@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.
- package/CHANGELOG.md +75 -1
- package/lib/cjs/AccuSnap.d.ts +7 -1
- package/lib/cjs/AccuSnap.d.ts.map +1 -1
- package/lib/cjs/AccuSnap.js +26 -3
- package/lib/cjs/AccuSnap.js.map +1 -1
- package/lib/cjs/BriefcaseConnection.d.ts +28 -1
- package/lib/cjs/BriefcaseConnection.d.ts.map +1 -1
- package/lib/cjs/BriefcaseConnection.js +29 -8
- package/lib/cjs/BriefcaseConnection.js.map +1 -1
- package/lib/cjs/BriefcaseTxns.js +9 -9
- package/lib/cjs/BriefcaseTxns.js.map +1 -1
- package/lib/cjs/GraphicalEditingScope.d.ts.map +1 -1
- package/lib/cjs/GraphicalEditingScope.js +10 -4
- package/lib/cjs/GraphicalEditingScope.js.map +1 -1
- package/lib/cjs/IModelApp.d.ts +6 -0
- package/lib/cjs/IModelApp.d.ts.map +1 -1
- package/lib/cjs/IModelApp.js +6 -0
- package/lib/cjs/IModelApp.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +32 -2
- package/lib/cjs/IModelConnection.d.ts.map +1 -1
- package/lib/cjs/IModelConnection.js +44 -6
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IpcApp.d.ts +14 -1
- package/lib/cjs/IpcApp.d.ts.map +1 -1
- package/lib/cjs/IpcApp.js +25 -0
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/MarginPercent.d.ts +27 -2
- package/lib/cjs/MarginPercent.d.ts.map +1 -1
- package/lib/cjs/MarginPercent.js +8 -2
- package/lib/cjs/MarginPercent.js.map +1 -1
- package/lib/cjs/ModelState.d.ts +2 -1
- package/lib/cjs/ModelState.d.ts.map +1 -1
- package/lib/cjs/ModelState.js +5 -3
- package/lib/cjs/ModelState.js.map +1 -1
- package/lib/cjs/NativeApp.d.ts +5 -1
- package/lib/cjs/NativeApp.d.ts.map +1 -1
- package/lib/cjs/NativeApp.js +25 -20
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/NativeAppLogger.js +1 -1
- package/lib/cjs/NativeAppLogger.js.map +1 -1
- package/lib/cjs/RealityDataSource.d.ts +44 -1
- package/lib/cjs/RealityDataSource.d.ts.map +1 -1
- package/lib/cjs/RealityDataSource.js +41 -14
- package/lib/cjs/RealityDataSource.js.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts +1 -0
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js +3 -0
- package/lib/cjs/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.d.ts +1 -0
- package/lib/cjs/RealityDataSourceContextShareImpl.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceContextShareImpl.js +3 -0
- package/lib/cjs/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts +1 -0
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js +3 -0
- package/lib/cjs/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/cjs/SelectionSet.d.ts.map +1 -1
- package/lib/cjs/SelectionSet.js +3 -1
- package/lib/cjs/SelectionSet.js.map +1 -1
- package/lib/cjs/ViewAnimation.d.ts +10 -2
- package/lib/cjs/ViewAnimation.d.ts.map +1 -1
- package/lib/cjs/ViewAnimation.js.map +1 -1
- package/lib/cjs/ViewCreator2d.js +3 -2
- package/lib/cjs/ViewCreator2d.js.map +1 -1
- package/lib/cjs/ViewPose.d.ts +62 -10
- package/lib/cjs/ViewPose.d.ts.map +1 -1
- package/lib/cjs/ViewPose.js +37 -8
- package/lib/cjs/ViewPose.js.map +1 -1
- package/lib/cjs/ViewState.d.ts +18 -10
- package/lib/cjs/ViewState.d.ts.map +1 -1
- package/lib/cjs/ViewState.js +39 -15
- package/lib/cjs/ViewState.js.map +1 -1
- package/lib/cjs/Viewport.d.ts.map +1 -1
- package/lib/cjs/Viewport.js +7 -2
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/extension/ExtensionRuntime.js +11 -0
- package/lib/cjs/extension/ExtensionRuntime.js.map +1 -1
- package/lib/cjs/render/RenderMaterial.d.ts +3 -1
- package/lib/cjs/render/RenderMaterial.d.ts.map +1 -1
- package/lib/cjs/render/RenderMaterial.js.map +1 -1
- package/lib/cjs/render/RenderTarget.d.ts +1 -0
- package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/primitives/SurfaceParams.d.ts +0 -1
- package/lib/cjs/render/primitives/SurfaceParams.d.ts.map +1 -1
- package/lib/cjs/render/primitives/SurfaceParams.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.d.ts.map +1 -1
- package/lib/cjs/render/primitives/VertexTable.js +0 -1
- package/lib/cjs/render/primitives/VertexTable.js.map +1 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.d.ts.map +1 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.js +0 -1
- package/lib/cjs/render/primitives/VertexTableSplitter.js.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts +0 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js +0 -1
- package/lib/cjs/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts +0 -1
- package/lib/cjs/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/cjs/render/webgl/FeatureOverrides.js +16 -11
- package/lib/cjs/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/cjs/render/webgl/MeshData.d.ts +1 -1
- package/lib/cjs/render/webgl/MeshData.d.ts.map +1 -1
- package/lib/cjs/render/webgl/MeshData.js +13 -1
- package/lib/cjs/render/webgl/MeshData.js.map +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.d.ts +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.js +1 -1
- package/lib/cjs/render/webgl/MeshGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.d.ts +14 -4
- package/lib/cjs/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/cjs/render/webgl/RenderFlags.js +2 -0
- package/lib/cjs/render/webgl/RenderFlags.js.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts +2 -1
- package/lib/cjs/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js +6 -1
- package/lib/cjs/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts +3 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.d.ts.map +1 -1
- package/lib/cjs/render/webgl/SurfaceGeometry.js +17 -6
- package/lib/cjs/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/cjs/render/webgl/System.d.ts +1 -1
- package/lib/cjs/render/webgl/System.d.ts.map +1 -1
- package/lib/cjs/render/webgl/System.js +1 -0
- package/lib/cjs/render/webgl/System.js.map +1 -1
- package/lib/cjs/render/webgl/Target.d.ts +1 -0
- package/lib/cjs/render/webgl/Target.d.ts.map +1 -1
- package/lib/cjs/render/webgl/Target.js +1 -0
- package/lib/cjs/render/webgl/Target.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Animation.js +2 -1
- package/lib/cjs/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.d.ts +3 -1
- package/lib/cjs/render/webgl/glsl/Common.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Common.js +28 -33
- package/lib/cjs/render/webgl/glsl/Common.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js +9 -1
- package/lib/cjs/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Lighting.js +6 -8
- package/lib/cjs/render/webgl/glsl/Lighting.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/PointCloud.js +8 -3
- package/lib/cjs/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts +1 -0
- package/lib/cjs/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js +6 -1
- package/lib/cjs/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js +1 -4
- package/lib/cjs/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.d.ts +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +87 -15
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Thematic.d.ts.map +1 -1
- package/lib/cjs/render/webgl/glsl/Thematic.js +2 -6
- package/lib/cjs/render/webgl/glsl/Thematic.js.map +1 -1
- package/lib/cjs/tile/GltfReader.d.ts +13 -2
- package/lib/cjs/tile/GltfReader.d.ts.map +1 -1
- package/lib/cjs/tile/GltfReader.js +66 -22
- package/lib/cjs/tile/GltfReader.js.map +1 -1
- package/lib/cjs/tile/IModelTileRequestChannels.js +1 -1
- package/lib/cjs/tile/IModelTileRequestChannels.js.map +1 -1
- package/lib/cjs/tile/ImdlReader.d.ts +5 -0
- package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
- package/lib/cjs/tile/ImdlReader.js +9 -2
