@itwin/core-frontend 3.5.0-dev.8 → 3.6.0-dev.3

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 (504) hide show
  1. package/CHANGELOG.md +75 -1
  2. package/lib/cjs/AccuSnap.d.ts +7 -1
  3. package/lib/cjs/AccuSnap.d.ts.map +1 -1
  4. package/lib/cjs/AccuSnap.js +26 -3
  5. package/lib/cjs/AccuSnap.js.map +1 -1
  6. package/lib/cjs/BriefcaseConnection.d.ts +28 -1
  7. package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
  8. package/lib/cjs/BriefcaseConnection.js +29 -8
  9. package/lib/cjs/BriefcaseConnection.js.map +1 -1
  10. package/lib/cjs/BriefcaseTxns.js +9 -9
  11. package/lib/cjs/BriefcaseTxns.js.map +1 -1
  12. package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
  13. package/lib/cjs/GraphicalEditingScope.js +10 -4
  14. package/lib/cjs/GraphicalEditingScope.js.map +1 -1
  15. package/lib/cjs/IModelApp.d.ts +6 -0
  16. package/lib/cjs/IModelApp.d.ts.map +1 -1
  17. package/lib/cjs/IModelApp.js +6 -0
  18. package/lib/cjs/IModelApp.js.map +1 -1
  19. package/lib/cjs/IModelConnection.d.ts +32 -2
  20. package/lib/cjs/IModelConnection.d.ts.map +1 -1
  21. package/lib/cjs/IModelConnection.js +44 -6
  22. package/lib/cjs/IModelConnection.js.map +1 -1
  23. package/lib/cjs/IpcApp.d.ts +14 -1
  24. package/lib/cjs/IpcApp.d.ts.map +1 -1
  25. package/lib/cjs/IpcApp.js +25 -0
  26. package/lib/cjs/IpcApp.js.map +1 -1
  27. package/lib/cjs/MarginPercent.d.ts +27 -2
  28. package/lib/cjs/MarginPercent.d.ts.map +1 -1
  29. package/lib/cjs/MarginPercent.js +8 -2
  30. package/lib/cjs/MarginPercent.js.map +1 -1
  31. package/lib/cjs/ModelState.d.ts +2 -1
  32. package/lib/cjs/ModelState.d.ts.map +1 -1
  33. package/lib/cjs/ModelState.js +5 -3
  34. package/lib/cjs/ModelState.js.map +1 -1
  35. package/lib/cjs/NativeApp.d.ts +5 -1
  36. package/lib/cjs/NativeApp.d.ts.map +1 -1
  37. package/lib/cjs/NativeApp.js +25 -20
  38. package/lib/cjs/NativeApp.js.map +1 -1
  39. package/lib/cjs/NativeAppLogger.js +1 -1
  40. package/lib/cjs/NativeAppLogger.js.map +1 -1
  41. package/lib/cjs/RealityDataSource.d.ts +44 -1
  42. package/lib/cjs/RealityDataSource.d.ts.map +1 -1
  43. package/lib/cjs/RealityDataSource.js +41 -14
  44. package/lib/cjs/RealityDataSource.js.map +1 -1
  45. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts +1 -0
  46. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
  47. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +3 -0
  48. package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  49. package/lib/cjs/RealityDataSourceContextShareImpl.d.ts +1 -0
  50. package/lib/cjs/RealityDataSourceContextShareImpl.d.ts.map +1 -1
  51. package/lib/cjs/RealityDataSourceContextShareImpl.js +3 -0
  52. package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
  53. package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts +1 -0
  54. package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
  55. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +3 -0
  56. package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  57. package/lib/cjs/SelectionSet.d.ts.map +1 -1
  58. package/lib/cjs/SelectionSet.js +3 -1
  59. package/lib/cjs/SelectionSet.js.map +1 -1
  60. package/lib/cjs/ViewAnimation.d.ts +10 -2
  61. package/lib/cjs/ViewAnimation.d.ts.map +1 -1
  62. package/lib/cjs/ViewAnimation.js.map +1 -1
  63. package/lib/cjs/ViewCreator2d.js +3 -2
  64. package/lib/cjs/ViewCreator2d.js.map +1 -1
  65. package/lib/cjs/ViewPose.d.ts +62 -10
  66. package/lib/cjs/ViewPose.d.ts.map +1 -1
  67. package/lib/cjs/ViewPose.js +37 -8
  68. package/lib/cjs/ViewPose.js.map +1 -1
  69. package/lib/cjs/ViewState.d.ts +18 -10
  70. package/lib/cjs/ViewState.d.ts.map +1 -1
  71. package/lib/cjs/ViewState.js +39 -15
  72. package/lib/cjs/ViewState.js.map +1 -1
  73. package/lib/cjs/Viewport.d.ts.map +1 -1
  74. package/lib/cjs/Viewport.js +7 -2
  75. package/lib/cjs/Viewport.js.map +1 -1
  76. package/lib/cjs/extension/ExtensionRuntime.js +11 -0
  77. package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
  78. package/lib/cjs/render/RenderMaterial.d.ts +3 -1
  79. package/lib/cjs/render/RenderMaterial.d.ts.map +1 -1
  80. package/lib/cjs/render/RenderMaterial.js.map +1 -1
  81. package/lib/cjs/render/RenderTarget.d.ts +1 -0
  82. package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
  83. package/lib/cjs/render/RenderTarget.js.map +1 -1
  84. package/lib/cjs/render/primitives/SurfaceParams.d.ts +0 -1
  85. package/lib/cjs/render/primitives/SurfaceParams.d.ts.map +1 -1
  86. package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
  87. package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
  88. package/lib/cjs/render/primitives/VertexTable.js +0 -1
  89. package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
  90. package/lib/cjs/render/primitives/VertexTableSplitter.d.ts.map +1 -1
  91. package/lib/cjs/render/primitives/VertexTableSplitter.js +0 -1
  92. package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
  93. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +0 -1
  94. package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
  95. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +0 -1
  96. package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
  97. package/lib/cjs/render/webgl/FeatureOverrides.d.ts +0 -1
  98. package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
  99. package/lib/cjs/render/webgl/FeatureOverrides.js +16 -11
  100. package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
  101. package/lib/cjs/render/webgl/MeshData.d.ts +1 -1
  102. package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
  103. package/lib/cjs/render/webgl/MeshData.js +13 -1
  104. package/lib/cjs/render/webgl/MeshData.js.map +1 -1
  105. package/lib/cjs/render/webgl/MeshGeometry.d.ts +1 -1
  106. package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -1
  107. package/lib/cjs/render/webgl/MeshGeometry.js +1 -1
  108. package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
  109. package/lib/cjs/render/webgl/RenderFlags.d.ts +14 -4
  110. package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
  111. package/lib/cjs/render/webgl/RenderFlags.js +2 -0
  112. package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
  113. package/lib/cjs/render/webgl/ShaderBuilder.d.ts +2 -1
  114. package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
  115. package/lib/cjs/render/webgl/ShaderBuilder.js +6 -1
  116. package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
  117. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +3 -1
  118. package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
  119. package/lib/cjs/render/webgl/SurfaceGeometry.js +17 -6
  120. package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
  121. package/lib/cjs/render/webgl/System.d.ts +1 -1
  122. package/lib/cjs/render/webgl/System.d.ts.map +1 -1
  123. package/lib/cjs/render/webgl/System.js +1 -0
  124. package/lib/cjs/render/webgl/System.js.map +1 -1
  125. package/lib/cjs/render/webgl/Target.d.ts +1 -0
  126. package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
  127. package/lib/cjs/render/webgl/Target.js +1 -0
  128. package/lib/cjs/render/webgl/Target.js.map +1 -1
  129. package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
  130. package/lib/cjs/render/webgl/glsl/Animation.js +2 -1
  131. package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
  132. package/lib/cjs/render/webgl/glsl/Common.d.ts +3 -1
  133. package/lib/cjs/render/webgl/glsl/Common.d.ts.map +1 -1
  134. package/lib/cjs/render/webgl/glsl/Common.js +28 -33
  135. package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
  136. package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
  137. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +9 -1
  138. package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
  139. package/lib/cjs/render/webgl/glsl/Lighting.d.ts.map +1 -1
  140. package/lib/cjs/render/webgl/glsl/Lighting.js +6 -8
  141. package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
  142. package/lib/cjs/render/webgl/glsl/PointCloud.d.ts.map +1 -1
  143. package/lib/cjs/render/webgl/glsl/PointCloud.js +8 -3
  144. package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
  145. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts +1 -0
  146. package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
  147. package/lib/cjs/render/webgl/glsl/RealityMesh.js +6 -1
  148. package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
  149. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.d.ts.map +1 -1
  150. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +1 -4
  151. package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
  152. package/lib/cjs/render/webgl/glsl/Surface.d.ts +1 -1
  153. package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
  154. package/lib/cjs/render/webgl/glsl/Surface.js +87 -15
  155. package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
  156. package/lib/cjs/render/webgl/glsl/Thematic.d.ts.map +1 -1
  157. package/lib/cjs/render/webgl/glsl/Thematic.js +2 -6
  158. package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
  159. package/lib/cjs/tile/GltfReader.d.ts +13 -2
  160. package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
  161. package/lib/cjs/tile/GltfReader.js +66 -22
  162. package/lib/cjs/tile/GltfReader.js.map +1 -1
  163. package/lib/cjs/tile/IModelTileRequestChannels.js +1 -1
  164. package/lib/cjs/tile/IModelTileRequestChannels.js.map +1 -1
  165. package/lib/cjs/tile/ImdlReader.d.ts +5 -0
  166. package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
  167. package/lib/cjs/tile/ImdlReader.js +9 -2
  168. package/lib/cjs/tile/ImdlReader.js.map +1 -1
  169. package/lib/cjs/tile/PrimaryTileTree.js +2 -2
  170. package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
  171. package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
  172. package/lib/cjs/tile/RealityModelTileTree.js +51 -20
  173. package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
  174. package/lib/cjs/tile/RealityTile.d.ts +2 -2
  175. package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
  176. package/lib/cjs/tile/RealityTile.js +11 -4
  177. package/lib/cjs/tile/RealityTile.js.map +1 -1
  178. package/lib/cjs/tile/RealityTileLoader.d.ts +1 -0
  179. package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
  180. package/lib/cjs/tile/RealityTileLoader.js +13 -0
  181. package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
  182. package/lib/cjs/tile/RealityTileTree.js +1 -1
  183. package/lib/cjs/tile/RealityTileTree.js.map +1 -1
  184. package/lib/cjs/tile/Tile.d.ts +5 -0
  185. package/lib/cjs/tile/Tile.d.ts.map +1 -1
  186. package/lib/cjs/tile/Tile.js +5 -0
  187. package/lib/cjs/tile/Tile.js.map +1 -1
  188. package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
  189. package/lib/cjs/tile/TileAdmin.js +13 -6
  190. package/lib/cjs/tile/TileAdmin.js.map +1 -1
  191. package/lib/cjs/tile/TileDrawArgs.d.ts +5 -1
  192. package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
  193. package/lib/cjs/tile/TileDrawArgs.js +2 -0
  194. package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
  195. package/lib/cjs/tile/TileRequestChannels.js +1 -1
  196. package/lib/cjs/tile/TileRequestChannels.js.map +1 -1
  197. package/lib/cjs/tile/TileStorage.d.ts.map +1 -1
  198. package/lib/cjs/tile/TileStorage.js +12 -6
  199. package/lib/cjs/tile/TileStorage.js.map +1 -1
  200. package/lib/cjs/tile/internal.d.ts +1 -0
  201. package/lib/cjs/tile/internal.d.ts.map +1 -1
  202. package/lib/cjs/tile/internal.js +1 -0
  203. package/lib/cjs/tile/internal.js.map +1 -1
  204. package/lib/cjs/tile/map/ArcGISTileMap.d.ts +5 -2
  205. package/lib/cjs/tile/map/ArcGISTileMap.d.ts.map +1 -1
  206. package/lib/cjs/tile/map/ArcGISTileMap.js +17 -2
  207. package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
  208. package/lib/cjs/tile/map/ArcGisUtilities.d.ts +51 -5
  209. package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
  210. package/lib/cjs/tile/map/ArcGisUtilities.js +120 -48
  211. package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
  212. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts +26 -0
  213. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -0
  214. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +97 -0
  215. package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -0
  216. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -4
  217. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
  218. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +11 -96
  219. package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
  220. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
  221. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +2 -1
  222. package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
  223. package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -0
  224. package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
  225. package/lib/cjs/tile/map/ImageryTileTree.js +6 -4
  226. package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
  227. package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts +18 -4
  228. package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
  229. package/lib/cjs/tile/map/MapLayerFormatRegistry.js +25 -5
  230. package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
  231. package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts +6 -4
  232. package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
  233. package/lib/cjs/tile/map/MapLayerImageryFormats.js +12 -16
  234. package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
  235. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +26 -5
  236. package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
  237. package/lib/cjs/tile/map/MapLayerImageryProvider.js +69 -48
  238. package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
  239. package/lib/cjs/tile/map/MapLayerSources.js +1 -1
  240. package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
  241. package/lib/cjs/tile/map/WmsCapabilities.d.ts.map +1 -1
  242. package/lib/cjs/tile/map/WmsCapabilities.js +4 -1
  243. package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
  244. package/lib/cjs/tools/EditManipulator.d.ts.map +1 -1
  245. package/lib/cjs/tools/EditManipulator.js +2 -1
  246. package/lib/cjs/tools/EditManipulator.js.map +1 -1
  247. package/lib/cjs/tools/Tool.js +1 -1
  248. package/lib/cjs/tools/Tool.js.map +1 -1
  249. package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
  250. package/lib/cjs/tools/ToolAdmin.js +6 -4
  251. package/lib/cjs/tools/ToolAdmin.js.map +1 -1
  252. package/lib/esm/AccuSnap.d.ts +7 -1
  253. package/lib/esm/AccuSnap.d.ts.map +1 -1
  254. package/lib/esm/AccuSnap.js +27 -4
  255. package/lib/esm/AccuSnap.js.map +1 -1
  256. package/lib/esm/BriefcaseConnection.d.ts +28 -1
  257. package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
  258. package/lib/esm/BriefcaseConnection.js +30 -9
  259. package/lib/esm/BriefcaseConnection.js.map +1 -1
  260. package/lib/esm/BriefcaseTxns.js +9 -9
  261. package/lib/esm/BriefcaseTxns.js.map +1 -1
  262. package/lib/esm/GraphicalEditingScope.d.ts.map +1 -1
  263. package/lib/esm/GraphicalEditingScope.js +10 -4
  264. package/lib/esm/GraphicalEditingScope.js.map +1 -1
  265. package/lib/esm/IModelApp.d.ts +6 -0
  266. package/lib/esm/IModelApp.d.ts.map +1 -1
  267. package/lib/esm/IModelApp.js +6 -0
  268. package/lib/esm/IModelApp.js.map +1 -1
  269. package/lib/esm/IModelConnection.d.ts +32 -2
  270. package/lib/esm/IModelConnection.d.ts.map +1 -1
  271. package/lib/esm/IModelConnection.js +44 -6
  272. package/lib/esm/IModelConnection.js.map +1 -1
  273. package/lib/esm/IpcApp.d.ts +14 -1
  274. package/lib/esm/IpcApp.d.ts.map +1 -1
  275. package/lib/esm/IpcApp.js +25 -0
  276. package/lib/esm/IpcApp.js.map +1 -1
  277. package/lib/esm/MarginPercent.d.ts +27 -2
  278. package/lib/esm/MarginPercent.d.ts.map +1 -1
  279. package/lib/esm/MarginPercent.js +8 -2
