@itwin/core-frontend 3.5.0-dev.25 → 3.5.0-dev.26

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 (121) hide show
  1. package/lib/cjs/BriefcaseConnection.js +7 -7
  2. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  3. package/lib/cjs/BriefcaseTxns.js +9 -9
  4. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  5. package/lib/cjs/GraphicalEditingScope.js +2 -2
  6. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  7. package/lib/cjs/IpcApp.d.ts +8 -1
  8. package/lib/cjs/IpcApp.d.ts.map +1 -1
  9. package/lib/cjs/IpcApp.js +13 -0
  10. package/lib/cjs/IpcApp.js.map +1 -1
  11. package/lib/cjs/NativeApp.d.ts +5 -1
  12. package/lib/cjs/NativeApp.d.ts.map +1 -1
  13. package/lib/cjs/NativeApp.js +25 -20
  14. package/lib/cjs/NativeApp.js.map +1 -1
  15. package/lib/cjs/NativeAppLogger.js +1 -1
  16. package/lib/cjs/NativeAppLogger.js.map +1 -1
  17. package/lib/cjs/render/primitives/SurfaceParams.d.ts +0 -1
  18. package/lib/cjs/render/primitives/SurfaceParams.d.ts.map +1 -1
  19. package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
  20. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  21. package/lib/cjs/render/primitives/VertexTable.js +0 -1
  22. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  23. package/lib/cjs/render/primitives/VertexTableSplitter.d.ts.map +1 -1
  24. package/lib/cjs/render/primitives/VertexTableSplitter.js +0 -1
  25. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  26. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +0 -1
  27. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  28. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +0 -1
  29. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  30. package/lib/cjs/render/webgl/MeshData.d.ts +0 -1
  31. package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
  32. package/lib/cjs/render/webgl/MeshData.js +0 -1
  33. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  34. package/lib/cjs/render/webgl/MeshGeometry.d.ts +0 -1
  35. package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -1
  36. package/lib/cjs/render/webgl/MeshGeometry.js +0 -1
  37. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  38. package/lib/cjs/render/webgl/RenderFlags.d.ts +2 -2
  39. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  40. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  41. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +0 -1
  42. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  43. package/lib/cjs/render/webgl/SurfaceGeometry.js +2 -6
  44. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  45. package/lib/cjs/render/webgl/glsl/Lighting.js +1 -1
  46. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  47. package/lib/cjs/render/webgl/glsl/Surface.js +1 -1
  48. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  49. package/lib/cjs/tile/IModelTileRequestChannels.js +1 -1
  50. package/lib/cjs/tile/IModelTileRequestChannels.js.map +1 -1
  51. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  52. package/lib/cjs/tile/ImdlReader.js +0 -1
  53. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  54. package/lib/cjs/tile/TileAdmin.js +1 -1
  55. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  56. package/lib/cjs/tile/TileRequestChannels.js +1 -1
  57. package/lib/cjs/tile/TileRequestChannels.js.map +1 -1
  58. package/lib/cjs/tile/TileStorage.d.ts.map +1 -1
  59. package/lib/cjs/tile/TileStorage.js +12 -6
  60. package/lib/cjs/tile/TileStorage.js.map +1 -1
  61. package/lib/esm/BriefcaseConnection.js +7 -7
  62. package/lib/esm/BriefcaseConnection.js.map +1 -1
  63. package/lib/esm/BriefcaseTxns.js +9 -9
  64. package/lib/esm/BriefcaseTxns.js.map +1 -1
  65. package/lib/esm/GraphicalEditingScope.js +2 -2
  66. package/lib/esm/GraphicalEditingScope.js.map +1 -1
  67. package/lib/esm/IpcApp.d.ts +8 -1
  68. package/lib/esm/IpcApp.d.ts.map +1 -1
  69. package/lib/esm/IpcApp.js +13 -0
  70. package/lib/esm/IpcApp.js.map +1 -1
  71. package/lib/esm/NativeApp.d.ts +5 -1
  72. package/lib/esm/NativeApp.d.ts.map +1 -1
  73. package/lib/esm/NativeApp.js +25 -20
  74. package/lib/esm/NativeApp.js.map +1 -1
  75. package/lib/esm/NativeAppLogger.js +1 -1
  76. package/lib/esm/NativeAppLogger.js.map +1 -1
  77. package/lib/esm/render/primitives/SurfaceParams.d.ts +0 -1
  78. package/lib/esm/render/primitives/SurfaceParams.d.ts.map +1 -1
  79. package/lib/esm/render/primitives/SurfaceParams.js.map +1 -1
  80. package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
  81. package/lib/esm/render/primitives/VertexTable.js +0 -1
  82. package/lib/esm/render/primitives/VertexTable.js.map +1 -1
  83. package/lib/esm/render/primitives/VertexTableSplitter.d.ts.map +1 -1
  84. package/lib/esm/render/primitives/VertexTableSplitter.js +0 -1
  85. package/lib/esm/render/primitives/VertexTableSplitter.js.map +1 -1
  86. package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts +0 -1
  87. package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  88. package/lib/esm/render/primitives/mesh/MeshPrimitives.js +0 -1
  89. package/lib/esm/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  90. package/lib/esm/render/webgl/MeshData.d.ts +0 -1
  91. package/lib/esm/render/webgl/MeshData.d.ts.map +1 -1
  92. package/lib/esm/render/webgl/MeshData.js +0 -1
  93. package/lib/esm/render/webgl/MeshData.js.map +1 -1
  94. package/lib/esm/render/webgl/MeshGeometry.d.ts +0 -1
  95. package/lib/esm/render/webgl/MeshGeometry.d.ts.map +1 -1
  96. package/lib/esm/render/webgl/MeshGeometry.js +0 -1
  97. package/lib/esm/render/webgl/MeshGeometry.js.map +1 -1
  98. package/lib/esm/render/webgl/RenderFlags.d.ts +2 -2
  99. package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
  100. package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
  101. package/lib/esm/render/webgl/SurfaceGeometry.d.ts +0 -1
  102. package/lib/esm/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  103. package/lib/esm/render/webgl/SurfaceGeometry.js +2 -6
  104. package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -1
  105. package/lib/esm/render/webgl/glsl/Lighting.js +1 -1
  106. package/lib/esm/render/webgl/glsl/Lighting.js.map +1 -1
  107. package/lib/esm/render/webgl/glsl/Surface.js +1 -1
  108. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  109. package/lib/esm/tile/IModelTileRequestChannels.js +1 -1
  110. package/lib/esm/tile/IModelTileRequestChannels.js.map +1 -1
  111. package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
  112. package/lib/esm/tile/ImdlReader.js +0 -1
  113. package/lib/esm/tile/ImdlReader.js.map +1 -1
  114. package/lib/esm/tile/TileAdmin.js +1 -1
  115. package/lib/esm/tile/TileAdmin.js.map +1 -1
  116. package/lib/esm/tile/TileRequestChannels.js +1 -1
  117. package/lib/esm/tile/TileRequestChannels.js.map +1 -1
  118. package/lib/esm/tile/TileStorage.d.ts.map +1 -1
  119. package/lib/esm/tile/TileStorage.js +12 -6
  120. package/lib/esm/tile/TileStorage.js.map +1 -1
  121. package/package.json +20 -20
@@ -164,7 +164,7 @@ export declare const enum SurfaceBitIndex {
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  BackgroundFill = 5,
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  HasColorAndNormal = 6,
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  OverrideRgb = 7,
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- NoFaceFront = 8,
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+ HasNormalMap = 8,
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  HasMaterialAtlas = 9,
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  Count = 10
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  }
@@ -181,7 +181,7 @@ export declare const enum SurfaceFlags {
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  BackgroundFill = 32,
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  HasColorAndNormal = 64,
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  OverrideRgb = 128,
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- NoFaceFront = 256,
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+ HasNormalMap = 256,
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  HasMaterialAtlas = 512
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  }
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  /** 16-bit flags indicating what aspects of a feature's symbology are overridden.
