts +130 -0
  96. package/lib/cjs/render/RealityMeshParams.d.ts.map +1 -0
  97. package/lib/cjs/render/RealityMeshParams.js +176 -0
  98. package/lib/cjs/render/RealityMeshParams.js.map +1 -0
  99. package/lib/cjs/render/RenderSystem.d.ts +8 -4
  100. package/lib/cjs/render/RenderSystem.d.ts.map +1 -1
  101. package/lib/cjs/render/RenderSystem.js +7 -1
  102. package/lib/cjs/render/RenderSystem.js.map +1 -1
  103. package/lib/cjs/render/RenderTexture.d.ts +1 -1
  104. package/lib/cjs/render/RenderTexture.d.ts.map +1 -1
  105. package/lib/cjs/render/RenderTexture.js.map +1 -1
  106. package/lib/cjs/render/UpsampleRealityMeshParams.d.ts +11 -0
  107. package/lib/cjs/render/UpsampleRealityMeshParams.d.ts.map +1 -0
  108. package/lib/cjs/render/UpsampleRealityMeshParams.js +205 -0
  109. package/lib/cjs/render/UpsampleRealityMeshParams.js.map +1 -0
  110. package/lib/cjs/render/primitives/DisplayParams.d.ts.map +1 -1
  111. package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
  112. package/lib/cjs/render/primitives/PointCloudPrimitive.d.ts +4 -8
  113. package/lib/cjs/render/primitives/PointCloudPrimitive.d.ts.map +1 -1
  114. package/lib/cjs/render/primitives/PointCloudPrimitive.js +0 -16
  115. package/lib/cjs/render/primitives/PointCloudPrimitive.js.map +1 -1
  116. package/lib/cjs/render/primitives/Polyface.d.ts.map +1 -1
  117. package/lib/cjs/render/primitives/Polyface.js +3 -1
  118. package/lib/cjs/render/primitives/Polyface.js.map +1 -1
  119. package/lib/cjs/render/primitives/Primitives.d.ts.map +1 -1
  120. package/lib/cjs/render/primitives/Primitives.js.map +1 -1
  121. package/lib/cjs/render/primitives/Strokes.d.ts.map +1 -1
  122. package/lib/cjs/render/primitives/Strokes.js +6 -2
  123. package/lib/cjs/render/primitives/Strokes.js.map +1 -1
  124. package/lib/cjs/render/primitives/VertexTableSplitter.d.ts.map +1 -1
  125. package/lib/cjs/render/primitives/VertexTableSplitter.js +7 -85
  126. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  127. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.d.ts.map +1 -1
  128. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js +4 -1
  129. package/lib/cjs/render/primitives/geometry/GeometryAccumulator.js.map +1 -1
  130. package/lib/cjs/render/primitives/mesh/MeshBuilder.d.ts.map +1 -1
  131. package/lib/cjs/render/primitives/mesh/MeshBuilder.js.map +1 -1
  132. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +1 -1
  133. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  134. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +3 -1
  135. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  136. package/lib/cjs/render/webgl/BackgroundMapDrape.d.ts.map +1 -1
  137. package/lib/cjs/render/webgl/BackgroundMapDrape.js.map +1 -1
  138. package/lib/cjs/render/webgl/BranchState.d.ts +3 -1
  139. package/lib/cjs/render/webgl/BranchState.d.ts.map +1 -1
  140. package/lib/cjs/render/webgl/BranchState.js +18 -15
  141. package/lib/cjs/render/webgl/BranchState.js.map +1 -1
  142. package/lib/cjs/render/webgl/BranchUniforms.d.ts.map +1 -1
  143. package/lib/cjs/render/webgl/BranchUniforms.js +4 -0
  144. package/lib/cjs/render/webgl/BranchUniforms.js.map +1 -1
  145. package/lib/cjs/render/webgl/ColorInfo.d.ts.map +1 -1
  146. package/lib/cjs/render/webgl/ColorInfo.js +4 -1
  147. package/lib/cjs/render/webgl/ColorInfo.js.map +1 -1
  148. package/lib/cjs/render/webgl/DrawCommand.d.ts.map +1 -1
  149. package/lib/cjs/render/webgl/DrawCommand.js +12 -3
  150. package/lib/cjs/render/webgl/DrawCommand.js.map +1 -1
  151. package/lib/cjs/render/webgl/FrameBuffer.d.ts.map +1 -1
  152. package/lib/cjs/render/webgl/FrameBuffer.js +4 -1
  153. package/lib/cjs/render/webgl/FrameBuffer.js.map +1 -1
  154. package/lib/cjs/render/webgl/FrustumUniforms.js.map +1 -1
  155. package/lib/cjs/render/webgl/Graphic.d.ts.map +1 -1
  156. package/lib/cjs/render/webgl/Graphic.js +5 -2
  157. package/lib/cjs/render/webgl/Graphic.js.map +1 -1
  158. package/lib/cjs/render/webgl/Matrix.d.ts.map +1 -1
  159. package/lib/cjs/render/webgl/Matrix.js +16 -4
  160. package/lib/cjs/render/webgl/Matrix.js.map +1 -1
  161. package/lib/cjs/render/webgl/PerformanceMetrics.js +2 -2
  162. package/lib/cjs/render/webgl/PerformanceMetrics.js.map +1 -1
  163. package/lib/cjs/render/webgl/PlanarClassifier.d.ts.map +1 -1
  164. package/lib/cjs/render/webgl/PlanarClassifier.js +3 -1
  165. package/lib/cjs/render/webgl/PlanarClassifier.js.map +1 -1
  166. package/lib/cjs/render/webgl/PlanarTextureProjection.d.ts.map +1 -1
  167. package/lib/cjs/render/webgl/PlanarTextureProjection.js.map +1 -1
  168. package/lib/cjs/render/webgl/PointCloud.d.ts +1 -2
  169. package/lib/cjs/render/webgl/PointCloud.d.ts.map +1 -1
  170. package/lib/cjs/render/webgl/PointCloud.js +7 -7
  171. package/lib/cjs/render/webgl/PointCloud.js.map +1 -1
  172. package/lib/cjs/render/webgl/Primitive.d.ts.map +1 -1
  173. package/lib/cjs/render/webgl/Primitive.js.map +1 -1
  174. package/lib/cjs/render/webgl/RealityMesh.d.ts +6 -6
  175. package/lib/cjs/render/webgl/RealityMesh.d.ts.map +1 -1
  176. package/lib/cjs/render/webgl/RealityMesh.js +20 -12
  177. package/lib/cjs/render/webgl/RealityMesh.js.map +1 -1
  178. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts +35 -0
  179. package/lib/cjs/render/webgl/RealityModelUniforms.d.ts.map +1 -0
  180. package/lib/cjs/render/webgl/RealityModelUniforms.js +73 -0
  181. package/lib/cjs/render/webgl/RealityModelUniforms.js.map +1 -0
  182. package/lib/cjs/render/webgl/RenderCommands.d.ts.map +1 -1
  183. package/lib/cjs/render/webgl/RenderCommands.js +3 -2
  184. package/lib/cjs/render/webgl/RenderCommands.js.map +1 -1
  185. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  186. package/lib/cjs/render/webgl/RenderFlags.js +3 -1
  187. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  188. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  189. package/lib/cjs/render/webgl/ShaderBuilder.js +4 -1
  190. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  191. package/lib/cjs/render/webgl/SolarShadowMap.d.ts.map +1 -1
  192. package/lib/cjs/render/webgl/SolarShadowMap.js +17 -5
  193. package/lib/cjs/render/webgl/SolarShadowMap.js.map +1 -1
  194. package/lib/cjs/render/webgl/System.d.ts +6 -4
  195. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  196. package/lib/cjs/render/webgl/System.js +21 -4
  197. package/lib/cjs/render/webgl/System.js.map +1 -1
  198. package/lib/cjs/render/webgl/TargetUniforms.d.ts +2 -0
  199. package/lib/cjs/render/webgl/TargetUniforms.d.ts.map +1 -1
  200. package/lib/cjs/render/webgl/TargetUniforms.js +2 -0
  201. package/lib/cjs/render/webgl/TargetUniforms.js.map +1 -1
  202. package/lib/cjs/render/webgl/Technique.d.ts.map +1 -1
  203. package/lib/cjs/render/webgl/Technique.js +6 -31
  204. package/lib/cjs/render/webgl/Technique.js.map +1 -1
  205. package/lib/cjs/render/webgl/TechniqueFlags.d.ts.map +1 -1
  206. package/lib/cjs/render/webgl/TechniqueFlags.js.map +1 -1
  207. package/lib/cjs/render/webgl/Texture.d.ts.map +1 -1
  208. package/lib/cjs/render/webgl/Texture.js +21 -12
  209. package/lib/cjs/render/webgl/Texture.js.map +1 -1
  210. package/lib/cjs/render/webgl/ThematicSensors.d.ts.map +1 -1
  211. package/lib/cjs/render/webgl/ThematicSensors.js +8 -2
  212. package/lib/cjs/render/webgl/ThematicSensors.js.map +1 -1