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/cjs/tile/PrimaryTileTree.js +2 -2
- package/lib/cjs/tile/PrimaryTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/RealityModelTileTree.js +51 -20
- package/lib/cjs/tile/RealityModelTileTree.js.map +1 -1
- package/lib/cjs/tile/RealityTile.d.ts +2 -2
- package/lib/cjs/tile/RealityTile.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTile.js +11 -4
- package/lib/cjs/tile/RealityTile.js.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.d.ts +1 -0
- package/lib/cjs/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/cjs/tile/RealityTileLoader.js +13 -0
- package/lib/cjs/tile/RealityTileLoader.js.map +1 -1
- package/lib/cjs/tile/RealityTileTree.js +1 -1
- package/lib/cjs/tile/RealityTileTree.js.map +1 -1
- package/lib/cjs/tile/Tile.d.ts +5 -0
- package/lib/cjs/tile/Tile.d.ts.map +1 -1
- package/lib/cjs/tile/Tile.js +5 -0
- package/lib/cjs/tile/Tile.js.map +1 -1
- package/lib/cjs/tile/TileAdmin.d.ts.map +1 -1
- package/lib/cjs/tile/TileAdmin.js +13 -6
- package/lib/cjs/tile/TileAdmin.js.map +1 -1
- package/lib/cjs/tile/TileDrawArgs.d.ts +5 -1
- package/lib/cjs/tile/TileDrawArgs.d.ts.map +1 -1
- package/lib/cjs/tile/TileDrawArgs.js +2 -0
- package/lib/cjs/tile/TileDrawArgs.js.map +1 -1
- package/lib/cjs/tile/TileRequestChannels.js +1 -1
- package/lib/cjs/tile/TileRequestChannels.js.map +1 -1
- package/lib/cjs/tile/TileStorage.d.ts.map +1 -1
- package/lib/cjs/tile/TileStorage.js +12 -6
- package/lib/cjs/tile/TileStorage.js.map +1 -1
- package/lib/cjs/tile/internal.d.ts +1 -0
- package/lib/cjs/tile/internal.d.ts.map +1 -1
- package/lib/cjs/tile/internal.js +1 -0
- package/lib/cjs/tile/internal.js.map +1 -1
- package/lib/cjs/tile/map/ArcGISTileMap.d.ts +5 -2
- package/lib/cjs/tile/map/ArcGISTileMap.d.ts.map +1 -1
- package/lib/cjs/tile/map/ArcGISTileMap.js +17 -2
- package/lib/cjs/tile/map/ArcGISTileMap.js.map +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.d.ts +51 -5
- package/lib/cjs/tile/map/ArcGisUtilities.d.ts.map +1 -1
- package/lib/cjs/tile/map/ArcGisUtilities.js +120 -48
- package/lib/cjs/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts +26 -0
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -0
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js +97 -0
- package/lib/cjs/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -0
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -4
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +11 -96
- package/lib/cjs/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +2 -1
- package/lib/cjs/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.d.ts +2 -0
- package/lib/cjs/tile/map/ImageryTileTree.d.ts.map +1 -1
- package/lib/cjs/tile/map/ImageryTileTree.js +6 -4
- package/lib/cjs/tile/map/ImageryTileTree.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts +18 -4
- package/lib/cjs/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js +25 -5
- package/lib/cjs/tile/map/MapLayerFormatRegistry.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts +6 -4
- package/lib/cjs/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryFormats.js +12 -16
- package/lib/cjs/tile/map/MapLayerImageryFormats.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts +26 -5
- package/lib/cjs/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
- package/lib/cjs/tile/map/MapLayerImageryProvider.js +69 -48
- package/lib/cjs/tile/map/MapLayerImageryProvider.js.map +1 -1
- package/lib/cjs/tile/map/MapLayerSources.js +1 -1
- package/lib/cjs/tile/map/MapLayerSources.js.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.d.ts.map +1 -1
- package/lib/cjs/tile/map/WmsCapabilities.js +4 -1
- package/lib/cjs/tile/map/WmsCapabilities.js.map +1 -1
- package/lib/cjs/tools/EditManipulator.d.ts.map +1 -1
- package/lib/cjs/tools/EditManipulator.js +2 -1
- package/lib/cjs/tools/EditManipulator.js.map +1 -1
- package/lib/cjs/tools/Tool.js +1 -1
- package/lib/cjs/tools/Tool.js.map +1 -1
- package/lib/cjs/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/cjs/tools/ToolAdmin.js +6 -4
- package/lib/cjs/tools/ToolAdmin.js.map +1 -1
- package/lib/esm/AccuSnap.d.ts +7 -1
- package/lib/esm/AccuSnap.d.ts.map +1 -1
- package/lib/esm/AccuSnap.js +27 -4
- package/lib/esm/AccuSnap.js.map +1 -1
- package/lib/esm/BriefcaseConnection.d.ts +28 -1
- package/lib/esm/BriefcaseConnection.d.ts.map +1 -1
- package/lib/esm/BriefcaseConnection.js +30 -9
- package/lib/esm/BriefcaseConnection.js.map +1 -1
- package/lib/esm/BriefcaseTxns.js +9 -9
- package/lib/esm/BriefcaseTxns.js.map +1 -1
- package/lib/esm/GraphicalEditingScope.d.ts.map +1 -1
- package/lib/esm/GraphicalEditingScope.js +10 -4
- package/lib/esm/GraphicalEditingScope.js.map +1 -1
- package/lib/esm/IModelApp.d.ts +6 -0
- package/lib/esm/IModelApp.d.ts.map +1 -1
- package/lib/esm/IModelApp.js +6 -0
- package/lib/esm/IModelApp.js.map +1 -1
- package/lib/esm/IModelConnection.d.ts +32 -2
- package/lib/esm/IModelConnection.d.ts.map +1 -1
- package/lib/esm/IModelConnection.js +44 -6
- package/lib/esm/IModelConnection.js.map +1 -1
- package/lib/esm/IpcApp.d.ts +14 -1
- package/lib/esm/IpcApp.d.ts.map +1 -1
- package/lib/esm/IpcApp.js +25 -0
- package/lib/esm/IpcApp.js.map +1 -1
- package/lib/esm/MarginPercent.d.ts +27 -2
- package/lib/esm/MarginPercent.d.ts.map +1 -1
- package/lib/esm/MarginPercent.js +8 -2
- package/lib/esm/MarginPercent.js.map +1 -1
- package/lib/esm/ModelState.d.ts +2 -1
- package/lib/esm/ModelState.d.ts.map +1 -1
- package/lib/esm/ModelState.js +5 -3
- package/lib/esm/ModelState.js.map +1 -1
- package/lib/esm/NativeApp.d.ts +5 -1
- package/lib/esm/NativeApp.d.ts.map +1 -1
- package/lib/esm/NativeApp.js +25 -20
- package/lib/esm/NativeApp.js.map +1 -1
- package/lib/esm/NativeAppLogger.js +1 -1
- package/lib/esm/NativeAppLogger.js.map +1 -1
- package/lib/esm/RealityDataSource.d.ts +44 -1
- package/lib/esm/RealityDataSource.d.ts.map +1 -1
- package/lib/esm/RealityDataSource.js +39 -13
- package/lib/esm/RealityDataSource.js.map +1 -1
- package/lib/esm/RealityDataSourceCesiumIonAssetImpl.d.ts +1 -0
- package/lib/esm/RealityDataSourceCesiumIonAssetImpl.d.ts.map +1 -1
- package/lib/esm/RealityDataSourceCesiumIonAssetImpl.js +3 -0
- package/lib/esm/RealityDataSourceCesiumIonAssetImpl.js.map +1 -1
- package/lib/esm/RealityDataSourceContextShareImpl.d.ts +1 -0
- package/lib/esm/RealityDataSourceContextShareImpl.d.ts.map +1 -1
- package/lib/esm/RealityDataSourceContextShareImpl.js +3 -0
- package/lib/esm/RealityDataSourceContextShareImpl.js.map +1 -1
- package/lib/esm/RealityDataSourceTilesetUrlImpl.d.ts +1 -0
- package/lib/esm/RealityDataSourceTilesetUrlImpl.d.ts.map +1 -1
- package/lib/esm/RealityDataSourceTilesetUrlImpl.js +3 -0
- package/lib/esm/RealityDataSourceTilesetUrlImpl.js.map +1 -1
- package/lib/esm/SelectionSet.d.ts.map +1 -1
- package/lib/esm/SelectionSet.js +3 -1
- package/lib/esm/SelectionSet.js.map +1 -1
- package/lib/esm/ViewAnimation.d.ts +10 -2
- package/lib/esm/ViewAnimation.d.ts.map +1 -1
- package/lib/esm/ViewAnimation.js.map +1 -1
- package/lib/esm/ViewCreator2d.js +3 -2
- package/lib/esm/ViewCreator2d.js.map +1 -1
- package/lib/esm/ViewPose.d.ts +62 -10
- package/lib/esm/ViewPose.d.ts.map +1 -1
- package/lib/esm/ViewPose.js +37 -8
- package/lib/esm/ViewPose.js.map +1 -1
- package/lib/esm/ViewState.d.ts +18 -10
- package/lib/esm/ViewState.d.ts.map +1 -1
- package/lib/esm/ViewState.js +39 -15
- package/lib/esm/ViewState.js.map +1 -1
- package/lib/esm/Viewport.d.ts.map +1 -1
- package/lib/esm/Viewport.js +7 -2
- package/lib/esm/Viewport.js.map +1 -1
- package/lib/esm/extension/ExtensionRuntime.js +12 -1