@@ -1 +1 @@
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@@ -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/* eslint-disable no-restricted-syntax */\r\n\r\n/** Ordered list of render passes which produce a rendered frame.\r\n * [[RenderCommands]] organizes its [[DrawCommands]] into a list indexed by RenderPass.\r\n * @see [[Pass]] for the type from which the RenderPass for a [[Primitive]] is derived.\r\n * @internal\r\n */\r\nexport const enum RenderPass {\r\n None = 0xff,\r\n Background = 0,\r\n OpaqueLayers, // XY planar models render without depth-testing in order based on priority\r\n OpaqueLinear, // Linear geometry that is opaque and needs to be written to the pick data buffers\r\n OpaquePlanar, // Planar surface geometry that is opaque and needs to be written to the pick data buffers\r\n OpaqueGeneral, // All other opaque geometry (including point clouds and reality meshes) which are not written to the pick data buffers\r\n Classification, // Stencil volumes for normal processing of reality data classification.\r\n TranslucentLayers, // like Layers but drawn without depth write, blending with opaque\r\n Translucent,\r\n HiddenEdge,\r\n Hilite,\r\n OverlayLayers, // Like Layers, but drawn atop all other geometry\r\n WorldOverlay, // Decorations\r\n ViewOverlay, // Decorations\r\n SkyBox,\r\n BackgroundMap,\r\n HiliteClassification, // Secondary hilite pass for stencil volumes to process hilited classifiers for reality data\r\n ClassificationByIndex, // Stencil volumes for processing classification one classifier at a time (used for generating pick data Ids and flashing a single classifier).\r\n HilitePlanarClassification,\r\n PlanarClassification,\r\n VolumeClassifiedRealityData,\r\n COUNT,\r\n}\r\n\r\n/** Describes the [[RenderPass]]es in which a [[Primitive]] wants to be rendered.\r\n * Generally, each Pass corresponds to a single RenderPass. However a couple of passes specify that the primitive should be rendered\r\n * twice, in two different render passes.\r\n * [[RenderCommands.addPrimitive]] may ignore the requested Pass. For example, edges typically draw in RenderPass.OpaqueLinear, but\r\n * may also draw in RenderPass.HiddenEdge; and translucent geometry may sometimes be rendered in an opaque render pass instead.\r\n * @see [[CachedGeometry.getPass]].\r\n * @internal\r\n */\r\nexport type Pass =\r\n \"skybox\" | // SkyBox\r\n \"opaque\" | // OpaqueGeneral\r\n \"opaque-linear\" | // OpaqueLinear\r\n \"opaque-planar\" | // OpaquePlanar\r\n \"translucent\" | // Translucent\r\n \"view-overlay\" | // ViewOverlay\r\n \"classification\" | // Classification\r\n \"none\" | // None\r\n // The following apply to textured meshes when the texture image contains a mix of opaque and transparent pixels.\r\n // The mesh requests to be rendered in both opaque and transparent passes, with each pass discarding pixels that don't match that pass.\r\n // (i.e., discard transparent pixels during opaque pass and vice-versa).\r\n \"opaque-translucent\" | // OpaqueGeneral and Translucent\r\n \"opaque-planar-translucent\"; // OpaquePlanar and Translucent\r\n\r\n/** [[Pass]]es that map to two [[RenderPass]]es.\r\n * @internal\r\n */\r\nexport type DoublePass = \"opaque-translucent\" | \"opaque-planar-translucent\";\r\n\r\n/** [[Pass]]es that map to a single [[RenderPass]].\r\n * @internal */\r\nexport type SinglePass = Exclude<Pass, DoublePass>;\r\n\r\n/** Describes the type of geometry rendered by a ShaderProgram.\r\n * @internal\r\n */\r\nexport const enum GeometryType {\r\n IndexedTriangles,\r\n IndexedPoints,\r\n ArrayedPoints,\r\n}\r\n\r\n/** @internal */\r\nexport namespace Pass { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /** Return the RenderPass corresponding to the specified Pass. */\r\n export function toRenderPass(pass: SinglePass): RenderPass {\r\n switch (pass) {\r\n case \"skybox\": return RenderPass.SkyBox;\r\n case \"opaque\": return RenderPass.OpaqueGeneral;\r\n case \"opaque-linear\": return RenderPass.OpaqueLinear;\r\n case \"opaque-planar\": return RenderPass.OpaquePlanar;\r\n case \"translucent\": return RenderPass.Translucent;\r\n case \"view-overlay\": return RenderPass.ViewOverlay;\r\n case \"classification\": return RenderPass.Classification;\r\n case \"none\": return RenderPass.None;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders during RenderPass.Translucent.\r\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true (or false) for a given Pass.\r\n */\r\n export function rendersTranslucent(pass: Pass): boolean {\r\n switch (pass) {\r\n case \"translucent\":\r\n case \"opaque-translucent\":\r\n case \"opaque-planar-translucent\":\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders during one of the opaque RenderPasses.\r\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true for a given Pass.\r\n */\r\n export function rendersOpaque(pass: Pass): boolean {\r\n switch (pass) {\r\n case \"opaque-translucent\":\r\n case \"opaque-planar-translucent\":\r\n case \"opaque\":\r\n case \"opaque-planar\":\r\n case \"opaque-linear\":\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders both during RenderPass.Translucent and one of the opaque RenderPasses. */\r\n export function rendersOpaqueAndTranslucent(pass: Pass): pass is DoublePass {\r\n return \"opaque-translucent\" === pass || \"opaque-planar-translucent\" === pass;\r\n }\r\n\r\n export function toOpaquePass(pass: DoublePass): RenderPass {\r\n return \"opaque-translucent\" === pass ? RenderPass.OpaqueGeneral : RenderPass.OpaquePlanar;\r\n }\r\n}\r\n\r\n/** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.\r\n * WebGL 1 guarantees a minimum of 8 vertex texture units, and iOS provides no more than that.\r\n * WebGL 2 guarantees a minimum of 15 vertex texture units.\r\n * @internal\r\n */\r\nexport enum TextureUnit {\r\n // For shaders which know exactly which textures will be used\r\n Zero = WebGLRenderingContext.TEXTURE0,\r\n One = WebGLRenderingContext.TEXTURE1,\r\n Two = WebGLRenderingContext.TEXTURE2,\r\n Three = WebGLRenderingContext.TEXTURE3,\r\n Four = WebGLRenderingContext.TEXTURE4,\r\n Five = WebGLRenderingContext.TEXTURE5,\r\n Six = WebGLRenderingContext.TEXTURE6,\r\n Seven = WebGLRenderingContext.TEXTURE7, // Last one guaranteed available for WebGL 1\r\n\r\n ClipVolume = Zero,\r\n FeatureSymbology = One,\r\n SurfaceTexture = Two,\r\n LineCode = Two,\r\n\r\n PickFeatureId = Three,\r\n PickDepthAndOrder = Four,\r\n\r\n VertexLUT = Five,\r\n\r\n // Texture unit 6 is overloaded. Therefore classification, hilite classification, and aux channel are all mutually exclusive.\r\n AuxChannelLUT = Six,\r\n PlanarClassification = Six,\r\n PlanarClassificationHilite = Six,\r\n\r\n // Texture unit 7 is overloaded. Therefore receiving shadows and thematic display are mutually exclusive.\r\n ShadowMap = Seven,\r\n ThematicSensors = Seven,\r\n\r\n // Textures used for up to 3 background or overlay map layers.\r\n RealityMesh0 = Two,\r\n RealityMesh1 = VertexLUT, // Reality meshes do not use VertexLUT.\r\n RealityMesh2 = ShadowMap, // Shadow map when picking -- PickDepthAndOrder otherwise....\r\n\r\n // If more than 8 texture units are available, 3 additional background or overlay map layers.\r\n RealityMesh3 = WebGLRenderingContext.TEXTURE8,\r\n RealityMesh4 = WebGLRenderingContext.TEXTURE9,\r\n RealityMesh5 = WebGLRenderingContext.TEXTURE10,\r\n\r\n RealityMeshThematicGradient = WebGLRenderingContext.TEXTURE11,\r\n\r\n // Lookup table for indexed edges - used only if WebGL 2 is available.\r\n EdgeLUT = WebGLRenderingContext.TEXTURE12,\r\n}\r\n\r\n/**\r\n * Defines the order in which primitives are rendered within a GLESList. This is chiefly\r\n * used to sort primitives which originate from the same element. e.g., the blanking fill\r\n * associated with a text field must always render behind the text; the edges of a surface\r\n * must render in front of the surface; etc.\r\n * An exception to the 'same element' rule is provided for planar surfaces and edges thereof\r\n * sketched onto non-planar surfaces. When the depth test is ambiguous the planar geometry\r\n * is always on top of the non-planar surface. This addresses z-fighting when shapes are\r\n * sketched onto surfaces, e.g. as part of push-pull modeling workflows.\r\n * @internal\r\n */\r\nexport const enum RenderOrder {\r\n None = 0,\r\n Background = 1, // i.e., background map drawn without depth\r\n BlankingRegion = 2,\r\n UnlitSurface = 3, // Distinction only made for whether or not to apply ambient occlusion.\r\n LitSurface = 4,\r\n Linear = 5,\r\n Edge = 6,\r\n Silhouette = 7,\r\n\r\n PlanarBit = 8,\r\n\r\n PlanarUnlitSurface = UnlitSurface | PlanarBit,\r\n PlanarLitSurface = LitSurface | PlanarBit,\r\n PlanarLinear = Linear | PlanarBit,\r\n PlanarEdge = Edge | PlanarBit,\r\n PlanarSilhouette = Silhouette | PlanarBit,\r\n}\r\n\r\n/** @internal */\r\nexport function isPlanar(order: RenderOrder): boolean {\r\n return order >= RenderOrder.PlanarBit;\r\n}\r\n\r\n/** Flags indicating operations to be performed by the post-process composite step.\r\n * @internal\r\n */\r\nexport const enum CompositeFlags {\r\n None = 0,\r\n Translucent = 1 << 0,\r\n Hilite = 1 << 1,\r\n AmbientOcclusion = 1 << 2,\r\n}\r\n\r\n/** Location in boolean array of SurfaceFlags above.