  213. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.d.ts.map +1 -1
  214. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js +3 -1
  215. package/lib/cjs/render/webgl/glsl/AmbientOcclusion.js.map +1 -1
  216. package/lib/cjs/render/webgl/glsl/Common.js +1 -1
  217. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  218. package/lib/cjs/render/webgl/glsl/PointCloud.d.ts.map +1 -1
  219. package/lib/cjs/render/webgl/glsl/PointCloud.js +43 -20
  220. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  221. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts +4 -2
  222. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  223. package/lib/cjs/render/webgl/glsl/RealityMesh.js +5 -3
  224. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  225. package/lib/cjs/render/webgl/glsl/SkyBox.d.ts.map +1 -1
  226. package/lib/cjs/render/webgl/glsl/SkyBox.js.map +1 -1
  227. package/lib/cjs/tile/GltfReader.d.ts +3 -2
  228. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  229. package/lib/cjs/tile/GltfReader.js +7 -3
  230. package/lib/cjs/tile/GltfReader.js.map +1 -1
  231. package/lib/cjs/tile/ImdlReader.d.ts +1 -1
  232. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  233. package/lib/cjs/tile/OPCFormatInterpreter.d.ts.map +1 -1
  234. package/lib/cjs/tile/OPCFormatInterpreter.js +3 -1
  235. package/lib/cjs/tile/OPCFormatInterpreter.js.map +1 -1
  236. package/lib/cjs/tile/OrbitGtTileTree.d.ts.map +1 -1
  237. package/lib/cjs/tile/OrbitGtTileTree.js +8 -2
  238. package/lib/cjs/tile/OrbitGtTileTree.js.map +1 -1
  239. package/lib/cjs/tile/PntsReader.d.ts.map +1 -1
  240. package/lib/cjs/tile/PntsReader.js +8 -2
  241. package/lib/cjs/tile/PntsReader.js.map +1 -1
  242. package/lib/cjs/tile/PrimaryTileTree.d.ts.map +1 -1
  243. package/lib/cjs/tile/PrimaryTileTree.js +14 -11
  244. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  245. package/lib/cjs/tile/RealityModelTileTree.d.ts +4 -1
  246. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  247. package/lib/cjs/tile/RealityModelTileTree.js +8 -0
  248. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  249. package/lib/cjs/tile/RealityTile.d.ts +57 -3
  250. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  251. package/lib/cjs/tile/RealityTile.js +49 -5
  252. package/lib/cjs/tile/RealityTile.js.map +1 -1
  253. package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
  254. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  255. package/lib/cjs/tile/RealityTileTree.d.ts +37 -2
  256. package/lib/cjs/tile/RealityTileTree.d.ts.map +1 -1
  257. package/lib/cjs/tile/RealityTileTree.js +30 -2
  258. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  259. package/lib/cjs/tile/ThreeDTileFormatInterpreter.d.ts.map +1 -1
  260. package/lib/cjs/tile/ThreeDTileFormatInterpreter.js +6 -2
  261. package/lib/cjs/tile/ThreeDTileFormatInterpreter.js.map +1 -1
  262. package/lib/cjs/tile/TileAdmin.d.ts +12 -0
  263. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  264. package/lib/cjs/tile/TileAdmin.js +54 -4
  265. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  266. package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
  267. package/lib/cjs/tile/TileDrawArgs.js +10 -16
  268. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  269. package/lib/cjs/tile/TileRequest.d.ts +5 -1
  270. package/lib/cjs/tile/TileRequest.d.ts.map +1 -1
  271. package/lib/cjs/tile/TileRequest.js +6 -2
  272. package/lib/cjs/tile/TileRequest.js.map +1 -1
  273. package/lib/cjs/tile/TileStorage.d.ts +13 -0
  274. package/lib/cjs/tile/TileStorage.d.ts.map +1 -0
  275. package/lib/cjs/tile/TileStorage.js +50 -0
  276. package/lib/cjs/tile/TileStorage.js.map +1 -0
  277. package/lib/cjs/tile/internal.d.ts +2 -0
  278. package/lib/cjs/tile/internal.d.ts.map +1 -1
  279. package/lib/cjs/tile/internal.js +2 -0
  280. package/lib/cjs/tile/internal.js.map +1 -1
  281. package/lib/cjs/tile/map/ArcGISTileMap.js +1 -1
  282. package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
  283. package/lib/cjs/tile/map/ArcGisUtilities.d.ts +0 -2
  284. package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
  285. package/lib/cjs/tile/map/ArcGisUtilities.js +1 -24
  286. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  287. package/lib/cjs/tile/map/BingElevation.d.ts +8 -3
  288. package/lib/cjs/tile/map/BingElevation.d.ts.map +1 -1
  289. package/lib/cjs/tile/map/BingElevation.js +36 -14
  290. package/lib/cjs/tile/map/BingElevation.js.map +1 -1
  291. package/lib/cjs/tile/map/CesiumTerrainProvider.d.ts +2 -7
  292. package/lib/cjs/tile/map/CesiumTerrainProvider.d.ts.map +1 -1
  293. package/lib/cjs/tile/map/CesiumTerrainProvider.js +100 -90
  294. package/lib/cjs/tile/map/CesiumTerrainProvider.js.map +1 -1
  295. package/lib/cjs/tile/map/EllipsoidTerrainProvider.d.ts +9 -12
  296. package/lib/cjs/tile/map/EllipsoidTerrainProvider.d.ts.map +1 -1
  297. package/lib/cjs/tile/map/EllipsoidTerrainProvider.js +70 -67
  298. package/lib/cjs/tile/map/EllipsoidTerrainProvider.js.map +1 -1
  299. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  300. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +9 -16
  301. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  302. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.d.ts.map +1 -1
  303. package/lib/cjs/tile/map/ImageryProviders/BingImageryProvider.js +1 -1
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------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { DrawParams } from \"../DrawCommand\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { ProgramBuilder, ShaderBuilder, ShaderType, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addModelViewMatrix } from \"./Vertex\";\r\n\r\nconst chooseFloatWithBitFlag = `\r\nfloat chooseFloatWithBitFlag(float f1, float f2, float flags, float n) { return nthBitSet(flags, n) ? f2 : f1; }\r\n`;\r\nconst chooseFloatWithBitFlag2 = `\r\nfloat chooseFloatWithBitFlag(float f1, float f2, uint flags, uint n) { return 0u != (flags & n) ? f2 : f1; }\r\n`;\r\n\r\nconst chooseVec2WithBitFlag = `\r\nvec2 chooseVec2WithBitFlag(vec2 v1, vec2 v2, float flags, float n) { return nthBitSet(flags, n) ? v2 : v1; }\r\n`;\r\nconst chooseVec2WithBitFlag2 = `\r\nvec2 chooseVec2WithBitFlag(vec2 v1, vec2 v2, uint flags, uint n) { return 0u != (flags & n) ? v2 : v1; }\r\n`;\r\n\r\nconst chooseVec3WithBitFlag = `\r\nvec3 chooseVec3WithBitFlag(vec3 v1, vec3 v2, float flags, float n) { return nthBitSet(flags, n) ? v2 : v1; }\r\n`;\r\nconst chooseVec3WithBitFlag2 = `\r\nvec3 chooseVec3WithBitFlag(vec3 v1, vec3 v2, uint flags, uint n) { return 0u != (flags & n) ? v2 : v1; }\r\n`;\r\n\r\n/** @internal */\r\nexport function addChooseWithBitFlagFunctions(shader: ShaderBuilder) {\r\n if (System.instance.capabilities.isWebGL2) {\r\n shader.addFunction(extractNthBit2);\r\n shader.addFunction(chooseFloatWithBitFlag2);\r\n shader.addFunction(chooseVec2WithBitFlag2);\r\n shader.addFunction(chooseVec3WithBitFlag2);\r\n } else {\r\n shader.addFunction(nthBitSet);\r\n shader.addFunction(chooseFloatWithBitFlag);\r\n shader.addFunction(chooseVec2WithBitFlag);\r\n shader.addFunction(chooseVec3WithBitFlag);\r\n }\r\n}\r\n\r\nfunction addShaderFlagsLookup(shader: ShaderBuilder) {\r\n shader.addConstant(\"kShaderBit_Monochrome\", VariableType.Int, \"0\");\r\n