- package/lib/esm/extension/ExtensionRuntime.js.map +1 -1
- package/lib/esm/render/RenderMaterial.d.ts +3 -1
- package/lib/esm/render/RenderMaterial.d.ts.map +1 -1
- package/lib/esm/render/RenderMaterial.js.map +1 -1
- package/lib/esm/render/RenderTarget.d.ts +1 -0
- package/lib/esm/render/RenderTarget.d.ts.map +1 -1
- package/lib/esm/render/RenderTarget.js.map +1 -1
- package/lib/esm/render/primitives/SurfaceParams.d.ts +0 -1
- package/lib/esm/render/primitives/SurfaceParams.d.ts.map +1 -1
- package/lib/esm/render/primitives/SurfaceParams.js.map +1 -1
- package/lib/esm/render/primitives/VertexTable.d.ts.map +1 -1
- package/lib/esm/render/primitives/VertexTable.js +0 -1
- package/lib/esm/render/primitives/VertexTable.js.map +1 -1
- package/lib/esm/render/primitives/VertexTableSplitter.d.ts.map +1 -1
- package/lib/esm/render/primitives/VertexTableSplitter.js +0 -1
- package/lib/esm/render/primitives/VertexTableSplitter.js.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts +0 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.d.ts.map +1 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.js +0 -1
- package/lib/esm/render/primitives/mesh/MeshPrimitives.js.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.d.ts +0 -1
- package/lib/esm/render/webgl/FeatureOverrides.d.ts.map +1 -1
- package/lib/esm/render/webgl/FeatureOverrides.js +16 -11
- package/lib/esm/render/webgl/FeatureOverrides.js.map +1 -1
- package/lib/esm/render/webgl/MeshData.d.ts +1 -1
- package/lib/esm/render/webgl/MeshData.d.ts.map +1 -1
- package/lib/esm/render/webgl/MeshData.js +13 -1
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- package/lib/esm/render/webgl/MeshGeometry.d.ts.map +1 -1
- package/lib/esm/render/webgl/MeshGeometry.js +1 -1
- package/lib/esm/render/webgl/MeshGeometry.js.map +1 -1
- package/lib/esm/render/webgl/RenderFlags.d.ts +14 -4
- package/lib/esm/render/webgl/RenderFlags.d.ts.map +1 -1
- package/lib/esm/render/webgl/RenderFlags.js +2 -0
- package/lib/esm/render/webgl/RenderFlags.js.map +1 -1
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- package/lib/esm/render/webgl/ShaderBuilder.d.ts.map +1 -1
- package/lib/esm/render/webgl/ShaderBuilder.js +6 -1
- package/lib/esm/render/webgl/ShaderBuilder.js.map +1 -1
- package/lib/esm/render/webgl/SurfaceGeometry.d.ts +3 -1
- package/lib/esm/render/webgl/SurfaceGeometry.d.ts.map +1 -1
- package/lib/esm/render/webgl/SurfaceGeometry.js +17 -6
- package/lib/esm/render/webgl/SurfaceGeometry.js.map +1 -1
- package/lib/esm/render/webgl/System.d.ts +1 -1
- package/lib/esm/render/webgl/System.d.ts.map +1 -1
- package/lib/esm/render/webgl/System.js +1 -0
- package/lib/esm/render/webgl/System.js.map +1 -1
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- package/lib/esm/render/webgl/Target.d.ts.map +1 -1
- package/lib/esm/render/webgl/Target.js +1 -0
- package/lib/esm/render/webgl/Target.js.map +1 -1
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- package/lib/esm/render/webgl/glsl/Animation.js +2 -1
- package/lib/esm/render/webgl/glsl/Animation.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Common.d.ts +3 -1
- package/lib/esm/render/webgl/glsl/Common.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Common.js +25 -31
- package/lib/esm/render/webgl/glsl/Common.js.map +1 -1
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- package/lib/esm/render/webgl/glsl/FeatureSymbology.js +9 -1
- package/lib/esm/render/webgl/glsl/FeatureSymbology.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Lighting.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Lighting.js +6 -8
- package/lib/esm/render/webgl/glsl/Lighting.js.map +1 -1
- package/lib/esm/render/webgl/glsl/PointCloud.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/PointCloud.js +8 -3
- package/lib/esm/render/webgl/glsl/PointCloud.js.map +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.d.ts +1 -0
- package/lib/esm/render/webgl/glsl/RealityMesh.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/RealityMesh.js +5 -0
- package/lib/esm/render/webgl/glsl/RealityMesh.js.map +1 -1
- package/lib/esm/render/webgl/glsl/SolarShadowMapping.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/SolarShadowMapping.js +1 -4
- package/lib/esm/render/webgl/glsl/SolarShadowMapping.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.d.ts +1 -1
- package/lib/esm/render/webgl/glsl/Surface.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.js +88 -16
- package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Thematic.d.ts.map +1 -1
- package/lib/esm/render/webgl/glsl/Thematic.js +2 -6
- package/lib/esm/render/webgl/glsl/Thematic.js.map +1 -1
- package/lib/esm/tile/GltfReader.d.ts +13 -2
- package/lib/esm/tile/GltfReader.d.ts.map +1 -1
- package/lib/esm/tile/GltfReader.js +66 -22
- package/lib/esm/tile/GltfReader.js.map +1 -1
- package/lib/esm/tile/IModelTileRequestChannels.js +1 -1
- package/lib/esm/tile/IModelTileRequestChannels.js.map +1 -1
- package/lib/esm/tile/ImdlReader.d.ts +5 -0
- package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
- package/lib/esm/tile/ImdlReader.js +9 -2
- package/lib/esm/tile/ImdlReader.js.map +1 -1
- package/lib/esm/tile/PrimaryTileTree.js +2 -2
- package/lib/esm/tile/PrimaryTileTree.js.map +1 -1
- package/lib/esm/tile/RealityModelTileTree.d.ts.map +1 -1
- package/lib/esm/tile/RealityModelTileTree.js +51 -20
- package/lib/esm/tile/RealityModelTileTree.js.map +1 -1
- package/lib/esm/tile/RealityTile.d.ts +2 -2
- package/lib/esm/tile/RealityTile.d.ts.map +1 -1
- package/lib/esm/tile/RealityTile.js +11 -4
- package/lib/esm/tile/RealityTile.js.map +1 -1
- package/lib/esm/tile/RealityTileLoader.d.ts +1 -0
- package/lib/esm/tile/RealityTileLoader.d.ts.map +1 -1
- package/lib/esm/tile/RealityTileLoader.js +14 -1
- package/lib/esm/tile/RealityTileLoader.js.map +1 -1
- package/lib/esm/tile/RealityTileTree.js +1 -1
- package/lib/esm/tile/RealityTileTree.js.map +1 -1
- package/lib/esm/tile/Tile.d.ts +5 -0
- package/lib/esm/tile/Tile.d.ts.map +1 -1
- package/lib/esm/tile/Tile.js +5 -0
- package/lib/esm/tile/Tile.js.map +1 -1
- package/lib/esm/tile/TileAdmin.d.ts.map +1 -1
- package/lib/esm/tile/TileAdmin.js +13 -6
- package/lib/esm/tile/TileAdmin.js.map +1 -1
- package/lib/esm/tile/TileDrawArgs.d.ts +5 -1
- package/lib/esm/tile/TileDrawArgs.d.ts.map +1 -1
- package/lib/esm/tile/TileDrawArgs.js +2 -0
- package/lib/esm/tile/TileDrawArgs.js.map +1 -1
- package/lib/esm/tile/TileRequestChannels.js +1 -1
- package/lib/esm/tile/TileRequestChannels.js.map +1 -1
- package/lib/esm/tile/TileStorage.d.ts.map +1 -1
- package/lib/esm/tile/TileStorage.js +12 -6
- package/lib/esm/tile/TileStorage.js.map +1 -1
- package/lib/esm/tile/internal.d.ts +1 -0
- package/lib/esm/tile/internal.d.ts.map +1 -1
- package/lib/esm/tile/internal.js +1 -0
- package/lib/esm/tile/internal.js.map +1 -1
- package/lib/esm/tile/map/ArcGISTileMap.d.ts +5 -2
- package/lib/esm/tile/map/ArcGISTileMap.d.ts.map +1 -1
- package/lib/esm/tile/map/ArcGISTileMap.js +18 -3
- package/lib/esm/tile/map/ArcGISTileMap.js.map +1 -1
- package/lib/esm/tile/map/ArcGisUtilities.d.ts +51 -5
- package/lib/esm/tile/map/ArcGisUtilities.d.ts.map +1 -1
- package/lib/esm/tile/map/ArcGisUtilities.js +121 -49
- package/lib/esm/tile/map/ArcGisUtilities.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts +26 -0
- package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.d.ts.map +1 -0
- package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js +93 -0
- package/lib/esm/tile/map/ImageryProviders/ArcGISImageryProvider.js.map +1 -0