\r\n * @internal\r\n */\r\nexport const enum SurfaceBitIndex {\r\n HasTexture,\r\n ApplyLighting,\r\n HasNormals,\r\n IgnoreMaterial,\r\n TransparencyThreshold,\r\n BackgroundFill,\r\n HasColorAndNormal,\r\n OverrideRgb,\r\n NoFaceFront,\r\n HasMaterialAtlas,\r\n Count,\r\n}\r\n\r\n/** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.\r\n * @internal\r\n */\r\nexport const enum SurfaceFlags {\r\n None = 0,\r\n HasTexture = 1 << SurfaceBitIndex.HasTexture,\r\n ApplyLighting = 1 << SurfaceBitIndex.ApplyLighting,\r\n HasNormals = 1 << SurfaceBitIndex.HasNormals,\r\n\r\n // NB: In u_surfaceFlags provided to shader, indicates material color/specular/alpha should be ignored. Has no effect on texture.\r\n // If a given feature has the 'ignore material' override set, v_surfaceFlags will be modified to turn on IgnoreMaterial and turn off HasTexture.\r\n IgnoreMaterial = 1 << SurfaceBitIndex.IgnoreMaterial,\r\n\r\n // In HiddenLine and SolidFill modes, a transparency threshold is supplied; surfaces that are more transparent than the threshold are not rendered.\r\n TransparencyThreshold = 1 << SurfaceBitIndex.TransparencyThreshold,\r\n\r\n // For HiddenLine mode\r\n BackgroundFill = 1 << SurfaceBitIndex.BackgroundFill,\r\n\r\n // For textured meshes, the color index in the vertex LUT is unused - we place the normal there instead.\r\n // For untextured lit meshes, the normal is placed after the feature ID.\r\n HasColorAndNormal = 1 << SurfaceBitIndex.HasColorAndNormal,\r\n // For textured meshes, use rgb from v_color instead of from texture.\r\n OverrideRgb = 1 << SurfaceBitIndex.OverrideRgb,\r\n // For geometry with fixed normals (terrain meshes) we must avoid front facing normal reversal or skirts will be incorrectly lit.\r\n NoFaceFront = 1 << SurfaceBitIndex.NoFaceFront,\r\n HasMaterialAtlas = 1 << SurfaceBitIndex.HasMaterialAtlas,\r\n}\r\n\r\n/** 16-bit flags indicating what aspects of a feature's symbology are overridden.\r\n * @internal\r\n */\r\nexport const enum OvrFlags {\r\n None = 0,\r\n Visibility = 1 << 0,\r\n Rgb = 1 << 1,\r\n Alpha = 1 << 2,\r\n IgnoreMaterial = 1 << 3, // ignore material color, specular properties, and texture.\r\n Flashed = 1 << 4,\r\n NonLocatable = 1 << 5, // do not draw during pick - allows geometry beneath to be picked.\r\n LineCode = 1 << 6,\r\n Weight = 1 << 7,\r\n Hilited = 1 << 8,\r\n Emphasized = 1 << 9, // rendered with \"emphasis\" hilite settings (silhouette etc).\r\n ViewIndependentTransparency = 1 << 10,\r\n\r\n Rgba = Rgb | Alpha,\r\n}\r\n\r\n/** 8-bit flags indicating emphasis effects applied to a feature.\r\n * @internal\r\n */\r\nexport const enum EmphasisFlags {\r\n None = 0,\r\n Hilite = 1,\r\n Emphasized = 2,\r\n Flashed = 4,\r\n NonLocatable = 8,\r\n}\r\n\r\n/** @internal */\r\nexport const enum IsTranslucent { No, Yes, Maybe }\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/* eslint-disable no-restricted-syntax */\r\n\r\n/** Ordered list of render passes which produce a rendered frame.\r\n * [[RenderCommands]] organizes its [[DrawCommands]] into a list indexed by RenderPass.\r\n * @see [[Pass]] for the type from which the RenderPass for a [[Primitive]] is derived.\r\n * @internal\r\n */\r\nexport const enum RenderPass {\r\n None = 0xff,\r\n Background = 0,\r\n OpaqueLayers, // XY planar models render without depth-testing in order based on priority\r\n OpaqueLinear, // Linear geometry that is opaque and needs to be written to the pick data buffers\r\n OpaquePlanar, // Planar surface geometry that is opaque and needs to be written to the pick data buffers\r\n OpaqueGeneral, // All other opaque geometry (including point clouds and reality meshes) which are not written to the pick data buffers\r\n Classification, // Stencil volumes for normal processing of reality data classification.\r\n TranslucentLayers, // like Layers but drawn without depth write, blending with opaque\r\n Translucent,\r\n HiddenEdge,\r\n Hilite,\r\n OverlayLayers, // Like Layers, but drawn atop all other geometry\r\n WorldOverlay, // Decorations\r\n ViewOverlay, // Decorations\r\n SkyBox,\r\n BackgroundMap,\r\n HiliteClassification, // Secondary hilite pass for stencil volumes to process hilited classifiers for reality data\r\n ClassificationByIndex, // Stencil volumes for processing classification one classifier at a time (used for generating pick data Ids and flashing a single classifier).\r\n HilitePlanarClassification,\r\n PlanarClassification,\r\n VolumeClassifiedRealityData,\r\n COUNT,\r\n}\r\n\r\n/** Describes the [[RenderPass]]es in which a [[Primitive]] wants to be rendered.\r\n * Generally, each Pass corresponds to a single RenderPass. However a couple of passes specify that the primitive should be rendered\r\n * twice, in two different render passes.\r\n * [[RenderCommands.addPrimitive]] may ignore the requested Pass. For example, edges typically draw in RenderPass.OpaqueLinear, but\r\n * may also draw in RenderPass.HiddenEdge; and translucent geometry may sometimes be rendered in an opaque render pass instead.\r\n * @see [[CachedGeometry.getPass]].\r\n * @internal\r\n */\r\nexport type Pass =\r\n \"skybox\" | // SkyBox\r\n \"opaque\" | // OpaqueGeneral\r\n \"opaque-linear\" | // OpaqueLinear\r\n \"opaque-planar\" | // OpaquePlanar\r\n \"translucent\" | // Translucent\r\n \"view-overlay\" | // ViewOverlay\r\n \"classification\" | // Classification\r\n \"none\" | // None\r\n // The following apply to textured meshes when the texture image contains a mix of opaque and transparent pixels.\r\n // The mesh requests to be rendered in both opaque and transparent passes, with each pass discarding pixels that don't match that pass.\r\n // (i.e., discard transparent pixels during opaque pass and vice-versa).\r\n \"opaque-translucent\" | // OpaqueGeneral and Translucent\r\n \"opaque-planar-translucent\"; // OpaquePlanar and Translucent\r\n\r\n/** [[Pass]]es that map to two [[RenderPass]]es.\r\n * @internal\r\n */\r\nexport type DoublePass = \"opaque-translucent\" | \"opaque-planar-translucent\";\r\n\r\n/** [[Pass]]es that map to a single [[RenderPass]].\r\n * @internal */\r\nexport type SinglePass = Exclude<Pass, DoublePass>;\r\n\r\n/** Describes the type of geometry rendered by a ShaderProgram.\r\n * @internal\r\n */\r\nexport const enum GeometryType {\r\n IndexedTriangles,\r\n IndexedPoints,\r\n ArrayedPoints,\r\n}\r\n\r\n/** @internal */\r\nexport namespace Pass { // eslint-disable-line @typescript-eslint/no-redeclare\r\n /** Return the RenderPass corresponding to the specified Pass. */\r\n export function toRenderPass(pass: SinglePass): RenderPass {\r\n switch (pass) {\r\n case \"skybox\": return RenderPass.SkyBox;\r\n case \"opaque\": return RenderPass.OpaqueGeneral;\r\n case \"opaque-linear\": return RenderPass.OpaqueLinear;\r\n case \"opaque-planar\": return RenderPass.OpaquePlanar;\r\n case \"translucent\": return RenderPass.Translucent;\r\n case \"view-overlay\": return RenderPass.ViewOverlay;\r\n case \"classification\": return RenderPass.Classification;\r\n case \"none\": return RenderPass.None;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders during RenderPass.Translucent.\r\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true (or false) for a given Pass.\r\n */\r\n export function rendersTranslucent(pass: Pass): boolean {\r\n switch (pass) {\r\n case \"translucent\":\r\n case \"opaque-translucent\":\r\n case \"opaque-planar-translucent\":\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders during one of the opaque RenderPasses.\r\n * @note It is possible for both [[rendersTranslucent]] and [[rendersOpaque]] to return true for a given Pass.\r\n */\r\n export function rendersOpaque(pass: Pass): boolean {\r\n switch (pass) {\r\n case \"opaque-translucent\":\r\n case \"opaque-planar-translucent\":\r\n case \"opaque\":\r\n case \"opaque-planar\":\r\n case \"opaque-linear\":\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n /** Return true if the specified Pass renders both during RenderPass.Translucent and one of the opaque RenderPasses. */\r\n export function rendersOpaqueAndTranslucent(pass: Pass): pass is DoublePass {\r\n return \"opaque-translucent\" === pass || \"opaque-planar-translucent\" === pass;\r\n }\r\n\r\n export function toOpaquePass(pass: DoublePass): RenderPass {\r\n return \"opaque-translucent\" === pass ? RenderPass.OpaqueGeneral : RenderPass.OpaquePlanar;\r\n }\r\n}\r\n\r\n/** Reserved texture units for specific sampler variables, to avoid conflicts between shader components which each have their own textures.\r\n * WebGL 1 guarantees a minimum of 8 vertex texture units, and iOS provides no more than that.\r\n * WebGL 2 guarantees a minimum of 15 vertex texture units.\r\n * @internal\r\n */\r\nexport enum TextureUnit {\r\n // For shaders which know exactly which textures will be used\r\n Zero = WebGLRenderingContext.TEXTURE0,\r\n One = WebGLRenderingContext.TEXTURE1,\r\n Two = WebGLRenderingContext.TEXTURE2,\r\n Three = WebGLRenderingContext.TEXTURE3,\r\n Four = WebGLRenderingContext.TEXTURE4,\r\n Five = WebGLRenderingContext.TEXTURE5,\r\n Six = WebGLRenderingContext.TEXTURE6,\r\n Seven = WebGLRenderingContext.TEXTURE7, // Last one guaranteed available for WebGL 1\r\n\r\n ClipVolume = Zero,\r\n FeatureSymbology = One,\r\n SurfaceTexture = Two,\r\n LineCode = Two,\r\n\r\n PickFeatureId = Three,\r\n PickDepthAndOrder = Four,\r\n\r\n VertexLUT = Five,\r\n\r\n // Texture unit 6 is overloaded. Therefore classification, hilite classification, and aux channel are all mutually exclusive.