shader.addConstant(\"kShaderBit_NonUniformColor\", VariableType.Int, \"1\");\r\n shader.addConstant(\"kShaderBit_OITFlatAlphaWeight\", VariableType.Int, \"2\");\r\n shader.addConstant(\"kShaderBit_OITScaleOutput\", VariableType.Int, \"3\");\r\n shader.addConstant(\"kShaderBit_IgnoreNonLocatable\", VariableType.Int, \"4\");\r\n addChooseWithBitFlagFunctions(shader);\r\n if (System.instance.capabilities.isWebGL2) {\r\n shader.addFunction(extractNthBit2);\r\n shader.addFunction(chooseFloatWithBitFlag2);\r\n shader.addFunction(chooseVec2WithBitFlag2);\r\n shader.addFunction(chooseVec3WithBitFlag2);\r\n } else {\r\n shader.addFunction(nthBitSet);\r\n shader.addFunction(extractNthBit);\r\n shader.addFunction(chooseFloatWithBitFlag);\r\n shader.addFunction(chooseVec2WithBitFlag);\r\n shader.addFunction(chooseVec3WithBitFlag);\r\n }\r\n}\r\n\r\nconst shaderFlagArray = new Int32Array(5);\r\nconst kShaderBitMonochrome = 0;\r\nconst kShaderBitNonUniformColor = 1;\r\nconst kShaderBitOITFlatAlphaWeight = 2;\r\nconst kShaderBitOITScaleOutput = 3;\r\nconst kShaderBitIgnoreNonLocatable = 4;\r\n\r\nfunction setShaderFlags(uniform: UniformHandle, params: DrawParams) {\r\n const monochrome = params.target.currentViewFlags.monochrome && params.geometry.wantMonochrome(params.target);\r\n shaderFlagArray[kShaderBitMonochrome] = monochrome ? 1 : 0;\r\n\r\n shaderFlagArray[kShaderBitNonUniformColor] = 0;\r\n shaderFlagArray[kShaderBitOITFlatAlphaWeight] = 0;\r\n shaderFlagArray[kShaderBitOITScaleOutput] = 0;\r\n shaderFlagArray[kShaderBitIgnoreNonLocatable] = 0;\r\n\r\n const geom = params.geometry.asLUT;\r\n if (undefined !== geom) {\r\n // Could also be RealityMeshGeometry, so only detect non-uniform color if explicitly LUTGeometry.\r\n const color = geom.getColor(params.target);\r\n if (color.isNonUniform)\r\n shaderFlagArray[kShaderBitNonUniformColor] = 1;\r\n }\r\n\r\n // Certain textures render in the translucent pass but we actually want to maintain true opacity for opaque pixels.\r\n // For these, use a constant Z to calculate alpha weight. Otherwise, the opaque things in the texture are weighted by their Z due\r\n // to the nature of the OIT algorithm. In this case, we set OITFlatAlphaWeight.\r\n\r\n // Since RGBA8 rendering is very low precision, if we are using that kind of output, we also want to flatten alpha weight.\r\n // Otherwise, the very tiny Z range makes things fade to black as the precision limit is encountered. This workaround disregards Z\r\n // in calculating the color, so it means that transparency is less accurate based on Z-ordering, but it is the best we can do with\r\n // this algorithm on low-end hardware.\r\n\r\n // Finally, the application can put the viewport into \"fadeout mode\", which explicitly enables flat alpha weight in order to de-emphasize transparent geometry.\r\n const maxRenderType = System.instance.capabilities.maxRenderType;\r\n let flatAlphaWeight = RenderType.TextureUnsignedByte === maxRenderType || params.target.isFadeOutActive;\r\n if (!flatAlphaWeight) {\r\n const surface = params.geometry.asSurface;\r\n flatAlphaWeight = undefined !== surface && (surface.isGlyph || surface.isTileSection);\r\n }\r\n\r\n if (flatAlphaWeight)\r\n shaderFlagArray[kShaderBitOITFlatAlphaWeight] = 1;\r\n\r\n // If Cesium-style transparency is being used with non-float texture targets, we must scale the output in the shaders to 0-1 range.\r\n // Otherwise, it will get implicitly clamped to that range and we'll lose any semblance our desired precision (even though it is low).\r\n if (maxRenderType < RenderType.TextureHalfFloat)\r\n shaderFlagArray[kShaderBitOITScaleOutput] = 1;\r\n\r\n if (!params.target.drawNonLocatable)\r\n shaderFlagArray[kShaderBitIgnoreNonLocatable] = 1;\r\n\r\n uniform.setUniform1iv(shaderFlagArray);\r\n}\r\n\r\n/** @internal */\r\nexport function addShaderFlags(builder: ProgramBuilder) {\r\n addShaderFlagsLookup(builder.vert);\r\n addShaderFlagsLookup(builder.frag);\r\n\r\n builder.addUniformArray(\"u_shaderFlags\", VariableType.Boolean, 5, (prog) => {\r\n prog.addGraphicUniform(\"u_shaderFlags\", (uniform, params) => { setShaderFlags(uniform, params); });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addFrustum(builder: ProgramBuilder) {\r\n builder.addUniform(\"u_frustum\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_frustum\", (uniform, params) => {\r\n uniform.setUniform3fv(params.target.uniforms.frustum.frustum);\r\n });\r\n });\r\n\r\n builder.addGlobal(\"kFrustumType_Ortho2d\", VariableType.Float, ShaderType.Both, \"0.0\", true);\r\n builder.addGlobal(\"kFrustumType_Ortho3d\", VariableType.Float, ShaderType.Both, \"1.0\", true);\r\n builder.addGlobal(\"kFrustumType_Perspective\", VariableType.Float, ShaderType.Both, \"2.0\", true);\r\n}\r\n\r\nconst computeEyeSpace = \"v_eyeSpace = (MAT_MV * rawPosition).rgb;\";\r\n\r\n/** @internal */\r\nexport function addEyeSpace(builder: ProgramBuilder) {\r\n addModelViewMatrix(builder.vert);\r\n builder.addInlineComputedVarying(\"v_eyeSpace\", VariableType.Vec3, computeEyeSpace);\r\n}\r\n\r\n/** @internal */\r\nexport const addUInt32s = `\r\nvec4 addUInt32s(vec4 a, vec4 b) {\r\n vec4 c = a + b;\r\n if (c.x > 255.0) { c.x -= 256.0; c.y += 1.0; }\r\n if (c.y > 255.0) { c.y -= 256.0; c.z += 1.0; }\r\n if (c.z > 255.0) { c.z -= 256.0; c.w += 1.0; }\r\n return c;\r\n}\r\n`;\r\n\r\n/** Expects flags in range [0...256] with no fraction; and bit is [0..31] with no fraction.\r\n * (Note that this really won't work for more than [0-22] since a float doesn't have the precision.)\r\n * Returns 1.0 if the nth bit is set, 0.0 otherwise.\r\n * dividing flags by 2^(n+1) yields #.5##... if the nth bit is set, #.0##... otherwise\r\n * Taking the fractional part yields 0.5##... or 0.0##...\r\n * Multiplying by 2.0 and taking the floor yields 1.0 or 0.0\r\n * but we'll take a shortcut and just test for >= 0.5 since most often we just want a bool answer.\r\n * For WebGL1 we'll also pre-compute the 1/(2^(n+1)) and just do a single multiply here.\r\n * @internal\r\n */\r\nconst nthBitSet = `\r\nbool nthBitSet(float flags, float n) { return fract(flags*n) >= 0.5; }\r\n`;\r\n/** Version for WebGL2 can just convert flags to a uint and bitwise-test a 0-31 uint bit.\r\n * @internal\r\n */\r\nconst nthBitSet2 = `\r\nbool nthBitSet(float flags, uint n) { return 0u != (uint(flags) & n); }\r\n`;\r\n\r\n/** For when we want a 1.0 or 0.0 answer the choose operator should be a single instruction.\r\n * @internal\r\n */\r\nconst extractNthBit = `\r\nfloat extractNthBit(float flags, float n) { return nthBitSet(flags, n) ? 1.0 : 0.0; }\r\n`;\r\n/** @internal */\r\nconst extractNthBit2 = `\r\nfloat extractNthBit(float flags, uint n) { return 0u != (uint(flags) & n) ? 