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts +2 -4
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js +10 -95
- package/lib/esm/tile/map/ImageryProviders/ArcGISMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js +2 -1
- package/lib/esm/tile/map/ImageryProviders/WmsMapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/ImageryTileTree.d.ts +2 -0
- package/lib/esm/tile/map/ImageryTileTree.d.ts.map +1 -1
- package/lib/esm/tile/map/ImageryTileTree.js +6 -4
- package/lib/esm/tile/map/ImageryTileTree.js.map +1 -1
- package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts +18 -4
- package/lib/esm/tile/map/MapLayerFormatRegistry.d.ts.map +1 -1
- package/lib/esm/tile/map/MapLayerFormatRegistry.js +26 -6
- package/lib/esm/tile/map/MapLayerFormatRegistry.js.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryFormats.d.ts +6 -4
- package/lib/esm/tile/map/MapLayerImageryFormats.d.ts.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryFormats.js +12 -16
- package/lib/esm/tile/map/MapLayerImageryFormats.js.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryProvider.d.ts +26 -5
- package/lib/esm/tile/map/MapLayerImageryProvider.d.ts.map +1 -1
- package/lib/esm/tile/map/MapLayerImageryProvider.js +70 -49
- package/lib/esm/tile/map/MapLayerImageryProvider.js.map +1 -1
- package/lib/esm/tile/map/MapLayerSources.js +1 -1
- package/lib/esm/tile/map/MapLayerSources.js.map +1 -1
- package/lib/esm/tile/map/WmsCapabilities.d.ts.map +1 -1
- package/lib/esm/tile/map/WmsCapabilities.js +4 -1
- package/lib/esm/tile/map/WmsCapabilities.js.map +1 -1
- package/lib/esm/tools/EditManipulator.d.ts.map +1 -1
- package/lib/esm/tools/EditManipulator.js +2 -1
- package/lib/esm/tools/EditManipulator.js.map +1 -1
- package/lib/esm/tools/Tool.js +1 -1
- package/lib/esm/tools/Tool.js.map +1 -1
- package/lib/esm/tools/ToolAdmin.d.ts.map +1 -1
- package/lib/esm/tools/ToolAdmin.js +6 -4
- package/lib/esm/tools/ToolAdmin.js.map +1 -1
- package/package.json +23 -21
- package/lib/cjs/tile/object-storage-azure.js +0 -5
- package/lib/esm/tile/object-storage-azure.js +0 -5
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// Extract surface properties
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vec3 rgb = baseColor.rgb;
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vec3 normal = normalize(v_n.xyz);
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normal *= 2.0 * float(!u_surfaceFlags[kSurfaceBitIndex_NoFaceFront] && gl_FrontFacing) - 1.0;
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vec3 toEye = kFrustumType_Perspective == u_frustum.z ? normalize(v_eyeSpace.xyz) : vec3(0.0, 0.0, -1.0);
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// Extract material properties
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float directionalDiffuseIntensity = 0.0;
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float directionalSpecularIntensity = 0.0;
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computeDirectionalLight(directionalDiffuseIntensity, directionalSpecularIntensity,
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computeDirectionalLight(directionalDiffuseIntensity, directionalSpecularIntensity,
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computeDirectionalLight(directionalDiffuseIntensity, directionalSpecularIntensity, g_normal, toEye, u_sunDir, sunIntensity, specularExponent);
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computeDirectionalLight(directionalDiffuseIntensity, directionalSpecularIntensity, g_normal ,toEye, portraitDir, portraitIntensity, specularExponent);
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const float directionalFudge = 0.92; // leftover from old lighting implementation
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vec3 diffuseAccum = directionalDiffuseIntensity * diffuseWeight * rgb * directionalFudge; // directional light is white.
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float hemiIntensity = u_lightSettings[11];
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// diffuse
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float hemiDot = dot(
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float hemiDot = dot(g_normal, u_upVector);
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float hemiDiffuseWeight = 0.5 * hemiDot + 0.5;
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vec3 hemiColor = mix(ground, sky, hemiDiffuseWeight);
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diffuseAccum += hemiIntensity * hemiColor * rgb;
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vec3 reflectSky = normalize(reflect(u_upVector,
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vec3 reflectSky = normalize(reflect(u_upVector, g_normal));
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float skyDot = max(dot(reflectSky, toEye), 0.0001);
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float hemiSpecWeight = hemiIntensity * pow(skyDot, specularExponent);
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vec3 reflectGround = normalize(reflect(-u_upVector,
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vec3 reflectGround = normalize(reflect(-u_upVector, g_normal));
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float groundDot = max(dot(reflectGround, toEye), 0.0001);
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hemiSpecWeight += hemiIntensity * pow(groundDot, specularExponent);
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// Apply fresnel reflection.
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float fresnelIntensity = u_lightSettings[15];
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if (0.0 != fresnelIntensity) {
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float fresnel = -dot(toEye,
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float fresnel = -dot(toEye, g_normal);
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fresnelIntensity = abs(fresnelIntensity);
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fresnel = 1.0 - fresnel;
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{"version":3,"file":"Lighting.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Lighting.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAE,MAAM,UAAU,CAAC;AAEtC,MAAM,0BAA0B,GAAG;;;;;;;;CAQlC,CAAC;AAEF,oCAAoC;AACpC,MAAM,aAAa,GAAG
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{"version":3,"file":"Lighting.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/Lighting.