  280. package/lib/esm/MarginPercent.js.map +1 -1
  281. package/lib/esm/ModelState.d.ts +2 -1
  282. package/lib/esm/ModelState.d.ts.map +1 -1
  283. package/lib/esm/ModelState.js +5 -3
  284. package/lib/esm/ModelState.js.map +1 -1
  285. package/lib/esm/NativeApp.d.ts +5 -1
  286. package/lib/esm/NativeApp.d.ts.map +1 -1
  287. package/lib/esm/NativeApp.js +25 -20
  288. package/lib/esm/NativeApp.js.map +1 -1
  289. package/lib/esm/NativeAppLogger.js +1 -1
  290. package/lib/esm/NativeAppLogger.js.map +1 -1
  291. package/lib/esm/RealityDataSource.d.ts +44 -1
  292. package/lib/esm/RealityDataSource.d.ts.map +1 -1
  293. package/lib/esm/RealityDataSource.js +39 -13
  294. package/lib/esm/RealityDataSource.js.map +1 -1
  295. package/lib/esm/RealityDataSourceCesiumIonAssetImpl.d.ts +1 -0
  296. package/lib/esm/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
  297. package/lib/esm/RealityDataSourceCesiumIonAssetImpl.js +3 -0
  298. package/lib/esm/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
  299. package/lib/esm/RealityDataSourceContextShareImpl.d.ts +1 -0
  300. package/lib/esm/RealityDataSourceContextShareImpl.d.ts.map +1 -1
  301. package/lib/esm/RealityDataSourceContextShareImpl.js +3 -0
  302. package/lib/esm/RealityDataSourceContextShareImpl.js.map +1 -1
  303. package/lib/esm/RealityDataSourceTilesetUrlImpl.d.ts +1 -0
  304. package/lib/esm/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
  305. package/lib/esm/RealityDataSourceTilesetUrlImpl.js +3 -0
  306. package/lib/esm/RealityDataSourceTilesetUrlImpl.js.map +1 -1
  307. package/lib/esm/SelectionSet.d.ts.map +1 -1
  308. package/lib/esm/SelectionSet.js +3 -1
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  310. package/lib/esm/ViewAnimation.d.ts +10 -2
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{"version":3,"file":"Animation.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Animation.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAEH,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EAAoD,wBAAwB,EAAE,MAAM,oBAAoB,CAAC;AAGhH,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAG7C,OAAO,EAAE,eAAe,EAAE,MAAM,WAAW,CAAC;AAC5C,OAAO,EAAE,kBAAkB,EAAE,MAAM,UAAU,CAAC;AAE9C,MAAM,UAAU,GAAG;;;CAGlB,CAAC;AAEF,sDAAsD;AACtD,6DAA6D;AAC7D,mEAAmE;AACnE,uJAAuJ;AACvJ,MAAM,oBAAoB,GAAG;;;;;;;;;;;;;;CAc5B,CAAC;AAEF,yCAAyC;AACzC,MAAM,cAAc,GAAG;;;;;;CAMtB,CAAC;AAEF,0KAA0K;AAC1K,MAAM,iCAAiC,GAAG;;;;;;;;;;;;;;CAczC,CAAC;AAEF,MAAM,4BAA4B,GAAG;;;;;;;;;;;;;CAapC,CAAC;AAEF,MAAM,iBAAiB,GAAG;;;CAGzB,CAAC;AAEF,MAAM,2BAA2B,GAAG;;;;;CAKnC,CAAC;AAEF,MAAM,sBAAsB,GAAG;;;;;;;;;;CAU9B,CAAC;AAEF,MAAM,0BAA0B,GAAG;;;;;CAKlC,CAAC;AAEF,MAAM,qBAAqB,GAAG;;;;;;;;;;CAU7B,CAAC;AAEF,MAAM,iBAAiB,GAAG;IACxB,SAAS;IACT,SAAS;IACT,IAAI,YAAY,CAAC,CAAC,CAAC;IACnB,IAAI,YAAY,CAAC,CAAC,CAAC,EAAE,2BAA2B;CACjD,CAAC;AAEF,SAAS,aAAa,CAAC,IAAW,EAAE,YAAqB;IACvD,MAAM,KAAK,GAAG,iBAAiB,CAAC,IAAI,CAAE,CAAC;IACvC,IAAI,SAAS,KAAK,YAAY;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,KAAK,CAAC,MAAM,EAAE,CAAC,EAAE;YACnC,KAAK,CAAC,CAAC,CAAC,GAAG,YAAY,CAAC;IAE5B,OAAO,KAAK,CAAC;AACf,CAAC;AAED,SAAS,sBAAsB,CAAC,MAAkB;;IAChD,MAAM,YAAY,GAAG,MAAA,MAAM,CAAC,MAAM,CAAC,aAAa,0CAAE,YAAY,CAAC;IAC/D,IAAI,CAAC,YAAY;QACf,OAAO,SAAS,CAAC;IAEnB,MAAM,OAAO,GAAG,MAAA,MAAA,MAAA,MAAM,CAAC,QAAQ,CAAC,KAAK,0CAAE,GAAG,CAAC,WAAW,0CAAE,aAAa,0CAAE,GAAG,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;IACrG,OAAO,OAAO,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,YAAY,EAAE,CAAC,CAAC,CAAC,SAAS,CAAC;AACzD,CAAC;AAED,SAAS,gBAAgB,CAAC,MAAkB;;IAC1C,MAAM,WAAW,GAAG,MAAA,MAAM,CAAC,MAAM,CAAC,aAAa,0CAAE,iBAAiB,CAAC;IACnE,IAAI,SAAS,KAAK,WAAW;QAC3B,OAAO,SAAS,CAAC;IAEnB,OAAO,MAAA,MAAA,MAAA,MAAM,CAAC,QAAQ,CAAC,KAAK,0CAAE,GAAG,CAAC,WAAW,0CAAE,OAAO,0CAAE,GAAG,CAAC,WAAW,CAAC,CAAC;AAC3E,CAAC;AAED,SAAS,gBAAgB,CAAC,MAAkB;;IAC1C,MAAM,MAAM,GAAG,MAAA,MAAM,CAAC,MAAM,CAAC,aAAa,0CAAE,QAAQ,CAAC;IACrD,IAAI,CAAC,MAAM;QACT,OAAO,SAAS,CAAC;IAEnB,MAAM,OAAO,GAAG,MAAA,MAAA,MAAA,MAAM,CAAC,QAAQ,CAAC,MAAM,0CAAE,GAAG,CAAC,WAAW,0CAAE,MAAM,0CAAE,GAAG,CAAC,MAAM,CAAC,WAAW,CAAC,CAAC;IACzF,OAAO,OAAO,CAAC,CAAC,CAAC,EAAE,OAAO,EAAE,MAAM,EAAE,CAAC,CAAC,CAAC,SAAS,CAAC;AACnD,CAAC;AAED,SAAS,iBAAiB,CAAC,MAAoB,EAAE,OAAmB,EAAE,QAAgB;IACpF,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,GAAG,OAAO,CAAC;IACpC,MAAM,UAAU,GAAG,QAAQ,GAAG,MAAM,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;IACxD,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;QAC1C,IAAI,UAAU,IAAI,MAAM,CAAC,CAAC,CAAC,IAAI,UAAU,GAAG,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,EAAE;YACzD,MAAM,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,CAAC,CAAC;YACvB,MAAM,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC;YAC3B,MAAM,CAAC,CAAC,CAAC,GAAG,UAAU,GAAG,MAAM,CAAC,CAAC,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YACjE,OAAO;SACR;KACF;IACD,MAAM,CAAC,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,GAAG,OAAO,CAAC,MAAM,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC;IACnD,MAAM,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC;AAClB,CAAC;AAED,gBAAgB;AAChB,MAAM,UAAU,YAAY,CAAC,IAAyB,EAAE,SAAkB,EAAE,UAAsB;IAChG,eAAe;IACf,IAAI,CAAC,SAAS,CAAC,aAAa,eAAoB,CAAC;IACjD,IAAI,CAAC,SAAS,CAAC,eAAe,eAAoB,CAAC;IACnD,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,CAAC;IAChC,IAAI,CAAC,WAAW,CAAC,kBAAkB,CAAC,CAAC;IAErC,IAAI,CAAC,UAAU,CAAC,WAAW,qBAA0B,CAAC,IAAI,EAAE,EAAE;QAC5D,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACtD,MAAM,QAAQ,GAAG,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAM,CAAC,CAAC,GAAG,CAAC,WAAY,CAAC;YAC3D,MAAM,CAAC,SAAS,KAAK,QAAQ,CAAC,CAAC;YAC/B,QAAQ,CAAC,OAAO,CAAC,WAAW,CAAC,OAAO,EAAE,WAAW,CAAC,aAAa,CAAC,CAAC;QACnE,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,iBAAiB,gBAAqB,CAAC,IAAI,EAAE,EAAE;QAC7D,IAAI,CAAC,iBAAiB,CAAC,iBAAiB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC5D,MAAM,IAAI,GAAG,MAAM,CAAC,QAAQ,CAAC,KAAM,CAAC;YACpC,MAAM,CAAC,SAAS,KAAK,IAAI,IAAI,SAAS,KAAK,IAAI,CAAC,GAAG,CAAC,WAAW,CAAC,CAAC;YACjE,MAAM,GAAG,GAAG,IAAI,CAAC,GAAG,CAAC,WAAW,CAAC,OAAO,CAAC;YACzC,MAAM,KAAK,GAAG,aAAa,CAAC,CAAC,CAAC,CAAC;YAC/B,KAAK,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,KAAK,CAAC;YACrB,KAAK,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,MAAM,CAAC;YACtB,KAAK,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,WAAW,CAAC,iBAAiB,GAAG,CAAC,CAAC;YACtD,OAAO,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;QAC/B,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,WAAW,CAAC,oBAAoB,CAAC,CAAC;IACvC,IAAI,CAAC,WAAW,CAAC,cAAc,CAAC,CAAC;IAEjC,eAAe;IACf,IAAI,CAAC,WAAW,CAAC,iCAAiC,CAAC,CAAC;IACpD,IAAI,CAAC,WAAW,CAAC,4BAA4B,CAAC,CAAC;IAC/C,IAAI,CAAC,GAAG,4BAA0C,iBAAiB,CAAC,CAAC;IAErE,IAAI,CAAC,UAAU,CAAC,kBAAkB,gBAAqB,CAAC,IAAI,EAAE,EAAE;QAC9D,IAAI,CAAC,iBAAiB,CAAC,kBAAkB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC7D,MAAM,UAAU,GAAG,aAAa,CAAC,CAAC,EAAE,GAAG,CAAC,CAAC;YACzC,MAAM,IAAI,GAAG,sBAAsB,CAAC,MAAM,CAAC,CAAC;YAC5C,IAAI,SAAS,KAAK,IAAI;gBACpB,iBAAiB,CAAC,UAAU,EAAE,IAAI,CAAC,OAAO,EAAE,MAAM,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC;YAE9E,OAAO,CAAC,aAAa,CAAC,UAAU,CAAC,CAAC;QACpC,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IACH,IAAI,CAAC,UAAU,CAAC,kBAAkB,gBAAqB,CAAC,IAAI,EAAE,EAAE;QAC9D,IAAI,CAAC,iBAAiB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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 { AnalysisStyleDisplacement, AnalysisStyleThematic, ThematicGradientSettings } from \"@itwin/core-common\";\r\nimport { AuxChannel, AuxDisplacementChannel, AuxParamChannel } from \"../../primitives/AuxChannelTable\";\r\nimport { DrawParams } from \"../DrawCommand\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsThematic } from \"../TechniqueFlags\";\r\nimport { octDecodeNormal } from \"./Surface\";\r\nimport { unquantizePosition } from \"./Vertex\";\r\n\r\nconst initialize = `\r\n g_anim_step = vec2(1.0) / u_animLUTParams.xy;\r\n g_anim_center = g_anim_step * 0.5;\r\n`;\r\n\r\n// The vertex index is an integer in [0..numVertices].\r\n// The frame index is an integer in [0..numBytesPerVertex/2].\r\n// Therefore each frame index points at 2 bytes within the texture.\r\n// The third component of the return value is 0.0 if the input index points to the first 2 bytes of the texel, or 1.0 if pointing to the second 2 bytes\r\nconst computeAnimLUTCoords = `\r\nvec3 computeAnimLUTCoords(float vertIndex, float frameIndex) {\r\n // float baseIndex = (vertIndex * 2.0) + frameIndex;\r\n float baseIndex = (vertIndex * u_animLUTParams.z) + frameIndex;\r\n float halfIndex = baseIndex * 0.5;\r\n float index = floor(halfIndex);\r\n\r\n float epsilon = 0.5 / u_animLUTParams.x;\r\n float yId = floor(index / u_animLUTParams.x + epsilon);\r\n float xId = index - u_animLUTParams.x * yId;\r\n\r\n vec2 texCoord = g_anim_center + vec2(xId / u_animLUTParams.x, yId / u_animLUTParams.y);\r\n return vec3(texCoord, 2.0 * (halfIndex - index));\r\n}\r\n`;\r\n\r\n// Sample 2 bytes at the specified index.\r\nconst sampleAnimVec2 = `\r\nvec2 sampleAnimVec2(float vertIndex, float frameIndex) {\r\n vec3 tc = computeAnimLUTCoords(vertIndex, frameIndex);\r\n vec4 texel = floor(TEXTURE(u_animLUT, tc.xy) * 255.0 + 0.5);\r\n return texel.xy * (1.0 - tc.z) + texel.zw * tc.z;\r\n}\r\n`;\r\n\r\n// Position is quantized to 6 bytes (2 bytes per component). So we always must sample two adjacent texels. We discard two bytes based on whether the index is even or odd.\r\nconst computeAnimationFrameDisplacement = `\r\nvec3 computeAnimationFrameDisplacement(float vertIndex, float frameIndex, vec3 origin, vec3 scale) {\r\n vec3 tc = computeAnimLUTCoords(vertIndex, frameIndex);\r\n vec4 enc1 = floor(TEXTURE(u_animLUT, tc.xy) * 255.0 + 0.5);\r\n tc.x += g_anim_step.x;\r\n vec4 enc2 = floor(TEXTURE(u_animLUT, tc.xy) * 255.0 + 0.5);\r\n\r\n vec2 ex = enc1.xy * (1.0 - tc.z) + enc1.zw * tc.z;\r\n vec2 ey = enc1.zw * (1.0 - tc.z) + enc2.xy * tc.z;\r\n vec2 ez = enc2.xy * (1.0 - tc.z) + enc2.zw * tc.z;\r\n\r\n vec3 qpos = vec3(decodeUInt16(ex), decodeUInt16(ey), decodeUInt16(ez));\r\n return unquantizePosition(qpos, origin, scale).xyz;\r\n}\r\n`;\r\n\r\nconst computeAnimationDisplacement = `\r\nvec3 computeAnimationDisplacement(float vertIndex, float frameIndex0, float frameIndex1, float fraction, vec3 origin, vec3 scale) {\r\n if (frameIndex0 < 0.0)\r\n return vec3(0.0, 0.0, 0.0);\r\n\r\n vec3 displacement = computeAnimationFrameDisplacement(vertIndex, frameIndex0, origin, scale);\r\n if (fraction > 0.0) {\r\n vec3 displacement1 = computeAnimationFrameDisplacement(vertIndex, frameIndex1, origin, scale);\r\n displacement += fraction * (displacement1 - displacement);\r\n }\r\n\r\n return displacement;\r\n}\r\n`;\r\n\r\nconst adjustRawPosition = `\r\n rawPos.xyz += computeAnimationDisplacement(g_vertexLUTIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);\r\n return rawPos;\r\n`;\r\n\r\nconst computeAnimationFrameNormal = `\r\nvec3 computeAnimationFrameNormal(float frameIndex) {\r\n vec2 enc = sampleAnimVec2(g_vertexLUTIndex, frameIndex);\r\n return octDecodeNormal(enc);\r\n}\r\n`;\r\n\r\nconst computeAnimationNormal = `\r\nvec3 computeAnimationNormal(float frameIndex0, float frameIndex1, float fraction) {\r\n vec3 normal = computeAnimationFrameNormal(frameIndex0);\r\n if (fraction > 0.0) {\r\n vec3 normal1 = computeAnimationFrameNormal(frameIndex1);\r\n normal += fraction * (normal1 - normal);\r\n }\r\n\r\n return normal;\r\n}\r\n`;\r\n\r\nconst computeAnimationFrameParam = `\r\nfloat computeAnimationFrameParam(float frameIndex, float origin, float scale) {\r\n vec2 enc = sampleAnimVec2(g_vertexLUTIndex, frameIndex);\r\n return clamp((origin + scale * decodeUInt16(enc)), 0.0, 1.0);\r\n}\r\n`;\r\n\r\nconst computeAnimationParam = `\r\nvec2 computeAnimationParam(float frameIndex0, float frameIndex1, float fraction, float origin, float scale) {\r\n float param = computeAnimationFrameParam(frameIndex0, origin, scale);\r\n if (fraction > 0.0) {\r\n float param1 = computeAnimationFrameParam(frameIndex1, origin, scale);\r\n param += fraction * (param1 - param);\r\n }\r\n\r\n return vec2(.5, param);\r\n}\r\n`;\r\n\r\nconst scratchAnimParams = [\r\n undefined,\r\n undefined,\r\n new Float32Array(2), // origin, scale\r\n new Float32Array(3), // index0, index1, fraction\r\n];\r\n\r\nfunction getAnimParams(size: 2 | 3, initialValue?: number): Float32Array {\r\n const array = scratchAnimParams[size]!;\r\n if (undefined !== initialValue)\r\n for (let i = 0; i < array.length; i++)\r\n array[i] = initialValue;\r\n\r\n return array;\r\n}\r\n\r\nfunction getDisplacementChannel(params: DrawParams): { channel: AuxDisplacementChannel, displacement: AnalysisStyleDisplacement } | undefined {\r\n const displacement = params.target.analysisStyle?.displacement;\r\n if (!displacement)\r\n return undefined;\r\n\r\n const channel = params.geometry.asLUT?.lut.auxChannels?.displacements?.get(displacement.channelName);\r\n return channel ? { channel, displacement } : undefined;\r\n}\r\n\r\nfunction getNormalChannel(params: DrawParams): AuxChannel | undefined {\r\n const channelName = params.target.analysisStyle?.normalChannelName;\r\n if (undefined === channelName)\r\n return undefined;\r\n\r\n return params.geometry.asLUT?.lut.auxChannels?.normals?.get(channelName);\r\n}\r\n\r\nfunction getScalarChannel(params: DrawParams): { channel: AuxParamChannel, scalar: AnalysisStyleThematic } | undefined {\r\n const scalar = params.target.analysisStyle?.thematic;\r\n if (!scalar)\r\n return undefined;\r\n\r\n const channel = params.geometry.asMesh?.lut.auxChannels?.params?.get(scalar.channelName);\r\n return channel ? { channel, scalar } : undefined;\r\n}\r\n\r\nfunction computeAnimParams(params: Float32Array, channel: AuxChannel, fraction: number): void {\r\n const { inputs, indices } = channel;\r\n const inputValue = fraction * inputs[inputs.length - 1];\r\n for (let i = 0; i < inputs.length - 1; i++) {\r\n if (inputValue >= inputs[i] && inputValue < inputs[i + 1]) {\r\n params[0] = indices[i];\r\n params[1] = indices[i + 1];\r\n params[2] = inputValue - inputs[i] / (inputs[i + 1] - inputs[i]);\r\n return;\r\n }\r\n }\r\n params[0] = params[1] = indices[inputs.length - 1];\r\n params[2] = 0.0;\r\n}\r\n\r\n/** @internal */\r\nexport function addAnimation(vert: VertexShaderBuilder, isSurface: boolean, isThematic: IsThematic): void {\r\n // Lookup table\r\n vert.addGlobal(\"g_anim_step\", VariableType.Vec2);\r\n vert.addGlobal(\"g_anim_center\", VariableType.Vec2);\r\n vert.addInitializer(initialize);\r\n vert.addFunction(unquantizePosition);\r\n\r\n vert.addUniform(\"u_animLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_animLUT\", (uniform, params) => {\r\n const channels = (params.geometry.asLUT!).lut.auxChannels!;\r\n assert(undefined !== channels);\r\n channels.texture.bindSampler(uniform, TextureUnit.AuxChannelLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_animLUTParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animLUTParams\", (uniform, params) => {\r\n const geom = params.geometry.asLUT!;\r\n assert(undefined !== geom && undefined !== geom.lut.auxChannels);\r\n const tex = geom.lut.auxChannels.texture;\r\n const array = getAnimParams(3);\r\n array[0] = tex.width;\r\n array[1] = tex.height;\r\n array[2] = geom.lut.auxChannels.numBytesPerVertex / 2;\r\n uniform.setUniform3fv(array);\r\n });\r\n });\r\n\r\n vert.addFunction(computeAnimLUTCoords);\r\n vert.addFunction(sampleAnimVec2);\r\n\r\n // Displacement\r\n vert.addFunction(computeAnimationFrameDisplacement);\r\n vert.addFunction(computeAnimationDisplacement);\r\n vert.set(VertexShaderComponent.AdjustRawPosition, adjustRawPosition);\r\n\r\n vert.addUniform(\"u_animDispParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animDispParams\", (uniform, params) => {\r\n const animParams = getAnimParams(3, 0.0);\r\n const disp = getDisplacementChannel(params);\r\n if (undefined !== disp)\r\n computeAnimParams(animParams, disp.channel, params.target.analysisFraction);\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n vert.addUniform(\"u_qAnimDispScale\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qAnimDispScale\", (uniform, params) => {\r\n const animParams = getAnimParams(3, 0.0);\r\n const disp = getDisplacementChannel(params);\r\n if (undefined !