1.0 : 0.0; }\r\n`;\r\n\r\n/** @internal */\r\nexport function addExtractNthBit(shader: ShaderBuilder): void {\r\n if (System.instance.capabilities.isWebGL2) {\r\n shader.addFunction(nthBitSet2);\r\n shader.addFunction(extractNthBit2);\r\n } else {\r\n shader.addFunction(nthBitSet);\r\n shader.addFunction(extractNthBit);\r\n }\r\n}\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { DrawParams } from \"../DrawCommand\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { ProgramBuilder, ShaderBuilder, ShaderType, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addModelViewMatrix } from \"./Vertex\";\r\n\r\nconst chooseFloatWithBitFlag = `\r\nfloat chooseFloatWithBitFlag(float f1, float f2, float flags, float n) { return nthBitSet(flags, n) ? f2 : f1; }\r\n`;\r\nconst chooseFloatWithBitFlag2 = `\r\nfloat chooseFloatWithBitFlag(float f1, float f2, uint flags, uint n) { return 0u != (flags & n) ? f2 : f1; }\r\n`;\r\n\r\nconst chooseVec2WithBitFlag = `\r\nvec2 chooseVec2WithBitFlag(vec2 v1, vec2 v2, float flags, float n) { return nthBitSet(flags, n) ? v2 : v1; }\r\n`;\r\nconst chooseVec2WithBitFlag2 = `\r\nvec2 chooseVec2WithBitFlag(vec2 v1, vec2 v2, uint flags, uint n) { return 0u != (flags & n) ? v2 : v1; }\r\n`;\r\n\r\nconst chooseVec3WithBitFlag = `\r\nvec3 chooseVec3WithBitFlag(vec3 v1, vec3 v2, float flags, float n) { return nthBitSet(flags, n) ? v2 : v1; }\r\n`;\r\nconst chooseVec3WithBitFlag2 = `\r\nvec3 chooseVec3WithBitFlag(vec3 v1, vec3 v2, uint flags, uint n) { return 0u != (flags & n) ? v2 : v1; }\r\n`;\r\n\r\n/** @internal */\r\nexport function addChooseWithBitFlagFunctions(shader: ShaderBuilder) {\r\n if (System.instance.capabilities.isWebGL2) {\r\n shader.addFunction(extractNthBit2);\r\n shader.addFunction(chooseFloatWithBitFlag2);\r\n shader.addFunction(chooseVec2WithBitFlag2);\r\n shader.addFunction(chooseVec3WithBitFlag2);\r\n } else {\r\n shader.addFunction(nthBitSet);\r\n shader.addFunction(chooseFloatWithBitFlag);\r\n shader.addFunction(chooseVec2WithBitFlag);\r\n shader.addFunction(chooseVec3WithBitFlag);\r\n }\r\n}\r\n\r\nfunction addShaderFlagsLookup(shader: ShaderBuilder) {\r\n shader.addConstant(\"kShaderBit_Monochrome\", VariableType.Int, \"0\");\r\n shader.addConstant(\"kShaderBit_NonUniformColor\", VariableType.Int, \"1\");\r\n shader.addConstant(\"kShaderBit_OITFlatAlphaWeight\", VariableType.Int, \"2\");\r\n shader.addConstant(\"kShaderBit_OITScaleOutput\", VariableType.Int, \"3\");\r\n shader.addConstant(\"kShaderBit_IgnoreNonLocatable\", VariableType.Int, \"4\");\r\n addChooseWithBitFlagFunctions(shader);\r\n if (System.instance.capabilities.isWebGL2) {\r\n shader.addFunction(extractNthBit2);\r\n shader.addFunction(chooseFloatWithBitFlag2);\r\n shader.addFunction(chooseVec2WithBitFlag2);\r\n shader.addFunction(chooseVec3WithBitFlag2);\r\n } else {\r\n shader.addFunction(nthBitSet);\r\n shader.addFunction(extractNthBit);\r\n shader.addFunction(chooseFloatWithBitFlag);\r\n shader.addFunction(chooseVec2WithBitFlag);\r\n shader.addFunction(chooseVec3WithBitFlag);\r\n }\r\n}\r\n\r\nconst shaderFlagArray = new Int32Array(5);\r\nconst kShaderBitMonochrome = 0;\r\nconst kShaderBitNonUniformColor = 1;\r\nconst kShaderBitOITFlatAlphaWeight = 2;\r\nconst kShaderBitOITScaleOutput = 3;\r\nconst kShaderBitIgnoreNonLocatable = 4;\r\n\r\nfunction setShaderFlags(uniform: UniformHandle, params: DrawParams) {\r\n const monochrome = params.target.currentViewFlags.monochrome && params.geometry.wantMonochrome(params.target);\r\n shaderFlagArray[kShaderBitMonochrome] = monochrome ? 1 : 0;\r\n\r\n shaderFlagArray[kShaderBitNonUniformColor] = 0;\r\n shaderFlagArray[kShaderBitOITFlatAlphaWeight] = 0;\r\n shaderFlagArray[kShaderBitOITScaleOutput] = 0;\r\n shaderFlagArray[kShaderBitIgnoreNonLocatable] = 0;\r\n\r\n const geom = params.geometry.asLUT;\r\n if (undefined !== geom) {\r\n // Could also be RealityMeshGeometry, so only detect non-uniform color if explicitly LUTGeometry.\r\n const color = geom.getColor(params.target);\r\n if (color.isNonUniform)\r\n shaderFlagArray[kShaderBitNonUniformColor] = 1;\r\n }\r\n\r\n // Certain textures render in the translucent pass but we actually want to maintain true opacity for opaque pixels.\r\n // For these, use a constant Z to calculate alpha weight. Otherwise, the opaque things in the texture are weighted by their Z due\r\n // to the nature of the OIT algorithm. In this case, we set OITFlatAlphaWeight.\r\n\r\n // Since RGBA8 rendering is very low precision, if we are using that kind of output, we also want to flatten alpha weight.\r\n // Otherwise, the very tiny Z range makes things fade to black as the precision limit is encountered. This workaround disregards Z\r\n // in calculating the color, so it means that transparency is less accurate based on Z-ordering, but it is the best we can do with\r\n // this algorithm on low-end hardware.\r\n\r\n // Finally, the application can put the viewport into \"fadeout mode\", which explicitly enables flat alpha weight in order to de-emphasize transparent geometry.\r\n const maxRenderType = System.instance.capabilities.maxRenderType;\r\n let flatAlphaWeight = RenderType.TextureUnsignedByte === maxRenderType || params.target.isFadeOutActive;\r\n if (!flatAlphaWeight) {\r\n const surface = params.geometry.asSurface;\r\n flatAlphaWeight = undefined !== surface && (surface.isGlyph || surface.isTileSection);\r\n }\r\n\r\n if (flatAlphaWeight)\r\n shaderFlagArray[kShaderBitOITFlatAlphaWeight] = 1;\r\n\r\n // If Cesium-style transparency is being used with non-float texture targets, we must scale the output in the shaders to 0-1 range.\r\n // Otherwise, it will get implicitly clamped to that range and we'll lose any semblance our desired precision (even though it is low).\r\n if (maxRenderType < RenderType.TextureHalfFloat)\r\n shaderFlagArray[kShaderBitOITScaleOutput] = 1;\r\n\r\n if (!params.target.drawNonLocatable)\r\n shaderFlagArray[kShaderBitIgnoreNonLocatable] = 1;\r\n\r\n uniform.setUniform1iv(shaderFlagArray);\r\n}\r\n\r\n/** @internal */\r\nexport function addShaderFlags(builder: ProgramBuilder) {\r\n addShaderFlagsLookup(builder.vert);\r\n addShaderFlagsLookup(builder.frag);\r\n\r\n builder.addUniformArray(\"u_shaderFlags\", VariableType.Boolean, 5, (prog) => {\r\n prog.addGraphicUniform(\"u_shaderFlags\", (uniform, params) => setShaderFlags(uniform, params));\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addFrustum(builder: ProgramBuilder) {\r\n builder.addUniform(\"u_frustum\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_frustum\", (uniform, params) => {\r\n uniform.setUniform3fv(params.target.uniforms.frustum.frustum);\r\n });\r\n });\r\n\r\n builder.addGlobal(\"kFrustumType_Ortho2d\", VariableType.Float, ShaderType.Both, \"0.0\", true);\r\n builder.addGlobal(\"kFrustumType_Ortho3d\", VariableType.Float, ShaderType.Both, \"1.0\", true);\r\n builder.addGlobal(\"kFrustumType_Perspective\", VariableType.Float, ShaderType.Both, \"2.0\", true);\r\n}\r\n\r\nconst computeEyeSpace = \"v_eyeSpace = (MAT_MV * rawPosition).rgb;\";\r\n\r\n/** @internal */\r\nexport function addEyeSpace(builder: ProgramBuilder) {\r\n addModelViewMatrix(builder.vert);\r\n builder.addInlineComputedVarying(\"v_eyeSpace\", VariableType.Vec3, computeEyeSpace);\r\n}\r\n\r\n/** @internal */\r\nexport const addUInt32s = `\r\nvec4 addUInt32s(vec4 a, vec4 b) {\r\n vec4 c = a + b;\r\n if (c.x > 255.0) { c.x -= 256.0; c.y += 1.0; }\r\n if (c.y > 255.0) { c.y -= 256.0; c.z += 1.0; }\r\n if (c.z > 255.0) { c.z -= 256.0; c.w += 1.0; }\r\n return c;\r\n}\r\n`;\r\n\r\n/** Expects flags in range [0...256] with no fraction; and bit is [0..31] with no fraction.\r\n * (Note that this really won't work for more than [0-22] since a float doesn't have the precision.)\r\n * Returns 1.0 if the nth bit is set, 0.0 otherwise.