\r\n AuxChannelLUT = Six,\r\n PlanarClassification = Six,\r\n PlanarClassificationHilite = Six,\r\n\r\n // Texture unit 7 is overloaded. Therefore receiving shadows and thematic display are mutually exclusive.\r\n ShadowMap = Seven,\r\n ThematicSensors = Seven,\r\n\r\n // Textures used for up to 3 background or overlay map layers.\r\n RealityMesh0 = Two,\r\n RealityMesh1 = VertexLUT, // Reality meshes do not use VertexLUT.\r\n RealityMesh2 = ShadowMap, // Shadow map when picking -- PickDepthAndOrder otherwise....\r\n\r\n // If more than 8 texture units are available, 3 additional background or overlay map layers.\r\n RealityMesh3 = WebGLRenderingContext.TEXTURE8,\r\n RealityMesh4 = WebGLRenderingContext.TEXTURE9,\r\n RealityMesh5 = WebGLRenderingContext.TEXTURE10,\r\n\r\n RealityMeshThematicGradient = WebGLRenderingContext.TEXTURE11,\r\n\r\n // Lookup table for indexed edges - used only if WebGL 2 is available.\r\n EdgeLUT = WebGLRenderingContext.TEXTURE12,\r\n}\r\n\r\n/**\r\n * Defines the order in which primitives are rendered within a GLESList. This is chiefly\r\n * used to sort primitives which originate from the same element. e.g., the blanking fill\r\n * associated with a text field must always render behind the text; the edges of a surface\r\n * must render in front of the surface; etc.\r\n * An exception to the 'same element' rule is provided for planar surfaces and edges thereof\r\n * sketched onto non-planar surfaces. When the depth test is ambiguous the planar geometry\r\n * is always on top of the non-planar surface. This addresses z-fighting when shapes are\r\n * sketched onto surfaces, e.g. as part of push-pull modeling workflows.\r\n * @internal\r\n */\r\nexport const enum RenderOrder {\r\n None = 0,\r\n Background = 1, // i.e., background map drawn without depth\r\n BlankingRegion = 2,\r\n UnlitSurface = 3, // Distinction only made for whether or not to apply ambient occlusion.\r\n LitSurface = 4,\r\n Linear = 5,\r\n Edge = 6,\r\n Silhouette = 7,\r\n\r\n PlanarBit = 8,\r\n\r\n PlanarUnlitSurface = UnlitSurface | PlanarBit,\r\n PlanarLitSurface = LitSurface | PlanarBit,\r\n PlanarLinear = Linear | PlanarBit,\r\n PlanarEdge = Edge | PlanarBit,\r\n PlanarSilhouette = Silhouette | PlanarBit,\r\n}\r\n\r\n/** @internal */\r\nexport function isPlanar(order: RenderOrder): boolean {\r\n return order >= RenderOrder.PlanarBit;\r\n}\r\n\r\n/** Flags indicating operations to be performed by the post-process composite step.\r\n * @internal\r\n */\r\nexport const enum CompositeFlags {\r\n None = 0,\r\n Translucent = 1 << 0,\r\n Hilite = 1 << 1,\r\n AmbientOcclusion = 1 << 2,\r\n}\r\n\r\n/** Location in boolean array of SurfaceFlags above.\r\n * @internal\r\n */\r\nexport const enum SurfaceBitIndex {\r\n HasTexture,\r\n ApplyLighting,\r\n HasNormals,\r\n IgnoreMaterial,\r\n TransparencyThreshold,\r\n BackgroundFill,\r\n HasColorAndNormal,\r\n OverrideRgb,\r\n HasNormalMap,\r\n HasMaterialAtlas,\r\n Count,\r\n}\r\n\r\n/** Describes attributes of a MeshGeometry object. Used to conditionally execute portion of shader programs.\r\n * @internal\r\n */\r\nexport const enum SurfaceFlags {\r\n None = 0,\r\n HasTexture = 1 << SurfaceBitIndex.HasTexture,\r\n ApplyLighting = 1 << SurfaceBitIndex.ApplyLighting,\r\n HasNormals = 1 << SurfaceBitIndex.HasNormals,\r\n\r\n // NB: In u_surfaceFlags provided to shader, indicates material color/specular/alpha should be ignored. Has no effect on texture.\r\n // If a given feature has the 'ignore material' override set, v_surfaceFlags will be modified to turn on IgnoreMaterial and turn off HasTexture.\r\n IgnoreMaterial = 1 << SurfaceBitIndex.IgnoreMaterial,\r\n\r\n // In HiddenLine and SolidFill modes, a transparency threshold is supplied; surfaces that are more transparent than the threshold are not rendered.\r\n TransparencyThreshold = 1 << SurfaceBitIndex.TransparencyThreshold,\r\n\r\n // For HiddenLine mode\r\n BackgroundFill = 1 << SurfaceBitIndex.BackgroundFill,\r\n\r\n // For textured meshes, the color index in the vertex LUT is unused - we place the normal there instead.\r\n // For untextured lit meshes, the normal is placed after the feature ID.\r\n HasColorAndNormal = 1 << SurfaceBitIndex.HasColorAndNormal,\r\n // For textured meshes, use rgb from v_color instead of from texture.\r\n OverrideRgb = 1 << SurfaceBitIndex.OverrideRgb,\r\n // For geometry with fixed normals (terrain meshes) we must avoid front facing normal reversal or skirts will be incorrectly lit.\r\n HasNormalMap = 1 << SurfaceBitIndex.HasNormalMap,\r\n HasMaterialAtlas = 1 << SurfaceBitIndex.HasMaterialAtlas,\r\n}\r\n\r\n/** 16-bit flags indicating what aspects of a feature's symbology are overridden.\r\n * @internal\r\n */\r\nexport const enum OvrFlags {\r\n None = 0,\r\n Visibility = 1 << 0,\r\n Rgb = 1 << 1,\r\n Alpha = 1 << 2,\r\n IgnoreMaterial = 1 << 3, // ignore material color, specular properties, and texture.\r\n Flashed = 1 << 4,\r\n NonLocatable = 1 << 5, // do not draw during pick - allows geometry beneath to be picked.\r\n LineCode = 1 << 6,\r\n Weight = 1 << 7,\r\n Hilited = 1 << 8,\r\n Emphasized = 1 << 9, // rendered with \"emphasis\" hilite settings (silhouette etc).\r\n ViewIndependentTransparency = 1 << 10,\r\n\r\n Rgba = Rgb | Alpha,\r\n}\r\n\r\n/** 8-bit flags indicating emphasis effects applied to a feature.\r\n * @internal\r\n */\r\nexport const enum EmphasisFlags {\r\n None = 0,\r\n Hilite = 1,\r\n Emphasized = 2,\r\n Flashed = 4,\r\n NonLocatable = 8,\r\n}\r\n\r\n/** @internal */\r\nexport const enum IsTranslucent { No, Yes, Maybe }\r\n"]}
@@ -40,7 +40,6 @@ export declare class SurfaceGeometry extends MeshGeometry {
40
40
  get techniqueId(): TechniqueId;
41
41
  get isLitSurface(): boolean;
42
42
  get hasBakedLighting(): boolean;
43
- get hasFixedNormals(): boolean;
44
43
  get renderOrder(): RenderOrder;
45
44
  getColor(target: Target): import("./ColorInfo").ColorInfo;
46
45
  getPass(target: Target): Pass;
@@ -1 +1 @@
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+ {"version":3,"file":"SurfaceGeometry.d.ts","sourceRoot":"","sources":["../../../../src/render/webgl/SurfaceGeometry.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAA8C,SAAS,EAAE,MAAM,oBAAoB,CAAC;AAE3F,OAAO,EAAE,aAAa,EAAE,MAAM,2BAA2B,CAAC;AAC1D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAE/C,OAAO,EAAE,mBAAmB,EAAE,MAAM,eAAe,CAAC;AAEpD,OAAO,EAAkC,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AACtF,OAAO,EAAE,YAAY,EAAE,MAAM,YAAY,CAAC;AAC1C,OAAO,EAAE,IAAI,EAAE,WAAW,EAA+B,MAAM,eAAe,CAAC;AAE/E,OAAO,EAAE,MAAM,EAAE,MAAM,UAAU,CAAC;AAClC,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AACtC,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C,gBAAgB;AAChB,wBAAgB,aAAa,CAAC,EAAE,EAAE,SAAS,GAAG,OAAO,CAEpD;AAMD,gBAAgB;AAChB,qBAAa,eAAgB,SAAQ,YAAY;IAC/C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAmB;IAC5C,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAe;IAExC,IAAW,UAAU,qBAA4B;WAEnC,MAAM,CAAC,IAAI,EAAE,QAAQ,EAAE,OAAO,EAAE,aAAa,GAAG,eAAe,GAAG,SAAS;IAKzF,IAAW,UAAU,IAAI,OAAO,CAG/B;IAEM,OAAO;IAKP,iBAAiB,CAAC,KAAK,EAAE,YAAY,CAAC,UAAU,GAAG,IAAI;IAI9D,IAAW,KAAK,YAAmG;IACnH,IAAW,cAAc,YAAwG;IACjI,IAAW,UAAU,YAAgE;IACrF,IAAW,OAAO,YAAgC;IAClD,IAAoB,uBAAuB,YAA2B;IACtE,IAAW,aAAa,YAAuE;IAC/F,IAAW,YAAY,YAAgE;IACvF,IAAoB,uBAAuB,YAE1C;IAED,IAAoB,kBAAkB,YAKrC;IAED,IAAoB,SAAS,SAAmB;IAChD,IAAoB,MAAM,cAAwB;IAClD,IAAoB,YAAY,cAAwB;IAExD,SAAS,CAAC,KAAK,CAAC,YAAY,EAAE,MAAM,EAAE,wBAAwB,CAAC,EAAE,gBAAgB,GAAG,IAAI;IAmBxE,sBAAsB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAK/D,IAAW,WAAW,IAAI,WAAW,CAAgC;IACrE,IAAoB,YAAY,YAAyB;IACzD,IAAoB,gBAAgB,YAAyC;IAC7E,IAAW,WAAW,IAAI,WAAW,CASpC;IAEe,QAAQ,CAAC,MAAM,EAAE,MAAM;IAOvB,OAAO,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAwD7C,SAAS,CAAC,gBAAgB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAmBnD,IAAoB,YAAY,IAAI,YAAY,GAAG,SAAS,CAAmC;IAExF,UAAU,CAAC,MAAM,EAAE,mBAAmB,GAAG,OAAO;IAIhD,mBAAmB,CAAC,MAAM,EAAE,mBAAmB,EAAE,KAAK,EAAE,UAAU,GAAG,IAAI;IAsDhF,OAAO;IASP,OAAO,CAAC,YAAY;CA0BrB"}
@@ -87,7 +87,6 @@ export class SurfaceGeometry extends MeshGeometry {
87
87
  get techniqueId() { return 0 /* Surface */; }
88
88
  get isLitSurface() { return this.isLit; }
89
89
  get hasBakedLighting() { return this.mesh.hasBakedLighting; }
90
- get hasFixedNormals() { return this.mesh.hasFixedNormals; }
91
90
  get renderOrder() {
92
91
  if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))
93
92
  return 2 /* BlankingRegion */;
@@ -173,15 +172,12 @@ export class SurfaceGeometry extends MeshGeometry {
173
172
  flags[3 /* IgnoreMaterial */] = useMaterial ? 0 : 1;
174
173
  flags[9 /* HasMaterialAtlas */] = useMaterial && this.hasMaterialAtlas ? 1 : 0;
175
174
  flags[1 /* ApplyLighting */] = 0;
176
- flags[8 /* NoFaceFront */] = 0;
175
+ flags[8 /* HasNormalMap */] = 0;
177
176
  flags[6 /* HasColorAndNormal */] = 0;
178
177
  if (this.isLit) {
179
178
  flags[2 /* HasNormals */] = 1;
180
- if (wantLighting(vf)) {
179
+ if (wantLighting(vf))
181
180
  flags[1 /* ApplyLighting */] = 1;
182
- if (this.hasFixedNormals)
183
- flags[8 /* NoFaceFront */] = 1;
184
- }
185
181
  // Textured meshes store normal in place of color index.
186
182
  // Untextured lit meshes store normal where textured meshes would store UV coords.
187
183
  // Tell shader where to find normal.