== disp)\r\n for (let i = 0; i < 3; i++)\r\n animParams[i] = disp.channel.qScale[i] * disp.displacement.scale;\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n vert.addUniform(\"u_qAnimDispOrigin\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qAnimDispOrigin\", (uniform, params) => {\r\n const animParams = getAnimParams(3, 0.0);\r\n const disp = getDisplacementChannel(params);\r\n if (undefined !== disp)\r\n for (let i = 0; i < 3; i++)\r\n animParams[i] = disp.channel.qOrigin[i] * disp.displacement.scale;\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n\r\n // Normal and param\r\n if (isSurface) {\r\n vert.addFunction(octDecodeNormal);\r\n vert.addFunction(computeAnimationFrameNormal);\r\n vert.addFunction(computeAnimationNormal);\r\n\r\n vert.addFunction(computeAnimationFrameParam);\r\n vert.addFunction(computeAnimationParam);\r\n\r\n vert.addUniform(\"u_animNormalParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animNormalParams\", (uniform, params) => {\r\n const animParams = getAnimParams(3, -1.0);\r\n const channel = getNormalChannel(params);\r\n if (undefined !== channel)\r\n computeAnimParams(animParams, channel, params.target.analysisFraction);\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n\r\n if (isThematic === IsThematic.No) {\r\n vert.addUniform(\"u_animScalarParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animScalarParams\", (uniform, params) => {\r\n const scalars = getScalarChannel(params);\r\n const animParams = getAnimParams(3, -1.0);\r\n if (scalars)\r\n computeAnimParams(animParams, scalars.channel, params.target.analysisFraction);\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_animScalarQParams\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_animScalarQParams\", (uniform, params) => {\r\n const scalars = getScalarChannel(params);\r\n const animParams = getAnimParams(2, 1.0);\r\n if (scalars) {\r\n const range = scalars.scalar.range;\r\n let rangeScale = range.high - range.low;\r\n if (rangeScale === 0)\r\n rangeScale = 1;\r\n\r\n animParams[0] = ThematicGradientSettings.margin + (scalars.channel.qOrigin - range.low) / rangeScale;\r\n animParams[1] = ThematicGradientSettings.contentRange * scalars.channel.qScale / rangeScale;\r\n }\r\n\r\n uniform.setUniform2fv(animParams);\r\n });\r\n });\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 } from \"@itwin/core-bentley\";\r\nimport { AnalysisStyleDisplacement, AnalysisStyleThematic, ThematicGradientSettings } from \"@itwin/core-common\";\r\nimport { AuxChannel, AuxDisplacementChannel, AuxParamChannel } from \"../../primitives/AuxChannelTable\";\r\nimport { DrawParams } from \"../DrawCommand\";\r\nimport { System } from \"../System\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { VariableType, VertexShaderBuilder, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { IsThematic } from \"../TechniqueFlags\";\r\nimport { octDecodeNormal } from \"./Surface\";\r\nimport { unquantizePosition } from \"./Vertex\";\r\n\r\nconst initialize = `\r\n g_anim_step = vec2(1.0) / u_animLUTParams.xy;\r\n g_anim_center = g_anim_step * 0.5;\r\n`;\r\n\r\n// The vertex index is an integer in [0..numVertices].\r\n// The frame index is an integer in [0..numBytesPerVertex/2].\r\n// Therefore each frame index points at 2 bytes within the texture.\r\n// The third component of the return value is 0.0 if the input index points to the first 2 bytes of the texel, or 1.0 if pointing to the second 2 bytes\r\nconst computeAnimLUTCoords = `\r\nvec3 computeAnimLUTCoords(float vertIndex, float frameIndex) {\r\n // float baseIndex = (vertIndex * 2.0) + frameIndex;\r\n float baseIndex = (vertIndex * u_animLUTParams.z) + frameIndex;\r\n float halfIndex = baseIndex * 0.5;\r\n float index = floor(halfIndex);\r\n\r\n float epsilon = 0.5 / u_animLUTParams.x;\r\n float yId = floor(index / u_animLUTParams.x + epsilon);\r\n float xId = index - u_animLUTParams.x * yId;\r\n\r\n vec2 texCoord = g_anim_center + vec2(xId / u_animLUTParams.x, yId / u_animLUTParams.y);\r\n return vec3(texCoord, 2.0 * (halfIndex - index));\r\n}\r\n`;\r\n\r\n// Sample 2 bytes at the specified index.\r\nconst sampleAnimVec2 = `\r\nvec2 sampleAnimVec2(float vertIndex, float frameIndex) {\r\n vec3 tc = computeAnimLUTCoords(vertIndex, frameIndex);\r\n vec4 texel = floor(TEXTURE(u_animLUT, tc.xy) * 255.0 + 0.5);\r\n return texel.xy * (1.0 - tc.z) + texel.zw * tc.z;\r\n}\r\n`;\r\n\r\n// Position is quantized to 6 bytes (2 bytes per component). So we always must sample two adjacent texels. We discard two bytes based on whether the index is even or odd.\r\nconst computeAnimationFrameDisplacement = `\r\nvec3 computeAnimationFrameDisplacement(float vertIndex, float frameIndex, vec3 origin, vec3 scale) {\r\n vec3 tc = computeAnimLUTCoords(vertIndex, frameIndex);\r\n vec4 enc1 = floor(TEXTURE(u_animLUT, tc.xy) * 255.0 + 0.5);\r\n tc.x += g_anim_step.x;\r\n vec4 enc2 = floor(TEXTURE(u_animLUT, tc.xy) * 255.0 + 0.5);\r\n\r\n vec2 ex = enc1.xy * (1.0 - tc.z) + enc1.zw * tc.z;\r\n vec2 ey = enc1.zw * (1.0 - tc.z) + enc2.xy * tc.z;\r\n vec2 ez = enc2.xy * (1.0 - tc.z) + enc2.zw * tc.z;\r\n\r\n vec3 qpos = vec3(decodeUInt16(ex), decodeUInt16(ey), decodeUInt16(ez));\r\n return unquantizePosition(qpos, origin, scale).xyz;\r\n}\r\n`;\r\n\r\nconst computeAnimationDisplacement = `\r\nvec3 computeAnimationDisplacement(float vertIndex, float frameIndex0, float frameIndex1, float fraction, vec3 origin, vec3 scale) {\r\n if (frameIndex0 < 0.0)\r\n return vec3(0.0, 0.0, 0.0);\r\n\r\n vec3 displacement = computeAnimationFrameDisplacement(vertIndex, frameIndex0, origin, scale);\r\n if (fraction > 0.0) {\r\n vec3 displacement1 = computeAnimationFrameDisplacement(vertIndex, frameIndex1, origin, scale);\r\n displacement += fraction * (displacement1 - displacement);\r\n }\r\n\r\n return displacement;\r\n}\r\n`;\r\n\r\nconst adjustRawPosition = `\r\n rawPos.xyz += computeAnimationDisplacement(g_vertexLUTIndex, u_animDispParams.x, u_animDispParams.y, u_animDispParams.z, u_qAnimDispOrigin, u_qAnimDispScale);\r\n return rawPos;\r\n`;\r\n\r\nconst computeAnimationFrameNormal = `\r\nvec3 computeAnimationFrameNormal(float frameIndex) {\r\n vec2 enc = sampleAnimVec2(g_vertexLUTIndex, frameIndex);\r\n return octDecodeNormal(enc);\r\n}\r\n`;\r\n\r\nconst computeAnimationNormal = `\r\nvec3 computeAnimationNormal(float frameIndex0, float frameIndex1, float fraction) {\r\n vec3 normal = computeAnimationFrameNormal(frameIndex0);\r\n if (fraction > 0.0) {\r\n vec3 normal1 = computeAnimationFrameNormal(frameIndex1);\r\n normal += fraction * (normal1 - normal);\r\n }\r\n\r\n return normal;\r\n}\r\n`;\r\n\r\nconst computeAnimationFrameParam = `\r\nfloat computeAnimationFrameParam(float frameIndex, float origin, float scale) {\r\n vec2 enc = sampleAnimVec2(g_vertexLUTIndex, frameIndex);\r\n return clamp((origin + scale * decodeUInt16(enc)), 0.0, 1.0);\r\n}\r\n`;\r\n\r\nconst computeAnimationParam = `\r\nvec2 computeAnimationParam(float frameIndex0, float frameIndex1, float fraction, float origin, float scale) {\r\n float param = computeAnimationFrameParam(frameIndex0, origin, scale);\r\n if (fraction > 0.0) {\r\n float param1 = computeAnimationFrameParam(frameIndex1, origin, scale);\r\n param += fraction * (param1 - param);\r\n }\r\n\r\n return vec2(.5, param);\r\n}\r\n`;\r\n\r\nconst scratchAnimParams = [\r\n undefined,\r\n undefined,\r\n new Float32Array(2), // origin, scale\r\n new Float32Array(3), // index0, index1, fraction\r\n];\r\n\r\nfunction getAnimParams(size: 2 | 3, initialValue?: number): Float32Array {\r\n const array = scratchAnimParams[size]!;\r\n if (undefined !== initialValue)\r\n for (let i = 0; i < array.length; i++)\r\n array[i] = initialValue;\r\n\r\n return array;\r\n}\r\n\r\nfunction getDisplacementChannel(params: DrawParams): { channel: AuxDisplacementChannel, displacement: AnalysisStyleDisplacement } | undefined {\r\n const displacement = params.target.analysisStyle?.displacement;\r\n if (!displacement)\r\n return undefined;\r\n\r\n const channel = params.geometry.asLUT?.lut.auxChannels?.displacements?.get(displacement.channelName);\r\n return channel ? { channel, displacement } : undefined;\r\n}\r\n\r\nfunction getNormalChannel(params: DrawParams): AuxChannel | undefined {\r\n const channelName = params.target.analysisStyle?.normalChannelName;\r\n if (undefined === channelName)\r\n return undefined;\r\n\r\n return params.geometry.asLUT?.lut.auxChannels?.normals?.get(channelName);\r\n}\r\n\r\nfunction getScalarChannel(params: DrawParams): { channel: AuxParamChannel, scalar: AnalysisStyleThematic } | undefined {\r\n const scalar = params.target.analysisStyle?.thematic;\r\n if (!scalar)\r\n return undefined;\r\n\r\n const channel = params.geometry.asMesh?.lut.auxChannels?.params?.get(scalar.channelName);\r\n return channel ? { channel, scalar } : undefined;\r\n}\r\n\r\nfunction computeAnimParams(params: Float32Array, channel: AuxChannel, fraction: number): void {\r\n const { inputs, indices } = channel;\r\n const inputValue = fraction * inputs[inputs.length - 1];\r\n for (let i = 0; i < inputs.length - 1; i++) {\r\n if (inputValue >= inputs[i] && inputValue < inputs[i + 1]) {\r\n params[0] = indices[i];\r\n params[1] = indices[i + 1];\r\n params[2] = inputValue - inputs[i] / (inputs[i + 1] - inputs[i]);\r\n return;\r\n }\r\n }\r\n params[0] = params[1] = indices[inputs.length - 1];\r\n params[2] = 0.0;\r\n}\r\n\r\n/** @internal */\r\nexport function addAnimation(vert: VertexShaderBuilder, isSurface: boolean, isThematic: IsThematic): void {\r\n // Lookup table\r\n vert.addGlobal(\"g_anim_step\", VariableType.Vec2);\r\n vert.addGlobal(\"g_anim_center\", VariableType.Vec2);\r\n vert.addInitializer(initialize);\r\n vert.addFunction(unquantizePosition);\r\n\r\n vert.addUniform(\"u_animLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_animLUT\", (uniform, params) => {\r\n const channels = (params.geometry.asLUT!).lut.auxChannels!;\r\n assert(undefined !== channels);\r\n channels.texture.bindSampler(uniform, TextureUnit.AuxChannelLUT);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_animLUTParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animLUTParams\", (uniform, params) => {\r\n const geom = params.geometry.asLUT!;\r\n assert(undefined !== geom && undefined !== geom.lut.auxChannels);\r\n const tex = geom.lut.auxChannels.texture;\r\n const array = getAnimParams(3);\r\n array[0] = tex.width;\r\n array[1] = tex.height;\r\n array[2] = geom.lut.auxChannels.numBytesPerVertex / 2;\r\n uniform.setUniform3fv(array);\r\n });\r\n });\r\n\r\n vert.addFunction(computeAnimLUTCoords);\r\n vert.addFunction(sampleAnimVec2);\r\n\r\n // Displacement\r\n vert.addFunction(computeAnimationFrameDisplacement);\r\n vert.addFunction(computeAnimationDisplacement);\r\n vert.set(VertexShaderComponent.AdjustRawPosition, adjustRawPosition);\r\n\r\n vert.addUniform(\"u_animDispParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animDispParams\", (uniform, params) => {\r\n const animParams = getAnimParams(3, 0.0);\r\n const disp = getDisplacementChannel(params);\r\n if (undefined !== disp)\r\n computeAnimParams(animParams, disp.channel, params.target.analysisFraction);\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n vert.addUniform(\"u_qAnimDispScale\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qAnimDispScale\", (uniform, params) => {\r\n const animParams = getAnimParams(3, 0.0);\r\n const disp = getDisplacementChannel(params);\r\n if (undefined !== disp)\r\n for (let i = 0; i < 3; i++)\r\n animParams[i] = disp.channel.qScale[i] * disp.displacement.scale;\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n vert.addUniform(\"u_qAnimDispOrigin\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_qAnimDispOrigin\", (uniform, params) => {\r\n const animParams = getAnimParams(3, 0.0);\r\n const disp = getDisplacementChannel(params);\r\n if (undefined !== disp)\r\n for (let i = 0; i < 3; i++)\r\n animParams[i] = disp.channel.qOrigin[i] * disp.displacement.scale;\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n\r\n // Normal and param\r\n if (isSurface) {\r\n vert.addFunction(octDecodeNormal);\r\n vert.addFunction(computeAnimationFrameNormal);\r\n vert.addFunction(computeAnimationNormal);\r\n\r\n vert.addFunction(computeAnimationFrameParam);\r\n vert.addFunction(computeAnimationParam);\r\n\r\n vert.addUniform(\"u_animNormalParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animNormalParams\", (uniform, params) => {\r\n const animParams = getAnimParams(3, -1.0);\r\n const channel = getNormalChannel(params);\r\n if (undefined !== channel)\r\n computeAnimParams(animParams, channel, params.target.analysisFraction);\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n\r\n if (isThematic === IsThematic.No || System.instance.capabilities.isWebGL2) {\r\n vert.addUniform(\"u_animScalarParams\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_animScalarParams\", (uniform, params) => {\r\n const scalars = getScalarChannel(params);\r\n const animParams = getAnimParams(3, -1.0);\r\n if (scalars)\r\n computeAnimParams(animParams, scalars.channel, params.target.analysisFraction);\r\n\r\n uniform.setUniform3fv(animParams);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_animScalarQParams\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_animScalarQParams\", (uniform, params) => {\r\n const scalars = getScalarChannel(params);\r\n const animParams = getAnimParams(2, 1.0);\r\n if (scalars) {\r\n const range = scalars.scalar.range;\r\n let rangeScale = range.high - range.low;\r\n if (rangeScale === 0)\r\n rangeScale = 1;\r\n\r\n animParams[0] = ThematicGradientSettings.margin + (scalars.channel.qOrigin - range.low) / rangeScale;\r\n animParams[1] = ThematicGradientSettings.contentRange * scalars.channel.qScale / rangeScale;\r\n }\r\n\r\n uniform.setUniform2fv(animParams);\r\n });\r\n });\r\n }\r\n }\r\n}\r\n"]}
@@ -3,7 +3,9 @@
3
3
  */
4
4
  import { ProgramBuilder, ShaderBuilder } from "../ShaderBuilder";
5
5
  /** @internal */
6
- export declare function addChooseWithBitFlagFunctions(shader: ShaderBuilder): void;
6
+ export declare function addChooseVec2WithBitFlagsFunction(shader: ShaderBuilder): void;
7
+ /** @internal */
8
+ export declare function addChooseVec3WithBitFlagFunction(shader: ShaderBuilder): void;
7
9
  /** @internal */
8
10
  export declare function addShaderFlags(builder: ProgramBuilder): void;
9
11
  /** @internal */
@@ -1 +1 @@
1
- {"version":3,"file":"Common.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Common.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,EAAE,cAAc,EAAE,aAAa,EAA4B,MAAM,kBAAkB,CAAC;AAyB3F,gBAAgB;AAChB,wBAAgB,6BAA6B,CAAC,MAAM,EAAE,aAAa,QAYlE;AA8ED,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,OAAO,EAAE,cAAc,QAOrD;AAED,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,QAUjD;AAID,gBAAgB;AAChB,wBAAgB,WAAW,CAAC,OAAO,EAAE,cAAc,QAGlD;AAED,gBAAgB;AAChB,eAAO,MAAM,UAAU,mOAQtB,CAAC;AAiCF,gBAAgB;AAChB,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,aAAa,GAAG,IAAI,CAQ5D"}
1
+ {"version":3,"file":"Common.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Common.ts"],"names":[],"mappings":"AAIA;;GAEG;AAKH,OAAO,EAAE,cAAc,EAAE,aAAa,EAA4B,MAAM,kBAAkB,CAAC;AA0B3F,gBAAgB;AAChB,wBAAgB,iCAAiC,CAAC,MAAM,EAAE,aAAa,QAQtE;AAED,gBAAgB;AAChB,wBAAgB,gCAAgC,CAAC,MAAM,EAAE,aAAa,QAQrE;AAiED,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,OAAO,EAAE,cAAc,QAOrD;AAED,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,QAUjD;AAID,gBAAgB;AAChB,wBAAgB,WAAW,CAAC,OAAO,EAAE,cAAc,QAGlD;AAED,gBAAgB;AAChB,eAAO,MAAM,UAAU,mOAQtB,CAAC;AAiCF,gBAAgB;AAChB,wBAAgB,gBAAgB,CAAC,MAAM,EAAE,aAAa,GAAG,IAAI,CAQ5D"}
@@ -8,17 +8,18 @@
8
8
  import { RenderType } from "@itwin/webgl-compatibility";
9
9
  import { System } from "../System";
10
10
  import { addModelViewMatrix } from "./Vertex";
11
- const chooseFloatWithBitFlag = `
12
- float chooseFloatWithBitFlag(float f1, float f2, float flags, float n) { return nthBitSet(flags, n) ? f2 : f1; }
11
+ // These are not used anywhere currently, but will leave them here commented out in case we want them later.