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAGH,OAAO,EAAE,UAAU,EAAE,MAAM,UAAU,CAAC;AAEtC,MAAM,0BAA0B,GAAG;;;;;;;;CAQlC,CAAC;AAEF,oCAAoC;AACpC,MAAM,aAAa,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAoFrB,CAAC;AAEF;;GAEG;AACH,MAAM,UAAU,WAAW,CAAC,OAAuB;IACjD,UAAU,CAAC,OAAO,CAAC,CAAC;IAEpB,MAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;IAE1B,IAAI,CAAC,WAAW,CAAC,0BAA0B,CAAC,CAAC;IAC7C,IAAI,CAAC,GAAG,wBAAwC,aAAa,CAAC,CAAC;IAE/D,IAAI,CAAC,UAAU,CAAC,UAAU,gBAAqB,CAAC,IAAI,EAAE,EAAE;QACtD,IAAI,CAAC,iBAAiB,CAAC,UAAU,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACrD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,gBAAgB,CAAC,OAAO,CAAC,CAAC;QACnD,CAAC,CAAC,CAAC;IACL,CAAC,eAAyB,CAAC;IAE3B,IAAI,CAAC,UAAU,CAAC,qBAAqB,iBAAsB,CAAC,IAAI,EAAE,EAAE;QAClE,IAAI,CAAC,iBAAiB,CAAC,oBAAoB,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YAC/D,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAC9C,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;IAEH,IAAI,CAAC,UAAU,CAAC,YAAY,gBAAqB,CAAC,IAAI,EAAE,EAAE;QACxD,IAAI,CAAC,iBAAiB,CAAC,YAAY,EAAE,CAAC,OAAO,EAAE,MAAM,EAAE,EAAE;YACvD,MAAM,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,YAAY,CAAC,OAAO,CAAC,CAAC;QACvD,CAAC,CAAC,CAAC;IACL,CAAC,CAAC,CAAC;AACL,CAAC","sourcesContent":["/*---------------------------------------------------------------------------------------------\r\n* Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { FragmentShaderComponent, ProgramBuilder, VariablePrecision, VariableType } from \"../ShaderBuilder\";\r\nimport { addFrustum } from \"./Common\";\r\n\r\nconst computeDirectionalLighting = `\r\nvoid computeDirectionalLight (inout float diffuse, inout float specular, vec3 normal, vec3 toEye, vec3 lightDir, float lightIntensity, float specularExponent) {\r\n diffuse += lightIntensity * max(dot(normal, lightDir), 0.0);\r\n vec3 toReflectedLight = normalize(reflect(lightDir, normal));\r\n float specularDot = max(dot(toReflectedLight, toEye), 0.0001);\r\n // NB: If specularDot and specularExponent are both zero, 0^0 done below can return NaN. Must make sure specularDot is larger than zero (hence 0.0001 or greater, as ensured above).\r\n specular += lightIntensity * pow(specularDot, specularExponent);\r\n}\r\n`;\r\n\r\n// mat_weights: x=diffuse y=specular\r\nconst applyLighting = `\r\n if (baseColor.a <= 0.0 || !u_surfaceFlags[kSurfaceBitIndex_ApplyLighting])\r\n return baseColor;\r\n\r\n // Extract surface properties\r\n vec3 rgb = baseColor.rgb;\r\n vec3 toEye = kFrustumType_Perspective == u_frustum.z ? normalize(v_eyeSpace.xyz) : vec3(0.0, 0.0, -1.0);\r\n\r\n // Extract material properties\r\n float diffuseWeight = mat_weights.x;\r\n float specularWeight = mat_weights.y * u_lightSettings[13];\r\n float specularExponent = mat_specular.a;\r\n vec3 specularColor = mat_specular.rgb;\r\n const float ambientWeight = 1.0; // Ignore MicroStation's ambient weights - usually bogus.\r\n\r\n // Compute directional lights\r\n const vec3 portraitDir = vec3(-0.7071, 0.0, 0.7071);\r\n float portraitIntensity = u_lightSettings[12];\r\n float sunIntensity = u_lightSettings[0];\r\n\r\n float directionalDiffuseIntensity = 0.0;\r\n float directionalSpecularIntensity = 0.0;\r\n computeDirectionalLight(directionalDiffuseIntensity, directionalSpecularIntensity, g_normal, toEye, u_sunDir, sunIntensity, specularExponent);\r\n computeDirectionalLight(directionalDiffuseIntensity, directionalSpecularIntensity, g_normal ,toEye, portraitDir, portraitIntensity, specularExponent);\r\n\r\n const float directionalFudge = 0.92; // leftover from old lighting implementation\r\n vec3 diffuseAccum = directionalDiffuseIntensity * diffuseWeight * rgb * directionalFudge; // directional light is white.\r\n vec3 specularAccum = directionalSpecularIntensity * specularWeight * specularColor;\r\n\r\n // Compute ambient light\r\n float ambientIntensity = u_lightSettings[4];\r\n vec3 ambientColor = vec3(u_lightSettings[1], u_lightSettings[2], u_lightSettings[3]);\r\n if (ambientColor.r + ambientColor.g + ambientColor.b == 0.0)\r\n ambientColor = rgb;\r\n\r\n diffuseAccum += ambientIntensity * ambientWeight * ambientColor;\r\n\r\n // Compute hemisphere lights\r\n vec3 ground = vec3(u_lightSettings[5], u_lightSettings[6], u_lightSettings[7]);\r\n vec3 sky = vec3(u_lightSettings[8], u_lightSettings[9], u_lightSettings[10]);\r\n float hemiIntensity = u_lightSettings[11];\r\n\r\n // diffuse\r\n float hemiDot = dot(g_normal, u_upVector);\r\n float hemiDiffuseWeight = 0.5 * hemiDot + 0.5;\r\n vec3 hemiColor = mix(ground, sky, hemiDiffuseWeight);\r\n diffuseAccum += hemiIntensity * hemiColor * rgb;\r\n\r\n // sky specular\r\n vec3 reflectSky = normalize(reflect(u_upVector, g_normal));\r\n float skyDot = max(dot(reflectSky, toEye), 0.0001);\r\n float hemiSpecWeight = hemiIntensity * pow(skyDot, specularExponent);\r\n\r\n // ground specular\r\n vec3 reflectGround = normalize(reflect(-u_upVector, g_normal));\r\n float groundDot = max(dot(reflectGround, toEye), 0.0001);\r\n hemiSpecWeight += hemiIntensity * pow(groundDot, specularExponent);\r\n\r\n specularAccum += hemiSpecWeight * specularColor * hemiColor;\r\n\r\n vec3 litColor = diffuseAccum + specularAccum;\r\n\r\n // Apply fresnel reflection.\r\n float fresnelIntensity = u_lightSettings[15];\r\n if (0.0 != fresnelIntensity) {\r\n float fresnel = -dot(toEye, g_normal);\r\n if (fresnelIntensity < 0.0) {\r\n fresnelIntensity = abs(fresnelIntensity);\r\n fresnel = 1.0 - fresnel;\r\n }\r\n\r\n fresnel = clamp(1.0 - fresnel, 0.0, 1.0);\r\n litColor = litColor * (1.0 + fresnelIntensity * fresnel);\r\n }\r\n\r\n // Clamp while preserving hue.\r\n float maxIntensity = max(litColor.r, max(litColor.g, litColor.b));\r\n float numCel = u_lightSettings[14];\r\n if (numCel > 0.0)\r\n baseColor.rgb = baseColor.rgb * ceil(maxIntensity * numCel) / numCel;\r\n else\r\n baseColor.rgb = litColor / max(1.0, maxIntensity);\r\n\r\n return baseColor;\r\n`;\r\n\r\n/** NB: addMaterial() sets up the mat_* variables used by applyLighting.\r\n * @internal\r\n */\r\nexport function addLighting(builder: ProgramBuilder) {\r\n addFrustum(builder);\r\n\r\n const frag = builder.frag;\r\n\r\n frag.addFunction(computeDirectionalLighting);\r\n frag.set(FragmentShaderComponent.ApplyLighting, applyLighting);\r\n\r\n frag.addUniform(\"u_sunDir\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_sunDir\", (uniform, params) => {\r\n params.target.uniforms.bindSunDirection(uniform);\r\n });\r\n }, VariablePrecision.High);\r\n\r\n frag.addUniform(\"u_lightSettings[16]\", VariableType.Float, (prog) => {\r\n prog.addProgramUniform(\"u_lightSettings[0]\", (uniform, params) => {\r\n params.target.uniforms.lights.bind(uniform);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_upVector\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_upVector\", (uniform, params) => {\r\n params.target.uniforms.frustum.bindUpVector(uniform);\r\n });\r\n });\r\n}\r\n"]}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"PointCloud.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/PointCloud.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAA2B,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAChH,OAAO,EAAE,WAAW,EAAc,YAAY,EAAE,UAAU,EAAE,MAAM,mBAAmB,CAAC;
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1
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+
{"version":3,"file":"PointCloud.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/PointCloud.ts"],"names":[],"mappings":"AAIA;;GAEG;AAIH,OAAO,EAA2B,cAAc,EAAuC,MAAM,kBAAkB,CAAC;AAChH,OAAO,EAAE,WAAW,EAAc,YAAY,EAAE,UAAU,EAAE,MAAM,mBAAmB,CAAC;AAiFtF,gBAAgB;AAChB,wBAAgB,uBAAuB,CAAC,UAAU,EAAE,YAAY,EAAE,WAAW,EAAE,WAAW,EAAE,QAAQ,EAAE,UAAU,GAAG,cAAc,CAqBhI;AAED,gBAAgB;AAChB,wBAAgB,uBAAuB,CAAC,UAAU,EAAE,YAAY,GAAG,cAAc,CAUhF"}
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@@ -14,6 +14,7 @@ import { addModelViewProjectionMatrix } from "./Vertex";
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14
14
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import { addViewportTransformation } from "./Viewport";
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15
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import { addThematicDisplay } from "./Thematic";
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16
16
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import { addTexture } from "./Surface";
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17
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+
import { assignFragColor } from "./Fragment";
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// Revert components if color format is BGR instead of RGB.