@@ -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, dispose } from \"@itwin/core-bentley\";\r\nimport { FillFlags, RenderMode, TextureTransparency, ViewFlags } from \"@itwin/core-common\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { VertexIndices } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { MeshData } from \"./MeshData\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\n\r\n/** @internal */\r\nexport function wantMaterials(vf: ViewFlags): boolean {\r\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\r\n}\r\n\r\nfunction wantLighting(vf: ViewFlags) {\r\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\r\n}\r\n\r\n/** @internal */\r\nexport class SurfaceGeometry extends MeshGeometry {\r\n private readonly _buffers: BuffersContainer;\r\n private readonly _indices: BufferHandle;\r\n\r\n public get lutBuffers() { return this._buffers; }\r\n\r\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\r\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._buffers.isDisposed\r\n && this._indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n dispose(this._indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSurface(this._indices.bytesUsed);\r\n }\r\n\r\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\r\n public get isGlyph() { return this.mesh.isGlyph; }\r\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\r\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\r\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\r\n public override get supportsThematicDisplay() {\r\n return !this.isGlyph;\r\n }\r\n\r\n public override get allowColorOverride() {\r\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\r\n // We don't actually know if we have text.\r\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\r\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\r\n }\r\n\r\n public override get asSurface() { return this; }\r\n public override get asEdge() { return undefined; }\r\n public override get asSilhouette() { return undefined; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const system = System.instance;\r\n\r\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\r\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\r\n if (offset) {\r\n system.context.enable(GL.POLYGON_OFFSET_FILL);\r\n system.context.polygonOffset(1.0, 1.0);\r\n }\r\n\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\r\n bufs.bind();\r\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n\r\n if (offset)\r\n system.context.disable(GL.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n public override wantMixMonochromeColor(target: Target): boolean {\r\n // Text relies on white-on-white reversal.\r\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\r\n public override get isLitSurface() { return this.isLit; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public override get hasFixedNormals() { return this.mesh.hasFixedNormals; }\r\n public get renderOrder(): RenderOrder {\r\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\r\n return RenderOrder.BlankingRegion;\r\n\r\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\r\n if (this.isPlanar)\r\n order = order | RenderOrder.PlanarBit;\r\n\r\n return order;\r\n }\r\n\r\n public override getColor(target: Target) {\r\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\r\n return target.uniforms.style.backgroundColorInfo;\r\n else\r\n return this.colorInfo;\r\n }\r\n\r\n public override getPass(target: Target): Pass {\r\n // Classifiers have a dedicated pass\r\n if (this.isClassifier)\r\n return \"classification\";\r\n\r\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\r\n\r\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\r\n if (this.isGlyph)\r\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\r\n\r\n const vf = target.currentViewFlags;\r\n\r\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\r\n if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)\r\n return \"translucent\";\r\n\r\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\r\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\r\n const fillFlags = this.fillFlags;\r\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\r\n if (!showFill)\r\n return \"none\";\r\n }\r\n\r\n // If transparency disabled by render mode or view flag, always draw opaque.\r\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\r\n return opaquePass;\r\n\r\n // We have 3 sources of alpha: the material, the texture, and the color.\r\n // Base alpha comes from the material if it overrides it; otherwise from the color.\r\n // The texture's alpha is multiplied by the base alpha.\r\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\r\n let hasAlpha = false;\r\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\r\n if (undefined !== mat && mat.overridesAlpha)\r\n hasAlpha = mat.hasTranslucency;\r\n else\r\n hasAlpha = this.getColor(target).hasTranslucency;\r\n\r\n if (!hasAlpha) {\r\n // ###TODO handle TextureTransparency.Mixed; remove Texture.hasTranslucency.\r\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\r\n switch (tex?.transparency) {\r\n case TextureTransparency.Translucent:\r\n hasAlpha = true;\r\n break;\r\n case TextureTransparency.Mixed:\r\n opaquePass = `${opaquePass}-translucent`;\r\n break;\r\n }\r\n }\r\n\r\n return hasAlpha ? \"translucent\" : opaquePass;\r\n }\r\n\r\n protected _wantWoWReversal(target: Target): boolean {\r\n const fillFlags = this.fillFlags;\r\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\r\n return false; // fill color explicitly from background\r\n\r\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\r\n return true; // fill displayed even in wireframe\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\r\n return false; // never invert surfaces when edges are displayed\r\n\r\n if (this.isLit && wantLighting(vf))\r\n return false;\r\n\r\n // Don't invert white pixels of textures...\r\n return !this.wantTextures(target, this.hasTexture);\r\n }\r\n\r\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\r\n\r\n public useTexture(params: ShaderProgramParams): boolean {\r\n return this.wantTextures(params.target, this.hasTexture);\r\n }\r\n\r\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\r\n const target = params.target;\r\n const vf = target.currentViewFlags;\r\n\r\n const useMaterial = wantMaterials(vf);\r\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\r\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\r\n\r\n flags[SurfaceBitIndex.ApplyLighting] = 0;\r\n flags[SurfaceBitIndex.NoFaceFront] = 0;\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\r\n if (this.isLit) {\r\n flags[SurfaceBitIndex.HasNormals] = 1;\r\n if (wantLighting(vf)) {\r\n flags[SurfaceBitIndex.ApplyLighting] = 1;\r\n if (this.hasFixedNormals)\r\n flags[SurfaceBitIndex.NoFaceFront] = 1;\r\n }\r\n\r\n // Textured meshes store normal in place of color index.\r\n // Untextured lit meshes store normal where textured meshes would store UV coords.\r\n // Tell shader where to find normal.\r\n if (!this.isTexturedType) {\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\r\n }\r\n } else {\r\n flags[SurfaceBitIndex.HasNormals] = 0;\r\n }\r\n\r\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\r\n\r\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\r\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\r\n flags[SurfaceBitIndex.BackgroundFill] = 0;\r\n switch (params.renderPass) {\r\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n case RenderPass.OpaqueGeneral:\r\n case RenderPass.Translucent:\r\n case RenderPass.WorldOverlay:\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers: {\r\n const mode = vf.renderMode;\r\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\r\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\r\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\r\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\r\n flags[SurfaceBitIndex.BackgroundFill] = 1;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\r\n assert(undefined !== attrPos);\r\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n }\r\n\r\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\r\n return true;\r\n\r\n if (!surfaceTextureExists)\r\n return false;\r\n\r\n if (this.mesh.isTextureAlwaysDisplayed)\r\n return true;\r\n\r\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\r\n return false;\r\n\r\n const fill = this.fillFlags;\r\n const flags = target.currentViewFlags;\r\n\r\n // ###TODO need to distinguish between gradient fill and actual textures...\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n case RenderMode.Wireframe:\r\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\r\n default:\r\n return FillFlags.Always === (fill & FillFlags.Always);\r\n }\r\n }\r\n}\r\n"]}
1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert, dispose } from \"@itwin/core-bentley\";\r\nimport { FillFlags, RenderMode, TextureTransparency, ViewFlags } from \"@itwin/core-common\";\r\nimport { SurfaceType } from \"../primitives/SurfaceParams\";\r\nimport { VertexIndices } from \"../primitives/VertexTable\";\r\nimport { RenderMemory } from \"../RenderMemory\";\r\nimport { AttributeMap } from \"./AttributeMap\";\r\nimport { ShaderProgramParams } from \"./DrawCommand\";\r\nimport { GL } from \"./GL\";\r\nimport { BufferHandle, BufferParameters, BuffersContainer } from \"./AttributeBuffers\";\r\nimport { MaterialInfo } from \"./Material\";\r\nimport { Pass, RenderOrder, RenderPass, SurfaceBitIndex } from \"./RenderFlags\";\r\nimport { System } from \"./System\";\r\nimport { Target } from \"./Target\";\r\nimport { TechniqueId } from \"./TechniqueId\";\r\nimport { MeshData } from \"./MeshData\";\r\nimport { MeshGeometry } from \"./MeshGeometry\";\r\n\r\n/** @internal */\r\nexport function wantMaterials(vf: ViewFlags): boolean {\r\n return vf.materials && RenderMode.SmoothShade === vf.renderMode;\r\n}\r\n\r\nfunction wantLighting(vf: ViewFlags) {\r\n return RenderMode.SmoothShade === vf.renderMode && vf.lighting;\r\n}\r\n\r\n/** @internal */\r\nexport class SurfaceGeometry extends MeshGeometry {\r\n private readonly _buffers: BuffersContainer;\r\n private readonly _indices: BufferHandle;\r\n\r\n public get lutBuffers() { return this._buffers; }\r\n\r\n public static create(mesh: MeshData, indices: VertexIndices): SurfaceGeometry | undefined {\r\n const indexBuffer = BufferHandle.createArrayBuffer(indices.data);\r\n return undefined !== indexBuffer ? new SurfaceGeometry(indexBuffer, indices.length, mesh) : undefined;\r\n }\r\n\r\n public get isDisposed(): boolean {\r\n return this._buffers.isDisposed\r\n && this._indices.isDisposed;\r\n }\r\n\r\n public dispose() {\r\n dispose(this._buffers);\r\n dispose(this._indices);\r\n }\r\n\r\n public collectStatistics(stats: RenderMemory.Statistics): void {\r\n stats.addSurface(this._indices.bytesUsed);\r\n }\r\n\r\n public get isLit() { return SurfaceType.Lit === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get isTexturedType() { return SurfaceType.Textured === this.surfaceType || SurfaceType.TexturedLit === this.surfaceType; }\r\n public get hasTexture() { return this.isTexturedType && undefined !== this.texture; }\r\n public get isGlyph() { return this.mesh.isGlyph; }\r\n public override get alwaysRenderTranslucent() { return this.isGlyph; }\r\n public get isTileSection() { return undefined !== this.texture && this.texture.isTileSection; }\r\n public get isClassifier() { return SurfaceType.VolumeClassifier === this.surfaceType; }\r\n public override get supportsThematicDisplay() {\r\n return !this.isGlyph;\r\n }\r\n\r\n public override get allowColorOverride() {\r\n // Text background color should not be overridden by feature symbology overrides - otherwise it becomes unreadable...\r\n // We don't actually know if we have text.\r\n // We do know that text background color uses blanking fill. So do ImageGraphics, so they're also going to forbid overriding their color.\r\n return FillFlags.Blanking !