12
+ // const chooseFloatWithBitFlag = `
13
+ // float chooseFloatWithBitFlag(float f1, float f2, float flags, float n) { return nthBitSet(flags, n) ? f2 : f1; }
14
+ // `;
15
+ // const chooseFloatWithBitFlag2 = `
16
+ // float chooseFloatWithBitFlag(float f1, float f2, uint flags, uint n) { return 0u != (flags & n) ? f2 : f1; }
17
+ // `;
18
+ const chooseVec2With2BitFlags = `
19
+ vec2 chooseVec2With2BitFlags(vec2 v1, vec2 v2, float flags, float n1, float n2) { return (nthBitSet(flags, n1) || nthBitSet(flags, n2)) ? v2 : v1; }
13
20
  `;
14
- const chooseFloatWithBitFlag2 = `
15
- float chooseFloatWithBitFlag(float f1, float f2, uint flags, uint n) { return 0u != (flags & n) ? f2 : f1; }
16
- `;
17
- const chooseVec2WithBitFlag = `
18
- vec2 chooseVec2WithBitFlag(vec2 v1, vec2 v2, float flags, float n) { return nthBitSet(flags, n) ? v2 : v1; }
19
- `;
20
- const chooseVec2WithBitFlag2 = `
21
- vec2 chooseVec2WithBitFlag(vec2 v1, vec2 v2, uint flags, uint n) { return 0u != (flags & n) ? v2 : v1; }
21
+ const chooseVec2With2BitFlags2 = `
22
+ vec2 chooseVec2With2BitFlags(vec2 v1, vec2 v2, uint flags, uint n1, uint n2) { return 0u != (flags & (n1 | n2)) ? v2 : v1; }
22
23
  `;
23
24
  const chooseVec3WithBitFlag = `
24
25
  vec3 chooseVec3WithBitFlag(vec3 v1, vec3 v2, float flags, float n) { return nthBitSet(flags, n) ? v2 : v1; }
@@ -27,41 +28,34 @@ const chooseVec3WithBitFlag2 = `
27
28
  vec3 chooseVec3WithBitFlag(vec3 v1, vec3 v2, uint flags, uint n) { return 0u != (flags & n) ? v2 : v1; }
28
29
  `;
29
30
  /** @internal */
30
- export function addChooseWithBitFlagFunctions(shader) {
31
+ export function addChooseVec2WithBitFlagsFunction(shader) {
31
32
  if (System.instance.capabilities.isWebGL2) {
32
33
  shader.addFunction(extractNthBit2);
33
- shader.addFunction(chooseFloatWithBitFlag2);
34
- shader.addFunction(chooseVec2WithBitFlag2);
35
- shader.addFunction(chooseVec3WithBitFlag2);
34
+ shader.addFunction(chooseVec2With2BitFlags2);
36
35
  }
37
36
  else {
38
37
  shader.addFunction(nthBitSet);
39
- shader.addFunction(chooseFloatWithBitFlag);
40
- shader.addFunction(chooseVec2WithBitFlag);
41
- shader.addFunction(chooseVec3WithBitFlag);
38
+ shader.addFunction(chooseVec2With2BitFlags);
42
39
  }
43
40
  }
44
- function addShaderFlagsLookup(shader) {
45
- shader.addConstant("kShaderBit_Monochrome", 1 /* Int */, "0");
46
- shader.addConstant("kShaderBit_NonUniformColor", 1 /* Int */, "1");
47
- shader.addConstant("kShaderBit_OITFlatAlphaWeight", 1 /* Int */, "2");
48
- shader.addConstant("kShaderBit_OITScaleOutput", 1 /* Int */, "3");
49
- shader.addConstant("kShaderBit_IgnoreNonLocatable", 1 /* Int */, "4");
50
- addChooseWithBitFlagFunctions(shader);
41
+ /** @internal */
42
+ export function addChooseVec3WithBitFlagFunction(shader) {
51
43
  if (System.instance.capabilities.isWebGL2) {
52
44
  shader.addFunction(extractNthBit2);
53
- shader.addFunction(chooseFloatWithBitFlag2);
54
- shader.addFunction(chooseVec2WithBitFlag2);
55
45
  shader.addFunction(chooseVec3WithBitFlag2);
56
46
  }
57
47
  else {
58
48
  shader.addFunction(nthBitSet);
59
- shader.addFunction(extractNthBit);
60
- shader.addFunction(chooseFloatWithBitFlag);
61
- shader.addFunction(chooseVec2WithBitFlag);
62
49
  shader.addFunction(chooseVec3WithBitFlag);
63
50
  }
64
51
  }
52
+ function addShaderFlagsConstants(shader) {
53
+ shader.addConstant("kShaderBit_Monochrome", 1 /* Int */, "0");
54
+ shader.addConstant("kShaderBit_NonUniformColor", 1 /* Int */, "1");
55
+ shader.addConstant("kShaderBit_OITFlatAlphaWeight", 1 /* Int */, "2");
56
+ shader.addConstant("kShaderBit_OITScaleOutput", 1 /* Int */, "3");
57
+ shader.addConstant("kShaderBit_IgnoreNonLocatable", 1 /* Int */, "4");
58
+ }
65
59
  const shaderFlagArray = new Int32Array(5);
66
60
  const kShaderBitMonochrome = 0;
67
61
  const kShaderBitNonUniformColor = 1;
@@ -108,8 +102,8 @@ function setShaderFlags(uniform, params) {
108
102
  }
109
103
  /** @internal */
110
104
  export function addShaderFlags(builder) {
111
- addShaderFlagsLookup(builder.vert);
112
- addShaderFlagsLookup(builder.frag);
105
+ addShaderFlagsConstants(builder.vert);
106
+ addShaderFlagsConstants(builder.frag);
113
107
  builder.addUniformArray("u_shaderFlags", 0 /* Boolean */, 5, (prog) => {
114
108
  prog.addGraphicUniform("u_shaderFlags", (uniform, params) => setShaderFlags(uniform, params));
115
109
  });
@@ -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 { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { DrawParams } from \"../DrawCommand\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { ProgramBuilder, ShaderBuilder, ShaderType, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addModelViewMatrix } from \"./Vertex\";\r\n\r\nconst chooseFloatWithBitFlag = `\r\nfloat chooseFloatWithBitFlag(float f1, float f2, float flags, float n) { return nthBitSet(flags, n) ? f2 : f1; }\r\n`;\r\nconst chooseFloatWithBitFlag2 = `\r\nfloat chooseFloatWithBitFlag(float f1, float f2, uint flags, uint n) { return 0u != (flags & n) ? f2 : f1; }\r\n`;\r\n\r\nconst chooseVec2WithBitFlag = `\r\nvec2 chooseVec2WithBitFlag(vec2 v1, vec2 v2, float flags, float n) { return nthBitSet(flags, n) ? v2 : v1; }\r\n`;\r\nconst chooseVec2WithBitFlag2 = `\r\nvec2 chooseVec2WithBitFlag(vec2 v1, vec2 v2, uint flags, uint n) { return 0u != (flags & n) ? v2 : v1; }\r\n`;\r\n\r\nconst chooseVec3WithBitFlag = `\r\nvec3 chooseVec3WithBitFlag(vec3 v1, vec3 v2, float flags, float n) { return nthBitSet(flags, n) ? v2 : v1; }\r\n`;\r\nconst chooseVec3WithBitFlag2 = `\r\nvec3 chooseVec3WithBitFlag(vec3 v1, vec3 v2, uint flags, uint n) { return 0u != (flags & n) ? v2 : v1; }\r\n`;\r\n\r\n/** @internal */\r\nexport function addChooseWithBitFlagFunctions(shader: ShaderBuilder) {\r\n if (System.instance.capabilities.isWebGL2) {\r\n shader.addFunction(extractNthBit2);\r\n shader.addFunction(chooseFloatWithBitFlag2);\r\n shader.addFunction(chooseVec2WithBitFlag2);\r\n shader.addFunction(chooseVec3WithBitFlag2);\r\n } else {\r\n shader.addFunction(nthBitSet);\r\n shader.addFunction(chooseFloatWithBitFlag);\r\n shader.addFunction(chooseVec2WithBitFlag);\r\n shader.addFunction(chooseVec3WithBitFlag);\r\n }\r\n}\r\n\r\nfunction addShaderFlagsLookup(shader: ShaderBuilder) {\r\n shader.addConstant(\"kShaderBit_Monochrome\", VariableType.Int, \"0\");\r\n shader.addConstant(\"kShaderBit_NonUniformColor\", VariableType.Int, \"1\");\r\n shader.addConstant(\"kShaderBit_OITFlatAlphaWeight\", VariableType.Int, \"2\");\r\n shader.addConstant(\"kShaderBit_OITScaleOutput\", VariableType.Int, \"3\");\r\n shader.addConstant(\"kShaderBit_IgnoreNonLocatable\", VariableType.Int, \"4\");\r\n addChooseWithBitFlagFunctions(shader);\r\n if (System.instance.capabilities.isWebGL2) {\r\n shader.addFunction(extractNthBit2);\r\n shader.addFunction(chooseFloatWithBitFlag2);\r\n shader.addFunction(chooseVec2WithBitFlag2);\r\n shader.addFunction(chooseVec3WithBitFlag2);\r\n } else {\r\n shader.addFunction(nthBitSet);\r\n shader.addFunction(extractNthBit);\r\n shader.addFunction(chooseFloatWithBitFlag);\r\n shader.addFunction(chooseVec2WithBitFlag);\r\n shader.addFunction(chooseVec3WithBitFlag);\r\n }\r\n}\r\n\r\nconst shaderFlagArray = new Int32Array(5);\r\nconst kShaderBitMonochrome = 0;\r\nconst kShaderBitNonUniformColor = 1;\r\nconst kShaderBitOITFlatAlphaWeight = 2;\r\nconst kShaderBitOITScaleOutput = 3;\r\nconst kShaderBitIgnoreNonLocatable = 4;\r\n\r\nfunction setShaderFlags(uniform: UniformHandle, params: DrawParams) {\r\n const monochrome = params.target.currentViewFlags.monochrome && params.geometry.wantMonochrome(params.target);\r\n shaderFlagArray[kShaderBitMonochrome] = monochrome ? 1 : 0;\r\n\r\n shaderFlagArray[kShaderBitNonUniformColor] = 0;\r\n shaderFlagArray[kShaderBitOITFlatAlphaWeight] = 0;\r\n shaderFlagArray[kShaderBitOITScaleOutput] = 0;\r\n shaderFlagArray[kShaderBitIgnoreNonLocatable] = 0;\r\n\r\n const geom = params.geometry.asLUT;\r\n if (undefined !== geom) {\r\n // Could also be RealityMeshGeometry, so only detect non-uniform color if explicitly LUTGeometry.\r\n const color = geom.getColor(params.target);\r\n if (color.isNonUniform)\r\n shaderFlagArray[kShaderBitNonUniformColor] = 1;\r\n }\r\n\r\n // Certain textures render in the translucent pass but we actually want to maintain true opacity for opaque pixels.\r\n // For these, use a constant Z to calculate alpha weight. Otherwise, the opaque things in the texture are weighted by their Z due\r\n // to the nature of the OIT algorithm. In this case, we set OITFlatAlphaWeight.\r\n\r\n // Since RGBA8 rendering is very low precision, if we are using that kind of output, we also want to flatten alpha weight.\r\n // Otherwise, the very tiny Z range makes things fade to black as the precision limit is encountered. This workaround disregards Z\r\n // in calculating the color, so it means that transparency is less accurate based on Z-ordering, but it is the best we can do with\r\n // this algorithm on low-end hardware.\r\n\r\n // Finally, the application can put the viewport into \"fadeout mode\", which explicitly enables flat alpha weight in order to de-emphasize transparent geometry.\r\n const maxRenderType = System.instance.capabilities.maxRenderType;\r\n let flatAlphaWeight = RenderType.TextureUnsignedByte === maxRenderType || params.target.isFadeOutActive;\r\n if (!flatAlphaWeight) {\r\n const surface = params.geometry.asSurface;\r\n flatAlphaWeight = undefined !== surface && (surface.isGlyph || surface.isTileSection);\r\n }\r\n\r\n if (flatAlphaWeight)\r\n shaderFlagArray[kShaderBitOITFlatAlphaWeight] = 1;\r\n\r\n // If Cesium-style transparency is being used with non-float texture targets, we must scale the output in the shaders to 0-1 range.\r\n // Otherwise, it will get implicitly clamped to that range and we'll lose any semblance our desired precision (even though it is low).\r\n if (maxRenderType < RenderType.TextureHalfFloat)\r\n shaderFlagArray[kShaderBitOITScaleOutput] = 1;\r\n\r\n if (!params.target.drawNonLocatable)\r\n shaderFlagArray[kShaderBitIgnoreNonLocatable] = 1;\r\n\r\n uniform.setUniform1iv(shaderFlagArray);\r\n}\r\n\r\n/** @internal */\r\nexport function addShaderFlags(builder: ProgramBuilder) {\r\n addShaderFlagsLookup(builder.vert);\r\n addShaderFlagsLookup(builder.frag);\r\n\r\n builder.addUniformArray(\"u_shaderFlags\", VariableType.Boolean, 5, (prog) => {\r\n prog.addGraphicUniform(\"u_shaderFlags\", (uniform, params) => setShaderFlags(uniform, params));\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addFrustum(builder: ProgramBuilder) {\r\n builder.addUniform(\"u_frustum\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_frustum\", (uniform, params) => {\r\n uniform.setUniform3fv(params.target.uniforms.frustum.frustum);\r\n });\r\n });\r\n\r\n builder.addGlobal(\"kFrustumType_Ortho2d\", VariableType.Float, ShaderType.Both, \"0.0\", true);\r\n builder.addGlobal(\"kFrustumType_Ortho3d\", VariableType.Float, ShaderType.Both, \"1.0\", true);\r\n builder.addGlobal(\"kFrustumType_Perspective\", VariableType.Float, ShaderType.Both, \"2.0\", true);\r\n}\r\n\r\nconst computeEyeSpace = \"v_eyeSpace = (MAT_MV * rawPosition).rgb;\";\r\n\r\n/** @internal */\r\nexport function addEyeSpace(builder: ProgramBuilder) {\r\n addModelViewMatrix(builder.vert);\r\n builder.addInlineComputedVarying(\"v_eyeSpace\", VariableType.Vec3, computeEyeSpace);\r\n}\r\n\r\n/** @internal */\r\nexport const addUInt32s = `\r\nvec4 addUInt32s(vec4 a, vec4 b) {\r\n vec4 c = a + b;\r\n if (c.x > 255.0) { c.x -= 256.0; c.y += 1.0; }\r\n if (c.y > 255.0) { c.y -= 256.0; c.z += 1.0; }\r\n if (c.z > 255.0) { c.z -= 256.0; c.w += 1.0; }\r\n return c;\r\n}\r\n`;\r\n\r\n/** Expects flags in range [0...256] with no fraction; and bit is [0..31] with no fraction.\r\n * (Note that this really won't work for more than [0-22] since a float doesn't have the precision.)\r\n * Returns 1.0 if the nth bit is set, 0.0 otherwise.\r\n * dividing flags by 2^(n+1) yields #.5##... if the nth bit is set, #.0##... otherwise\r\n * Taking the fractional part yields 0.5##... or 0.0##...\r\n * Multiplying by 2.0 and taking the floor yields 1.0 or 0.0\r\n * but we'll take a shortcut and just test for >= 0.5 since most often we just want a bool answer.\r\n * For WebGL1 we'll also pre-compute the 1/(2^(n+1)) and just do a single multiply here.\r\n * @internal\r\n */\r\nconst nthBitSet = `\r\nbool nthBitSet(float flags, float n) { return fract(flags*n) >= 0.5; }\r\n`;\r\n/** Version for WebGL2 can just convert flags to a uint and bitwise-test a 0-31 uint bit.\r\n * @internal\r\n */\r\nconst nthBitSet2 = `\r\nbool nthBitSet(float flags, uint n) { return 0u != (uint(flags) & n); }\r\n`;\r\n\r\n/** For when we want a 1.0 or 0.0 answer the choose operator should be a single instruction.\r\n * @internal\r\n */\r\nconst extractNthBit = `\r\nfloat extractNthBit(float flags, float n) { return nthBitSet(flags, n) ? 1.0 : 0.0; }\r\n`;\r\n/** @internal */\r\nconst extractNthBit2 = `\r\nfloat extractNthBit(float flags, uint n) { return 0u != (uint(flags) & n) ? 1.0 : 0.0; }\r\n`;\r\n\r\n/** @internal */\r\nexport function addExtractNthBit(shader: ShaderBuilder): void {\r\n if (System.instance.capabilities.isWebGL2) {\r\n shader.addFunction(nthBitSet2);\r\n shader.addFunction(extractNthBit2);\r\n } else {\r\n shader.addFunction(nthBitSet);\r\n shader.addFunction(extractNthBit);\r\n }\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { DrawParams } from \"../DrawCommand\";\r\nimport { UniformHandle } from \"../UniformHandle\";\r\nimport { ProgramBuilder, ShaderBuilder, ShaderType, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addModelViewMatrix } from \"./Vertex\";\r\n\r\n// These are not used anywhere currently, but will leave them here commented out in case we want them later.\r\n// const chooseFloatWithBitFlag = `\r\n// float chooseFloatWithBitFlag(float f1, float f2, float flags, float n) { return nthBitSet(flags, n) ? f2 : f1; }\r\n// `;\r\n// const chooseFloatWithBitFlag2 = `\r\n// float chooseFloatWithBitFlag(float f1, float f2, uint flags, uint n) { return 0u != (flags & n) ? f2 : f1; }\r\n// `;\r\n\r\nconst chooseVec2With2BitFlags = `\r\nvec2 chooseVec2With2BitFlags(vec2 v1, vec2 v2, float flags, float n1, float n2) { return (nthBitSet(flags, n1) || nthBitSet(flags, n2)) ? v2 : v1; }\r\n`;\r\nconst chooseVec2With2BitFlags2 = `\r\nvec2 chooseVec2With2BitFlags(vec2 v1, vec2 v2, uint flags, uint n1, uint n2) { return 0u != (flags & (n1 | n2)) ? v2 : v1; }\r\n`;\r\n\r\nconst chooseVec3WithBitFlag = `\r\nvec3 chooseVec3WithBitFlag(vec3 v1, vec3 v2, float flags, float n) { return nthBitSet(flags, n) ? v2 : v1; }\r\n`;\r\nconst chooseVec3WithBitFlag2 = `\r\nvec3 chooseVec3WithBitFlag(vec3 v1, vec3 v2, uint flags, uint n) { return 0u != (flags & n) ? v2 : v1; }\r\n`;\r\n\r\n/** @internal */\r\nexport function addChooseVec2WithBitFlagsFunction(shader: ShaderBuilder) {\r\n if (System.instance.capabilities.isWebGL2) {\r\n shader.addFunction(extractNthBit2);\r\n shader.addFunction(chooseVec2With2BitFlags2);\r\n } else {\r\n shader.addFunction(nthBitSet);\r\n shader.addFunction(chooseVec2With2BitFlags);\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addChooseVec3WithBitFlagFunction(shader: ShaderBuilder) {\r\n if (System.instance.capabilities.isWebGL2) {\r\n shader.addFunction(extractNthBit2);\r\n shader.addFunction(chooseVec3WithBitFlag2);\r\n } else {\r\n shader.addFunction(nthBitSet);\r\n shader.addFunction(chooseVec3WithBitFlag);\r\n }\r\n}\r\n\r\nfunction addShaderFlagsConstants(shader: ShaderBuilder) {\r\n shader.addConstant(\"kShaderBit_Monochrome\", VariableType.Int, \"0\");\r\n shader.addConstant(\"kShaderBit_NonUniformColor\", VariableType.Int, \"1\");\r\n shader.addConstant(\"kShaderBit_OITFlatAlphaWeight\", VariableType.Int, \"2\");\r\n shader.addConstant(\"kShaderBit_OITScaleOutput\", VariableType.Int, \"3\");\r\n shader.addConstant(\"kShaderBit_IgnoreNonLocatable\", VariableType.Int, \"4\");\r\n}\r\n\r\nconst shaderFlagArray = new Int32Array(5);\r\nconst kShaderBitMonochrome = 0;\r\nconst kShaderBitNonUniformColor = 1;\r\nconst kShaderBitOITFlatAlphaWeight = 2;\r\nconst kShaderBitOITScaleOutput = 3;\r\nconst kShaderBitIgnoreNonLocatable = 4;\r\n\r\nfunction setShaderFlags(uniform: UniformHandle, params: DrawParams) {\r\n const monochrome = params.target.currentViewFlags.monochrome && params.geometry.wantMonochrome(params.target);\r\n shaderFlagArray[kShaderBitMonochrome] = monochrome ? 1 : 0;\r\n\r\n shaderFlagArray[kShaderBitNonUniformColor] = 0;\r\n shaderFlagArray[kShaderBitOITFlatAlphaWeight] = 0;\r\n shaderFlagArray[kShaderBitOITScaleOutput] = 0;\r\n shaderFlagArray[kShaderBitIgnoreNonLocatable] = 0;\r\n\r\n const geom = params.geometry.asLUT;\r\n if (undefined !== geom) {\r\n // Could also be RealityMeshGeometry, so only detect non-uniform color if explicitly LUTGeometry.\r\n const color = geom.getColor(params.target);\r\n if (color.isNonUniform)\r\n shaderFlagArray[kShaderBitNonUniformColor] = 1;\r\n }\r\n\r\n // Certain textures render in the translucent pass but we actually want to maintain true opacity for opaque pixels.\r\n // For these, use a constant Z to calculate alpha weight. Otherwise, the opaque things in the texture are weighted by their Z due\r\n // to the nature of the OIT algorithm. In this case, we set OITFlatAlphaWeight.\r\n\r\n // Since RGBA8 rendering is very low precision, if we are using that kind of output, we also want to flatten alpha weight.\r\n // Otherwise, the very tiny Z range makes things fade to black as the precision limit is encountered. This workaround disregards Z\r\n // in calculating the color, so it means that transparency is less accurate based on Z-ordering, but it is the best we can do with\r\n // this algorithm on low-end hardware.\r\n\r\n // Finally, the application can put the viewport into \"fadeout mode\", which explicitly enables flat alpha weight in order to de-emphasize transparent geometry.