@itwin/core-frontend 3.5.0-dev.61 → 3.5.0-dev.65

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 (158) hide show
  1. package/CHANGELOG.md +16 -1
  2. package/lib/cjs/IModelConnection.d.ts +13 -1
  3. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  4. package/lib/cjs/IModelConnection.js +17 -1
  5. package/lib/cjs/IModelConnection.js.map +1 -1
  6. package/lib/cjs/ViewPose.d.ts +62 -10
  7. package/lib/cjs/ViewPose.d.ts.map +1 -1
  8. package/lib/cjs/ViewPose.js +37 -8
  9. package/lib/cjs/ViewPose.js.map +1 -1
  10. package/lib/cjs/ViewState.d.ts +18 -10
  11. package/lib/cjs/ViewState.d.ts.map +1 -1
  12. package/lib/cjs/ViewState.js +17 -13
  13. package/lib/cjs/ViewState.js.map +1 -1
  14. package/lib/cjs/render/RenderMaterial.d.ts +3 -1
  15. package/lib/cjs/render/RenderMaterial.d.ts.map +1 -1
  16. package/lib/cjs/render/RenderMaterial.js.map +1 -1
  17. package/lib/cjs/render/RenderTarget.d.ts +1 -0
  18. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  19. package/lib/cjs/render/RenderTarget.js.map +1 -1
  20. package/lib/cjs/render/webgl/MeshData.d.ts +1 -0
  21. package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
  22. package/lib/cjs/render/webgl/MeshData.js +13 -0
  23. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  24. package/lib/cjs/render/webgl/MeshGeometry.d.ts +1 -0
  25. package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -1
  26. package/lib/cjs/render/webgl/MeshGeometry.js +1 -0
  27. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  28. package/lib/cjs/render/webgl/RenderFlags.d.ts +2 -1
  29. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  30. package/lib/cjs/render/webgl/RenderFlags.js +2 -0
  31. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  32. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +2 -1
  33. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  34. package/lib/cjs/render/webgl/ShaderBuilder.js +6 -1
  35. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  36. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +3 -0
  37. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  38. package/lib/cjs/render/webgl/SurfaceGeometry.js +16 -1
  39. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  40. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  41. package/lib/cjs/render/webgl/System.js +1 -0
  42. package/lib/cjs/render/webgl/System.js.map +1 -1
  43. package/lib/cjs/render/webgl/Target.d.ts +1 -0
  44. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  45. package/lib/cjs/render/webgl/Target.js +1 -0
  46. package/lib/cjs/render/webgl/Target.js.map +1 -1
  47. package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
  48. package/lib/cjs/render/webgl/glsl/Animation.js +2 -1
  49. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  50. package/lib/cjs/render/webgl/glsl/Common.d.ts +3 -1
  51. package/lib/cjs/render/webgl/glsl/Common.d.ts.map +1 -1
  52. package/lib/cjs/render/webgl/glsl/Common.js +28 -33
  53. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  54. package/lib/cjs/render/webgl/glsl/Lighting.d.ts.map +1 -1
  55. package/lib/cjs/render/webgl/glsl/Lighting.js +6 -8
  56. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  57. package/lib/cjs/render/webgl/glsl/PointCloud.js +1 -1
  58. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  59. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts +1 -0
  60. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  61. package/lib/cjs/render/webgl/glsl/RealityMesh.js +6 -1
  62. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  63. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.d.ts.map +1 -1
  64. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +1 -4
  65. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
  66. package/lib/cjs/render/webgl/glsl/Surface.d.ts +1 -1
  67. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  68. package/lib/cjs/render/webgl/glsl/Surface.js +86 -14
  69. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  70. package/lib/cjs/render/webgl/glsl/Thematic.d.ts.map +1 -1
  71. package/lib/cjs/render/webgl/glsl/Thematic.js +2 -6
  72. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  73. package/lib/cjs/tile/GltfReader.d.ts +4 -2
  74. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  75. package/lib/cjs/tile/GltfReader.js +62 -21
  76. package/lib/cjs/tile/GltfReader.js.map +1 -1
  77. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  78. package/lib/cjs/tile/ImdlReader.js +1 -0
  79. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  80. package/lib/esm/IModelConnection.d.ts +13 -1
  81. package/lib/esm/IModelConnection.d.ts.map +1 -1
  82. package/lib/esm/IModelConnection.js +17 -1
  83. package/lib/esm/IModelConnection.js.map +1 -1
  84. package/lib/esm/ViewPose.d.ts +62 -10
  85. package/lib/esm/ViewPose.d.ts.map +1 -1