\r\n * dividing flags by 2^(n+1) yields #.5##... if the nth bit is set, #.0##... otherwise\r\n * Taking the fractional part yields 0.5##... or 0.0##...\r\n * Multiplying by 2.0 and taking the floor yields 1.0 or 0.0\r\n * but we'll take a shortcut and just test for >= 0.5 since most often we just want a bool answer.\r\n * For WebGL1 we'll also pre-compute the 1/(2^(n+1)) and just do a single multiply here.\r\n * @internal\r\n */\r\nconst nthBitSet = `\r\nbool nthBitSet(float flags, float n) { return fract(flags*n) >= 0.5; }\r\n`;\r\n/** Version for WebGL2 can just convert flags to a uint and bitwise-test a 0-31 uint bit.\r\n * @internal\r\n */\r\nconst nthBitSet2 = `\r\nbool nthBitSet(float flags, uint n) { return 0u != (uint(flags) & n); }\r\n`;\r\n\r\n/** For when we want a 1.0 or 0.0 answer the choose operator should be a single instruction.\r\n * @internal\r\n */\r\nconst extractNthBit = `\r\nfloat extractNthBit(float flags, float n) { return nthBitSet(flags, n) ? 1.0 : 0.0; }\r\n`;\r\n/** @internal */\r\nconst extractNthBit2 = `\r\nfloat extractNthBit(float flags, uint n) { return 0u != (uint(flags) & n) ? 1.0 : 0.0; }\r\n`;\r\n\r\n/** @internal */\r\nexport function addExtractNthBit(shader: ShaderBuilder): void {\r\n if (System.instance.capabilities.isWebGL2) {\r\n shader.addFunction(nthBitSet2);\r\n shader.addFunction(extractNthBit2);\r\n } else {\r\n shader.addFunction(nthBitSet);\r\n shader.addFunction(extractNthBit);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"PointCloud.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/PointCloud.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAA2B,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAChH,OAAO,EAAE,WAAW,EAAc,YAAY,EAAE,UAAU,EAAE,MAAM,mBAAmB,CAAC;AA2CtF,gBAAgB;AAChB,wBAAgB,uBAAuB,CAAC,UAAU,EAAE,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU,GAAG,cAAc,CAgChI;AAED,gBAAgB;AAChB,wBAAgB,uBAAuB,CAAC,UAAU,EAAE,YAAY,GAAG,cAAc,CAOhF"}
1
+ {"version":3,"file":"PointCloud.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/PointCloud.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAA2B,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAChH,OAAO,EAAE,WAAW,EAAc,YAAY,EAAE,UAAU,EAAE,MAAM,mBAAmB,CAAC;AAgFtF,gBAAgB;AAChB,wBAAgB,uBAAuB,CAAC,UAAU,EAAE,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU,GAAG,cAAc,CAqBhI;AAED,gBAAgB;AAChB,wBAAgB,uBAAuB,CAAC,UAAU,EAAE,YAAY,GAAG,cAAc,CAOhF"}
@@ -5,50 +5,81 @@
5
5
  /** @packageDocumentation
6
6
  * @module WebGL
7
7
  */
8
+ import { assert } from "@itwin/core-bentley";
8
9
  import { AttributeMap } from "../AttributeMap";
9
10
  import { ProgramBuilder } from "../ShaderBuilder";
10
11
  import { addUniformHiliter } from "./FeatureSymbology";
11
12
  import { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from "./PlanarClassification";
12
- import { addLineWeight, addModelViewProjectionMatrix } from "./Vertex";
13
+ import { addModelViewProjectionMatrix } from "./Vertex";
13
14
  import { addViewportTransformation } from "./Viewport";
14
15
  import { addThematicDisplay } from "./Thematic";
15
16
  import { addTexture } from "./Surface";
16
- const computeColor = "return (u_pointCloudParams.x == 1.0) ? vec4(a_color.z, a_color.y, a_color.x, 1.0) : vec4(a_color, 1.0);";
17
+ // Revert components if color format is BGR instead of RGB.
18
+ const computeColor = `
19
+ return u_pointCloud.y == 1.0 ? vec4(a_color.b, a_color.g, a_color.r, 1.0) : vec4(a_color, 1.0);
20
+ `;
17
21
  const computeBaseColor = "return v_color;";
22
+ // Round the point unless drawing square points.
18
23
  const roundPointDiscard = `
19
- vec2 pointXY = (2.0 * gl_PointCoord - 1.0);
20
- return dot(pointXY, pointXY) > 1.0;
24
+ if (u_pointCloudSettings.w == 1.0)
25
+ return false;
26
+
27
+ vec2 pointXY = (2.0 * gl_PointCoord - 1.0);
28
+ return dot(pointXY, pointXY) > 1.0;
21
29
  `;
22
30
  const checkForClassifiedDiscard = "return baseColor.a == 0.0;";
23
31
  const computePosition = `
24
32
  gl_PointSize = 1.0;
25
33
  vec4 pos = MAT_MVP * rawPos;
34
+ if (u_pointCloudSettings.x > 0.0) {
35
+ // Size is specified in pixels.
36
+ gl_PointSize = u_pointCloudSettings.x;
37
+ return pos;
38
+ }
26
39
 
27
- if (u_lineWeight < 0.0 && pos.w > 0.0) {
28
- mat4 toView = u_viewportTransformation * MAT_MVP;
29
- float scale = length(toView[0].xyz);
30
- gl_PointSize = clamp (- u_lineWeight * scale / pos.w, 2.0, 20.0);
40
+ // Point size is in meters (voxel size).
41
+ if (pos.w <= 0.0) {
42
+ // Cannot perform perspective divide below.
43
+ return pos;
31
44
  }
45
+
46
+ // Convert voxel size in meters into pixel size, then compute pixel size, taking perspective into account.
47
+ mat4 toView = u_viewportTransformation * MAT_MVP;
48
+ float scale = length(toView[0].xyz);
49
+ gl_PointSize = -u_pointCloudSettings.x * clamp(u_pointCloud.x * scale / pos.w, u_pointCloudSettings.y, u_pointCloudSettings.z);
32
50
  return pos;
33
51
  `;
34
52
  function createBuilder() {
35
53
  const builder = new ProgramBuilder(AttributeMap.findAttributeMap(2 /* PointCloud */, false));
36
54
  const vert = builder.vert;
37
- addLineWeight(vert);
38
55
  addViewportTransformation(vert);
39
56
  vert.set(10 /* ComputePosition */, computePosition);
40
57
  addModelViewProjectionMatrix(vert);
58
+ builder.frag.set(0 /* CheckForEarlyDiscard */, roundPointDiscard);
59
+ // Uniforms based on the PointCloudDisplaySettings.
60
+ builder.addUniform("u_pointCloudSettings", 5 /* Vec4 */, (prog) => {
61
+ prog.addGraphicUniform("u_pointCloudSettings", (uniform, params) => {
62
+ params.target.uniforms.realityModel.pointCloud.bind(uniform);
63
+ });
64
+ });
65
+ // Uniforms based on the PointCloudGeometry.
66
+ builder.vert.addUniform("u_pointCloud", 3 /* Vec2 */, (prog) => {
67
+ prog.addGraphicUniform("u_pointCloud", (uniform, params) => {
68
+ assert(params.geometry.asPointCloud !== undefined);
69
+ scratchPointCloud[0] = params.geometry.asPointCloud.voxelSize;
70
+ scratchPointCloud[1] = params.geometry.asPointCloud.colorIsBgr ? 1 : 0;
71
+ uniform.setUniform2fv(scratchPointCloud);
72
+ });
73
+ });
41
74
  return builder;
42
75
  }
43
- const scratchPointCloudParams = new Float32Array(2);
76
+ const scratchPointCloud = new Float32Array([0, 0]);
44
77
  /** @internal */
45
78
  export function createPointCloudBuilder(classified, featureMode, thematic) {
46
79
  const builder = createBuilder();
47
80
  builder.addVarying("v_color", 5 /* Vec4 */);
48
81
  builder.vert.set(5 /* ComputeBaseColor */, computeColor);
49
- const frag = builder.frag;
50
- frag.set(1 /* ComputeBaseColor */, computeBaseColor);
51
- frag.set(0 /* CheckForEarlyDiscard */, roundPointDiscard);
82
+ builder.frag.set(1 /* ComputeBaseColor */, computeBaseColor);
52
83
  if (classified) {
53
84
  addColorPlanarClassifier(builder, false, thematic);
54
85
  builder.frag.set(4 /* CheckForDiscard */, checkForClassifiedDiscard);
@@ -59,14 +90,6 @@ export function createPointCloudBuilder(classified, featureMode, thematic) {
59
90
  addThematicDisplay(builder, true);
60
91
  addTexture(builder, 0 /* No */, 1 /* Yes */, true);
61
92
  }
62
- builder.vert.addUniform("u_pointCloudParams", 3 /* Vec2 */, (prog) => {
63
- prog.addGraphicUniform("u_pointCloudParams", (uniform, params) => {
64
- const pointCloud = params.geometry.asPointCloud;
65
- scratchPointCloudParams[0] = pointCloud.colorIsBgr ? 1 : 0; // Volume classifier, by element color.