== (this.fillFlags & FillFlags.Blanking);\r\n }\r\n\r\n public override get asSurface() { return this; }\r\n public override get asEdge() { return undefined; }\r\n public override get asSilhouette() { return undefined; }\r\n\r\n protected _draw(numInstances: number, instanceBuffersContainer?: BuffersContainer): void {\r\n const system = System.instance;\r\n\r\n // If we can't write depth in the fragment shader, use polygonOffset to force blanking regions to draw behind.\r\n const offset = RenderOrder.BlankingRegion === this.renderOrder && !system.supportsLogZBuffer;\r\n if (offset) {\r\n system.context.enable(GL.POLYGON_OFFSET_FILL);\r\n system.context.polygonOffset(1.0, 1.0);\r\n }\r\n\r\n const bufs = instanceBuffersContainer !== undefined ? instanceBuffersContainer : this._buffers;\r\n bufs.bind();\r\n system.drawArrays(GL.PrimitiveType.Triangles, 0, this._numIndices, numInstances);\r\n bufs.unbind();\r\n\r\n if (offset)\r\n system.context.disable(GL.POLYGON_OFFSET_FILL);\r\n }\r\n\r\n public override wantMixMonochromeColor(target: Target): boolean {\r\n // Text relies on white-on-white reversal.\r\n return !this.isGlyph && (this.isLitSurface || this.wantTextures(target, this.hasTexture));\r\n }\r\n\r\n public get techniqueId(): TechniqueId { return TechniqueId.Surface; }\r\n public override get isLitSurface() { return this.isLit; }\r\n public override get hasBakedLighting() { return this.mesh.hasBakedLighting; }\r\n public get renderOrder(): RenderOrder {\r\n if (FillFlags.Behind === (this.fillFlags & FillFlags.Behind))\r\n return RenderOrder.BlankingRegion;\r\n\r\n let order = this.isLit ? RenderOrder.LitSurface : RenderOrder.UnlitSurface;\r\n if (this.isPlanar)\r\n order = order | RenderOrder.PlanarBit;\r\n\r\n return order;\r\n }\r\n\r\n public override getColor(target: Target) {\r\n if (FillFlags.Background === (this.fillFlags & FillFlags.Background))\r\n return target.uniforms.style.backgroundColorInfo;\r\n else\r\n return this.colorInfo;\r\n }\r\n\r\n public override getPass(target: Target): Pass {\r\n // Classifiers have a dedicated pass\r\n if (this.isClassifier)\r\n return \"classification\";\r\n\r\n let opaquePass: Pass = this.isPlanar ? \"opaque-planar\" : \"opaque\";\r\n\r\n // When reading pixels, glyphs are always opaque. Otherwise always transparent (for anti-aliasing).\r\n if (this.isGlyph)\r\n return target.isReadPixelsInProgress ? opaquePass : \"translucent\";\r\n\r\n const vf = target.currentViewFlags;\r\n\r\n // When rendering thematic isolines, we need translucency because they have anti-aliasing.\r\n if (target.wantThematicDisplay && this.supportsThematicDisplay && target.uniforms.thematic.wantIsoLines)\r\n return \"translucent\";\r\n\r\n // In wireframe, unless fill is explicitly enabled for planar region, surface does not draw\r\n if (RenderMode.Wireframe === vf.renderMode && !this.mesh.isTextureAlwaysDisplayed) {\r\n const fillFlags = this.fillFlags;\r\n const showFill = FillFlags.Always === (fillFlags & FillFlags.Always) || (vf.fill && FillFlags.ByView === (fillFlags & FillFlags.ByView));\r\n if (!showFill)\r\n return \"none\";\r\n }\r\n\r\n // If transparency disabled by render mode or view flag, always draw opaque.\r\n if (!vf.transparency || RenderMode.SolidFill === vf.renderMode || RenderMode.HiddenLine === vf.renderMode)\r\n return opaquePass;\r\n\r\n // We have 3 sources of alpha: the material, the texture, and the color.\r\n // Base alpha comes from the material if it overrides it; otherwise from the color.\r\n // The texture's alpha is multiplied by the base alpha.\r\n // So we must draw in the translucent pass if the texture has transparency OR the base alpha is less than 1.\r\n let hasAlpha = false;\r\n const mat = wantMaterials(vf) ? this.mesh.materialInfo : undefined;\r\n if (undefined !== mat && mat.overridesAlpha)\r\n hasAlpha = mat.hasTranslucency;\r\n else\r\n hasAlpha = this.getColor(target).hasTranslucency;\r\n\r\n if (!hasAlpha) {\r\n // ###TODO handle TextureTransparency.Mixed; remove Texture.hasTranslucency.\r\n const tex = this.wantTextures(target, true) ? this.texture : undefined;\r\n switch (tex?.transparency) {\r\n case TextureTransparency.Translucent:\r\n hasAlpha = true;\r\n break;\r\n case TextureTransparency.Mixed:\r\n opaquePass = `${opaquePass}-translucent`;\r\n break;\r\n }\r\n }\r\n\r\n return hasAlpha ? \"translucent\" : opaquePass;\r\n }\r\n\r\n protected _wantWoWReversal(target: Target): boolean {\r\n const fillFlags = this.fillFlags;\r\n if (FillFlags.None !== (fillFlags & FillFlags.Background))\r\n return false; // fill color explicitly from background\r\n\r\n if (FillFlags.None !== (fillFlags & FillFlags.Always))\r\n return true; // fill displayed even in wireframe\r\n\r\n const vf = target.currentViewFlags;\r\n if (RenderMode.Wireframe === vf.renderMode || vf.visibleEdges)\r\n return false; // never invert surfaces when edges are displayed\r\n\r\n if (this.isLit && wantLighting(vf))\r\n return false;\r\n\r\n // Don't invert white pixels of textures...\r\n return !this.wantTextures(target, this.hasTexture);\r\n }\r\n\r\n public override get materialInfo(): MaterialInfo | undefined { return this.mesh.materialInfo; }\r\n\r\n public useTexture(params: ShaderProgramParams): boolean {\r\n return this.wantTextures(params.target, this.hasTexture);\r\n }\r\n\r\n public computeSurfaceFlags(params: ShaderProgramParams, flags: Int32Array): void {\r\n const target = params.target;\r\n const vf = target.currentViewFlags;\r\n\r\n const useMaterial = wantMaterials(vf);\r\n flags[SurfaceBitIndex.IgnoreMaterial] = useMaterial ? 0 : 1;\r\n flags[SurfaceBitIndex.HasMaterialAtlas] = useMaterial && this.hasMaterialAtlas ? 1 : 0;\r\n\r\n flags[SurfaceBitIndex.ApplyLighting] = 0;\r\n flags[SurfaceBitIndex.HasNormalMap] = 0;\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 0;\r\n if (this.isLit) {\r\n flags[SurfaceBitIndex.HasNormals] = 1;\r\n if (wantLighting(vf))\r\n flags[SurfaceBitIndex.ApplyLighting] = 1;\r\n\r\n // Textured meshes store normal in place of color index.\r\n // Untextured lit meshes store normal where textured meshes would store UV coords.\r\n // Tell shader where to find normal.\r\n if (!this.isTexturedType) {\r\n flags[SurfaceBitIndex.HasColorAndNormal] = 1;\r\n }\r\n } else {\r\n flags[SurfaceBitIndex.HasNormals] = 0;\r\n }\r\n\r\n flags[SurfaceBitIndex.HasTexture] = this.useTexture(params) ? 1 : 0;\r\n\r\n // The transparency threshold controls how transparent a surface must be to allow light to pass through; more opaque surfaces cast shadows.\r\n flags[SurfaceBitIndex.TransparencyThreshold] = params.target.isDrawingShadowMap ? 1 : 0;\r\n flags[SurfaceBitIndex.BackgroundFill] = 0;\r\n switch (params.renderPass) {\r\n // NB: We need this for opaque pass due to SolidFill (must compute transparency, discard below threshold, render opaque at or above threshold)\r\n case RenderPass.OpaqueLinear:\r\n case RenderPass.OpaquePlanar:\r\n case RenderPass.OpaqueGeneral:\r\n case RenderPass.Translucent:\r\n case RenderPass.WorldOverlay:\r\n case RenderPass.OpaqueLayers:\r\n case RenderPass.TranslucentLayers:\r\n case RenderPass.OverlayLayers: {\r\n const mode = vf.renderMode;\r\n if (!this.isGlyph && (RenderMode.HiddenLine === mode || RenderMode.SolidFill === mode)) {\r\n flags[SurfaceBitIndex.TransparencyThreshold] = 1;\r\n if (RenderMode.HiddenLine === mode && FillFlags.Always !== (this.fillFlags & FillFlags.Always)) {\r\n // fill flags test for text - doesn't render with bg fill in hidden line mode.\r\n flags[SurfaceBitIndex.BackgroundFill] = 1;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private constructor(indices: BufferHandle, numIndices: number, mesh: MeshData) {\r\n super(mesh, numIndices);\r\n this._buffers = BuffersContainer.create();\r\n const attrPos = AttributeMap.findAttribute(\"a_pos\", TechniqueId.Surface, false);\r\n assert(undefined !== attrPos);\r\n this._buffers.addBuffer(indices, [BufferParameters.create(attrPos.location, 3, GL.DataType.UnsignedByte, false, 0, 0, false)]);\r\n this._indices = indices;\r\n }\r\n\r\n private wantTextures(target: Target, surfaceTextureExists: boolean): boolean {\r\n if (this.hasScalarAnimation && undefined !== target.analysisTexture)\r\n return true;\r\n\r\n if (!surfaceTextureExists)\r\n return false;\r\n\r\n if (this.mesh.isTextureAlwaysDisplayed)\r\n return true;\r\n\r\n if (this.supportsThematicDisplay && target.wantThematicDisplay)\r\n return false;\r\n\r\n const fill = this.fillFlags;\r\n const flags = target.currentViewFlags;\r\n\r\n // ###TODO need to distinguish between gradient fill and actual textures...\r\n switch (flags.renderMode) {\r\n case RenderMode.SmoothShade:\r\n return flags.textures;\r\n case RenderMode.Wireframe:\r\n return FillFlags.Always === (fill & FillFlags.Always) || (flags.fill && FillFlags.ByView === (fill & FillFlags.ByView));\r\n default:\r\n return FillFlags.Always === (fill & FillFlags.Always);\r\n }\r\n }\r\n}\r\n"]}
@@ -23,7 +23,7 @@ const applyLighting = `
23
23
  // Extract surface properties
24
24
  vec3 rgb = baseColor.rgb;
25
25
  vec3 normal = normalize(v_n.xyz);
26
- normal *= 2.0 * float(!u_surfaceFlags[kSurfaceBitIndex_NoFaceFront] && gl_FrontFacing) - 1.0;
26
+ normal *= 2.0 * float(gl_FrontFacing) - 1.0;
27
27
  vec3 toEye = kFrustumType_Perspective == u_frustum.z ? normalize(v_eyeSpace.xyz) : vec3(0.0, 0.0, -1.0);
28
28
 
29
29
  // Extract material properties
@@ -1 +1 @@
1
- {"version":3,"file":"Lighting.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Lighting.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAE,MAAM,UAAU,CAAC;AAEtC,MAAM,0BAA0B,GAAG;;;;;;;;CAQlC,CAAC;AAEF,oCAAoC;AACpC,MAAM,aAAa,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsFrB,CAAC;AAEF;;GAEG;AACH,MAAM,UAAU,WAAW,CAAC,OAAuB;IACjD,UAAU,CAAC,OAAO,CAAC,CAAC;IAEpB,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,WAAW,CAAC,0BAA0B,CAAC,CAAC;IAC7C,IAAI,CAAC,GAAG,wBAAwC,aAAa,CAAC,CAAC;IAE/D,IAAI,CAAC,UAAU,CAAC,UAAU,gBAAqB,CAAC,IAAI,EAAE,EAAE;QACtD,IAAI,CAAC,iBAAiB,CAAC,UAAU,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACrD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC,OAAO,CAAC,CAAC;QACnD,CAAC,CAAC,CAAC;IACL,CAAC,eAAyB,CAAC;IAE3B,IAAI,CAAC,UAAU,CAAC,qBAAqB,iBAAsB,CAAC,IAAI,EAAE,EAAE;QAClE,IAAI,CAAC,iBAAiB,CAAC,oBAAoB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC/D,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC9C,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,YAAY,gBAAqB,CAAC,IAAI,EAAE,EAAE;QACxD,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACvD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;QACvD,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;AACL,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 { FragmentShaderComponent, ProgramBuilder, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { addFrustum } from \"./Common\";\r\n\r\nconst computeDirectionalLighting = `\r\nvoid computeDirectionalLight (inout float diffuse, inout float specular, vec3 normal, vec3 toEye, vec3 lightDir, float lightIntensity, float specularExponent) {\r\n diffuse += lightIntensity * max(dot(normal, lightDir), 0.0);\r\n vec3 toReflectedLight = normalize(reflect(lightDir, normal));\r\n float specularDot = max(dot(toReflectedLight, toEye), 0.0001);\r\n // NB: If specularDot and specularExponent are both zero, 0^0 done below can return NaN. Must make sure specularDot is larger than zero (hence 0.0001 or greater, as ensured above).\r\n specular += lightIntensity * pow(specularDot, specularExponent);\r\n}\r\n`;\r\n\r\n// mat_weights: x=diffuse y=specular\r\nconst applyLighting = `\r\n if (baseColor.a <= 0.0 || !u_surfaceFlags[kSurfaceBitIndex_ApplyLighting])\r\n return baseColor;\r\n\r\n // Extract surface properties\r\n vec3 rgb = baseColor.rgb;\r\n vec3 normal = normalize(v_n.xyz);\r\n normal *= 2.0 * float(!u_surfaceFlags[kSurfaceBitIndex_NoFaceFront] && gl_FrontFacing) - 1.0;\r\n vec3 toEye = kFrustumType_Perspective == u_frustum.z ? normalize(v_eyeSpace.xyz) : vec3(0.0, 0.0, -1.0);\r\n\r\n // Extract material properties\r\n float diffuseWeight = mat_weights.x;\r\n float specularWeight = mat_weights.y * u_lightSettings[13];\r\n float specularExponent = mat_specular.a;\r\n vec3 specularColor = mat_specular.rgb;\r\n const float ambientWeight = 1.0; // Ignore MicroStation's ambient weights - usually bogus.