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const computeColor = `
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20
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return u_pointCloud.y == 1.0 ? vec4(a_color.b, a_color.g, a_color.r, 1.0) : vec4(a_color, 1.0);
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@@ -88,16 +89,20 @@ export function createPointCloudBuilder(classified, featureMode, thematic) {
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}
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90
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if (1 /* Yes */ === thematic) {
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addThematicDisplay(builder, true);
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-
addTexture(builder, 0 /* No */, 1 /* Yes */, true);
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+
addTexture(builder, 0 /* No */, 1 /* Yes */, true, false);
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}
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return builder;
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}
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/** @internal */
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export function createPointCloudHiliter(classified) {
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const builder = createBuilder();
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-
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-
if (classified)
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+
if (classified) {
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addHilitePlanarClassifier(builder, false);
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builder.frag.set(16 /* AssignFragData */, assignFragColor);
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}
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else {
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addUniformHiliter(builder);
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}
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return builder;
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}
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//# sourceMappingURL=PointCloud.js.map
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1
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-
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1
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+
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { FragmentShaderComponent, ProgramBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { FeatureMode, IsAnimated, IsClassified, IsThematic } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { addUniformHiliter } from \"./FeatureSymbology\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addModelViewProjectionMatrix } from \"./Vertex\";\r\nimport { addViewportTransformation } from \"./Viewport\";\r\nimport { addThematicDisplay } from \"./Thematic\";\r\nimport { addTexture } from \"./Surface\";\r\nimport { assignFragColor } from \"./Fragment\";\r\n\r\n// Revert components if color format is BGR instead of RGB.\r\nconst computeColor = `\r\n return u_pointCloud.y == 1.0 ? vec4(a_color.b, a_color.g, a_color.r, 1.0) : vec4(a_color, 1.0);\r\n`;\r\n\r\nconst computeBaseColor = \"return v_color;\";\r\n\r\n// Round the point unless drawing square points.\r\nconst roundPointDiscard = `\r\n if (u_pointCloudSettings.w == 1.0)\r\n return false;\r\n\r\n vec2 pointXY = (2.0 * gl_PointCoord - 1.0);\r\n return dot(pointXY, pointXY) > 1.0;\r\n`;\r\n\r\nconst checkForClassifiedDiscard = \"return baseColor.a == 0.0;\";\r\n\r\nconst computePosition = `\r\n gl_PointSize = 1.0;\r\n vec4 pos = MAT_MVP * rawPos;\r\n if (u_pointCloudSettings.x > 0.0) {\r\n // Size is specified in pixels.\r\n gl_PointSize = u_pointCloudSettings.x;\r\n return pos;\r\n }\r\n\r\n // Point size is in meters (voxel size).\r\n if (pos.w <= 0.0) {\r\n // Cannot perform perspective divide below.\r\n return pos;\r\n }\r\n\r\n // Convert voxel size in meters into pixel size, then compute pixel size, taking perspective into account.\r\n mat4 toView = u_viewportTransformation * MAT_MVP;\r\n float scale = length(toView[0].xyz);\r\n gl_PointSize = -u_pointCloudSettings.x * clamp(u_pointCloud.x * scale / pos.w, u_pointCloudSettings.y, u_pointCloudSettings.z);\r\n return pos;\r\n`;\r\n\r\nfunction createBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.PointCloud, false));\r\n const vert = builder.vert;\r\n addViewportTransformation(vert);\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n builder.frag.set(FragmentShaderComponent.CheckForEarlyDiscard, roundPointDiscard);\r\n\r\n // Uniforms based on the PointCloudDisplaySettings.\r\n builder.addUniform(\"u_pointCloudSettings\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloudSettings\", (uniform, params) => {\r\n params.target.uniforms.realityModel.pointCloud.bind(uniform);\r\n });\r\n });\r\n\r\n // Uniforms based on the PointCloudGeometry.\r\n builder.vert.addUniform(\"u_pointCloud\", VariableType.Vec2, (prog) => {\r\n prog.addGraphicUniform(\"u_pointCloud\", (uniform, params) => {\r\n assert(params.geometry.asPointCloud !== undefined);\r\n scratchPointCloud[0] = params.geometry.asPointCloud.voxelSize;\r\n scratchPointCloud[1] = params.geometry.asPointCloud.colorIsBgr ? 1 : 0;\r\n uniform.setUniform2fv(scratchPointCloud);\r\n });\r\n });\r\n\r\n return builder;\r\n}\r\n\r\nconst scratchPointCloud = new Float32Array([0, 0]);\r\n\r\n/** @internal */\r\nexport function createPointCloudBuilder(classified: IsClassified, featureMode: FeatureMode, thematic: IsThematic): ProgramBuilder {\r\n const builder = createBuilder();\r\n\r\n builder.addVarying(\"v_color\", VariableType.Vec4);\r\n builder.vert.set(VertexShaderComponent.ComputeBaseColor, computeColor);\r\n\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeBaseColor);\r\n if (classified) {\r\n addColorPlanarClassifier(builder, false, thematic);\r\n builder.frag.set(FragmentShaderComponent.CheckForDiscard, checkForClassifiedDiscard);\r\n\r\n if (FeatureMode.None !== featureMode)\r\n addFeaturePlanarClassifier(builder);\r\n }\r\n\r\n if (IsThematic.Yes === thematic) {\r\n addThematicDisplay(builder, true);\r\n addTexture(builder, IsAnimated.No, IsThematic.Yes, true, false);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createPointCloudHiliter(classified: IsClassified): ProgramBuilder {\r\n const builder = createBuilder();\r\n if (classified) {\r\n addHilitePlanarClassifier(builder, false);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addUniformHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n"]}
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@@ -3,6 +3,7 @@
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3
3
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*/
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4
4
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import { ProgramBuilder, ShaderBuilder } from "../ShaderBuilder";
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5
5
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import { TechniqueFlags } from "../TechniqueFlags";
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6
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+
export declare const finalizeNormal = "\n return normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\n";
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/** @internal */
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export declare function addColorOverrideMix(frag: ShaderBuilder): void;
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/** @internal */
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAQH,OAAO,EAA2B,cAAc,EAAE,aAAa,EAAuC,MAAM,kBAAkB,CAAC;AAE/H,OAAO,EAAsD,cAAc,EAAE,MAAM,mBAAmB,CAAC;
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1
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+
{"version":3,"file":"RealityMesh.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/RealityMesh.ts"],"names":[],"mappings":"AAIA;;GAEG;AAQH,OAAO,EAA2B,cAAc,EAAE,aAAa,EAAuC,MAAM,kBAAkB,CAAC;AAE/H,OAAO,EAAsD,cAAc,EAAE,MAAM,mBAAmB,CAAC;AAsBvG,eAAO,MAAM,cAAc,uEAE1B,CAAC;AAsMF,gBAAgB;AAChB,wBAAgB,mBAAmB,CAAC,IAAI,EAAE,aAAa,QAMtD;AAYD,gBAAgB;AAChB,wBAAgB,kCAAkC,IAAI,cAAc,CAInE;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,IAAI,cAAc,CAIzD;AAED,gBAAgB;AAChB,wBAAgB,wBAAwB,CAAC,KAAK,EAAE,cAAc,GAAG,cAAc,CA2E9E"}
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@@ -30,6 +30,9 @@ const computeNormal = `
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g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index
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return normalize(u_worldToViewN * normal);
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`;
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+
export const finalizeNormal = `
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return normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);
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+
`;
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const testInside = `
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bool testInside(float x0, float y0, float x1, float y1, float x, float y) {
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vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);
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@@ -204,6 +207,8 @@ function addThematicToRealityMesh(builder, gradientTextureUnit) {