  86. package/lib/esm/ViewPose.js +37 -8
  87. package/lib/esm/ViewPose.js.map +1 -1
  88. package/lib/esm/ViewState.d.ts +18 -10
  89. package/lib/esm/ViewState.d.ts.map +1 -1
  90. package/lib/esm/ViewState.js +17 -13
  91. package/lib/esm/ViewState.js.map +1 -1
  92. package/lib/esm/render/RenderMaterial.d.ts +3 -1
  93. package/lib/esm/render/RenderMaterial.d.ts.map +1 -1
  94. package/lib/esm/render/RenderMaterial.js.map +1 -1
  95. package/lib/esm/render/RenderTarget.d.ts +1 -0
  96. package/lib/esm/render/RenderTarget.d.ts.map +1 -1
  97. package/lib/esm/render/RenderTarget.js.map +1 -1
  98. package/lib/esm/render/webgl/MeshData.d.ts +1 -0
  99. package/lib/esm/render/webgl/MeshData.d.ts.map +1 -1
  100. package/lib/esm/render/webgl/MeshData.js +13 -0
  101. package/lib/esm/render/webgl/MeshData.js.map +1 -1
  102. package/lib/esm/render/webgl/MeshGeometry.d.ts +1 -0
  103. package/lib/esm/render/webgl/MeshGeometry.d.ts.map +1 -1
  104. package/lib/esm/render/webgl/MeshGeometry.js +1 -0
  105. package/lib/esm/render/webgl/MeshGeometry.js.map +1 -1
  106. package/lib/esm/render/webgl/RenderFlags.d.ts +2 -1
  107. package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
  108. package/lib/esm/render/webgl/RenderFlags.js +2 -0
  109. package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
  110. package/lib/esm/render/webgl/ShaderBuilder.d.ts +2 -1
  111. package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
  112. package/lib/esm/render/webgl/ShaderBuilder.js +6 -1
  113. package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
  114. package/lib/esm/render/webgl/SurfaceGeometry.d.ts +3 -0
  115. package/lib/esm/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  116. package/lib/esm/render/webgl/SurfaceGeometry.js +16 -1
  117. package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -1
  118. package/lib/esm/render/webgl/System.d.ts.map +1 -1
  119. package/lib/esm/render/webgl/System.js +1 -0
  120. package/lib/esm/render/webgl/System.js.map +1 -1
  121. package/lib/esm/render/webgl/Target.d.ts +1 -0
  122. package/lib/esm/render/webgl/Target.d.ts.map +1 -1
  123. package/lib/esm/render/webgl/Target.js +1 -0
  124. package/lib/esm/render/webgl/Target.js.map +1 -1
  125. package/lib/esm/render/webgl/glsl/Animation.d.ts.map +1 -1
  126. package/lib/esm/render/webgl/glsl/Animation.js +2 -1
  127. package/lib/esm/render/webgl/glsl/Animation.js.map +1 -1
  128. package/lib/esm/render/webgl/glsl/Common.d.ts +3 -1
  129. package/lib/esm/render/webgl/glsl/Common.d.ts.map +1 -1
  130. package/lib/esm/render/webgl/glsl/Common.js +25 -31
  131. package/lib/esm/render/webgl/glsl/Common.js.map +1 -1
  132. package/lib/esm/render/webgl/glsl/Lighting.d.ts.map +1 -1
  133. package/lib/esm/render/webgl/glsl/Lighting.js +6 -8
  134. package/lib/esm/render/webgl/glsl/Lighting.js.map +1 -1
  135. package/lib/esm/render/webgl/glsl/PointCloud.js +1 -1
  136. package/lib/esm/render/webgl/glsl/PointCloud.js.map +1 -1
  137. package/lib/esm/render/webgl/glsl/RealityMesh.d.ts +1 -0
  138. package/lib/esm/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  139. package/lib/esm/render/webgl/glsl/RealityMesh.js +5 -0
  140. package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
  141. package/lib/esm/render/webgl/glsl/SolarShadowMapping.d.ts.map +1 -1
  142. package/lib/esm/render/webgl/glsl/SolarShadowMapping.js +1 -4
  143. package/lib/esm/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
  144. package/lib/esm/render/webgl/glsl/Surface.d.ts +1 -1
  145. package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
  146. package/lib/esm/render/webgl/glsl/Surface.js +87 -15
  147. package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
  148. package/lib/esm/render/webgl/glsl/Thematic.d.ts.map +1 -1
  149. package/lib/esm/render/webgl/glsl/Thematic.js +2 -6
  150. package/lib/esm/render/webgl/glsl/Thematic.js.map +1 -1
  151. package/lib/esm/tile/GltfReader.d.ts +4 -2
  152. package/lib/esm/tile/GltfReader.d.ts.map +1 -1
  153. package/lib/esm/tile/GltfReader.js +62 -21
  154. package/lib/esm/tile/GltfReader.js.map +1 -1
  155. package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
  156. package/lib/esm/tile/ImdlReader.js +1 -0
  157. package/lib/esm/tile/ImdlReader.js.map +1 -1
  158. package/package.json +20 -20