66
- scratchPointCloudParams[1] = pointCloud.minimumPointSize;
67
- uniform.setUniform2fv(scratchPointCloudParams);
68
- });
69
- });
70
93
  return builder;
71
94
  }
72
95
  /** @internal */
@@ -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 { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { FeatureMode, IsAnimated, IsClassified, IsThematic } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { addUniformHiliter } from \"./FeatureSymbology\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addLineWeight, addModelViewProjectionMatrix } from \"./Vertex\";\r\nimport { addViewportTransformation } from \"./Viewport\";\r\nimport { addThematicDisplay } from \"./Thematic\";\r\nimport { addTexture } from \"./Surface\";\r\n\r\nconst computeColor = \"return (u_pointCloudParams.x == 1.0) ? vec4(a_color.z, a_color.y, a_color.x, 1.0) : vec4(a_color, 1.0);\";\r\nconst computeBaseColor = \"return v_color;\";\r\n\r\nconst roundPointDiscard = `\r\n vec2 pointXY = (2.0 * gl_PointCoord - 1.0);\r\n return dot(pointXY, pointXY) > 1.0;\r\n`;\r\n\r\nconst checkForClassifiedDiscard = \"return baseColor.a == 0.0;\";\r\n\r\nconst computePosition = `\r\n gl_PointSize = 1.0;\r\n vec4 pos = MAT_MVP * rawPos;\r\n\r\n if (u_lineWeight < 0.0 && pos.w > 0.0) {\r\n mat4 toView = u_viewportTransformation * MAT_MVP;\r\n float scale = length(toView[0].xyz);\r\n gl_PointSize = clamp (- u_lineWeight * scale / pos.w, 2.0, 20.0);\r\n }\r\n return pos;\r\n`;\r\n\r\nfunction createBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.PointCloud, false));\r\n const vert = builder.vert;\r\n addLineWeight(vert);\r\n addViewportTransformation(vert);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n return builder;\r\n}\r\n\r\nconst scratchPointCloudParams = new Float32Array(2);\r\n/** @internal */\r\nexport function createPointCloudBuilder(classified: IsClassified, featureMode: FeatureMode, thematic: IsThematic): ProgramBuilder {\r\n const builder = createBuilder();\r\n\r\n builder.addVarying(\"v_color\", VariableType.Vec4);\r\n builder.vert.set(VertexShaderComponent.ComputeBaseColor, computeColor);\r\n\r\n const frag = builder.frag;\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, roundPointDiscard);\r\n if (classified) {\r\n addColorPlanarClassifier(builder, false, thematic);\r\n builder.frag.set(FragmentShaderComponent.CheckForDiscard, checkForClassifiedDiscard);\r\n\r\n if (FeatureMode.None !== featureMode)\r\n addFeaturePlanarClassifier(builder);\r\n }\r\n\r\n if (IsThematic.Yes === thematic) {\r\n addThematicDisplay(builder, true);\r\n addTexture(builder, IsAnimated.No, IsThematic.Yes, true);\r\n }\r\n\r\n builder.vert.addUniform(\"u_pointCloudParams\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloudParams\", (uniform, params) => {\r\n const pointCloud = params.geometry.asPointCloud!;\r\n scratchPointCloudParams[0] = pointCloud.colorIsBgr ? 1 : 0; // Volume classifier, by element color.\r\n scratchPointCloudParams[1] = pointCloud.minimumPointSize;\r\n uniform.setUniform2fv(scratchPointCloudParams);\r\n });\r\n });\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createPointCloudHiliter(classified: IsClassified): ProgramBuilder {\r\n const builder = createBuilder();\r\n addUniformHiliter(builder);\r\n if (classified)\r\n addHilitePlanarClassifier(builder, false);\r\n\r\n return builder;\r\n}\r\n"]}
1
+ {"version":3,"file":"PointCloud.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/PointCloud.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAA2B,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAGhH,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AACvD,OAAO,EAAE,wBAAwB,EAAE,0BAA0B,EAAE,yBAAyB,EAAE,MAAM,wBAAwB,CAAC;AACzH,OAAO,EAAE,4BAA4B,EAAE,MAAM,UAAU,CAAC;AACxD,OAAO,EAAE,yBAAyB,EAAE,MAAM,YAAY,CAAC;AACvD,OAAO,EAAE,kBAAkB,EAAE,MAAM,YAAY,CAAC;AAChD,OAAO,EAAE,UAAU,EAAE,MAAM,WAAW,CAAC;AAEvC,2DAA2D;AAC3D,MAAM,YAAY,GAAG;;CAEpB,CAAC;AAEF,MAAM,gBAAgB,GAAG,iBAAiB,CAAC;AAE3C,gDAAgD;AAChD,MAAM,iBAAiB,GAAG;;;;;;CAMzB,CAAC;AAEF,MAAM,yBAAyB,GAAG,4BAA4B,CAAC;AAE/D,MAAM,eAAe,GAAG;;;;;;;;;;;;;;;;;;;;CAoBvB,CAAC;AAEF,SAAS,aAAa;IACpB,MAAM,OAAO,GAAG,IAAI,cAAc,CAAC,YAAY,CAAC,gBAAgB,qBAAyB,KAAK,CAAC,CAAC,CAAC;IACjG,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAC1B,yBAAyB,CAAC,IAAI,CAAC,CAAC;IAChC,IAAI,CAAC,GAAG,2BAAwC,eAAe,CAAC,CAAC;IACjE,4BAA4B,CAAC,IAAI,CAAC,CAAC;IAEnC,OAAO,CAAC,IAAI,CAAC,GAAG,+BAA+C,iBAAiB,CAAC,CAAC;IAElF,mDAAmD;IACnD,OAAO,CAAC,UAAU,CAAC,sBAAsB,gBAAqB,CAAC,IAAI,EAAE,EAAE;QACrE,IAAI,CAAC,iBAAiB,CAAC,sBAAsB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACjE,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC/D,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,4CAA4C;IAC5C,OAAO,CAAC,IAAI,CAAC,UAAU,CAAC,cAAc,gBAAqB,CAAC,IAAI,EAAE,EAAE;QAClE,IAAI,CAAC,iBAAiB,CAAC,cAAc,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACzD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,YAAY,KAAK,SAAS,CAAC,CAAC;YACnD,iBAAiB,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,SAAS,CAAC;YAC9D,iBAAiB,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;YACvE,OAAO,CAAC,aAAa,CAAC,iBAAiB,CAAC,CAAC;QAC3C,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,OAAO,OAAO,CAAC;AACjB,CAAC;AAED,MAAM,iBAAiB,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;AAEnD,gBAAgB;AAChB,MAAM,UAAU,uBAAuB,CAAC,UAAwB,EAAE,WAAwB,EAAE,QAAoB;IAC9G,MAAM,OAAO,GAAG,aAAa,EAAE,CAAC;IAEhC,OAAO,CAAC,UAAU,CAAC,SAAS,eAAoB,CAAC;IACjD,OAAO,CAAC,IAAI,CAAC,GAAG,2BAAyC,YAAY,CAAC,CAAC;IAEvE,OAAO,CAAC,IAAI,CAAC,GAAG,2BAA2C,gBAAgB,CAAC,CAAC;IAC7E,IAAI,UAAU,EAAE;QACd,wBAAwB,CAAC,OAAO,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC;QACnD,OAAO,CAAC,IAAI,CAAC,GAAG,0BAA0C,yBAAyB,CAAC,CAAC;QAErF,IAAI,iBAAqB,WAAW;YAClC,0BAA0B,CAAC,OAAO,CAAC,CAAC;KACvC;IAED,IAAI,gBAAmB,QAAQ,EAAE;QAC/B,kBAAkB,CAAC,OAAO,EAAE,IAAI,CAAC,CAAC;QAClC,UAAU,CAAC,OAAO,2BAAiC,IAAI,CAAC,CAAC;KAC1D;IAED,OAAO,OAAO,CAAC;AACjB,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,uBAAuB,CAAC,UAAwB;IAC9D,MAAM,OAAO,GAAG,aAAa,EAAE,CAAC;IAChC,iBAAiB,CAAC,OAAO,CAAC,CAAC;IAC3B,IAAI,UAAU;QACZ,yBAAyB,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;IAE5C,OAAO,OAAO,CAAC;AACjB,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { FeatureMode, IsAnimated, IsClassified, IsThematic } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { addUniformHiliter } from \"./FeatureSymbology\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addModelViewProjectionMatrix } from \"./Vertex\";\r\nimport { addViewportTransformation } from \"./Viewport\";\r\nimport { addThematicDisplay } from \"./Thematic\";\r\nimport { addTexture } from \"./Surface\";\r\n\r\n// Revert components if color format is BGR instead of RGB.\r\nconst computeColor = `\r\n return u_pointCloud.y == 1.0 ? vec4(a_color.b, a_color.g, a_color.r, 1.0) : vec4(a_color, 1.0);\r\n`;\r\n\r\nconst computeBaseColor = \"return v_color;\";\r\n\r\n// Round the point unless drawing square points.\r\nconst roundPointDiscard = `\r\n if (u_pointCloudSettings.w == 1.0)\r\n return false;\r\n\r\n vec2 pointXY = (2.0 * gl_PointCoord - 1.0);\r\n return dot(pointXY, pointXY) > 1.0;\r\n`;\r\n\r\nconst checkForClassifiedDiscard = \"return baseColor.a == 0.0;\";\r\n\r\nconst computePosition = `\r\n gl_PointSize = 1.0;\r\n vec4 pos = MAT_MVP * rawPos;\r\n if (u_pointCloudSettings.x > 0.0) {\r\n // Size is specified in pixels.