\r\n\r\n // Compute directional lights\r\n const vec3 portraitDir = vec3(-0.7071, 0.0, 0.7071);\r\n float portraitIntensity = u_lightSettings[12];\r\n float sunIntensity = u_lightSettings[0];\r\n\r\n float directionalDiffuseIntensity = 0.0;\r\n float directionalSpecularIntensity = 0.0;\r\n computeDirectionalLight(directionalDiffuseIntensity, directionalSpecularIntensity, normal, toEye, u_sunDir, sunIntensity, specularExponent);\r\n computeDirectionalLight(directionalDiffuseIntensity, directionalSpecularIntensity, normal ,toEye, portraitDir, portraitIntensity, specularExponent);\r\n\r\n const float directionalFudge = 0.92; // leftover from old lighting implementation\r\n vec3 diffuseAccum = directionalDiffuseIntensity * diffuseWeight * rgb * directionalFudge; // directional light is white.\r\n vec3 specularAccum = directionalSpecularIntensity * specularWeight * specularColor;\r\n\r\n // Compute ambient light\r\n float ambientIntensity = u_lightSettings[4];\r\n vec3 ambientColor = vec3(u_lightSettings[1], u_lightSettings[2], u_lightSettings[3]);\r\n if (ambientColor.r + ambientColor.g + ambientColor.b == 0.0)\r\n ambientColor = rgb;\r\n\r\n diffuseAccum += ambientIntensity * ambientWeight * ambientColor;\r\n\r\n // Compute hemisphere lights\r\n vec3 ground = vec3(u_lightSettings[5], u_lightSettings[6], u_lightSettings[7]);\r\n vec3 sky = vec3(u_lightSettings[8], u_lightSettings[9], u_lightSettings[10]);\r\n float hemiIntensity = u_lightSettings[11];\r\n\r\n // diffuse\r\n float hemiDot = dot(normal, u_upVector);\r\n float hemiDiffuseWeight = 0.5 * hemiDot + 0.5;\r\n vec3 hemiColor = mix(ground, sky, hemiDiffuseWeight);\r\n diffuseAccum += hemiIntensity * hemiColor * rgb;\r\n\r\n // sky specular\r\n vec3 reflectSky = normalize(reflect(u_upVector, normal));\r\n float skyDot = max(dot(reflectSky, toEye), 0.0001);\r\n float hemiSpecWeight = hemiIntensity * pow(skyDot, specularExponent);\r\n\r\n // ground specular\r\n vec3 reflectGround = normalize(reflect(-u_upVector, normal));\r\n float groundDot = max(dot(reflectGround, toEye), 0.0001);\r\n hemiSpecWeight += hemiIntensity * pow(groundDot, specularExponent);\r\n\r\n specularAccum += hemiSpecWeight * specularColor * hemiColor;\r\n\r\n vec3 litColor = diffuseAccum + specularAccum;\r\n\r\n // Apply fresnel reflection.\r\n float fresnelIntensity = u_lightSettings[15];\r\n if (0.0 != fresnelIntensity) {\r\n float fresnel = -dot(toEye, normal);\r\n if (fresnelIntensity < 0.0) {\r\n fresnelIntensity = abs(fresnelIntensity);\r\n fresnel = 1.0 - fresnel;\r\n }\r\n\r\n fresnel = clamp(1.0 - fresnel, 0.0, 1.0);\r\n litColor = litColor * (1.0 + fresnelIntensity * fresnel);\r\n }\r\n\r\n // Clamp while preserving hue.\r\n float maxIntensity = max(litColor.r, max(litColor.g, litColor.b));\r\n float numCel = u_lightSettings[14];\r\n if (numCel > 0.0)\r\n baseColor.rgb = baseColor.rgb * ceil(maxIntensity * numCel) / numCel;\r\n else\r\n baseColor.rgb = litColor / max(1.0, maxIntensity);\r\n\r\n return baseColor;\r\n`;\r\n\r\n/** NB: addMaterial() sets up the mat_* variables used by applyLighting.\r\n * @internal\r\n */\r\nexport function addLighting(builder: ProgramBuilder) {\r\n addFrustum(builder);\r\n\r\n const frag = builder.frag;\r\n\r\n frag.addFunction(computeDirectionalLighting);\r\n frag.set(FragmentShaderComponent.ApplyLighting, applyLighting);\r\n\r\n frag.addUniform(\"u_sunDir\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_sunDir\", (uniform, params) => {\r\n params.target.uniforms.bindSunDirection(uniform);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addUniform(\"u_lightSettings[16]\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_lightSettings[0]\", (uniform, params) => {\r\n params.target.uniforms.lights.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_upVector\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_upVector\", (uniform, params) => {\r\n params.target.uniforms.frustum.bindUpVector(uniform);\r\n });\r\n });\r\n}\r\n"]}
1
+ {"version":3,"file":"Lighting.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Lighting.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAE,MAAM,UAAU,CAAC;AAEtC,MAAM,0BAA0B,GAAG;;;;;;;;CAQlC,CAAC;AAEF,oCAAoC;AACpC,MAAM,aAAa,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsFrB,CAAC;AAEF;;GAEG;AACH,MAAM,UAAU,WAAW,CAAC,OAAuB;IACjD,UAAU,CAAC,OAAO,CAAC,CAAC;IAEpB,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,WAAW,CAAC,0BAA0B,CAAC,CAAC;IAC7C,IAAI,CAAC,GAAG,wBAAwC,aAAa,CAAC,CAAC;IAE/D,IAAI,CAAC,UAAU,CAAC,UAAU,gBAAqB,CAAC,IAAI,EAAE,EAAE;QACtD,IAAI,CAAC,iBAAiB,CAAC,UAAU,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACrD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC,OAAO,CAAC,CAAC;QACnD,CAAC,CAAC,CAAC;IACL,CAAC,eAAyB,CAAC;IAE3B,IAAI,CAAC,UAAU,CAAC,qBAAqB,iBAAsB,CAAC,IAAI,EAAE,EAAE;QAClE,IAAI,CAAC,iBAAiB,CAAC,oBAAoB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC/D,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC9C,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,YAAY,gBAAqB,CAAC,IAAI,EAAE,EAAE;QACxD,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACvD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;QACvD,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;AACL,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 { FragmentShaderComponent, ProgramBuilder, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { addFrustum } from \"./Common\";\r\n\r\nconst computeDirectionalLighting = `\r\nvoid computeDirectionalLight (inout float diffuse, inout float specular, vec3 normal, vec3 toEye, vec3 lightDir, float lightIntensity, float specularExponent) {\r\n diffuse += lightIntensity * max(dot(normal, lightDir), 0.0);\r\n vec3 toReflectedLight = normalize(reflect(lightDir, normal));\r\n float specularDot = max(dot(toReflectedLight, toEye), 0.0001);\r\n // NB: If specularDot and specularExponent are both zero, 0^0 done below can return NaN. Must make sure specularDot is larger than zero (hence 0.0001 or greater, as ensured above).\r\n specular += lightIntensity * pow(specularDot, specularExponent);\r\n}\r\n`;\r\n\r\n// mat_weights: x=diffuse y=specular\r\nconst applyLighting = `\r\n if (baseColor.a <= 0.0 || !u_surfaceFlags[kSurfaceBitIndex_ApplyLighting])\r\n return baseColor;\r\n\r\n // Extract surface properties\r\n vec3 rgb = baseColor.rgb;\r\n vec3 normal = normalize(v_n.xyz);\r\n normal *= 2.0 * float(gl_FrontFacing) - 1.0;\r\n vec3 toEye = kFrustumType_Perspective == u_frustum.z ? normalize(v_eyeSpace.xyz) : vec3(0.0, 0.0, -1.0);\r\n\r\n // Extract material properties\r\n float diffuseWeight = mat_weights.x;\r\n float specularWeight = mat_weights.y * u_lightSettings[13];\r\n float specularExponent = mat_specular.a;\r\n vec3 specularColor = mat_specular.rgb;\r\n const float ambientWeight = 1.0; // Ignore MicroStation's ambient weights - usually bogus.\r\n\r\n // Compute directional lights\r\n const vec3 portraitDir = vec3(-0.7071, 0.0, 0.7071);\r\n float portraitIntensity = u_lightSettings[12];\r\n float sunIntensity = u_lightSettings[0];\r\n\r\n float directionalDiffuseIntensity = 0.0;\r\n float directionalSpecularIntensity = 0.0;\r\n computeDirectionalLight(directionalDiffuseIntensity, directionalSpecularIntensity, normal, toEye, u_sunDir, sunIntensity, specularExponent);\r\n computeDirectionalLight(directionalDiffuseIntensity, directionalSpecularIntensity, normal ,toEye, portraitDir, portraitIntensity, specularExponent);\r\n\r\n const float directionalFudge = 0.92; // leftover from old lighting implementation\r\n vec3 diffuseAccum = directionalDiffuseIntensity * diffuseWeight * rgb * directionalFudge; // directional light is white.\r\n vec3 specularAccum = directionalSpecularIntensity * specularWeight * specularColor;\r\n\r\n // Compute ambient light\r\n float ambientIntensity = u_lightSettings[4];\r\n vec3 ambientColor = vec3(u_lightSettings[1], u_lightSettings[2], u_lightSettings[3]);\r\n if (ambientColor.r + ambientColor.g + ambientColor.b == 0.0)\r\n ambientColor = rgb;\r\n\r\n diffuseAccum += ambientIntensity * ambientWeight * ambientColor;\r\n\r\n // Compute hemisphere lights\r\n vec3 ground = vec3(u_lightSettings[5], u_lightSettings[6], u_lightSettings[7]);\r\n vec3 sky = vec3(u_lightSettings[8], u_lightSettings[9], u_lightSettings[10]);\r\n float hemiIntensity = u_lightSettings[11];\r\n\r\n // diffuse\r\n float hemiDot = dot(normal, u_upVector);\r\n float hemiDiffuseWeight = 0.5 * hemiDot + 0.5;\r\n vec3 hemiColor = mix(ground, sky, hemiDiffuseWeight);\r\n diffuseAccum += hemiIntensity * hemiColor * rgb;\r\n\r\n // sky specular\r\n vec3 reflectSky = normalize(reflect(u_upVector, normal));\r\n float skyDot = max(dot(reflectSky, toEye), 0.0001);\r\n float hemiSpecWeight = hemiIntensity * pow(skyDot, specularExponent);\r\n\r\n // ground specular\r\n vec3 reflectGround = normalize(reflect(-u_upVector, normal));\r\n float groundDot = max(dot(reflectGround, toEye), 0.0001);\r\n hemiSpecWeight += hemiIntensity * pow(groundDot, specularExponent);\r\n\r\n specularAccum += hemiSpecWeight * specularColor * hemiColor;\r\n\r\n vec3 litColor = diffuseAccum + specularAccum;\r\n\r\n // Apply fresnel reflection.\r\n float fresnelIntensity = u_lightSettings[15];\r\n if (0.0 != fresnelIntensity) {\r\n float fresnel = -dot(toEye, normal);\r\n if (fresnelIntensity < 0.0) {\r\n fresnelIntensity = abs(fresnelIntensity);\r\n fresnel = 1.0 - fresnel;\r\n }\r\n\r\n fresnel = clamp(1.0 - fresnel, 0.0, 1.0);\r\n litColor = litColor * (1.0 + fresnelIntensity * fresnel);\r\n }\r\n\r\n // Clamp while preserving hue.\r\n float maxIntensity = max(litColor.r, max(litColor.g, litColor.b));\r\n float numCel = u_lightSettings[14];\r\n if (numCel > 0.0)\r\n baseColor.rgb = baseColor.rgb * ceil(maxIntensity * numCel) / numCel;\r\n else\r\n baseColor.rgb = litColor / max(1.0, maxIntensity);\r\n\r\n return baseColor;\r\n`;\r\n\r\n/** NB: addMaterial() sets up the mat_* variables used by applyLighting.\r\n * @internal\r\n */\r\nexport function addLighting(builder: ProgramBuilder) {\r\n addFrustum(builder);\r\n\r\n const frag = builder.frag;\r\n\r\n frag.addFunction(computeDirectionalLighting);\r\n frag.set(FragmentShaderComponent.ApplyLighting, applyLighting);\r\n\r\n frag.addUniform(\"u_sunDir\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_sunDir\", (uniform, params) => {\r\n params.target.uniforms.bindSunDirection(uniform);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addUniform(\"u_lightSettings[16]\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_lightSettings[0]\", (uniform, params) => {\r\n params.target.uniforms.lights.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_upVector\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_upVector\", (uniform, params) => {\r\n params.target.uniforms.frustum.bindUpVector(uniform);\r\n });\r\n });\r\n}\r\n"]}
@@ -243,7 +243,7 @@ function addSurfaceFlagsLookup(builder) {
243
243
  builder.addConstant("kSurfaceBitIndex_BackgroundFill", 1 /* Int */, 5 /* BackgroundFill */.toString());
244
244
  builder.addConstant("kSurfaceBitIndex_HasColorAndNormal", 1 /* Int */, 6 /* HasColorAndNormal */.toString());
245
245
  builder.addConstant("kSurfaceBitIndex_OverrideRgb", 1 /* Int */, 7 /* OverrideRgb */.toString());
246
- builder.addConstant("kSurfaceBitIndex_NoFaceFront", 1 /* Int */, 8 /* NoFaceFront */.toString());
246
+ builder.addConstant("kSurfaceBitIndex_HasNormalMap", 1 /* Int */, 8 /* HasNormalMap */.toString());
247
247
  builder.addConstant("kSurfaceBitIndex_HasMaterialAtlas", 1 /* Int */, 9 /* HasMaterialAtlas */.toString());
248
248
  // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus
249
249
  // used differently there & so require different constants. Unused constants are commented out.