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n uv.y = 1.0 - uv.y;\r\n }\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent) {\r\n vec4 col = u_baseColor;\r\n ${applyFeatureColor}\r\n return col;\r\n }\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert, IsInstanced.No);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addColorOverrideMix(frag: ShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n params.target.uniforms.realityModel.bindOverrideColorMix(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n let textureCount = System.instance.maxRealityImageryLayers;\r\n let gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n const caps = System.instance.capabilities;\r\n if (Math.min(caps.maxFragTextureUnits, caps.maxVertTextureUnits) < 16 && IsThematic.Yes === flags.isThematic) {\r\n textureCount--; // steal the last bg map layer texture for thematic gradient (just when thematic display is applied)\r\n gradientTextureUnit = -1; // is dependent on drawing mode so will set later\r\n }\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\n"]}
1
+ 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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nexport const finalizeNormal = `\r\n return normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n uv.y = 1.0 - uv.y;\r\n }\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent) {\r\n vec4 col = u_baseColor;\r\n ${applyFeatureColor}\r\n return col;\r\n }\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert, IsInstanced.No);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\r\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addColorOverrideMix(frag: ShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n params.target.uniforms.realityModel.bindOverrideColorMix(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n let textureCount = System.instance.maxRealityImageryLayers;\r\n let gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n const caps = System.instance.capabilities;\r\n if (Math.min(caps.maxFragTextureUnits, caps.maxVertTextureUnits) < 16 && IsThematic.Yes === flags.isThematic) {\r\n textureCount--; // steal the last bg map layer texture for thematic gradient (just when thematic display is applied)\r\n gradientTextureUnit = -1; // is dependent on drawing mode so will set later\r\n }\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\n"]}
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"SolarShadowMapping.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/SolarShadowMapping.ts"],"names":[],"mappings":"AAUA,OAAO,EAAE,qBAAqB,EAA2B,cAAc,EAAgB,MAAM,kBAAkB,CAAC;AAmBhH,eAAO,MAAM,SAAS,iTAQrB,CAAC;AA6CF,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAMjE;AAED,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,SAAS,UAAQ,QA+C3E"}
@@ -64,10 +64,7 @@ float shadowMapEVSM(vec3 shadowPos) {
64
64
  const applySolarShadowMap = `
65
65
  if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)
66
66
  return baseColor;
67
- vec3 toEye = kFrustumType_Perspective == u_frustum.z ? normalize(v_eyeSpace) : vec3(0.0, 0.0, -1.0);
68
- vec3 normal = normalize(v_n);
69
- normal = (dot(normal, toEye) > 0.0) ? -normal : normal;
70
- float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);
67
+ float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);
71
68
  return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
72
69
  `;
73
70
  const applySolarShadowMapTerrain = `
@@ -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\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addInstancedRtcMatrix } from \"./Vertex\";\r\n\r\nconst computeShadowPos = `\r\n vec4 shadowProj = u_shadowProj * rawPosition;\r\n v_shadowPos = shadowProj.xyz/shadowProj.w;\r\n v_shadowPos.z = 1.0 - v_shadowPos.z;\r\n`;\r\nconst computeInstancedShadowPos = `\r\n vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;\r\n v_shadowPos = shadowProj.xyz/shadowProj.w;\r\n v_shadowPos.z = 1.0 - v_shadowPos.z;\r\n`;\r\n\r\n// for 32-bit float, max exponent should be 44.36, for 16-bit should be 5.545\r\nconst evsm32Exp = 42.0;\r\nconst evsm16Exp = 5.545;\r\n\r\nexport const warpDepth = `\r\n// Applies exponential warp to shadow map depth, input depth should be in [0, 1]\r\nvec2 warpDepth(float depth, float exponent) {\r\n depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]\r\n float pos = exp( exponent * depth);\r\n float neg = -exp(-exponent * depth);\r\n return vec2(pos, neg);\r\n}\r\n`;\r\n\r\nconst chebyshevUpperBound = `\r\nfloat chebyshevUpperBound(vec2 moments, float mean, float minVariance) {\r\n float variance = moments.y - (moments.x * moments.x);\r\n variance = max(variance, minVariance);\r\n\r\n // Compute probabilistic upper bound\r\n float d = mean - moments.x;\r\n float pMax = variance / (variance + (d * d));\r\n\r\n return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev\r\n}\r\n`;\r\n\r\nconst shadowMapEVSM = `\r\nfloat shadowMapEVSM(vec3 shadowPos) {\r\n vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);\r\n vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)\r\n\r\n // Derivative of warping at depth\r\n vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;\r\n vec2 minVariance = depthScale * depthScale;\r\n\r\n float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);\r\n float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);\r\n return