\r\n gl_PointSize = u_pointCloudSettings.x;\r\n return pos;\r\n }\r\n\r\n // Point size is in meters (voxel size).\r\n if (pos.w <= 0.0) {\r\n // Cannot perform perspective divide below.\r\n return pos;\r\n }\r\n\r\n // Convert voxel size in meters into pixel size, then compute pixel size, taking perspective into account.\r\n mat4 toView = u_viewportTransformation * MAT_MVP;\r\n float scale = length(toView[0].xyz);\r\n gl_PointSize = -u_pointCloudSettings.x * clamp(u_pointCloud.x * scale / pos.w, u_pointCloudSettings.y, u_pointCloudSettings.z);\r\n return pos;\r\n`;\r\n\r\nfunction createBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.PointCloud, false));\r\n const vert = builder.vert;\r\n addViewportTransformation(vert);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n builder.frag.set(FragmentShaderComponent.CheckForEarlyDiscard, roundPointDiscard);\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n builder.addUniform(\"u_pointCloudSettings\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloudSettings\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bind(uniform);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudGeometry.\r\n builder.vert.addUniform(\"u_pointCloud\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloud\", (uniform, params) => {\r\n assert(params.geometry.asPointCloud !== undefined);\r\n scratchPointCloud[0] = params.geometry.asPointCloud.voxelSize;\r\n scratchPointCloud[1] = params.geometry.asPointCloud.colorIsBgr ? 1 : 0;\r\n uniform.setUniform2fv(scratchPointCloud);\r\n });\r\n });\r\n\r\n return builder;\r\n}\r\n\r\nconst scratchPointCloud = new Float32Array([0, 0]);\r\n\r\n/** @internal */\r\nexport function createPointCloudBuilder(classified: IsClassified, featureMode: FeatureMode, thematic: IsThematic): ProgramBuilder {\r\n const builder = createBuilder();\r\n\r\n builder.addVarying(\"v_color\", VariableType.Vec4);\r\n builder.vert.set(VertexShaderComponent.ComputeBaseColor, computeColor);\r\n\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\r\n if (classified) {\r\n addColorPlanarClassifier(builder, false, thematic);\r\n builder.frag.set(FragmentShaderComponent.CheckForDiscard, checkForClassifiedDiscard);\r\n\r\n if (FeatureMode.None !== featureMode)\r\n addFeaturePlanarClassifier(builder);\r\n }\r\n\r\n if (IsThematic.Yes === thematic) {\r\n addThematicDisplay(builder, true);\r\n addTexture(builder, IsAnimated.No, IsThematic.Yes, true);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createPointCloudHiliter(classified: IsClassified): ProgramBuilder {\r\n const builder = createBuilder();\r\n addUniformHiliter(builder);\r\n if (classified)\r\n addHilitePlanarClassifier(builder, false);\r\n\r\n return builder;\r\n}\r\n"]}
@@ -1,12 +1,14 @@
1
1
  /** @packageDocumentation
2
2
  * @module WebGL
3
3
  */
4
- import { ProgramBuilder } from "../ShaderBuilder";
4
+ import { ProgramBuilder, ShaderBuilder } from "../ShaderBuilder";
5
5
  import { TechniqueFlags } from "../TechniqueFlags";
6
6
  /** @internal */
7
+ export declare function addColorOverrideMix(frag: ShaderBuilder): void;
8
+ /** @internal */
7
9
  export declare function createClassifierRealityMeshHiliter(): ProgramBuilder;
8
10
  /** @internal */
9
11
  export declare function createRealityMeshHiliter(): ProgramBuilder;
10
12
  /** @internal */
11
- export default function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder;
13
+ export declare function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder;
12
14
  //# sourceMappingURL=RealityMesh.d.ts.map
@@ -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;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"}
1
+ {"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAQH,OAAO,EAA2B,cAAc,EAAE,aAAa,EAAuC,MAAM,kBAAkB,CAAC;AAE/H,OAAO,EAAsD,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAwNvG,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,IAAI,EAAE,aAAa,QAMtD;AAYD,gBAAgB;AAChB,wBAAgB,kCAAkC,IAAI,cAAc,CAInE;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,cAAc,CAIzD;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA2E9E"}
@@ -217,10 +217,11 @@ function addThematicToRealityMesh(builder, gradientTextureUnit) {
217
217
  });
218
218
  });
219
219
  }
220
- function addColorOverrideMix(frag) {
220
+ /** @internal */
221
+ export function addColorOverrideMix(frag) {
221
222
  frag.addUniform("u_overrideColorMix", 2 /* Float */, (prog) => {
222
223
  prog.addGraphicUniform("u_overrideColorMix", (uniform, params) => {
223
- uniform.setUniform1f(params.geometry.asRealityMesh.overrideColorMix);
224
+ params.target.uniforms.realityModel.bindOverrideColorMix(uniform);
224
225
  });
225
226
  });
226
227
  }
@@ -245,7 +246,7 @@ export function createRealityMeshHiliter() {
245
246
  return builder;
246
247
  }
247
248
  /** @internal */
248
- export default function createRealityMeshBuilder(flags) {
249
+ export function createRealityMeshBuilder(flags) {
249
250
  const builder = new ProgramBuilder(AttributeMap.findAttributeMap(7 /* RealityMesh */, false));
250
251
  const vert = builder.vert;
251
252
  vert.set(10 /* ComputePosition */, computePosition);
@@ -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 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"]}
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 { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, 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\n/** @internal */\r\nexport function addColorOverrideMix(frag: ShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n params.target.uniforms.realityModel.bindOverrideColorMix(uniform);\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 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"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { SkyBoxQuadsGeometry } from \"../CachedGeometry\";\r\nimport { Matrix3 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture } from \"../Texture\";\r\n\r\nconst computeBaseColor = `return vec4(0, 0, 0, 0);`;\r\nconst assignFragData = `FragColor = TEXTURE_CUBE(s_cube, v_texDir);`;\r\nconst computePosition = `vec3 pos = u_rot * vec3(rawPos.x, rawPos.z, -rawPos.y); return pos.xyzz;`; // rawPos swizzling accounts for iModel rotation.\r\nconst computeTexDir = `v_texDir = rawPosition.xyz;`;\r\n\r\nconst scratchRotMatrix = new Matrix3();\r\n\r\n/** @internal */\r\nexport function createSkyBoxProgram(context: WebGLContext): ShaderProgram {\r\n const prog = new ProgramBuilder(AttributeMap.findAttributeMap(undefined, false));\r\n\r\n prog.frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\r\n prog.frag.set(FragmentShaderComponent.AssignFragData, assignFragData);\r\n prog.vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n prog.vert.addUniform(\"u_rot\", VariableType.Mat3, (prg) => {\r\n prg.addGraphicUniform(\"u_rot\", (uniform, params) => {\r\n const rot = params.target.uniforms.frustum.viewMatrix.matrix;\r\n const mat3 = scratchRotMatrix;\r\n mat3.m00 = -rot.at(0, 0); mat3.m01 = -rot.at(0, 1); mat3.m02 = -rot.at(0, 2);\r\n mat3.m10 = -rot.at(1, 0); mat3.m11 = -rot.at(1, 1); mat3.m12 = -rot.at(1, 2);\r\n mat3.m20 = rot.at(2, 0); mat3.m21 = rot.at(2, 1); mat3.m22 = rot.at(2, 2);\r\n uniform.setMatrix3(mat3);\r\n });\r\n });\r\n\r\n prog.frag.addUniform(\"s_cube\", VariableType.SamplerCube, (prg) => {\r\n prg.addGraphicUniform(\"s_cube\", (uniform, params) => {\r\n const geom = params.geometry as SkyBoxQuadsGeometry;\r\n (geom.cube as Texture).texture.bindSampler(uniform, TextureUnit.Zero);\r\n });\r\n });\r\n prog.addInlineComputedVarying(\"v_texDir\", VariableType.Vec3, computeTexDir);\r\n\r\n prog.vert.headerComment = \"//!V! SkyBox\";\r\n prog.frag.headerComment = \"//!F! SkyBox\";\r\n\r\n return prog.buildProgram(context);\r\n}\r\n"]}