\r\n const maxRenderType = System.instance.capabilities.maxRenderType;\r\n let flatAlphaWeight = RenderType.TextureUnsignedByte === maxRenderType || params.target.isFadeOutActive;\r\n if (!flatAlphaWeight) {\r\n const surface = params.geometry.asSurface;\r\n flatAlphaWeight = undefined !== surface && (surface.isGlyph || surface.isTileSection);\r\n }\r\n\r\n if (flatAlphaWeight)\r\n shaderFlagArray[kShaderBitOITFlatAlphaWeight] = 1;\r\n\r\n // If Cesium-style transparency is being used with non-float texture targets, we must scale the output in the shaders to 0-1 range.\r\n // Otherwise, it will get implicitly clamped to that range and we'll lose any semblance our desired precision (even though it is low).\r\n if (maxRenderType < RenderType.TextureHalfFloat)\r\n shaderFlagArray[kShaderBitOITScaleOutput] = 1;\r\n\r\n if (!params.target.drawNonLocatable)\r\n shaderFlagArray[kShaderBitIgnoreNonLocatable] = 1;\r\n\r\n uniform.setUniform1iv(shaderFlagArray);\r\n}\r\n\r\n/** @internal */\r\nexport function addShaderFlags(builder: ProgramBuilder) {\r\n addShaderFlagsConstants(builder.vert);\r\n addShaderFlagsConstants(builder.frag);\r\n\r\n builder.addUniformArray(\"u_shaderFlags\", VariableType.Boolean, 5, (prog) => {\r\n prog.addGraphicUniform(\"u_shaderFlags\", (uniform, params) => setShaderFlags(uniform, params));\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addFrustum(builder: ProgramBuilder) {\r\n builder.addUniform(\"u_frustum\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_frustum\", (uniform, params) => {\r\n uniform.setUniform3fv(params.target.uniforms.frustum.frustum);\r\n });\r\n });\r\n\r\n builder.addGlobal(\"kFrustumType_Ortho2d\", VariableType.Float, ShaderType.Both, \"0.0\", true);\r\n builder.addGlobal(\"kFrustumType_Ortho3d\", VariableType.Float, ShaderType.Both, \"1.0\", true);\r\n builder.addGlobal(\"kFrustumType_Perspective\", VariableType.Float, ShaderType.Both, \"2.0\", true);\r\n}\r\n\r\nconst computeEyeSpace = \"v_eyeSpace = (MAT_MV * rawPosition).rgb;\";\r\n\r\n/** @internal */\r\nexport function addEyeSpace(builder: ProgramBuilder) {\r\n addModelViewMatrix(builder.vert);\r\n builder.addInlineComputedVarying(\"v_eyeSpace\", VariableType.Vec3, computeEyeSpace);\r\n}\r\n\r\n/** @internal */\r\nexport const addUInt32s = `\r\nvec4 addUInt32s(vec4 a, vec4 b) {\r\n vec4 c = a + b;\r\n if (c.x > 255.0) { c.x -= 256.0; c.y += 1.0; }\r\n if (c.y > 255.0) { c.y -= 256.0; c.z += 1.0; }\r\n if (c.z > 255.0) { c.z -= 256.0; c.w += 1.0; }\r\n return c;\r\n}\r\n`;\r\n\r\n/** Expects flags in range [0...256] with no fraction; and bit is [0..31] with no fraction.\r\n * (Note that this really won't work for more than [0-22] since a float doesn't have the precision.)\r\n * Returns 1.0 if the nth bit is set, 0.0 otherwise.\r\n * dividing flags by 2^(n+1) yields #.5##... if the nth bit is set, #.0##... otherwise\r\n * Taking the fractional part yields 0.5##... or 0.0##...\r\n * Multiplying by 2.0 and taking the floor yields 1.0 or 0.0\r\n * but we'll take a shortcut and just test for >= 0.5 since most often we just want a bool answer.\r\n * For WebGL1 we'll also pre-compute the 1/(2^(n+1)) and just do a single multiply here.\r\n * @internal\r\n */\r\nconst nthBitSet = `\r\nbool nthBitSet(float flags, float n) { return fract(flags*n) >= 0.5; }\r\n`;\r\n/** Version for WebGL2 can just convert flags to a uint and bitwise-test a 0-31 uint bit.\r\n * @internal\r\n */\r\nconst nthBitSet2 = `\r\nbool nthBitSet(float flags, uint n) { return 0u != (uint(flags) & n); }\r\n`;\r\n\r\n/** For when we want a 1.0 or 0.0 answer the choose operator should be a single instruction.\r\n * @internal\r\n */\r\nconst extractNthBit = `\r\nfloat extractNthBit(float flags, float n) { return nthBitSet(flags, n) ? 1.0 : 0.0; }\r\n`;\r\n/** @internal */\r\nconst extractNthBit2 = `\r\nfloat extractNthBit(float flags, uint n) { return 0u != (uint(flags) & n) ? 1.0 : 0.0; }\r\n`;\r\n\r\n/** @internal */\r\nexport function addExtractNthBit(shader: ShaderBuilder): void {\r\n if (System.instance.capabilities.isWebGL2) {\r\n shader.addFunction(nthBitSet2);\r\n shader.addFunction(extractNthBit2);\r\n } else {\r\n shader.addFunction(nthBitSet);\r\n shader.addFunction(extractNthBit);\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
- {"version":3,"file":"FeatureSymbology.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/FeatureSymbology.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EACL,qBAAqB,EAA2B,cAAc,EAAE,aAAa,EAE9E,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAUhE,gBAAgB;AAChB,0BAAkB,uBAAuB;IACvC,IAAI,IAAI;IACR,MAAM,IAAS;IACf,QAAQ,IAAS;IACjB,YAAY,IAAS;IACrB,KAAK,IAAS;IACd,KAAK,KAAS;IAEd,OAAO,KAA+B;IACtC,KAAK,KAAwC;IAC7C,MAAM,KAAmD;CAC1D;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAehE;AAqPD,wBAAgB,WAAW,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAIxD;AA4DD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAG5F;AAED,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAkBrF;AAkBD,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,yLAM7B,CAAC;AAuEF,wBAAgB,uBAAuB,CAAC,OAAO,EAAE,aAAa,QAa7D;AAED,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,OAAO,EAAE,aAAa,QAOpD;AAwBD,gBAAgB;AAChB,wBAAgB,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,OAAO,QAiB3E;AASD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,QA4D/E;AA4DD,eAAO,MAAM,eAAe,sOAIzB,CAAC;AAwCJ,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAIpE;AAoBD,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,uBAAuB,GAAG,IAAI,CAoBnH;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAG/D;AAED;;;;;;;;GAQG;AACH,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,OAAO,GAAG,IAAI,CA0ClG"}
1
+ {"version":3,"file":"FeatureSymbology.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/FeatureSymbology.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EACL,qBAAqB,EAA2B,cAAc,EAAE,aAAa,EAE9E,MAAM,kBAAkB,CAAC;AAE1B,OAAO,EAAE,WAAW,EAAE,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAUhE,gBAAgB;AAChB,0BAAkB,uBAAuB;IACvC,IAAI,IAAI;IACR,MAAM,IAAS;IACf,QAAQ,IAAS;IACjB,YAAY,IAAS;IACrB,KAAK,IAAS;IACd,KAAK,KAAS;IAEd,OAAO,KAA+B;IACtC,KAAK,KAAwC;IAC7C,MAAM,KAAmD;CAC1D;AAED,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAehE;AAqPD,wBAAgB,WAAW,CAAC,OAAO,EAAE,aAAa,GAAG,IAAI,CAIxD;AA6DD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAG5F;AAED,gBAAgB;AAChB,wBAAgB,UAAU,CAAC,OAAO,EAAE,cAAc,EAAE,UAAU,GAAE,OAAe,GAAG,IAAI,CAkBrF;AAkBD,gBAAgB;AAChB,eAAO,MAAM,iBAAiB,yLAM7B,CAAC;AAuEF,wBAAgB,uBAAuB,CAAC,OAAO,EAAE,aAAa,QAa7D;AAED,gBAAgB;AAChB,wBAAgB,cAAc,CAAC,OAAO,EAAE,aAAa,QAOpD;AAwBD,gBAAgB;AAChB,wBAAgB,YAAY,CAAC,OAAO,EAAE,cAAc,EAAE,aAAa,EAAE,OAAO,QAiB3E;AASD,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,KAAK,EAAE,cAAc,QA4D/E;AA4DD,eAAO,MAAM,eAAe,sOAIzB,CAAC;AAwCJ,gBAAgB;AAChB,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAIpE;AAoBD,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,OAAO,EAAE,cAAc,EAAE,IAAI,EAAE,WAAW,EAAE,IAAI,EAAE,uBAAuB,GAAG,IAAI,CAoBnH;AAED;;;GAGG;AACH,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,GAAG,IAAI,CAW/D;AAED;;;;;;;;GAQG;AACH,wBAAgB,0BAA0B,CAAC,OAAO,EAAE,cAAc,EAAE,eAAe,EAAE,OAAO,GAAG,IAAI,CA0ClG"}
@@ -248,6 +248,7 @@ export function addMaxAlpha(builder) {
248
248
  }
249
249
  /** @internal */
250
250
  function addEmphasisFlags(builder) {
251
+ // Must be kept in sync with EmphasisFlags enum.
251
252
  builder.addBitFlagConstant("kEmphBit_Hilite", 0);
252
253
  builder.addBitFlagConstant("kEmphBit_Emphasize", 1);
253
254
  builder.addBitFlagConstant("kEmphBit_Flash", 2);
@@ -664,7 +665,14 @@ export function addFeatureSymbology(builder, feat, opts) {
664
665
  * @internal
665
666
  */
666
667
  export function addUniformHiliter(builder) {
667
- builder.frag.set(1 /* ComputeBaseColor */, `return vec4(1.0, 0.0, 0.0, 0.0);`);
668
+ builder.frag.addUniform("v_feature_hilited", 2 /* Float */, (prog) => {
669
+ prog.addGraphicUniform("v_feature_hilited", (uniform, params) => {
670
+ params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);
671
+ });
672
+ });
673
+ addEmphasisFlags(builder.frag);
674
+ addExtractNthBit(builder.frag);
675
+ builder.frag.set(1 /* ComputeBaseColor */, computeHiliteColor);
668
676
  builder.frag.set(16 /* AssignFragData */, assignFragColor);
669
677
  }
670
678
  /** For a uniform feature table, the feature ID output to pick buffers is equal to the batch ID.
@@ -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 { OvrFlags, Pass, RenderOrder, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariablePrecision, VariableType, VertexShaderBuilder,\r\n VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { addExtractNthBit, addEyeSpace, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, decodeUint24 } from \"./Decode\";\r\nimport { addWindowToTexCoords, assignFragColor, computeLinearDepth } from \"./Fragment\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addAlpha, addLineWeight, replaceLineCode, replaceLineWeight } from \"./Vertex\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FeatureSymbologyOptions {\r\n None = 0,\r\n Weight = 1 << 0,\r\n LineCode = 1 << 1,\r\n HasOverrides = 1 << 2,\r\n Color = 1 << 3,\r\n Alpha = 1 << 4,\r\n\r\n Surface = HasOverrides | Color | Alpha,\r\n Point = HasOverrides | Color | Weight | Alpha,\r\n Linear = HasOverrides | Color | Weight | LineCode | Alpha,\r\n}\r\n\r\n/** @internal */\r\nexport function addOvrFlagConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addBitFlagConstant(\"kOvrBit_Visibility\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Rgb\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_Alpha\", 2);\r\n builder.addBitFlagConstant(\"kOvrBit_IgnoreMaterial\", 3);\r\n builder.addBitFlagConstant(\"kOvrBit_Flashed\", 4);\r\n builder.addBitFlagConstant(\"kOvrBit_NonLocatable\", 5);\r\n builder.addBitFlagConstant(\"kOvrBit_LineCode\", 6);\r\n builder.addBitFlagConstant(\"kOvrBit_Weight\", 7);\r\n\r\n // NB: We treat the 16-bit flags as 2 bytes - so subtract 8 from each of these bit indices.\r\n builder.addBitFlagConstant(\"kOvrBit_Hilited\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Emphasized\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_ViewIndependentTransparency\", 2);\r\n}\r\n\r\nconst computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;\r\nconst computeInstanceFeatureIndex = `g_isAreaPattern ? u_patternFeatureId : a_featureId`;\r\nfunction computeFeatureIndex(vertex: VertexShaderBuilder): string {\r\n if (vertex.usesInstancedGeometry) {\r\n vertex.addUniform(\"u_patternFeatureId\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_patternFeatureId\", (uniform, params) => {\r\n const id = params.geometry.asInstanced?.patternFeatureId;\r\n assert(undefined !== id);\r\n if (id)\r\n uniform.setUniform3fv(id);\r\n });\r\n });\r\n\r\n return `g_featureIndex = ${computeInstanceFeatureIndex};`;\r\n }\r\n\r\n return vertex.usesVertexTable ? `g_featureIndex = ${computeLUTFeatureIndex};` : \"\";\r\n}\r\nfunction getFeatureIndex(vertex: VertexShaderBuilder): string {\r\n return `\r\nfloat getFeatureIndex() {\r\n ${computeFeatureIndex(vertex)}\r\n return decodeUInt24(g_featureIndex);\r\n}\r\n`;\r\n}\r\n\r\n// Returns true if the specified flag is not globally overridden and is set in flags\r\nconst nthFeatureBitSet = `\r\nbool nthFeatureBitSet(float flags, float n) {\r\n return !nthBitSet(u_globalOvrFlags, n) && nthBitSet(flags, n);\r\n}\r\n`;\r\nconst nthFeatureBitSet2 = `\r\nbool nthFeatureBitSet(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n);\r\n}\r\n`;\r\n\r\n// Returns 1.0 if the specified flag is not globally overridden and is set in flags\r\nconst extractNthFeatureBit = `\r\nfloat extractNthFeatureBit(float flags, float n) {\r\n return !nthBitSet(u_globalOvrFlags, n) && nthBitSet(flags, n) ? 1.0 : 0.0;\r\n}\r\n`;\r\nconst extractNthFeatureBit2 = `\r\nfloat extractNthFeatureBit(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n) ? 1.0 : 0.0;\r\n}\r\n`;\r\n\r\nconst computeFeatureTextureCoords = `\r\nvec2 computeFeatureTextureCoords() { return compute_feature_coords(getFeatureIndex()); }\r\n`;\r\n\r\nconst getFirstFeatureRgba = `\r\nvec4 getFirstFeatureRgba() {\r\n feature_texCoord = computeFeatureTextureCoords();\r\n return TEXTURE(u_featureLUT, feature_texCoord);\r\n}\r\n`;\r\n\r\nconst getSecondFeatureRgba = `\r\nvec4 getSecondFeatureRgba() {\r\n vec2 coord = feature_texCoord;\r\n coord.x += g_feature_stepX;\r\n return TEXTURE(u_featureLUT, coord);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = `\r\nfloat computeLineWeight() {\r\n return linear_feature_overrides.x > 0.5 ? linear_feature_overrides.y : g_lineWeight;\r\n}\r\n`;\r\n\r\nconst computeLineCode = `\r\nfloat computeLineCode() {\r\n return linear_feature_overrides.z > 0.5 ? linear_feature_overrides.w : g_lineCode;\r\n}\r\n`;\r\n\r\nfunction addFeatureIndex(vert: VertexShaderBuilder): void {\r\n vert.addGlobal(\"g_featureIndex\", VariableType.Vec3);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(getFeatureIndex(vert));\r\n}\r\n\r\n// Discards vertex if feature is invisible; or rendering opaque during translucent pass or vice-versa\r\n// (The latter occurs when some translucent feature is overridden to be opaque, or vice-versa)\r\nconst checkVertexDiscard = `\r\n if (feature_invisible)\r\n return true;\r\n\r\n bool hasAlpha = 1.0 == u_hasAlpha;\r\n if (feature_alpha > 0.0)\r\n hasAlpha = feature_alpha <= s_maxAlpha;\r\n\r\n int discardFlags = u_transparencyDiscardFlags;\r\n bool discardViewIndependentDuringOpaque = discardFlags >= 4;\r\n if (discardViewIndependentDuringOpaque)\r\n discardFlags = discardFlags - 4;\r\n\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool discardTranslucentDuringOpaquePass = 1 == discardFlags || 3 == discardFlags || (feature_viewIndependentTransparency && discardViewIndependentDuringOpaque);\r\n if (isOpaquePass && !discardTranslucentDuringOpaquePass)\r\n return false;\r\n\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n bool discardOpaqueDuringTranslucentPass = 2 == discardFlags || 3 == discardFlags;\r\n if (isTranslucentPass && !discardOpaqueDuringTranslucentPass)\r\n return false;\r\n\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nfunction addTransparencyDiscardFlags(vert: VertexShaderBuilder) {\r\n // Even when transparency view flag is off, we need to allow features to override transparency, because it\r\n // is used when applying transparency threshold. However, we need to ensure we don't DISCARD transparent stuff during\r\n // opaque pass if transparency is off (see checkVertexDiscard). Especially important for transparency threshold and readPixels().\r\n // Also, if we override raster text to be opaque we must still draw it in the translucent pass.\r\n // Finally, if the transparency override is view-independent (i.e., ignores view flags and render mode) we want to discard it during opaque pass\r\n // unless we're reading pixels.\r\n // So we have a bit field:\r\n // 1: discard translucent during opaque.\r\n // 2: discard opaque during translucent.\r\n // 4: discard view-independent translucent during opaque.\r\n vert.addUniform(\"u_transparencyDiscardFlags\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyDiscardFlags\", (uniform, params) => {\r\n let flags = 0;\r\n\r\n // Textured surfaces may render in both passes. If so, it's up to fragment shader to handle discard.\r\n const pass = params.geometry.getPass(params.target);\r\n if (!Pass.rendersOpaqueAndTranslucent(pass)) {\r\n // During readPixels() we force transparency off. Make sure to ignore a Branch that turns it back on.\r\n if (!params.target.isReadPixelsInProgress)\r\n flags = params.target.currentViewFlags.transparency ? 1 : 4;\r\n\r\n if (!params.geometry.alwaysRenderTranslucent)\r\n flags += 2;\r\n }\r\n\r\n uniform.setUniform1i(flags);\r\n });\r\n });\r\n}\r\n\r\nfunction addCommon(builder: ProgramBuilder, mode: FeatureMode, opts: FeatureSymbologyOptions, wantGlobalOvrFlags = true): boolean {\r\n if (FeatureMode.None === mode)\r\n return false;\r\n\r\n const vert = builder.vert;\r\n addFeatureIndex(vert);\r\n\r\n const haveOverrides = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.HasOverrides);\r\n if (!haveOverrides) {\r\n // For pick output we must compute g_featureIndex...\r\n if (FeatureMode.Pick === mode)\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureIndex(vert));\r\n\r\n return true;\r\n }\r\n\r\n const wantWeight = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Weight);\r\n const wantLineCode = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.LineCode);\r\n const wantColor = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Color);\r\n const wantAlpha = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Alpha);\r\n assert(wantColor || !wantAlpha);\r\n\r\n addExtractNthBit(vert);\r\n addOvrFlagConstants(vert);\r\n\r\n vert.addGlobal(\"linear_feature_overrides\", VariableType.Vec4, \"vec4(0.0)\");\r\n vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n\r\n if (wantWeight || wantLineCode) {\r\n if (wantLineCode)\r\n replaceLineCode(vert, computeLineCode);\r\n\r\n if (wantWeight) {\r\n replaceLineWeight(vert, computeLineWeight);\r\n }\r\n }\r\n\r\n if (wantGlobalOvrFlags) {\r\n let bitmapType;\r\n if (System.instance.capabilities.isWebGL2) {\r\n vert.addFunction(nthFeatureBitSet2);\r\n vert.addFunction(extractNthFeatureBit2);\r\n bitmapType = VariableType.Uint;\r\n } else {\r\n vert.addFunction(nthFeatureBitSet);\r\n vert.addFunction(extractNthFeatureBit);\r\n bitmapType = VariableType.Float;\r\n }\r\n vert.addUniform(\"u_globalOvrFlags\", bitmapType, (prog) => {\r\n prog.addGraphicUniform(\"u_globalOvrFlags\", (uniform, params) => {\r\n let flags = 0.0;\r\n if (params.geometry.isEdge) {\r\n const settings = params.target.currentEdgeSettings;\r\n flags = settings.computeOvrFlags(params.renderPass, params.target.currentViewFlags);\r\n }\r\n\r\n if (!params.geometry.allowColorOverride)\r\n flags |= OvrFlags.Rgba;\r\n\r\n uniform.setUniformBitflags(flags);\r\n });\r\n });\r\n }\r\n\r\n addLookupTable(vert, \"feature\", \"2.0\");\r\n vert.addGlobal(\"feature_texCoord\", VariableType.Vec2);\r\n vert.addFunction(computeFeatureTextureCoords);\r\n vert.addFunction(getFirstFeatureRgba);\r\n\r\n vert.addUniform(\"u_featureLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_featureLUT\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUT(uniform);\r\n });\r\n });\r\n vert.addUniform(\"u_featureParams\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_featureParams\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUTParams(uniform);\r\n });\r\n });\r\n\r\n if (wantColor) {\r\n vert.addFunction(getSecondFeatureRgba);\r\n if (wantAlpha) {\r\n addMaxAlpha(vert);\r\n addRenderPass(vert);\r\n addAlpha(vert);\r\n addTransparencyDiscardFlags(vert);\r\n\r\n vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n }\r\n }\r\n\r\n return true;\r\n}\r\n\r\nexport function addMaxAlpha(builder: ShaderBuilder): void {\r\n const minTransparency = 15.0; // NB: See DisplayParams.getMinTransparency() - this must match!