min(posContrib, negContrib);\r\n}\r\n`;\r\n\r\nconst applySolarShadowMap = `\r\n if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)\r\n return baseColor;\r\n vec3 toEye = kFrustumType_Perspective == u_frustum.z ? normalize(v_eyeSpace) : vec3(0.0, 0.0, -1.0);\r\n vec3 normal = normalize(v_n);\r\n normal = (dot(normal, toEye) > 0.0) ? -normal : normal;\r\n float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);\r\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\r\n`;\r\n\r\nconst applySolarShadowMapTerrain = `\r\n if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)\r\n return baseColor;\r\n\r\n float visible = shadowMapEVSM(v_shadowPos);\r\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEvsmExponent(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_evsmExponent\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_evsmExponent\", (uniform) => {\r\n uniform.setUniform1f((RenderType.TextureFloat === System.instance.capabilities.maxRenderType) ? evsm32Exp : evsm16Exp);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addSolarShadowMap(builder: ProgramBuilder, toTerrain = false) {\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n frag.addUniform(\"s_shadowSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_shadowSampler\", (uniform, params) => {\r\n const shadowMap = params.target.solarShadowMap;\r\n assert(undefined !== shadowMap.shadowMapTexture);\r\n shadowMap.shadowMapTexture.texture.bindSampler(uniform, TextureUnit.ShadowMap);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_shadowParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_shadowParams\", (uniform, params) => {\r\n params.target.uniforms.shadow.bindColorAndBias(uniform);\r\n });\r\n });\r\n\r\n if (!toTerrain) {\r\n frag.addUniform(\"u_sunDir\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_sunDir\", (uniform, params) => {\r\n params.target.uniforms.bindSunDirection(uniform);\r\n });\r\n });\r\n }\r\n\r\n vert.addUniform(\"u_shadowProj\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_shadowProj\", (uniform, params) => {\r\n params.target.uniforms.shadow.bindProjectionMatrix(uniform);\r\n });\r\n });\r\n\r\n addEvsmExponent(frag);\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n builder.addInlineComputedVarying(\"v_shadowPos\", VariableType.Vec3, vert.usesInstancedGeometry ? computeInstancedShadowPos : computeShadowPos);\r\n /* This is the EVSM bias value, which makes tradeoffs in shadow quality. Normally it should be set to 0.1.\r\n Lower values can introduce shadows where they should not be, including shadow acne. Higher values can cause Peter\r\n Panning effect and light bleeding. Tested 0.01 and 1.0, woth more focus on 0.1 to 0.5 inclusive, chose 0.2 for a\r\n while (on 9/13/19) then after having shadow tiles match view tile resolution for ones in view, retested and went\r\n back to 0.1 (on 11/5/19). */\r\n frag.addGlobal(\"kVSMBias\", VariableType.Float, \"0.1\", true);\r\n frag.addFunction(warpDepth);\r\n frag.addFunction(chebyshevUpperBound);\r\n frag.addFunction(shadowMapEVSM);\r\n frag.set(FragmentShaderComponent.ApplySolarShadowMap, toTerrain ? applySolarShadowMapTerrain : applySolarShadowMap);\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addInstancedRtcMatrix } from \"./Vertex\";\r\n\r\nconst computeShadowPos = `\r\n vec4 shadowProj = u_shadowProj * rawPosition;\r\n v_shadowPos = shadowProj.xyz/shadowProj.w;\r\n v_shadowPos.z = 1.0 - v_shadowPos.z;\r\n`;\r\nconst computeInstancedShadowPos = `\r\n vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;\r\n v_shadowPos = shadowProj.xyz/shadowProj.w;\r\n v_shadowPos.z = 1.0 - v_shadowPos.z;\r\n`;\r\n\r\n// for 32-bit float, max exponent should be 44.36, for 16-bit should be 5.545\r\nconst evsm32Exp = 42.0;\r\nconst evsm16Exp = 5.545;\r\n\r\nexport const warpDepth = `\r\n// Applies exponential warp to shadow map depth, input depth should be in [0, 1]\r\nvec2 warpDepth(float depth, float exponent) {\r\n depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]\r\n float pos = exp( exponent * depth);\r\n float neg = -exp(-exponent * depth);\r\n return vec2(pos, neg);\r\n}\r\n`;\r\n\r\nconst chebyshevUpperBound = `\r\nfloat chebyshevUpperBound(vec2 moments, float mean, float minVariance) {\r\n float variance = moments.y - (moments.x * moments.x);\r\n variance = max(variance, minVariance);\r\n\r\n // Compute probabilistic upper bound\r\n float d = mean - moments.x;\r\n float pMax = variance / (variance + (d * d));\r\n\r\n return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev\r\n}\r\n`;\r\n\r\nconst shadowMapEVSM = `\r\nfloat shadowMapEVSM(vec3 shadowPos) {\r\n vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);\r\n vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)\r\n\r\n // Derivative of warping at depth\r\n vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;\r\n vec2 