@@ -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 { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport {\r\n FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, PositionType, TechniqueFlags,\r\n} from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseWithBitFlagFunctions, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../SurfaceGeometry\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n return TEXTURE(s_texture, v_texCoord);\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nconst computeMaterialInstanced = `\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseWithBitFlagFunctions(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n if (System.instance.capabilities.isWebGL2)\r\n vert.addInitializer(\"use_material = (0u == (surfaceFlags & kSurfaceBit_IgnoreMaterial));\");\r\n else\r\n vert.addInitializer(\"use_material = !nthBitSet(surfaceFlags, kSurfaceBit_IgnoreMaterial);\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n if (!instanced) {\r\n // Material atlas\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n }\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isThematic: IsThematic, isHiliter: boolean, positionType: PositionType): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true, isThematic);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition;\r\n if (isHiliter && !System.instance.supportsLogZBuffer) {\r\n computePosition = computePositionPrelude + computePositionPostlude;\r\n } else {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition = computePositionPrelude + adjustEyeSpace + computePositionPostlude;\r\n }\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified, posType: PositionType): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, IsThematic.No, true, posType);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(float flag) { return nthBitSet(surfaceFlags, flag); }\r\n`;\r\nconst isSurfaceBitSet2 = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_NoFaceFront\", VariableType.Int, SurfaceBitIndex.NoFaceFront.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = System.instance.capabilities.isWebGL2 ? \"u\" : \".0\";\r\n const type = System.instance.capabilities.isWebGL2 ? VariableType.Uint : VariableType.Float;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n if (System.instance.capabilities.isWebGL2) {\r\n builder.addFunction(isSurfaceBitSet2);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n } else {\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Float);\r\n }\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0.0;\r\n`;\r\nconst initSurfaceFlags2 = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n bool hasTexture = u_surfaceFlags[kSurfaceBitIndex_HasTexture];\r\n if (feature_ignore_material) {\r\n if (hasTexture) {\r\n hasTexture = false;\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n }\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return surfaceFlags;\\n\";\r\nconst returnSurfaceFlags2 = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nfunction getComputeNormal(quantized: boolean): string {\r\n const a = quantized ? \"g_vertLutData3.xy\" : \"g_vertLutData4.zw\";\r\n const b = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData5.xy\";\r\n return `\r\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return vec3(0.0);\r\n\r\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};\r\n return normalize(MAT_NORM * octDecodeNormal(normal));\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedNormal(quantized: boolean): string {\r\n return `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n\r\n ${getComputeNormal(quantized)}`;\r\n}\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nfunction getComputeTexCoord(quantized: boolean): string {\r\n const vertData = quantized ? \"g_vertLutData3\" : \"g_vertLutData4\";\r\n return `\r\n vec4 rgba = ${vertData};\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2WithBitFlag(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture);\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedTexCoord(quantized: boolean): string {\r\n return `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n\r\n ${getComputeTexCoord(quantized)}\r\n`;\r\n}\r\n\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = (System.instance.capabilities.isWebGL2 ? initSurfaceFlags2 : initSurfaceFlags);\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += (System.instance.capabilities.isWebGL2 ? returnSurfaceFlags2 : returnSurfaceFlags);\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n if (System.instance.capabilities.isWebGL2)\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n else\r\n builder.frag.addInitializer(\"surfaceFlags = floor(v_surfaceFlags + 0.5);\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, instanced: IsInstanced, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert, instanced);\r\n\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.vert.addFunction(octDecodeNormal);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", getComputeNormal(quantized));\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? getComputeAnimatedNormal(quantized) : \"return computeSurfaceNormal();\");\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud = false) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n } else {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nconst discardByTextureAlpha = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture)) {\r\n float cutoff = abs(u_alphaCutoff);\r\n if (kRenderPass_Translucent == u_renderPass)\r\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\r\n else\r\n return alpha < cutoff;\r\n }\r\n\r\n return false;\r\n`;\r\n\r\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\r\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\r\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\r\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\r\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\r\n const pass = params.geometry.getPass(params.target);\r\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\r\n uniform.setUniform1f(cutoff);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByTextureAlpha);\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, flags.isThematic, false, flags.positionType);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic)\r\n addThematicDisplay(builder);\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isInstanced, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n addChooseWithBitFlagFunctions(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n else\r\n addTransparencyDiscard(builder.frag);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
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 { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport {\r\n FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, PositionType, TechniqueFlags,\r\n} from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseWithBitFlagFunctions, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../SurfaceGeometry\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n return TEXTURE(s_texture, v_texCoord);\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nconst computeMaterialInstanced = `\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseWithBitFlagFunctions(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n if (System.instance.capabilities.isWebGL2)\r\n vert.addInitializer(\"use_material = (0u == (surfaceFlags & kSurfaceBit_IgnoreMaterial));\");\r\n else\r\n vert.addInitializer(\"use_material = !nthBitSet(surfaceFlags, kSurfaceBit_IgnoreMaterial);\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n if (!instanced) {\r\n // Material atlas\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n }\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isThematic: IsThematic, isHiliter: boolean, positionType: PositionType): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true, isThematic);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition;\r\n if (isHiliter && !System.instance.supportsLogZBuffer) {\r\n computePosition = computePositionPrelude + computePositionPostlude;\r\n } else {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition = computePositionPrelude + adjustEyeSpace + computePositionPostlude;\r\n }\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified, posType: PositionType): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, IsThematic.No, true, posType);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(float flag) { return nthBitSet(surfaceFlags, flag); }\r\n`;\r\nconst isSurfaceBitSet2 = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormalMap\", VariableType.Int, SurfaceBitIndex.HasNormalMap.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = System.instance.capabilities.isWebGL2 ? \"u\" : \".0\";\r\n const type = System.instance.capabilities.isWebGL2 ? VariableType.Uint : VariableType.Float;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n if (System.instance.capabilities.isWebGL2) {\r\n builder.addFunction(isSurfaceBitSet2);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n } else {\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Float);\r\n }\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0.0;\r\n`;\r\nconst initSurfaceFlags2 = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n bool hasTexture = u_surfaceFlags[kSurfaceBitIndex_HasTexture];\r\n if (feature_ignore_material) {\r\n if (hasTexture) {\r\n hasTexture = false;\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n }\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return surfaceFlags;\\n\";\r\nconst returnSurfaceFlags2 = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nfunction getComputeNormal(quantized: boolean): string {\r\n const a = quantized ? \"g_vertLutData3.xy\" : \"g_vertLutData4.zw\";\r\n const b = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData5.xy\";\r\n return `\r\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return vec3(0.0);\r\n\r\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};\r\n return normalize(MAT_NORM * octDecodeNormal(normal));\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedNormal(quantized: boolean): string {\r\n return `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n\r\n ${getComputeNormal(quantized)}`;\r\n}\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nfunction getComputeTexCoord(quantized: boolean): string {\r\n const vertData = quantized ? \"g_vertLutData3\" : \"g_vertLutData4\";\r\n return `\r\n vec4 rgba = ${vertData};\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2WithBitFlag(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture);\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedTexCoord(quantized: boolean): string {\r\n return `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n\r\n ${getComputeTexCoord(quantized)}\r\n`;\r\n}\r\n\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = (System.instance.capabilities.isWebGL2 ? initSurfaceFlags2 : initSurfaceFlags);\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += (System.instance.capabilities.isWebGL2 ? returnSurfaceFlags2 : returnSurfaceFlags);\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n if (System.instance.capabilities.isWebGL2)\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n else\r\n builder.frag.addInitializer(\"surfaceFlags = floor(v_surfaceFlags + 0.5);\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, instanced: IsInstanced, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert, instanced);\r\n\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.vert.addFunction(octDecodeNormal);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", getComputeNormal(quantized));\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? getComputeAnimatedNormal(quantized) : \"return computeSurfaceNormal();\");\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud = false) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n } else {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseWithBitFlagFunctions(builder.vert);\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nconst discardByTextureAlpha = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture)) {\r\n float cutoff = abs(u_alphaCutoff);\r\n if (kRenderPass_Translucent == u_renderPass)\r\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\r\n else\r\n return alpha < cutoff;\r\n }\r\n\r\n return false;\r\n`;\r\n\r\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\r\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\r\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\r\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\r\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\r\n const pass = params.geometry.getPass(params.target);\r\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\r\n uniform.setUniform1f(cutoff);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByTextureAlpha);\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, flags.isThematic, false, flags.positionType);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic)\r\n addThematicDisplay(builder);\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isInstanced, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n addChooseWithBitFlagFunctions(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n else\r\n addTransparencyDiscard(builder.frag);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
@@ -49,7 +49,7 @@ class IModelTileChannel extends TileRequestChannel {
49
49
  this._statistics.totalAbortedRequests += contentIds.length;
50
50
  }
51
51
  // eslint-disable-next-line @typescript-eslint/no-floating-promises
52
- IpcApp.callIpcHost("cancelTileContentRequests", imodel.getRpcProps(), treeContentIds);
52
+ IpcApp.appFunctionIpc.cancelTileContentRequests(imodel.getRpcProps(), treeContentIds);
53
53
  }
54
54
  this._canceled.clear();
55
55
  }