\r\n const maxAlpha = (255 - minTransparency) / 255;\r\n builder.addConstant(\"s_maxAlpha\", VariableType.Float, maxAlpha.toString());\r\n}\r\n\r\n/** @internal */\r\nfunction addEmphasisFlags(builder: ShaderBuilder): void {\r\n builder.addBitFlagConstant(\"kEmphBit_Hilite\", 0);\r\n builder.addBitFlagConstant(\"kEmphBit_Emphasize\", 1);\r\n builder.addBitFlagConstant(\"kEmphBit_Flash\", 2);\r\n builder.addBitFlagConstant(\"kEmphBit_NonLocatable\", 3);\r\n builder.addConstant(\"kEmphFlag_Hilite\", VariableType.Float, \"1.0\");\r\n builder.addConstant(\"kEmphFlag_Emphasize\", VariableType.Float, \"2.0\");\r\n builder.addConstant(\"kEmphFlag_Flash\", VariableType.Float, \"4.0\");\r\n builder.addConstant(\"kEmphFlag_NonLocatable\", VariableType.Float, \"8.0\");\r\n}\r\n\r\nfunction addHiliteSettings(frag: FragmentShaderBuilder, wantFlashMode: boolean): void {\r\n frag.addUniform(\"u_hilite_settings\", VariableType.Mat3, (prog) => {\r\n prog.addProgramUniform(\"u_hilite_settings\", (uniform, params) => {\r\n params.target.uniforms.hilite.bindFeatureSettings(uniform);\r\n });\r\n });\r\n\r\n if (wantFlashMode) {\r\n frag.addUniform(\"u_flash_mode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_flash_mode\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.getFlashMode(params));\r\n });\r\n });\r\n }\r\n}\r\n\r\n// If feature is not hilited, discard it.\r\nconst checkVertexHiliteDiscard = \"return 0.0 == v_feature_hilited;\";\r\n\r\n// The result is a mask in which each pixel's r=1 if hilited and g=1 if emphasized (and not hilited).\r\nconst computeHiliteColor = `\r\n float flags = floor(v_feature_hilited + 0.5);\r\n float hilited = extractNthBit(flags, kEmphBit_Hilite);\r\n float emphasized = extractNthBit(flags, kEmphBit_Emphasize);\r\n return vec4(hilited, emphasized, 0.0, 0.0);\r\n`;\r\n\r\nconst computeSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeHiliteColor}`;\r\n\r\nconst computeHiliteOverrides = `\r\n vec4 value = getFirstFeatureRgba();\r\n float emphFlags = value.g * 256.0;\r\n v_feature_hilited = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n`;\r\n\r\nconst computeHiliteOverridesWithWeight = `${computeHiliteOverrides}\r\n float flags = value.r * 256.0;\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.a * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.b * 256.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n addHiliter(builder, wantWeight);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeSurfaceHiliteColor);\r\n}\r\n\r\n/** @internal */\r\nexport function addHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n let opts = FeatureSymbologyOptions.HasOverrides;\r\n if (wantWeight)\r\n opts |= FeatureSymbologyOptions.Weight; // hiliter never needs line code or color...\r\n\r\n if (!addCommon(builder, FeatureMode.Overrides, opts, wantWeight))\r\n return;\r\n\r\n builder.addVarying(\"v_feature_hilited\", VariableType.Float);\r\n\r\n addEmphasisFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.ComputeFeatureOverrides, wantWeight ? computeHiliteOverridesWithWeight : computeHiliteOverrides);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexHiliteDiscard);\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\nfunction addSamplers(frag: FragmentShaderBuilder, testFeatureId: boolean) {\r\n if (testFeatureId) {\r\n frag.addUniform(\"u_pickFeatureId\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickFeatureId\", (uniform, params) => {\r\n params.target.compositor.featureIds.bindSampler(uniform, TextureUnit.PickFeatureId);\r\n });\r\n }, VariablePrecision.High);\r\n }\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n params.target.compositor.depthAndOrder.bindSampler(uniform, TextureUnit.PickDepthAndOrder);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\n/** @internal */\r\nexport const readDepthAndOrder = `\r\nvec2 readDepthAndOrder(vec2 tc) {\r\n vec4 pdo = TEXTURE(u_pickDepthAndOrder, tc);\r\n float order = floor(pdo.x * 16.0 + 0.5);\r\n return vec2(order, decodeDepthRgb(pdo.yzw));\r\n}\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscard = `\r\n float factor = float(u_renderPass <= kRenderPass_Translucent); // never discard during specific passes\r\n float term = 0.0;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n term += float(depthAndOrder.x > u_renderOrder && abs(depthAndOrder.y - surfaceDepth) < 4.0e-5);\r\n return factor * term > 0.0;\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscardWithFeatureID = `\r\n // No normals => unlt => reality model => no edges.\r\n if (u_renderPass > kRenderPass_Translucent || u_renderPass == kRenderPass_Layers || !u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return false;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n if (depthAndOrder.x <= u_renderOrder)\r\n return false;\r\n\r\n // Calculate depthTolerance for letting edges show through their own surfaces\r\n float perspectiveFrustum = step(kFrustumType_Perspective, u_frustum.z);\r\n vec4 eyeDirAndWidthFactor = mix(vec4(0.0, 0.0, 1.0, u_pixelWidthFactor), vec4(normalize(-v_eyeSpace.xyz), -v_eyeSpace.z * u_pixelWidthFactor), perspectiveFrustum);\r\n vec3 eyeDir = eyeDirAndWidthFactor.xyz;\r\n float dtWidthFactor = eyeDirAndWidthFactor.w;\r\n\r\n // Compute depth tolerance based on angle of triangle to screen\r\n float isSilhouette = float(depthAndOrder.x == kRenderOrder_Silhouette);\r\n float dSq = dot(eyeDir, v_n);\r\n dSq *= 0.5 + 0.4 * (1.0 - isSilhouette);\r\n dSq = dSq * dSq;\r\n dSq = max(dSq, 0.0001);\r\n dSq = min(dSq, 0.999);\r\n\r\n float depthTolerance = dtWidthFactor * v_lineWeight * sqrt((1.0 - dSq) / dSq);\r\n depthTolerance *= 1.0 + .333 * isSilhouette;\r\n\r\n // Make sure stuff behind camera doesn't get pushed in front of it\r\n depthTolerance = max(depthTolerance, 0.0);\r\n\r\n // Convert depthTolerance from eye space to linear depth\r\n depthTolerance /= (u_frustum.y - u_frustum.x);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n float depthDelta = abs(depthAndOrder.y - surfaceDepth);\r\n if (depthDelta > depthTolerance)\r\n return false;\r\n\r\n // Does pick buffer contain same feature?\r\n vec4 featId = TEXTURE(u_pickFeatureId, tc);\r\n\r\n // Converting to ints to test since varying floats can be interpolated incorrectly\r\n ivec4 featId_i = ivec4(featId * 255.0 + 0.5);\r\n ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);\r\n if (featId_i == feature_id_i)\r\n return true;\r\n\r\n // In 2d, display priority controls draw order of different elements.\r\n if (!u_checkInterElementDiscard)\r\n return false;\r\n\r\n // Use a tighter tolerance for two different elements since we're only fighting roundoff error.\r\n return depthDelta <= 4.0e-5;\r\n`;\r\n\r\n// This only adds the constants that are actually used in shader code.\r\nexport function addRenderOrderConstants(builder: ShaderBuilder) {\r\n builder.addConstant(\"kRenderOrder_BlankingRegion\", VariableType.Float, RenderOrder.BlankingRegion.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Linear\", VariableType.Float, RenderOrder.Linear.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Edge\", VariableType.Float, RenderOrder.Edge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarEdge\", VariableType.Float, RenderOrder.PlanarEdge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Silhouette\", VariableType.Float, RenderOrder.Silhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarSilhouette\", VariableType.Float, RenderOrder.PlanarSilhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_UnlitSurface\", VariableType.Float, RenderOrder.UnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_LitSurface\", VariableType.Float, RenderOrder.LitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarUnlitSurface\", VariableType.Float, RenderOrder.PlanarUnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarLitSurface\", VariableType.Float, RenderOrder.PlanarLitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarBit\", VariableType.Float, RenderOrder.PlanarBit.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Background\", VariableType.Float, RenderOrder.Background.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addRenderOrder(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_renderOrder\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_renderOrder\", (uniform, params) => {\r\n const order = params.target.drawingBackgroundForReadPixels ? RenderOrder.Background : params.geometry.renderOrder;\r\n uniform.setUniform1f(order);\r\n });\r\n });\r\n}\r\n\r\nfunction addPixelWidthFactor(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_pixelWidthFactor\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_pixelWidthFactor\", (uniform, params) => {\r\n params.target.uniforms.bindPixelWidthFactor(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction addBatchId(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_batch_id\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_batch_id\", (uniform, params) => {\r\n params.target.uniforms.batch.bindBatchId(uniform);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\nconst computeIdVert = `v_feature_id = addUInt32s(u_batch_id, vec4(g_featureIndex, 0.0)) / 255.0;`;\r\nconst computeIdFrag = `\r\n vec4 featureIndex = vec4(floor(v_feature_index + 0.5), 0.0);\r\n feature_id = addUInt32s(u_batch_id, featureIndex) / 255.0;\r\n`;\r\n\r\n/** @internal */\r\nexport function addFeatureId(builder: ProgramBuilder, computeInFrag: boolean) {\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n frag.addGlobal(\"feature_id\", VariableType.Vec4);\r\n if (!computeInFrag) {\r\n vert.addFunction(addUInt32s);\r\n addBatchId(vert);\r\n builder.addInlineComputedVarying(\"v_feature_id\", VariableType.Vec4, computeIdVert);\r\n\r\n frag.addInitializer(\"feature_id = v_feature_id;\");\r\n } else {\r\n frag.addFunction(addUInt32s);\r\n builder.addInlineComputedVarying(\"v_feature_index\", VariableType.Vec3, \"v_feature_index = g_featureIndex;\");\r\n\r\n addBatchId(frag);\r\n frag.addInitializer(computeIdFrag);\r\n }\r\n}\r\n\r\n// Discard vertex if transparency is less than the display style's transparency threshold, IFF the specific bit is set. The bit is set if:\r\n// - Solid Fill or Hidden Line mode; or\r\n// - Shaded mode and generating shadow map (sufficiently transparent surfaces receive but do not cast shadows).\r\nconst isBelowTransparencyThreshold = `\r\n return v_color.a < u_transparencyThreshold && u_surfaceFlags[kSurfaceBitIndex_TransparencyThreshold];\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceDiscard(builder: ProgramBuilder, flags: TechniqueFlags) {\r\n const feat = flags.featureMode;\r\n const isEdgeTestNeeded = flags.isEdgeTestNeeded;\r\n const isClassified = flags.isClassified;\r\n const computeIdInFrag = !flags.isTranslucent && 0 !== flags.isClassified && FeatureMode.Overrides === feat;\r\n\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n vert.set(VertexShaderComponent.CheckForLateDiscard, isBelowTransparencyThreshold);\r\n vert.addUniform(\"u_transparencyThreshold\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyThreshold\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.currentTransparencyThreshold);\r\n });\r\n });\r\n\r\n if (isEdgeTestNeeded) {\r\n addWindowToTexCoords(frag);\r\n\r\n if (!flags.isHilite)\r\n addEyeSpace(builder);\r\n\r\n if (FeatureMode.None === feat) {\r\n addSamplers(frag, false);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscard);\r\n } else {\r\n frag.addUniform(\"u_checkInterElementDiscard\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_checkInterElementDiscard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.uniforms.branch.top.is3d ? 1 : 0);\r\n });\r\n });\r\n\r\n addFeatureIndex(vert);\r\n addLineWeight(vert);\r\n\r\n addSamplers(frag, true);\r\n addRenderOrderConstants(frag);\r\n addPixelWidthFactor(frag);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscardWithFeatureID);\r\n\r\n builder.addInlineComputedVarying(\"v_lineWeight\", VariableType.Float, \"v_lineWeight = computeLineWeight();\");\r\n addFeatureId(builder, computeIdInFrag);\r\n }\r\n\r\n addRenderOrder(frag);\r\n addRenderPass(frag);\r\n } else if (isClassified && FeatureMode.None !== feat) {\r\n addFeatureIndex(vert);\r\n addFeatureId(builder, computeIdInFrag);\r\n\r\n if (!flags.isTranslucent)\r\n addRenderOrder(frag);\r\n }\r\n}\r\n\r\n// bool feature_invisible = false;\r\n// vec3 feature_rgb; // if not overridden, .r < 0; else rgb color override\r\n// float feature_alpha // alpha if overridden, else < 0\r\n// varying float v_feature_emphasis // bitmask - see kEmph_* constants\r\n// vec4 linear_feature_overrides; // x: weight overridden y: weight z: line code overridden w: line code\r\nconst computeFeatureOverrides = `\r\n feature_rgb = vec3(-1.0);\r\n feature_alpha = -1.0;\r\n vec4 value = getFirstFeatureRgba();\r\n\r\n float emphFlags = value.y * 256.0;\r\n v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n\r\n float flags = value.x * 256.0;\r\n if (0.0 == flags)\r\n return; // nothing overridden for this feature\r\n\r\n bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);\r\n v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));\r\n bool invisible = nthFeatureBitSet(flags, kOvrBit_Visibility);\r\n feature_invisible = invisible || nonLocatable;\r\n if (feature_invisible)\r\n return;\r\n\r\n bool rgbOverridden = nthFeatureBitSet(flags, kOvrBit_Rgb);\r\n bool alphaOverridden = nthFeatureBitSet(flags, kOvrBit_Alpha);\r\n if (alphaOverridden || rgbOverridden) {\r\n vec4 rgba = getSecondFeatureRgba();\r\n if (rgbOverridden)\r\n feature_rgb = rgba.rgb;\r\n\r\n if (alphaOverridden) {\r\n feature_alpha = rgba.a;\r\n feature_viewIndependentTransparency = nthFeatureBitSet(emphFlags, kOvrBit_ViewIndependentTransparency);\r\n }\r\n }\r\n\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.w * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.z * 256.0);\r\n\r\n feature_ignore_material = nthFeatureBitSet(flags, kOvrBit_IgnoreMaterial);\r\n use_material = use_material && !feature_ignore_material;\r\n\r\n v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);\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 applyFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, feature_rgb.rgb, step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n`;\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature, else mix based on u_overrrideColorMix.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nexport const mixFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, mix(baseColor.rgb, feature_rgb.rgb, u_overrideColorMix), step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n `;\r\n\r\nconst applyFlash = `\r\n float flashHilite = floor(v_feature_emphasis + 0.5);\r\n return doApplyFlash(flashHilite, baseColor);\r\n`;\r\n\r\nconst doApplyFlash = `\r\nvec4 doApplyFlash(float flags, vec4 baseColor) {\r\n bool isFlashed = nthBitSet(flags, kEmphBit_Flash);\r\n bool isHilited = nthBitSet(flags, kEmphBit_Hilite);\r\n bool isEmphasized = !isHilited && nthBitSet(flags, kEmphBit_Emphasize);\r\n vec3 hiliteRgb = isEmphasized ? u_hilite_settings[1] : u_hilite_settings[0];\r\n\r\n isHilited = isEmphasized || isHilited;\r\n float hiliteRatio = isHilited ? (isEmphasized ? u_hilite_settings[2][1] : u_hilite_settings[2][0]) : 0.0;\r\n baseColor.rgb = mix(baseColor.rgb, hiliteRgb, hiliteRatio);\r\n\r\n const float maxBrighten = 0.2;\r\n float brighten = isFlashed ? u_flash_intensity * maxBrighten : 0.0;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n\r\n const float maxTween = 0.75;\r\n float hiliteFraction = isFlashed ? u_flash_intensity * maxTween : 0.0;\r\n vec3 tweenRgb = baseColor.rgb * (1.0 - hiliteFraction);\r\n tweenRgb += u_hilite_settings[0] * hiliteFraction;\r\n\r\n return vec4(mix(tweenRgb, brightRgb, u_flash_mode), baseColor.a);\r\n}\r\n`;\r\n\r\nconst doClassifierFlash = `\r\nvec4 applyClassifierFlash(vec4 baseColor) {\r\n const float maxBrighten = 0.2;\r\n float brighten = u_flash_intensity * maxBrighten;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n return vec4(brightRgb, baseColor.a);\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addClassifierFlash(frag: FragmentShaderBuilder): void {\r\n addFlashIntensity(frag);\r\n addHiliteSettings(frag, false);\r\n frag.addFunction(doClassifierFlash);\r\n}\r\n\r\nfunction addFlashIntensity(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_flash_intensity\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_flash_intensity\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.flashIntensity);\r\n });\r\n });\r\n}\r\n\r\nfunction addApplyFlash(frag: FragmentShaderBuilder) {\r\n addHiliteSettings(frag, true);\r\n addEmphasisFlags(frag);\r\n\r\n addExtractNthBit(frag);\r\n frag.addFunction(doApplyFlash);\r\n frag.set(FragmentShaderComponent.ApplyFlash, applyFlash);\r\n addFlashIntensity(frag);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeatureSymbology(builder: ProgramBuilder, feat: FeatureMode, opts: FeatureSymbologyOptions): void {\r\n if (!addCommon(builder, feat, opts) || FeatureSymbologyOptions.None === opts)\r\n return;\r\n\r\n assert((FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color) === (opts & (FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color)));\r\n\r\n builder.addGlobal(\"feature_rgb\", VariableType.Vec3);\r\n builder.addGlobal(\"feature_alpha\", VariableType.Float);\r\n builder.addVarying(\"v_feature_emphasis\", VariableType.Float);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"feature_invisible\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addEmphasisFlags(vert);\r\n vert.addGlobal(\"use_material\", VariableType.Boolean, \"true\");\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureOverrides);\r\n vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n\r\n/** If we're running the hilite shader for a uniform feature, it follows that the feature must be hilited.