minVariance = depthScale * depthScale;\r\n\r\n float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);\r\n float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);\r\n return min(posContrib, negContrib);\r\n}\r\n`;\r\n\r\nconst applySolarShadowMap = `\r\n if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)\r\n return baseColor;\r\n float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);\r\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\r\n`;\r\n\r\nconst applySolarShadowMapTerrain = `\r\n if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)\r\n return baseColor;\r\n\r\n float visible = shadowMapEVSM(v_shadowPos);\r\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEvsmExponent(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_evsmExponent\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_evsmExponent\", (uniform) => {\r\n uniform.setUniform1f((RenderType.TextureFloat === System.instance.capabilities.maxRenderType) ? evsm32Exp : evsm16Exp);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addSolarShadowMap(builder: ProgramBuilder, toTerrain = false) {\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n frag.addUniform(\"s_shadowSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_shadowSampler\", (uniform, params) => {\r\n const shadowMap = params.target.solarShadowMap;\r\n assert(undefined !== shadowMap.shadowMapTexture);\r\n shadowMap.shadowMapTexture.texture.bindSampler(uniform, TextureUnit.ShadowMap);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_shadowParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_shadowParams\", (uniform, params) => {\r\n params.target.uniforms.shadow.bindColorAndBias(uniform);\r\n });\r\n });\r\n\r\n if (!toTerrain) {\r\n frag.addUniform(\"u_sunDir\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_sunDir\", (uniform, params) => {\r\n params.target.uniforms.bindSunDirection(uniform);\r\n });\r\n });\r\n }\r\n\r\n vert.addUniform(\"u_shadowProj\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_shadowProj\", (uniform, params) => {\r\n params.target.uniforms.shadow.bindProjectionMatrix(uniform);\r\n });\r\n });\r\n\r\n addEvsmExponent(frag);\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n builder.addInlineComputedVarying(\"v_shadowPos\", VariableType.Vec3, vert.usesInstancedGeometry ? computeInstancedShadowPos : computeShadowPos);\r\n /* This is the EVSM bias value, which makes tradeoffs in shadow quality. Normally it should be set to 0.1.\r\n Lower values can introduce shadows where they should not be, including shadow acne. Higher values can cause Peter\r\n Panning effect and light bleeding. Tested 0.01 and 1.0, woth more focus on 0.1 to 0.5 inclusive, chose 0.2 for a\r\n while (on 9/13/19) then after having shadow tiles match view tile resolution for ones in view, retested and went\r\n back to 0.1 (on 11/5/19). */\r\n frag.addGlobal(\"kVSMBias\", VariableType.Float, \"0.1\", true);\r\n frag.addFunction(warpDepth);\r\n frag.addFunction(chebyshevUpperBound);\r\n frag.addFunction(shadowMapEVSM);\r\n frag.set(FragmentShaderComponent.ApplySolarShadowMap, toTerrain ? applySolarShadowMapTerrain : applySolarShadowMap);\r\n}\r\n"]}
@@ -10,7 +10,7 @@ export declare const octDecodeNormal = "\nvec3 octDecodeNormal(vec2 e) {\n e =
10
10
  /** @internal */
11
11
  export declare function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean): void;
12
12
  /** @internal */
13
- export declare function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud?: boolean): void;
13
+ export declare function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud: boolean, isHilite: boolean): void;
14
14
  export declare const discardClassifiedByAlpha = "\n if (u_no_classifier_discard)\n return false;\n\n bool hasAlpha = alpha <= s_maxAlpha;\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\n";
15
15
  /** @internal */
16
16
  export declare function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder;
@@ -1 +1 @@
1
- {"version":3,"file":"Surface.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Surface.ts"],"names":[],"mappings":"AAIA;;GAEG;AAMH,OAAO,EAC2C,cAAc,EAC/D,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EACQ,UAAU,EAAE,YAAY,EAAE,WAAW,EAAgB,UAAU,EAAE,YAAY,EAAE,cAAc,EAC3G,MAAM,mBAAmB,CAAC;AA2O3B,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,OAAO,EAAE,YAAY,GAAG,cAAc,CAc5H;AAgFD,gBAAgB;AAChB,eAAO,MAAM,eAAe,+SAW3B,CAAC;AAwEF,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,OAAO,EAAE,cAAc,EAAE,oBAAoB,EAAE,OAAO,EAAE,gBAAgB,EAAE,OAAO,QAuBhH;AAoBD,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,UAAQ,QAoCrH;AAED,eAAO,MAAM,wBAAwB,mWAQpC,CAAC;AA+BF,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA+E1E;AAED,wBAAgB,oCAAoC,CAAC,OAAO,EAAE,cAAc,QAgB3E"}
1