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builder.vert.addFunction(octDecodeNormal);
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builder.vert.addGlobal("g_hillshadeIndex", 2 /* Float */);
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builder.addFunctionComputedVarying("v_n", 4 /* Vec3 */, "computeLightingNormal", computeNormal);
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builder.frag.addGlobal("g_normal", 4 /* Vec3 */);
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builder.frag.set(21 /* FinalizeNormal */, finalizeNormal);
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addThematicDisplay(builder, false, true);
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builder.addInlineComputedVarying("v_thematicIndex", 2 /* Float */, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));
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builder.vert.addUniform("u_worldToViewN", 6 /* Mat3 */, (prog) => {
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@@ -1 +1 @@
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1
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n uv.y = 1.0 - uv.y;\r\n }\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent) {\r\n vec4 col = u_baseColor;\r\n ${applyFeatureColor}\r\n return col;\r\n }\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert, IsInstanced.No);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addColorOverrideMix(frag: ShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n params.target.uniforms.realityModel.bindOverrideColorMix(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n let textureCount = System.instance.maxRealityImageryLayers;\r\n let gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n const caps = System.instance.capabilities;\r\n if (Math.min(caps.maxFragTextureUnits, caps.maxVertTextureUnits) < 16 && IsThematic.Yes === flags.isThematic) {\r\n textureCount--; // steal the last bg map layer texture for thematic gradient (just when thematic display is applied)\r\n gradientTextureUnit = -1; // is dependent on drawing mode so will set later\r\n }\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\n"]}
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { ColorDef } from \"@itwin/core-common\";\r\nimport { Matrix4d } from \"@itwin/core-geometry\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Matrix4 } from \"../Matrix\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { FeatureMode, IsInstanced, IsShadowable, IsThematic, TechniqueFlags } from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addVaryingColor } from \"./Color\";\r\nimport { addEyeSpace, addShaderFlags, addUInt32s } from \"./Common\";\r\nimport { decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport { addFeatureSymbology, addHiliter, FeatureSymbologyOptions } from \"./FeatureSymbology\";\r\nimport { addAltPickBufferOutputs, addPickBufferOutputs, assignFragColor } from \"./Fragment\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier } from \"./PlanarClassification\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addClassificationTranslucencyDiscard, octDecodeNormal } from \"./Surface\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addModelViewProjectionMatrix, addNormalMatrix } from \"./Vertex\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\nconst computePosition = \"gl_PointSize = 1.0; return MAT_MVP * rawPos;\";\r\nconst computeNormal = `\r\n vec3 normal = octDecodeNormal(a_norm); // normal coming in for is already in world space\r\n g_hillshadeIndex = normal.z; // save off world Z for thematic hill shade mode index\r\n return normalize(u_worldToViewN * normal);\r\n`;\r\n\r\nexport const finalizeNormal = `\r\n return normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\r\n`;\r\n\r\nconst testInside = `\r\nbool testInside(float x0, float y0, float x1, float y1, float x, float y) {\r\n vec2 perp = vec2(y0 - y1, x1 - x0), test = vec2(x - x0, y - y0);\r\n float dot = (test.x * perp.x + test.y * perp.y) / sqrt(perp.x * perp.x + perp.y * perp.y);\r\n return dot >= -0.001;\r\n}\r\n`;\r\n\r\n/* There are two methods of applying a texture to a reality mesh. the first member of \"params\" denotes which\r\n method is to be used. A value of zero indicates a standard texture and one represents a projected texture.\r\n\r\n A standard (nonprojected) texture is generated by multiplying v_textCoord by the scaling and translation packed into the first row\r\n of \"matrix\". A clip rectangle is packed into second row of \"matrix\".\r\n\r\n A \"projected\" reality mesh texture is used for map layers. It does not uses v_texCoord, the texture coordinates\r\n are instead generated by a projection of the model position onto the X-Y plane. We only have eye position, not model position\r\n so the matrix in this case is a real transform matrix that contains a mapping from eye to model position\r\n followed by the model to texture projection.\r\n*/\r\nconst applyTexture = `\r\nbool applyTexture(inout vec4 col, sampler2D sampler, mat4 params, mat4 matrix) {\r\n vec2 uv;\r\n float layerAlpha;\r\n bool isProjected = params[0][0] != 0.0;\r\n float imageCount = params[0][1];\r\n vec2 classPos;\r\n\r\n if (isProjected) {\r\n vec4 eye4 = vec4(v_eyeSpace, 1.0);\r\n vec4 classPos4 = matrix * eye4;\r\n classPos = classPos4.xy / classPos4.w;\r\n\r\n if (!testInside(params[2].x, params[2].y, params[2].z, params[2].w, classPos.x, classPos.y) ||\r\n !testInside(params[2].z, params[2].w, params[3].x, params[3].y, classPos.x, classPos.y) ||\r\n !testInside(params[3].x, params[3].y, params[3].z, params[3].w, classPos.x, classPos.y) ||\r\n !testInside(params[3].z, params[3].w, params[2].x, params[2].y, classPos.x, classPos.y))\r\n return false;\r\n\r\n uv.x = classPos.x;\r\n uv.y = classPos.y / imageCount;\r\n layerAlpha = params[0][2];\r\n if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0)\r\n return false;\r\n } else {\r\n vec4 texTransform = matrix[0].xyzw;\r\n vec4 texClip = matrix[1].xyzw;\r\n layerAlpha = matrix[2].x;\r\n uv = vec2(texTransform[0] + texTransform[2] * v_texCoord.x, texTransform[1] + texTransform[3] * v_texCoord.y);\r\n if (uv.x < texClip[0] || uv.x > texClip[2] || uv.y < texClip[1] || uv.y > texClip[3])\r\n return false;\r\n uv.y = 1.0 - uv.y;\r\n }\r\n vec4 texCol = TEXTURE(sampler, uv);\r\n float alpha = layerAlpha * texCol.a;\r\n if (alpha > 0.05) {\r\n vec3 texRgb = isProjected ? (texCol.rgb / texCol.a) : texCol.rgb; // Texture color is premultiplied by alpha only if projected (from classification).\r\n col.rgb = (1.0 - alpha) * col.rgb + alpha * texRgb;\r\n if (isProjected) {\r\n vec4 featureTexel = TEXTURE(sampler, vec2(uv.x, (1.0 + classPos.y) / imageCount));\r\n classifierId = addUInt32s(params[1], featureTexel * 255.0) / 255.0;\r\n } else {\r\n featureIncrement = matrix[2].y;\r\n classifierId = vec4(0);\r\n }\r\n if (alpha > col.a)\r\n col.a = alpha;\r\n\r\n return true;\r\n }\r\nreturn false;\r\n}\r\n`;\r\n\r\nconst computeTexCoord = \"return unquantize2d(a_uvParam, u_qTexCoordParams);\";\r\nconst scratchMatrix4d1 = Matrix4d.createIdentity();\r\nconst scratchMatrix4d2 = Matrix4d.createIdentity();\r\nconst scratchMatrix = new Matrix4();\r\n\r\nconst overrideFeatureId = `return (classifierId == vec4(0)) ? (addUInt32s(feature_id * 255.0, vec4(featureIncrement, 0.0, 0.0, 0.0)) / 255.0) : classifierId;`;\r\n\r\nfunction addTextures(builder: ProgramBuilder, maxTexturesPerMesh: number) {\r\n builder.vert.addFunction(unquantize2d);\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", computeTexCoord);\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n if (undefined !== realityMesh.uvQParams) {\r\n uniform.setUniform4fv(realityMesh.uvQParams);\r\n }\r\n });\r\n });\r\n\r\n builder.frag.addUniform(\"u_texturesPresent\", VariableType.Boolean, (program) => {\r\n program.addGraphicUniform(\"u_texturesPresent\", (uniform, params) => {\r\n uniform.setUniform1i(params.geometry.asRealityMesh!.hasTextures ? 1 : 0);\r\n });\r\n });\r\n\r\n for (let i = 0; i < maxTexturesPerMesh; i++) {\r\n const textureLabel = `s_texture${i}`;\r\n builder.frag.addUniform(textureLabel, VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(textureLabel, (uniform, params) => {\r\n const textureUnits = [TextureUnit.RealityMesh0, TextureUnit.RealityMesh1, params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder, TextureUnit.RealityMesh3, TextureUnit.RealityMesh4, TextureUnit.RealityMesh5];\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const realityTexture = realityMesh.textureParams ? realityMesh.textureParams.params[i].texture : undefined;\r\n if (realityTexture !== undefined) {\r\n const texture = realityTexture as Texture;\r\n texture.texture.bindSampler(uniform, textureUnits[i]);\r\n } else {\r\n // assert(false, \"Terrain Mesh texture not defined when beginning texture.\");\r\n System.instance.ensureSamplerBound(uniform, textureUnits[i]);\r\n }\r\n });\r\n });\r\n const paramsLabel = `u_texParams${i}`, matrixLabel = `u_texMatrix${i}`;\r\n builder.frag.addUniform(matrixLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(matrixLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n const projectionMatrix = textureParam.getProjectionMatrix();\r\n if (projectionMatrix) {\r\n const eyeToModel = Matrix4d.createTransform(params.target.uniforms.frustum.viewMatrix.inverse()!, scratchMatrix4d1);\r\n const eyeToTexture = projectionMatrix.multiplyMatrixMatrix(eyeToModel, scratchMatrix4d2);\r\n uniform.setMatrix4(Matrix4.fromMatrix4d(eyeToTexture, scratchMatrix));\r\n } else\r\n uniform.setMatrix4(textureParam.getTerrainMatrix()!);\r\n }\r\n });\r\n });\r\n builder.frag.addUniform(paramsLabel, VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(paramsLabel, (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const textureParam = realityMesh.textureParams?.params[i];\r\n assert(undefined !