1
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { WebGLContext } from \"@itwin/webgl-compatibility\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { SkyBoxQuadsGeometry } from \"../CachedGeometry\";\r\nimport { Matrix3 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { ShaderProgram } from \"../ShaderProgram\";\r\nimport { Texture } from \"../Texture\";\r\n\r\nconst computeBaseColor = `return vec4(0, 0, 0, 0);`;\r\nconst assignFragData = `FragColor = TEXTURE_CUBE(s_cube, v_texDir);`;\r\nconst computePosition = `vec3 pos = u_rot * vec3(rawPos.x, rawPos.z, -rawPos.y); return pos.xyzz;`; // rawPos swizzling accounts for iModel rotation.\r\nconst computeTexDir = `v_texDir = rawPosition.xyz;`;\r\n\r\nconst scratchRotMatrix = new Matrix3();\r\n\r\n/** @internal */\r\nexport function createSkyBoxProgram(context: WebGLContext): ShaderProgram {\r\n const prog = new ProgramBuilder(AttributeMap.findAttributeMap(undefined, false));\r\n\r\n prog.frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\r\n prog.frag.set(FragmentShaderComponent.AssignFragData, assignFragData);\r\n prog.vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n prog.vert.addUniform(\"u_rot\", VariableType.Mat3, (prg) => {\r\n prg.addGraphicUniform(\"u_rot\", (uniform, params) => {\r\n const rot = params.target.uniforms.frustum.viewMatrix.matrix;\r\n const mat3 = scratchRotMatrix;\r\n mat3.m00 = -rot.at(0, 0);\r\n mat3.m01 = -rot.at(0, 1);\r\n mat3.m02 = -rot.at(0, 2);\r\n mat3.m10 = -rot.at(1, 0);\r\n mat3.m11 = -rot.at(1, 1);\r\n mat3.m12 = -rot.at(1, 2);\r\n mat3.m20 = rot.at(2, 0);\r\n mat3.m21 = rot.at(2, 1);\r\n mat3.m22 = rot.at(2, 2);\r\n uniform.setMatrix3(mat3);\r\n });\r\n });\r\n\r\n prog.frag.addUniform(\"s_cube\", VariableType.SamplerCube, (prg) => {\r\n prg.addGraphicUniform(\"s_cube\", (uniform, params) => {\r\n const geom = params.geometry as SkyBoxQuadsGeometry;\r\n (geom.cube as Texture).texture.bindSampler(uniform, TextureUnit.Zero);\r\n });\r\n });\r\n prog.addInlineComputedVarying(\"v_texDir\", VariableType.Vec3, computeTexDir);\r\n\r\n prog.vert.headerComment = \"//!V! SkyBox\";\r\n prog.frag.headerComment = \"//!F! SkyBox\";\r\n\r\n return prog.buildProgram(context);\r\n}\r\n"]}
@@ -11,6 +11,7 @@ import { Mesh } from "../render/primitives/mesh/MeshPrimitives";
11
11
  import { RenderGraphic } from "../render/RenderGraphic";
12
12
  import { RenderSystem } from "../render/RenderSystem";
13
13
  import { RealityTileGeometry, TileContent } from "./internal";
14
+ import { TextureImageSource } from "../render/RenderTexture";
14
15
  /** Enumerates the types of [[GltfMeshPrimitive]] topologies. */
15
16
  declare enum GltfMeshMode {
16
17
  Points = 0,
@@ -525,7 +526,7 @@ export interface GltfReaderArgs {
525
526
  * sometimes required - for example, for [ViewFlags.wiremesh]($common).
526
527
  */
527
528
  deduplicateVertices?: boolean;
528
- /** If true, the graphics produced will always use a [[VertexTable]]; otherwise, where possible a [[RealityMeshPrimitive]] will be used instead.
529
+ /** If true, the graphics produced will always use a [[VertexTable]]; otherwise, where possible a [[RealityMeshParams]] will be used instead.
529
530
  * Reality meshes are simpler but do not support some features like lighting.
530
531
  */
531
532
  vertexTableRequired?: boolean;
@@ -558,7 +559,7 @@ export declare abstract class GltfReader {
558
559
  protected get _samplers(): GltfDictionary<GltfSampler>;
559
560
  protected get _textures(): GltfDictionary<GltfTexture>;
560
561
  protected get _images(): GltfDictionary<GltfImage & {
561
- resolvedImage?: HTMLImageElement;
562
+ resolvedImage?: TextureImageSource;
562
563
  }>;
563
564
  protected get _buffers(): GltfDictionary<GltfBuffer & {
564
565
  resolvedBuffer?: Uint8Array;
@@ -1 +1 @@
1
- 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@@ -9,12 +9,12 @@ import { assert, ByteStream, compareBooleans, compareNumbers, compareStrings, Di
9
9
  import { Angle, IndexedPolyface, Matrix3d, Point2d, Point3d, Point4d, Range2d, Range3d, Transform, Vector3d, } from "@itwin/core-geometry";
10
10
  import { BatchType, ColorDef, Feature, FeatureTable, FillFlags, GlbHeader, ImageSource, LinePixels, MeshEdge, MeshEdges, MeshPolyline, OctEncodedNormal, PackedFeatureTable, QParams2d, QParams3d, QPoint2dList, QPoint3dList, Quantization, RenderTexture, TextureMapping, TextureTransparency, TileFormat, TileReadStatus, } from "@itwin/core-common";
11
11
  import { FrontendLoggerCategory } from "../FrontendLoggerCategory";
12
- import { getImageSourceFormatForMimeType, imageElementFromImageSource, tryImageElementFromUrl } from "../ImageUtil";
12
+ import { getImageSourceFormatForMimeType, imageBitmapFromImageSource, imageElementFromImageSource, tryImageElementFromUrl } from "../ImageUtil";
13
13
  import { IModelApp } from "../IModelApp";
14
14
  import { GraphicBranch } from "../render/GraphicBranch";
15
+ import { RealityMeshParams } from "../render/RealityMeshParams";
15
16
  import { DisplayParams } from "../render/primitives/DisplayParams";
16
17
  import { Mesh } from "../render/primitives/mesh/MeshPrimitives";
17
- import { RealityMeshPrimitive } from "../render/primitives/mesh/RealityMeshPrimitive";
18
18
  import { Triangle } from "../render/primitives/Primitives";
19
19
  /* eslint-disable no-restricted-syntax */
20
20
  /** Enumerates the types of [[GltfMeshPrimitive]] topologies. */
@@ -522,7 +522,7 @@ export class GltfReader {
522
522
  graphicFromMeshData(gltfMesh, instances) {
523
523
  if (!gltfMesh.points || !gltfMesh.pointRange)
524
524
  return gltfMesh.primitive.getGraphics(this._system, instances);
525
- const realityMeshPrimitive = (this._vertexTableRequired || instances) ? undefined : RealityMeshPrimitive.createFromGltfMesh(gltfMesh);
525
+ const realityMeshPrimitive = (this._vertexTableRequired || instances) ? undefined : RealityMeshParams.fromGltfMesh(gltfMesh);
526
526
  if (realityMeshPrimitive) {
527
527
  const realityMesh = this._system.createRealityMesh(realityMeshPrimitive);
528
528
  if (realityMesh)
@@ -1295,7 +1295,11 @@ export class GltfReader {
1295
1295
  const offset = (_c = bufferView.byteOffset) !== null && _c !== void 0 ? _c : 0;
1296
1296
  const bytes = bufferData.subarray(offset, offset + bufferView.byteLength);
1297
1297
  try {
1298
- image.resolvedImage = await imageElementFromImageSource(new ImageSource(bytes, format));
1298
+ const imageSource = new ImageSource(bytes, format);
1299
+ if (this._system.supportsCreateImageBitmap)
1300
+ image.resolvedImage = await imageBitmapFromImageSource(imageSource);
1301
+ else
1302
+ image.resolvedImage = await imageElementFromImageSource(imageSource);
1299
1303
  }
1300
1304
  catch (_) {
1301
1305
  //