+ {"version":3,"file":"Surface.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Surface.ts"],"names":[],"mappings":"AAIA;;GAEG;AAMH,OAAO,EAC2C,cAAc,EAC/D,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EACQ,UAAU,EAAE,YAAY,EAAE,WAAW,EAAgB,UAAU,EAAE,YAAY,EAAE,cAAc,EAC3G,MAAM,mBAAmB,CAAC;AA2O3B,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,SAAS,EAAE,WAAW,EAAE,UAAU,EAAE,YAAY,EAAE,OAAO,EAAE,YAAY,GAAG,cAAc,CAc5H;AAmFD,gBAAgB;AAChB,eAAO,MAAM,eAAe,+SAW3B,CAAC;AA4GF,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,OAAO,EAAE,cAAc,EAAE,oBAAoB,EAAE,OAAO,EAAE,gBAAgB,EAAE,OAAO,QAuBhH;AAuCD,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,QAAQ,EAAE,UAAU,EAAE,UAAU,EAAE,UAAU,EAAE,YAAY,EAAE,OAAO,EAAE,QAAQ,EAAE,OAAO,QAuDzI;AAED,eAAO,MAAM,wBAAwB,mWAQpC,CAAC;AA+BF,gBAAgB;AAChB,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA8E1E;AAED,wBAAgB,oCAAoC,CAAC,OAAO,EAAE,cAAc,QAgB3E"}
@@ -130,7 +130,7 @@ function addMaterial(builder, instanced) {
130
130
  (0, Decode_1.addUnpackAndNormalize2Bytes)(frag);
131
131
  frag.addFunction(decodeFragMaterialParams);
132
132
  frag.addInitializer("decodeMaterialParams(v_materialParams);");
133
- (0, Common_1.addChooseWithBitFlagFunctions)(frag);
133
+ (0, Common_1.addChooseVec3WithBitFlagFunction)(frag);
134
134
  frag.set(2 /* ApplyMaterialOverrides */, applyTextureWeight);
135
135
  const vert = builder.vert;
136
136
  vert.addGlobal("mat_rgb", 5 /* Vec4 */); // a = 0 if not overridden, else 1
@@ -219,7 +219,7 @@ function createCommon(isInstanced, animated, shadowable, isThematic, isHiliter,
219
219
  function createSurfaceHiliter(instanced, classified, posType) {
220
220
  const builder = createCommon(instanced, 0 /* No */, 0 /* No */, 0 /* No */, true, posType);
221
221
  addSurfaceFlags(builder, true, false);
222
- addTexture(builder, 0 /* No */, 0 /* No */);
222
+ addTexture(builder, 0 /* No */, 0 /* No */, false, true);
223
223
  if (classified) {
224
224
  (0, PlanarClassification_1.addHilitePlanarClassifier)(builder);
225
225
  builder.vert.addGlobal("feature_ignore_material", 0 /* Boolean */, "false");
@@ -254,12 +254,14 @@ function addSurfaceFlagsLookup(builder) {
254
254
  builder.addBitFlagConstant("kSurfaceBit_HasTexture", 0 /* HasTexture */);
255
255
  builder.addBitFlagConstant("kSurfaceBit_IgnoreMaterial", 3 /* IgnoreMaterial */);
256
256
  builder.addBitFlagConstant("kSurfaceBit_OverrideRgb", 7 /* OverrideRgb */);
257
+ builder.addBitFlagConstant("kSurfaceBit_HasNormalMap", 8 /* HasNormalMap */);
257
258
  // Only need masks for flags modified in vertex shader
258
259
  const suffix = System_1.System.instance.capabilities.isWebGL2 ? "u" : ".0";
259
260
  const type = System_1.System.instance.capabilities.isWebGL2 ? 10 /* Uint */ : 2 /* Float */;
260
261
  builder.addConstant("kSurfaceMask_HasTexture", type, 1 /* HasTexture */.toString() + suffix);
261
262
  builder.addConstant("kSurfaceMask_IgnoreMaterial", type, 8 /* IgnoreMaterial */.toString() + suffix);
262
263
  builder.addConstant("kSurfaceMask_OverrideRgb", type, 128 /* OverrideRgb */.toString() + suffix);
264
+ builder.addConstant("kSurfaceMask_HasNormalMap", type, 256 /* HasNormalMap */.toString() + suffix);
263
265
  (0, Common_1.addExtractNthBit)(builder);
264
266
  if (System_1.System.instance.capabilities.isWebGL2) {
265
267
  builder.addFunction(isSurfaceBitSet2);
@@ -274,19 +276,20 @@ const initSurfaceFlags = `
274
276
  surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0.0;
275
277
  surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0.0;
276
278
  surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0.0;
279
+ surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0.0;
277
280
  `;
278
281
  const initSurfaceFlags2 = `
279
282
  surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;
280
283
  surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;
281
284
  surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;
285
+ surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0u;
282
286
  `;
283
287
  const computeBaseSurfaceFlags = `
284
- bool hasTexture = u_surfaceFlags[kSurfaceBitIndex_HasTexture];
285
288
  if (feature_ignore_material) {
286
- if (hasTexture) {
287
- hasTexture = false;
289
+ if (u_surfaceFlags[kSurfaceBitIndex_HasTexture])
288
290
  surfaceFlags -= kSurfaceMask_HasTexture;
289
- }
291
+ if (u_surfaceFlags[kSurfaceBitIndex_HasNormalMap])
292
+ surfaceFlags -= kSurfaceMask_HasNormalMap;
290
293
 
291
294
  surfaceFlags += kSurfaceMask_IgnoreMaterial;
292
295
  }
@@ -324,6 +327,39 @@ function getComputeNormal(quantized) {
324
327
  return normalize(MAT_NORM * octDecodeNormal(normal));
325
328
  `;
326
329
  }
330
+ const finalizeNormalPrelude = `
331
+ vec3 normal = normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);
332
+ `;
333
+ const finalizeNormalNormalMap = `
334
+ if (isSurfaceBitSet(kSurfaceBit_HasNormalMap)) {
335
+ // Modify the normal with the normal map texture.