\r\n * So the hilite shader simply needs to output '1' for every fragment.\r\n * @internal\r\n */\r\nexport function addUniformHiliter(builder: ProgramBuilder): void {\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, `return vec4(1.0, 0.0, 0.0, 0.0);`);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\n/** For a uniform feature table, the feature ID output to pick buffers is equal to the batch ID.\r\n * The following symbology overrides are supported:\r\n * - Visibility - implcitly, because if the feature is invisible its geometry will never be drawn.\r\n * - Flash\r\n * - Hilite\r\n * - Color and Transparency- only for point clouds currently which set addFeatureColor to true.\r\n * This shader could be simplified, but want to share code with the non-uniform versions...hence uniforms/globals with \"v_\" prefix typically used for varyings on no prefix...\r\n * @internal\r\n */\r\nexport function addUniformFeatureSymbology(builder: ProgramBuilder, addFeatureColor: boolean): void {\r\n builder.vert.addGlobal(\"g_featureIndex\", VariableType.Vec3, \"vec3(0.0)\", true);\r\n\r\n builder.frag.addUniform(\"v_feature_emphasis\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_emphasis\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n if (addFeatureColor) {\r\n builder.vert.addUniform(\"feature_rgb\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"feature_rgb\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformColorOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.addUniform(\"feature_alpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"feature_alpha\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformTransparencyOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n addAlpha(builder.vert);\r\n addMaxAlpha(builder.vert);\r\n addRenderPass(builder.vert);\r\n addTransparencyDiscardFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n } else {\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, \"return feature_invisible;\");\r\n }\r\n\r\n // Non-Locatable... Discard if picking\r\n builder.vert.addUniform(\"feature_invisible\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"feature_invisible\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformNonLocatable(uniform, params.target.drawNonLocatable);\r\n });\r\n });\r\n\r\n builder.vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addApplyFlash(builder.frag);\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 { OvrFlags, Pass, RenderOrder, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariablePrecision, VariableType, VertexShaderBuilder,\r\n VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { addExtractNthBit, addEyeSpace, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, decodeUint24 } from \"./Decode\";\r\nimport { addWindowToTexCoords, assignFragColor, computeLinearDepth } from \"./Fragment\";\r\nimport { addLookupTable } from \"./LookupTable\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addAlpha, addLineWeight, replaceLineCode, replaceLineWeight } from \"./Vertex\";\r\n\r\n/* eslint-disable no-restricted-syntax */\r\n\r\n/** @internal */\r\nexport const enum FeatureSymbologyOptions {\r\n None = 0,\r\n Weight = 1 << 0,\r\n LineCode = 1 << 1,\r\n HasOverrides = 1 << 2,\r\n Color = 1 << 3,\r\n Alpha = 1 << 4,\r\n\r\n Surface = HasOverrides | Color | Alpha,\r\n Point = HasOverrides | Color | Weight | Alpha,\r\n Linear = HasOverrides | Color | Weight | LineCode | Alpha,\r\n}\r\n\r\n/** @internal */\r\nexport function addOvrFlagConstants(builder: ShaderBuilder): void {\r\n // NB: These are the bit positions of each flag in OvrFlags enum - not the flag values\r\n builder.addBitFlagConstant(\"kOvrBit_Visibility\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Rgb\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_Alpha\", 2);\r\n builder.addBitFlagConstant(\"kOvrBit_IgnoreMaterial\", 3);\r\n builder.addBitFlagConstant(\"kOvrBit_Flashed\", 4);\r\n builder.addBitFlagConstant(\"kOvrBit_NonLocatable\", 5);\r\n builder.addBitFlagConstant(\"kOvrBit_LineCode\", 6);\r\n builder.addBitFlagConstant(\"kOvrBit_Weight\", 7);\r\n\r\n // NB: We treat the 16-bit flags as 2 bytes - so subtract 8 from each of these bit indices.\r\n builder.addBitFlagConstant(\"kOvrBit_Hilited\", 0);\r\n builder.addBitFlagConstant(\"kOvrBit_Emphasized\", 1);\r\n builder.addBitFlagConstant(\"kOvrBit_ViewIndependentTransparency\", 2);\r\n}\r\n\r\nconst computeLUTFeatureIndex = `g_featureAndMaterialIndex.xyz`;\r\nconst computeInstanceFeatureIndex = `g_isAreaPattern ? u_patternFeatureId : a_featureId`;\r\nfunction computeFeatureIndex(vertex: VertexShaderBuilder): string {\r\n if (vertex.usesInstancedGeometry) {\r\n vertex.addUniform(\"u_patternFeatureId\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_patternFeatureId\", (uniform, params) => {\r\n const id = params.geometry.asInstanced?.patternFeatureId;\r\n assert(undefined !== id);\r\n if (id)\r\n uniform.setUniform3fv(id);\r\n });\r\n });\r\n\r\n return `g_featureIndex = ${computeInstanceFeatureIndex};`;\r\n }\r\n\r\n return vertex.usesVertexTable ? `g_featureIndex = ${computeLUTFeatureIndex};` : \"\";\r\n}\r\nfunction getFeatureIndex(vertex: VertexShaderBuilder): string {\r\n return `\r\nfloat getFeatureIndex() {\r\n ${computeFeatureIndex(vertex)}\r\n return decodeUInt24(g_featureIndex);\r\n}\r\n`;\r\n}\r\n\r\n// Returns true if the specified flag is not globally overridden and is set in flags\r\nconst nthFeatureBitSet = `\r\nbool nthFeatureBitSet(float flags, float n) {\r\n return !nthBitSet(u_globalOvrFlags, n) && nthBitSet(flags, n);\r\n}\r\n`;\r\nconst nthFeatureBitSet2 = `\r\nbool nthFeatureBitSet(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n);\r\n}\r\n`;\r\n\r\n// Returns 1.0 if the specified flag is not globally overridden and is set in flags\r\nconst extractNthFeatureBit = `\r\nfloat extractNthFeatureBit(float flags, float n) {\r\n return !nthBitSet(u_globalOvrFlags, n) && nthBitSet(flags, n) ? 1.0 : 0.0;\r\n}\r\n`;\r\nconst extractNthFeatureBit2 = `\r\nfloat extractNthFeatureBit(float flags, uint n) {\r\n return 0u == (u_globalOvrFlags & n) && nthBitSet(flags, n) ? 1.0 : 0.0;\r\n}\r\n`;\r\n\r\nconst computeFeatureTextureCoords = `\r\nvec2 computeFeatureTextureCoords() { return compute_feature_coords(getFeatureIndex()); }\r\n`;\r\n\r\nconst getFirstFeatureRgba = `\r\nvec4 getFirstFeatureRgba() {\r\n feature_texCoord = computeFeatureTextureCoords();\r\n return TEXTURE(u_featureLUT, feature_texCoord);\r\n}\r\n`;\r\n\r\nconst getSecondFeatureRgba = `\r\nvec4 getSecondFeatureRgba() {\r\n vec2 coord = feature_texCoord;\r\n coord.x += g_feature_stepX;\r\n return TEXTURE(u_featureLUT, coord);\r\n}\r\n`;\r\n\r\nconst computeLineWeight = `\r\nfloat computeLineWeight() {\r\n return linear_feature_overrides.x > 0.5 ? linear_feature_overrides.y : g_lineWeight;\r\n}\r\n`;\r\n\r\nconst computeLineCode = `\r\nfloat computeLineCode() {\r\n return linear_feature_overrides.z > 0.5 ? linear_feature_overrides.w : g_lineCode;\r\n}\r\n`;\r\n\r\nfunction addFeatureIndex(vert: VertexShaderBuilder): void {\r\n vert.addGlobal(\"g_featureIndex\", VariableType.Vec3);\r\n\r\n vert.addFunction(decodeUint24);\r\n vert.addFunction(getFeatureIndex(vert));\r\n}\r\n\r\n// Discards vertex if feature is invisible; or rendering opaque during translucent pass or vice-versa\r\n// (The latter occurs when some translucent feature is overridden to be opaque, or vice-versa)\r\nconst checkVertexDiscard = `\r\n if (feature_invisible)\r\n return true;\r\n\r\n bool hasAlpha = 1.0 == u_hasAlpha;\r\n if (feature_alpha > 0.0)\r\n hasAlpha = feature_alpha <= s_maxAlpha;\r\n\r\n int discardFlags = u_transparencyDiscardFlags;\r\n bool discardViewIndependentDuringOpaque = discardFlags >= 4;\r\n if (discardViewIndependentDuringOpaque)\r\n discardFlags = discardFlags - 4;\r\n\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool discardTranslucentDuringOpaquePass = 1 == discardFlags || 3 == discardFlags || (feature_viewIndependentTransparency && discardViewIndependentDuringOpaque);\r\n if (isOpaquePass && !discardTranslucentDuringOpaquePass)\r\n return false;\r\n\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n bool discardOpaqueDuringTranslucentPass = 2 == discardFlags || 3 == discardFlags;\r\n if (isTranslucentPass && !discardOpaqueDuringTranslucentPass)\r\n return false;\r\n\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nfunction addTransparencyDiscardFlags(vert: VertexShaderBuilder) {\r\n // Even when transparency view flag is off, we need to allow features to override transparency, because it\r\n // is used when applying transparency threshold. However, we need to ensure we don't DISCARD transparent stuff during\r\n // opaque pass if transparency is off (see checkVertexDiscard). Especially important for transparency threshold and readPixels().\r\n // Also, if we override raster text to be opaque we must still draw it in the translucent pass.\r\n // Finally, if the transparency override is view-independent (i.e., ignores view flags and render mode) we want to discard it during opaque pass\r\n // unless we're reading pixels.\r\n // So we have a bit field:\r\n // 1: discard translucent during opaque.\r\n // 2: discard opaque during translucent.\r\n // 4: discard view-independent translucent during opaque.\r\n vert.addUniform(\"u_transparencyDiscardFlags\", VariableType.Int, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyDiscardFlags\", (uniform, params) => {\r\n let flags = 0;\r\n\r\n // Textured surfaces may render in both passes. If so, it's up to fragment shader to handle discard.\r\n const pass = params.geometry.getPass(params.target);\r\n if (!Pass.rendersOpaqueAndTranslucent(pass)) {\r\n // During readPixels() we force transparency off. Make sure to ignore a Branch that turns it back on.\r\n if (!params.target.isReadPixelsInProgress)\r\n flags = params.target.currentViewFlags.transparency ? 1 : 4;\r\n\r\n if (!params.geometry.alwaysRenderTranslucent)\r\n flags += 2;\r\n }\r\n\r\n uniform.setUniform1i(flags);\r\n });\r\n });\r\n}\r\n\r\nfunction addCommon(builder: ProgramBuilder, mode: FeatureMode, opts: FeatureSymbologyOptions, wantGlobalOvrFlags = true): boolean {\r\n if (FeatureMode.None === mode)\r\n return false;\r\n\r\n const vert = builder.vert;\r\n addFeatureIndex(vert);\r\n\r\n const haveOverrides = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.HasOverrides);\r\n if (!haveOverrides) {\r\n // For pick output we must compute g_featureIndex...\r\n if (FeatureMode.Pick === mode)\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureIndex(vert));\r\n\r\n return true;\r\n }\r\n\r\n const wantWeight = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Weight);\r\n const wantLineCode = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.LineCode);\r\n const wantColor = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Color);\r\n const wantAlpha = FeatureSymbologyOptions.None !== (opts & FeatureSymbologyOptions.Alpha);\r\n assert(wantColor || !wantAlpha);\r\n\r\n addExtractNthBit(vert);\r\n addOvrFlagConstants(vert);\r\n\r\n vert.addGlobal(\"linear_feature_overrides\", VariableType.Vec4, \"vec4(0.0)\");\r\n vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n\r\n if (wantWeight || wantLineCode) {\r\n if (wantLineCode)\r\n replaceLineCode(vert, computeLineCode);\r\n\r\n if (wantWeight) {\r\n replaceLineWeight(vert, computeLineWeight);\r\n }\r\n }\r\n\r\n if (wantGlobalOvrFlags) {\r\n let bitmapType;\r\n if (System.instance.capabilities.isWebGL2) {\r\n vert.addFunction(nthFeatureBitSet2);\r\n vert.addFunction(extractNthFeatureBit2);\r\n bitmapType = VariableType.Uint;\r\n } else {\r\n vert.addFunction(nthFeatureBitSet);\r\n vert.addFunction(extractNthFeatureBit);\r\n bitmapType = VariableType.Float;\r\n }\r\n vert.addUniform(\"u_globalOvrFlags\", bitmapType, (prog) => {\r\n prog.addGraphicUniform(\"u_globalOvrFlags\", (uniform, params) => {\r\n let flags = 0.0;\r\n if (params.geometry.isEdge) {\r\n const settings = params.target.currentEdgeSettings;\r\n flags = settings.computeOvrFlags(params.renderPass, params.target.currentViewFlags);\r\n }\r\n\r\n if (!params.geometry.allowColorOverride)\r\n flags |= OvrFlags.Rgba;\r\n\r\n uniform.setUniformBitflags(flags);\r\n });\r\n });\r\n }\r\n\r\n addLookupTable(vert, \"feature\", \"2.0\");\r\n vert.addGlobal(\"feature_texCoord\", VariableType.Vec2);\r\n vert.addFunction(computeFeatureTextureCoords);\r\n vert.addFunction(getFirstFeatureRgba);\r\n\r\n vert.addUniform(\"u_featureLUT\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"u_featureLUT\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUT(uniform);\r\n });\r\n });\r\n vert.addUniform(\"u_featureParams\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_featureParams\", (uniform, params) => {\r\n params.target.uniforms.batch.bindLUTParams(uniform);\r\n });\r\n });\r\n\r\n if (wantColor) {\r\n vert.addFunction(getSecondFeatureRgba);\r\n if (wantAlpha) {\r\n addMaxAlpha(vert);\r\n addRenderPass(vert);\r\n addAlpha(vert);\r\n addTransparencyDiscardFlags(vert);\r\n\r\n vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n }\r\n }\r\n\r\n return true;\r\n}\r\n\r\nexport function addMaxAlpha(builder: ShaderBuilder): void {\r\n const minTransparency = 15.0; // NB: See DisplayParams.getMinTransparency() - this must match!\r\n const maxAlpha = (255 - minTransparency) / 255;\r\n builder.addConstant(\"s_maxAlpha\", VariableType.Float, maxAlpha.toString());\r\n}\r\n\r\n/** @internal */\r\nfunction addEmphasisFlags(builder: ShaderBuilder): void {\r\n // Must be kept in sync with EmphasisFlags enum.\r\n builder.addBitFlagConstant(\"kEmphBit_Hilite\", 0);\r\n builder.addBitFlagConstant(\"kEmphBit_Emphasize\", 1);\r\n builder.addBitFlagConstant(\"kEmphBit_Flash\", 2);\r\n builder.addBitFlagConstant(\"kEmphBit_NonLocatable\", 3);\r\n builder.addConstant(\"kEmphFlag_Hilite\", VariableType.Float, \"1.0\");\r\n builder.addConstant(\"kEmphFlag_Emphasize\", VariableType.Float, \"2.0\");\r\n builder.addConstant(\"kEmphFlag_Flash\", VariableType.Float, \"4.0\");\r\n builder.addConstant(\"kEmphFlag_NonLocatable\", VariableType.Float, \"8.0\");\r\n}\r\n\r\nfunction addHiliteSettings(frag: FragmentShaderBuilder, wantFlashMode: boolean): void {\r\n frag.addUniform(\"u_hilite_settings\", VariableType.Mat3, (prog) => {\r\n prog.addProgramUniform(\"u_hilite_settings\", (uniform, params) => {\r\n params.target.uniforms.hilite.bindFeatureSettings(uniform);\r\n });\r\n });\r\n\r\n if (wantFlashMode) {\r\n frag.addUniform(\"u_flash_mode\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_flash_mode\", (uniform, params) => {\r\n uniform.setUniform1f(params.geometry.getFlashMode(params));\r\n });\r\n });\r\n }\r\n}\r\n\r\n// If feature is not hilited, discard it.\r\nconst checkVertexHiliteDiscard = \"return 0.0 == v_feature_hilited;\";\r\n\r\n// The result is a mask in which each pixel's r=1 if hilited and g=1 if emphasized (and not hilited).\r\nconst computeHiliteColor = `\r\n float flags = floor(v_feature_hilited + 0.5);\r\n float hilited = extractNthBit(flags, kEmphBit_Hilite);\r\n float emphasized = extractNthBit(flags, kEmphBit_Emphasize);\r\n return vec4(hilited, emphasized, 0.0, 0.0);\r\n`;\r\n\r\nconst computeSurfaceHiliteColor = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture) && TEXTURE(s_texture, v_texCoord).a <= 0.15)\r\n return vec4(0.0);\r\n${computeHiliteColor}`;\r\n\r\nconst computeHiliteOverrides = `\r\n vec4 value = getFirstFeatureRgba();\r\n float emphFlags = value.g * 256.0;\r\n v_feature_hilited = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n`;\r\n\r\nconst computeHiliteOverridesWithWeight = `${computeHiliteOverrides}\r\n float flags = value.r * 256.0;\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.a * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.b * 256.0);\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n addHiliter(builder, wantWeight);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeSurfaceHiliteColor);\r\n}\r\n\r\n/** @internal */\r\nexport function addHiliter(builder: ProgramBuilder, wantWeight: boolean = false): void {\r\n let opts = FeatureSymbologyOptions.HasOverrides;\r\n if (wantWeight)\r\n opts |= FeatureSymbologyOptions.Weight; // hiliter never needs line code or color...\r\n\r\n if (!addCommon(builder, FeatureMode.Overrides, opts, wantWeight))\r\n return;\r\n\r\n builder.addVarying(\"v_feature_hilited\", VariableType.Float);\r\n\r\n addEmphasisFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.ComputeFeatureOverrides, wantWeight ? computeHiliteOverridesWithWeight : computeHiliteOverrides);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexHiliteDiscard);\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\nfunction addSamplers(frag: FragmentShaderBuilder, testFeatureId: boolean) {\r\n if (testFeatureId) {\r\n frag.addUniform(\"u_pickFeatureId\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickFeatureId\", (uniform, params) => {\r\n params.target.compositor.featureIds.bindSampler(uniform, TextureUnit.PickFeatureId);\r\n });\r\n }, VariablePrecision.High);\r\n }\r\n\r\n frag.addUniform(\"u_pickDepthAndOrder\", VariableType.Sampler2D, (prog) => {\r\n prog.addProgramUniform(\"u_pickDepthAndOrder\", (uniform, params) => {\r\n params.target.compositor.depthAndOrder.bindSampler(uniform, TextureUnit.PickDepthAndOrder);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\n/** @internal */\r\nexport const readDepthAndOrder = `\r\nvec2 readDepthAndOrder(vec2 tc) {\r\n vec4 pdo = TEXTURE(u_pickDepthAndOrder, tc);\r\n float order = floor(pdo.x * 16.0 + 0.5);\r\n return vec2(order, decodeDepthRgb(pdo.yzw));\r\n}\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscard = `\r\n float factor = float(u_renderPass <= kRenderPass_Translucent); // never discard during specific passes\r\n float term = 0.0;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n term += float(depthAndOrder.x > u_renderOrder && abs(depthAndOrder.y - surfaceDepth) < 4.0e-5);\r\n return factor * term > 0.0;\r\n`;\r\n\r\nconst checkForEarlySurfaceDiscardWithFeatureID = `\r\n // No normals => unlt => reality model => no edges.