336
+ // First calculate the tangent.
337
+ vec3 dp1 = dFdx(v_eyeSpace);
338
+ vec3 dp2 = dFdy(v_eyeSpace);
339
+ vec2 duv1 = dFdx(v_texCoord);
340
+ vec2 duv2 = dFdy(v_texCoord);
341
+ vec3 tangent = normalize(duv2.y * dp1 - duv1.y * dp2);
342
+ tangent = normalize (tangent - normal * dot (normal, tangent)); // re-orthogonalize with normal
343
+ bool flip = (duv1.x * duv2.y - duv2.x * duv1.y) < 0.0;
344
+ if (flip)
345
+ tangent = -tangent;
346
+ vec3 biTangent = cross (normal, tangent);
347
+ if (flip)
348
+ biTangent = -biTangent;
349
+ vec3 normM = TEXTURE(s_normalMap, v_texCoord).xyz;
350
+ if (length (normM) > 0.0001) { // check for empty normal texture
351
+ normM = (normM - 0.5) * 2.0;
352
+ normM = normalize (normM);
353
+ normM.x *= abs(u_normalMapScale);
354
+ normM.y *= u_normalMapScale;
355
+ normM = normalize (normM);
356
+ normal = normalize (normM.x * tangent + normM.y * biTangent + normM.z * normal);
357
+ }
358
+ }
359
+ `;
360
+ const finalizeNormalPostlude = `
361
+ return normal;
362
+ `;
327
363
  function getComputeAnimatedNormal(quantized) {
328
364
  return `
329
365
  if (u_animNormalParams.x >= 0.0)
@@ -339,7 +375,7 @@ function getComputeTexCoord(quantized) {
339
375
  return `
340
376
  vec4 rgba = ${vertData};
341
377
  vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));
342
- return chooseVec2WithBitFlag(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture);
378
+ return chooseVec2With2BitFlags(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture, kSurfaceBit_HasNormalMap);
343
379
  `;
344
380
  }
345
381
  function getComputeAnimatedTexCoord(quantized) {
@@ -402,9 +438,29 @@ function addNormal(builder, instanced, animated) {
402
438
  (0, Vertex_1.addNormalMatrix)(builder.vert, instanced);
403
439
  const quantized = "quantized" === builder.vert.positionType;
404
440
  builder.vert.addFunction(exports.octDecodeNormal);
405
- (0, Common_1.addChooseWithBitFlagFunctions)(builder.vert);
406
441
  builder.vert.addFunction("vec3 computeSurfaceNormal()", getComputeNormal(quantized));
407
442
  builder.addFunctionComputedVarying("v_n", 4 /* Vec3 */, "computeLightingNormal", animated ? getComputeAnimatedNormal(quantized) : "return computeSurfaceNormal();");
443
+ builder.frag.addGlobal("g_normal", 4 /* Vec3 */);
444
+ let finalizeNormal = finalizeNormalPrelude;
445
+ if (System_1.System.instance.capabilities.isWebGL2) {
446
+ finalizeNormal += finalizeNormalNormalMap;
447
+ builder.frag.addUniform("u_normalMapScale", 2 /* Float */, (prog) => {
448
+ prog.addGraphicUniform("u_normalMapScale", (uniform, params) => {
449
+ var _a;
450
+ let normalMapScale = 1.0;
451
+ if (undefined !== params.geometry.materialInfo && !params.geometry.materialInfo.isAtlas &&
452
+ undefined !== params.geometry.materialInfo.textureMapping &&
453
+ undefined !== params.geometry.materialInfo.textureMapping.normalMapParams) {
454
+ normalMapScale = (_a = params.geometry.materialInfo.textureMapping.normalMapParams.scale) !== null && _a !== void 0 ? _a : 1.0;
455
+ if (!params.geometry.materialInfo.textureMapping.normalMapParams.greenDown)
456
+ normalMapScale = -normalMapScale;
457
+ }
458
+ uniform.setUniform1f(normalMapScale);
459
+ });
460
+ });
461
+ }
462
+ finalizeNormal += finalizeNormalPostlude;
463
+ builder.frag.set(21 /* FinalizeNormal */, finalizeNormal);
408
464
  // Set to true to colorize surfaces based on normals (in world space).