\r\n if (u_renderPass > kRenderPass_Translucent || u_renderPass == kRenderPass_Layers || !u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return false;\r\n\r\n vec2 tc = windowCoordsToTexCoords(gl_FragCoord.xy);\r\n vec2 depthAndOrder = readDepthAndOrder(tc);\r\n\r\n if (depthAndOrder.x <= u_renderOrder)\r\n return false;\r\n\r\n // Calculate depthTolerance for letting edges show through their own surfaces\r\n float perspectiveFrustum = step(kFrustumType_Perspective, u_frustum.z);\r\n vec4 eyeDirAndWidthFactor = mix(vec4(0.0, 0.0, 1.0, u_pixelWidthFactor), vec4(normalize(-v_eyeSpace.xyz), -v_eyeSpace.z * u_pixelWidthFactor), perspectiveFrustum);\r\n vec3 eyeDir = eyeDirAndWidthFactor.xyz;\r\n float dtWidthFactor = eyeDirAndWidthFactor.w;\r\n\r\n // Compute depth tolerance based on angle of triangle to screen\r\n float isSilhouette = float(depthAndOrder.x == kRenderOrder_Silhouette);\r\n float dSq = dot(eyeDir, v_n);\r\n dSq *= 0.5 + 0.4 * (1.0 - isSilhouette);\r\n dSq = dSq * dSq;\r\n dSq = max(dSq, 0.0001);\r\n dSq = min(dSq, 0.999);\r\n\r\n float depthTolerance = dtWidthFactor * v_lineWeight * sqrt((1.0 - dSq) / dSq);\r\n depthTolerance *= 1.0 + .333 * isSilhouette;\r\n\r\n // Make sure stuff behind camera doesn't get pushed in front of it\r\n depthTolerance = max(depthTolerance, 0.0);\r\n\r\n // Convert depthTolerance from eye space to linear depth\r\n depthTolerance /= (u_frustum.y - u_frustum.x);\r\n\r\n float surfaceDepth = computeLinearDepth(v_eyeSpace.z);\r\n float depthDelta = abs(depthAndOrder.y - surfaceDepth);\r\n if (depthDelta > depthTolerance)\r\n return false;\r\n\r\n // Does pick buffer contain same feature?\r\n vec4 featId = TEXTURE(u_pickFeatureId, tc);\r\n\r\n // Converting to ints to test since varying floats can be interpolated incorrectly\r\n ivec4 featId_i = ivec4(featId * 255.0 + 0.5);\r\n ivec4 feature_id_i = ivec4(feature_id * 255.0 + 0.5);\r\n if (featId_i == feature_id_i)\r\n return true;\r\n\r\n // In 2d, display priority controls draw order of different elements.\r\n if (!u_checkInterElementDiscard)\r\n return false;\r\n\r\n // Use a tighter tolerance for two different elements since we're only fighting roundoff error.\r\n return depthDelta <= 4.0e-5;\r\n`;\r\n\r\n// This only adds the constants that are actually used in shader code.\r\nexport function addRenderOrderConstants(builder: ShaderBuilder) {\r\n builder.addConstant(\"kRenderOrder_BlankingRegion\", VariableType.Float, RenderOrder.BlankingRegion.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Linear\", VariableType.Float, RenderOrder.Linear.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Edge\", VariableType.Float, RenderOrder.Edge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarEdge\", VariableType.Float, RenderOrder.PlanarEdge.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Silhouette\", VariableType.Float, RenderOrder.Silhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarSilhouette\", VariableType.Float, RenderOrder.PlanarSilhouette.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_UnlitSurface\", VariableType.Float, RenderOrder.UnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_LitSurface\", VariableType.Float, RenderOrder.LitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarUnlitSurface\", VariableType.Float, RenderOrder.PlanarUnlitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarLitSurface\", VariableType.Float, RenderOrder.PlanarLitSurface.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_PlanarBit\", VariableType.Float, RenderOrder.PlanarBit.toFixed(1));\r\n builder.addConstant(\"kRenderOrder_Background\", VariableType.Float, RenderOrder.Background.toFixed(1));\r\n}\r\n\r\n/** @internal */\r\nexport function addRenderOrder(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_renderOrder\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_renderOrder\", (uniform, params) => {\r\n const order = params.target.drawingBackgroundForReadPixels ? RenderOrder.Background : params.geometry.renderOrder;\r\n uniform.setUniform1f(order);\r\n });\r\n });\r\n}\r\n\r\nfunction addPixelWidthFactor(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_pixelWidthFactor\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_pixelWidthFactor\", (uniform, params) => {\r\n params.target.uniforms.bindPixelWidthFactor(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction addBatchId(builder: ShaderBuilder) {\r\n builder.addUniform(\"u_batch_id\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_batch_id\", (uniform, params) => {\r\n params.target.uniforms.batch.bindBatchId(uniform);\r\n });\r\n }, VariablePrecision.High);\r\n}\r\n\r\nconst computeIdVert = `v_feature_id = addUInt32s(u_batch_id, vec4(g_featureIndex, 0.0)) / 255.0;`;\r\nconst computeIdFrag = `\r\n vec4 featureIndex = vec4(floor(v_feature_index + 0.5), 0.0);\r\n feature_id = addUInt32s(u_batch_id, featureIndex) / 255.0;\r\n`;\r\n\r\n/** @internal */\r\nexport function addFeatureId(builder: ProgramBuilder, computeInFrag: boolean) {\r\n const vert = builder.vert;\r\n const frag = builder.frag;\r\n frag.addGlobal(\"feature_id\", VariableType.Vec4);\r\n if (!computeInFrag) {\r\n vert.addFunction(addUInt32s);\r\n addBatchId(vert);\r\n builder.addInlineComputedVarying(\"v_feature_id\", VariableType.Vec4, computeIdVert);\r\n\r\n frag.addInitializer(\"feature_id = v_feature_id;\");\r\n } else {\r\n frag.addFunction(addUInt32s);\r\n builder.addInlineComputedVarying(\"v_feature_index\", VariableType.Vec3, \"v_feature_index = g_featureIndex;\");\r\n\r\n addBatchId(frag);\r\n frag.addInitializer(computeIdFrag);\r\n }\r\n}\r\n\r\n// Discard vertex if transparency is less than the display style's transparency threshold, IFF the specific bit is set. The bit is set if:\r\n// - Solid Fill or Hidden Line mode; or\r\n// - Shaded mode and generating shadow map (sufficiently transparent surfaces receive but do not cast shadows).\r\nconst isBelowTransparencyThreshold = `\r\n return v_color.a < u_transparencyThreshold && u_surfaceFlags[kSurfaceBitIndex_TransparencyThreshold];\r\n`;\r\n\r\n/** @internal */\r\nexport function addSurfaceDiscard(builder: ProgramBuilder, flags: TechniqueFlags) {\r\n const feat = flags.featureMode;\r\n const isEdgeTestNeeded = flags.isEdgeTestNeeded;\r\n const isClassified = flags.isClassified;\r\n const computeIdInFrag = !flags.isTranslucent && 0 !== flags.isClassified && FeatureMode.Overrides === feat;\r\n\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n vert.set(VertexShaderComponent.CheckForLateDiscard, isBelowTransparencyThreshold);\r\n vert.addUniform(\"u_transparencyThreshold\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_transparencyThreshold\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.currentTransparencyThreshold);\r\n });\r\n });\r\n\r\n if (isEdgeTestNeeded) {\r\n addWindowToTexCoords(frag);\r\n\r\n if (!flags.isHilite)\r\n addEyeSpace(builder);\r\n\r\n if (FeatureMode.None === feat) {\r\n addSamplers(frag, false);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscard);\r\n } else {\r\n frag.addUniform(\"u_checkInterElementDiscard\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_checkInterElementDiscard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.uniforms.branch.top.is3d ? 1 : 0);\r\n });\r\n });\r\n\r\n addFeatureIndex(vert);\r\n addLineWeight(vert);\r\n\r\n addSamplers(frag, true);\r\n addRenderOrderConstants(frag);\r\n addPixelWidthFactor(frag);\r\n frag.addFunction(computeLinearDepth);\r\n frag.addFunction(decodeDepthRgb);\r\n frag.addFunction(readDepthAndOrder);\r\n\r\n frag.set(FragmentShaderComponent.CheckForEarlyDiscard, checkForEarlySurfaceDiscardWithFeatureID);\r\n\r\n builder.addInlineComputedVarying(\"v_lineWeight\", VariableType.Float, \"v_lineWeight = computeLineWeight();\");\r\n addFeatureId(builder, computeIdInFrag);\r\n }\r\n\r\n addRenderOrder(frag);\r\n addRenderPass(frag);\r\n } else if (isClassified && FeatureMode.None !== feat) {\r\n addFeatureIndex(vert);\r\n addFeatureId(builder, computeIdInFrag);\r\n\r\n if (!flags.isTranslucent)\r\n addRenderOrder(frag);\r\n }\r\n}\r\n\r\n// bool feature_invisible = false;\r\n// vec3 feature_rgb; // if not overridden, .r < 0; else rgb color override\r\n// float feature_alpha // alpha if overridden, else < 0\r\n// varying float v_feature_emphasis // bitmask - see kEmph_* constants\r\n// vec4 linear_feature_overrides; // x: weight overridden y: weight z: line code overridden w: line code\r\nconst computeFeatureOverrides = `\r\n feature_rgb = vec3(-1.0);\r\n feature_alpha = -1.0;\r\n vec4 value = getFirstFeatureRgba();\r\n\r\n float emphFlags = value.y * 256.0;\r\n v_feature_emphasis = kEmphFlag_Hilite * extractNthBit(emphFlags, kOvrBit_Hilited) + kEmphFlag_Emphasize * extractNthBit(emphFlags, kOvrBit_Emphasized);\r\n\r\n float flags = value.x * 256.0;\r\n if (0.0 == flags)\r\n return; // nothing overridden for this feature\r\n\r\n bool nonLocatable = (u_shaderFlags[kShaderBit_IgnoreNonLocatable] ? nthFeatureBitSet(flags, kOvrBit_NonLocatable) : false);\r\n v_feature_emphasis += kEmphFlag_NonLocatable * float(nthFeatureBitSet(flags, kOvrBit_NonLocatable));\r\n bool invisible = nthFeatureBitSet(flags, kOvrBit_Visibility);\r\n feature_invisible = invisible || nonLocatable;\r\n if (feature_invisible)\r\n return;\r\n\r\n bool rgbOverridden = nthFeatureBitSet(flags, kOvrBit_Rgb);\r\n bool alphaOverridden = nthFeatureBitSet(flags, kOvrBit_Alpha);\r\n if (alphaOverridden || rgbOverridden) {\r\n vec4 rgba = getSecondFeatureRgba();\r\n if (rgbOverridden)\r\n feature_rgb = rgba.rgb;\r\n\r\n if (alphaOverridden) {\r\n feature_alpha = rgba.a;\r\n feature_viewIndependentTransparency = nthFeatureBitSet(emphFlags, kOvrBit_ViewIndependentTransparency);\r\n }\r\n }\r\n\r\n linear_feature_overrides = vec4(nthFeatureBitSet(flags, kOvrBit_Weight),\r\n value.w * 256.0,\r\n nthFeatureBitSet(flags, kOvrBit_LineCode),\r\n value.z * 256.0);\r\n\r\n feature_ignore_material = nthFeatureBitSet(flags, kOvrBit_IgnoreMaterial);\r\n use_material = use_material && !feature_ignore_material;\r\n\r\n v_feature_emphasis += kEmphFlag_Flash * extractNthFeatureBit(flags, kOvrBit_Flashed);\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 applyFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, feature_rgb.rgb, step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n`;\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature, else mix based on u_overrrideColorMix.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nexport const mixFeatureColor = `\r\n vec3 rgb = mix(baseColor.rgb, mix(baseColor.rgb, feature_rgb.rgb, u_overrideColorMix), step(0.0, feature_rgb.r));\r\n float alpha = mix(baseColor.a, feature_alpha, step(0.0, feature_alpha));\r\n return vec4(rgb, alpha);\r\n `;\r\n\r\nconst applyFlash = `\r\n float flashHilite = floor(v_feature_emphasis + 0.5);\r\n return doApplyFlash(flashHilite, baseColor);\r\n`;\r\n\r\nconst doApplyFlash = `\r\nvec4 doApplyFlash(float flags, vec4 baseColor) {\r\n bool isFlashed = nthBitSet(flags, kEmphBit_Flash);\r\n bool isHilited = nthBitSet(flags, kEmphBit_Hilite);\r\n bool isEmphasized = !isHilited && nthBitSet(flags, kEmphBit_Emphasize);\r\n vec3 hiliteRgb = isEmphasized ? u_hilite_settings[1] : u_hilite_settings[0];\r\n\r\n isHilited = isEmphasized || isHilited;\r\n float hiliteRatio = isHilited ? (isEmphasized ? u_hilite_settings[2][1] : u_hilite_settings[2][0]) : 0.0;\r\n baseColor.rgb = mix(baseColor.rgb, hiliteRgb, hiliteRatio);\r\n\r\n const float maxBrighten = 0.2;\r\n float brighten = isFlashed ? u_flash_intensity * maxBrighten : 0.0;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n\r\n const float maxTween = 0.75;\r\n float hiliteFraction = isFlashed ? u_flash_intensity * maxTween : 0.0;\r\n vec3 tweenRgb = baseColor.rgb * (1.0 - hiliteFraction);\r\n tweenRgb += u_hilite_settings[0] * hiliteFraction;\r\n\r\n return vec4(mix(tweenRgb, brightRgb, u_flash_mode), baseColor.a);\r\n}\r\n`;\r\n\r\nconst doClassifierFlash = `\r\nvec4 applyClassifierFlash(vec4 baseColor) {\r\n const float maxBrighten = 0.2;\r\n float brighten = u_flash_intensity * maxBrighten;\r\n vec3 brightRgb = baseColor.rgb + brighten;\r\n return vec4(brightRgb, baseColor.a);\r\n}\r\n`;\r\n\r\n/** @internal */\r\nexport function addClassifierFlash(frag: FragmentShaderBuilder): void {\r\n addFlashIntensity(frag);\r\n addHiliteSettings(frag, false);\r\n frag.addFunction(doClassifierFlash);\r\n}\r\n\r\nfunction addFlashIntensity(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_flash_intensity\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_flash_intensity\", (uniform, params) => {\r\n uniform.setUniform1f(params.target.flashIntensity);\r\n });\r\n });\r\n}\r\n\r\nfunction addApplyFlash(frag: FragmentShaderBuilder) {\r\n addHiliteSettings(frag, true);\r\n addEmphasisFlags(frag);\r\n\r\n addExtractNthBit(frag);\r\n frag.addFunction(doApplyFlash);\r\n frag.set(FragmentShaderComponent.ApplyFlash, applyFlash);\r\n addFlashIntensity(frag);\r\n}\r\n\r\n/** @internal */\r\nexport function addFeatureSymbology(builder: ProgramBuilder, feat: FeatureMode, opts: FeatureSymbologyOptions): void {\r\n if (!addCommon(builder, feat, opts) || FeatureSymbologyOptions.None === opts)\r\n return;\r\n\r\n assert((FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color) === (opts & (FeatureSymbologyOptions.HasOverrides | FeatureSymbologyOptions.Color)));\r\n\r\n builder.addGlobal(\"feature_rgb\", VariableType.Vec3);\r\n builder.addGlobal(\"feature_alpha\", VariableType.Float);\r\n builder.addVarying(\"v_feature_emphasis\", VariableType.Float);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"feature_invisible\", VariableType.Boolean, \"false\");\r\n vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addEmphasisFlags(vert);\r\n vert.addGlobal(\"use_material\", VariableType.Boolean, \"true\");\r\n vert.set(VertexShaderComponent.ComputeFeatureOverrides, computeFeatureOverrides);\r\n vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n\r\n/** If we're running the hilite shader for a uniform feature, it follows that the feature must be hilited.\r\n * So the hilite shader simply needs to output '1' for every fragment.\r\n * @internal\r\n */\r\nexport function addUniformHiliter(builder: ProgramBuilder): void {\r\n builder.frag.addUniform(\"v_feature_hilited\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_hilited\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n addEmphasisFlags(builder.frag);\r\n addExtractNthBit(builder.frag);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeHiliteColor);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n}\r\n\r\n/** For a uniform feature table, the feature ID output to pick buffers is equal to the batch ID.\r\n * The following symbology overrides are supported:\r\n * - Visibility - implcitly, because if the feature is invisible its geometry will never be drawn.\r\n * - Flash\r\n * - Hilite\r\n * - Color and Transparency- only for point clouds currently which set addFeatureColor to true.\r\n * This shader could be simplified, but want to share code with the non-uniform versions...hence uniforms/globals with \"v_\" prefix typically used for varyings on no prefix...\r\n * @internal\r\n */\r\nexport function addUniformFeatureSymbology(builder: ProgramBuilder, addFeatureColor: boolean): void {\r\n builder.vert.addGlobal(\"g_featureIndex\", VariableType.Vec3, \"vec3(0.0)\", true);\r\n\r\n builder.frag.addUniform(\"v_feature_emphasis\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"v_feature_emphasis\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformSymbologyFlags(uniform);\r\n });\r\n });\r\n\r\n if (addFeatureColor) {\r\n builder.vert.addUniform(\"feature_rgb\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"feature_rgb\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformColorOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.addUniform(\"feature_alpha\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"feature_alpha\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformTransparencyOverride(uniform);\r\n });\r\n });\r\n\r\n builder.vert.set(VertexShaderComponent.ApplyFeatureColor, applyFeatureColor);\r\n addAlpha(builder.vert);\r\n addMaxAlpha(builder.vert);\r\n addRenderPass(builder.vert);\r\n addTransparencyDiscardFlags(builder.vert);\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, checkVertexDiscard);\r\n } else {\r\n builder.vert.set(VertexShaderComponent.CheckForDiscard, \"return feature_invisible;\");\r\n }\r\n\r\n // Non-Locatable... Discard if picking\r\n builder.vert.addUniform(\"feature_invisible\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"feature_invisible\", (uniform, params) => {\r\n params.target.uniforms.batch.bindUniformNonLocatable(uniform, params.target.drawNonLocatable);\r\n });\r\n });\r\n\r\n builder.vert.addGlobal(\"feature_viewIndependentTransparency\", VariableType.Boolean, \"false\");\r\n\r\n addApplyFlash(builder.frag);\r\n}\r\n"]}
@@ -1 +1 @@
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+ {"version":3,"file":"Lighting.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Lighting.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAA2B,cAAc,EAAmC,MAAM,kBAAkB,CAAC;AAoG5G;;GAEG;AACH,wBAAgB,WAAW,CAAC,OAAO,EAAE,cAAc,QAyBlD"}