409
465
  // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.
410
466
  const debugNormals = false;
@@ -414,19 +470,21 @@ function addNormal(builder, instanced, animated) {
414
470
  }
415
471
  }
416
472
  /** @internal */
417
- function addTexture(builder, animated, isThematic, isPointCloud = false) {
473
+ function addTexture(builder, animated, isThematic, isPointCloud, isHilite) {
418
474
  if (isThematic) {
419
475
  builder.addInlineComputedVarying("v_thematicIndex", 2 /* Float */, (0, Thematic_1.getComputeThematicIndex)(builder.vert.usesInstancedGeometry, isPointCloud, true));
420
476
  }
421
- else {
477
+ // Point clouds do not need to compute texture coordinates since the only texture they use is the thematic gradient.
478
+ // Surfaces now need texture coordinates even for thematic in case they have a normal map (except for webgl1 which does not have normal maps).
479
+ if (!isPointCloud && (System_1.System.instance.capabilities.isWebGL2 || !isThematic)) {
422
480
  builder.vert.addFunction(Decode_1.unquantize2d);
423
- (0, Common_1.addChooseWithBitFlagFunctions)(builder.vert);
481
+ (0, Common_1.addChooseVec2WithBitFlagsFunction)(builder.vert);
424
482
  const quantized = "quantized" === builder.vert.positionType;
425
483
  builder.addFunctionComputedVarying("v_texCoord", 3 /* Vec2 */, "computeTexCoord", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));
426
484
  builder.vert.addUniform("u_qTexCoordParams", 5 /* Vec4 */, (prog) => {
427
485
  prog.addGraphicUniform("u_qTexCoordParams", (uniform, params) => {
428
486
  const surfGeom = params.geometry.asSurface;
429
- if (surfGeom.useTexture(params.programParams)) {
487
+ if (surfGeom.useTexture(params.programParams) || (surfGeom.useNormalMap(params.programParams) && !isPointCloud)) {
430
488
  const uvQParams = surfGeom.lut.uvQParams;
431
489
  if (undefined !== uvQParams) {
432
490
  uniform.setUniform4fv(uvQParams);
@@ -452,6 +510,21 @@ function addTexture(builder, animated, isThematic, isPointCloud = false) {
452
510
  }
453
511
  });
454
512
  });
513
+ if (!isHilite && !isPointCloud && System_1.System.instance.capabilities.isWebGL2) {
514
+ builder.frag.addUniform("s_normalMap", 8 /* Sampler2D */, (prog) => {
515
+ prog.addGraphicUniform("s_normalMap", (uniform, params) => {
516
+ const surfGeom = params.geometry.asSurface;
517
+ if (surfGeom.useNormalMap(params.programParams)) {
518
+ const normalMap = surfGeom.normalMap;
519
+ (0, core_bentley_1.assert)(undefined !== normalMap);
520
+ normalMap.texture.bindSampler(uniform, RenderFlags_1.TextureUnit.NormalMap);
521
+ }
522
+ else {
523
+ System_1.System.instance.ensureSamplerBound(uniform, RenderFlags_1.TextureUnit.NormalMap);
524
+ }
525
+ });
526
+ });
527
+ }
455
528
  }
456
529
  exports.addTexture = addTexture;
457
530
  exports.discardClassifiedByAlpha = `
@@ -506,14 +579,13 @@ function createSurfaceBuilder(flags) {
506
579
  (0, FeatureSymbology_1.addSurfaceDiscard)(builder, flags);
507
580
  addNormal(builder, flags.isInstanced, flags.isAnimated);
508
581
  // 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).
509
- (0, Common_1.addChooseWithBitFlagFunctions)(builder.frag);
510
582
  builder.frag.set(3 /* FinalizeBaseColor */, applyBackgroundColor);
511
583
  builder.frag.addUniform("u_bgColor", 4 /* Vec3 */, (prog) => {
512
584
  prog.addProgramUniform("u_bgColor", (uniform, params) => {
513
585
  params.target.uniforms.style.bindBackgroundRgb(uniform);
514
586
  });
515
587
  });
516
- addTexture(builder, flags.isAnimated, flags.isThematic);
588
+ addTexture(builder, flags.isAnimated, flags.isThematic, false, false);
517
589
  builder.frag.addUniform("u_applyGlyphTex", 0 /* Boolean */, (prog) => {
518
590
  prog.addGraphicUniform("u_applyGlyphTex", (uniform, params) => {
519
591
  const surfGeom = params.geometry.asSurface;