== textureParam);\r\n if (undefined !== textureParam) {\r\n uniform.setMatrix4(textureParam.getParams(scratchMatrix));\r\n }\r\n });\r\n });\r\n }\r\n}\r\nfunction baseColorFromTextures(textureCount: number, applyFeatureColor: string) {\r\n const applyTextureStrings = [];\r\n\r\n for (let i = 0; i < textureCount; i++)\r\n applyTextureStrings.push(`if (applyTexture(col, s_texture${i}, u_texParams${i}, u_texMatrix${i})) doDiscard = false; `);\r\n\r\n return `\r\n if (!u_texturesPresent) {\r\n vec4 col = u_baseColor;\r\n ${applyFeatureColor}\r\n return col;\r\n }\r\n\r\n bool doDiscard = true;\r\n vec4 col = u_baseColor;\r\n ${applyTextureStrings.join(\"\\n \")}\r\n if (doDiscard)\r\n discard;\r\n\r\n ${applyFeatureColor}\r\n\r\n return col;\r\n`;\r\n}\r\n\r\n// feature_rgb.r = -1.0 if rgb color not overridden for feature.\r\n// feature_alpha = -1.0 if alpha not overridden for feature.\r\nconst mixFeatureColor = `\r\n col.rgb = mix(col.rgb, mix(col.rgb, v_color.rgb, u_overrideColorMix), step(0.0, v_color.r));\r\n col.a = mix(col.a, v_color.a, step(0.0, v_color.a));\r\n `;\r\n\r\nfunction addThematicToRealityMesh(builder: ProgramBuilder, gradientTextureUnit: TextureUnit) {\r\n addNormalMatrix(builder.vert, IsInstanced.No);\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addGlobal(\"g_hillshadeIndex\", VariableType.Float);\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", computeNormal);\r\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\r\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\r\n addThematicDisplay(builder, false, true);\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, false, false));\r\n builder.vert.addUniform(\"u_worldToViewN\", VariableType.Mat3, (prog) => {\r\n prog.addGraphicUniform(\"u_worldToViewN\", (uniform, params) => {\r\n params.target.uniforms.branch.bindWorldToViewNTransform(uniform, params.geometry, false);\r\n });\r\n });\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n params.target.uniforms.thematic.bindTexture(uniform, gradientTextureUnit >= 0 ? gradientTextureUnit : (params.target.drawForReadPixels ? TextureUnit.ShadowMap : TextureUnit.PickDepthAndOrder));\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addColorOverrideMix(frag: ShaderBuilder) {\r\n frag.addUniform(\"u_overrideColorMix\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_overrideColorMix\", (uniform, params) => {\r\n params.target.uniforms.realityModel.bindOverrideColorMix(uniform);\r\n });\r\n });\r\n}\r\n\r\nfunction createRealityMeshHiliterBuilder(): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n return builder;\r\n\r\n}\r\n\r\n/** @internal */\r\nexport function createClassifierRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHilitePlanarClassifier(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshHiliter(): ProgramBuilder {\r\n const builder = createRealityMeshHiliterBuilder();\r\n addHiliter(builder, false);\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createRealityMeshBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = new ProgramBuilder(AttributeMap.findAttributeMap(TechniqueId.RealityMesh, false));\r\n const vert = builder.vert;\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n addModelViewProjectionMatrix(vert);\r\n\r\n if (flags.isShadowable === IsShadowable.Yes)\r\n addSolarShadowMap(builder, true);\r\n\r\n const frag = builder.frag;\r\n frag.addGlobal(\"featureIncrement\", VariableType.Float, \"0.0\");\r\n frag.addGlobal(\"classifierId\", VariableType.Vec4);\r\n frag.set(FragmentShaderComponent.OverrideFeatureId, overrideFeatureId);\r\n let textureCount = System.instance.maxRealityImageryLayers;\r\n let gradientTextureUnit = TextureUnit.RealityMeshThematicGradient;\r\n const caps = System.instance.capabilities;\r\n if (Math.min(caps.maxFragTextureUnits, caps.maxVertTextureUnits) < 16 && IsThematic.Yes === flags.isThematic) {\r\n textureCount--; // steal the last bg map layer texture for thematic gradient (just when thematic display is applied)\r\n gradientTextureUnit = -1; // is dependent on drawing mode so will set later\r\n }\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n let applyFragmentFeatureColor = \"\";\r\n\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n addClassificationTranslucencyDiscard(builder);\r\n }\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n if (feat === FeatureMode.Overrides) {\r\n addShaderFlags(builder);\r\n addVaryingColor(builder, \"return vec4(-1.0, -1.0, -1.0, -1.0);\");\r\n applyFragmentFeatureColor = mixFeatureColor;\r\n addColorOverrideMix(builder.frag);\r\n }\r\n const computeFragmentBaseColor = baseColorFromTextures(textureCount, applyFragmentFeatureColor);\r\n\r\n frag.addFunction(addUInt32s);\r\n frag.addFunction(testInside);\r\n addEyeSpace(builder);\r\n frag.addFunction(applyTexture);\r\n frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n builder.frag.addUniform(\"u_baseColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_baseColor\", (uniform, params) => {\r\n const realityMesh = params.geometry.asRealityMesh!;\r\n const baseColor = (realityMesh.baseColor ? realityMesh.baseColor : ColorDef.create(0xff000000)).colors;\r\n uniform.setUniform4fv([baseColor.r / 255, baseColor.g / 255, baseColor.b / 255, 1 - baseColor.t / 255]);\r\n });\r\n });\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, computeFragmentBaseColor);\r\n if (!flags.isTranslucent) {\r\n if (FeatureMode.None !== feat) {\r\n if (flags.isClassified)\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n addTextures(builder, textureCount);\r\n\r\n if (IsThematic.Yes === flags.isThematic)\r\n addThematicToRealityMesh(builder, gradientTextureUnit);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\n"]}
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@@ -1 +1 @@
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{"version":3,"file":"SolarShadowMapping.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/SolarShadowMapping.ts"],"names":[],"mappings":"AAUA,OAAO,EAAE,qBAAqB,EAA2B,cAAc,EAAgB,MAAM,kBAAkB,CAAC;AAmBhH,eAAO,MAAM,SAAS,iTAQrB,CAAC;
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{"version":3,"file":"SolarShadowMapping.d.ts","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/SolarShadowMapping.ts"],"names":[],"mappings":"AAUA,OAAO,EAAE,qBAAqB,EAA2B,cAAc,EAAgB,MAAM,kBAAkB,CAAC;AAmBhH,eAAO,MAAM,SAAS,iTAQrB,CAAC;AA6CF,gBAAgB;AAChB,wBAAgB,eAAe,CAAC,IAAI,EAAE,qBAAqB,GAAG,IAAI,CAMjE;AAED,gBAAgB;AAChB,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,cAAc,EAAE,SAAS,UAAQ,QA+C3E"}
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@@ -61,10 +61,7 @@ float shadowMapEVSM(vec3 shadowPos) {
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const applySolarShadowMap = `
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if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)
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return baseColor;
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vec3 normal = normalize(v_n);
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normal = (dot(normal, toEye) > 0.0) ? -normal : normal;
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float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);
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float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);
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return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);
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`;
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const applySolarShadowMapTerrain = `
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{"version":3,"file":"SolarShadowMapping.js","sourceRoot":"","sources":["../../../../../src/render/webgl/glsl/SolarShadowMapping.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AACH,OAAO,EAAE,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAC7C,OAAO,EAAE,UAAU,EAAE,MAAM,4BAA4B,CAAC;AACxD,OAAO,EAAE,WAAW,EAAE,MAAM,gBAAgB,CAAC;AAE7C,OAAO,EAAE,MAAM,EAAE,MAAM,WAAW,CAAC;AACnC,OAAO,EAAE,qBAAqB,EAAE,MAAM,UAAU,CAAC;AAEjD,MAAM,gBAAgB,GAAG;;;;CAIxB,CAAC;AACF,MAAM,yBAAyB,GAAG;;;;CAIjC,CAAC;AAEF,6EAA6E;AAC7E,MAAM,SAAS,GAAG,IAAI,CAAC;AACvB,MAAM,SAAS,GAAG,KAAK,CAAC;AAExB,MAAM,CAAC,MAAM,SAAS,GAAG;;;;;;;;CAQxB,CAAC;AAEF,MAAM,mBAAmB,GAAG;;;;;;;;;;;CAW3B,CAAC;AAEF,MAAM,aAAa,GAAG;;;;;;;;;;;;;CAarB,CAAC;AAEF,MAAM,mBAAmB,GAAG
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+
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { RenderType } from \"@itwin/webgl-compatibility\";\r\nimport { TextureUnit } from \"../RenderFlags\";\r\nimport { FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, VariableType } from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport { addInstancedRtcMatrix } from \"./Vertex\";\r\n\r\nconst computeShadowPos = `\r\n vec4 shadowProj = u_shadowProj * rawPosition;\r\n v_shadowPos = shadowProj.xyz/shadowProj.w;\r\n v_shadowPos.z = 1.0 - v_shadowPos.z;\r\n`;\r\nconst computeInstancedShadowPos = `\r\n vec4 shadowProj = u_shadowProj * g_instancedRtcMatrix * rawPosition;\r\n v_shadowPos = shadowProj.xyz/shadowProj.w;\r\n v_shadowPos.z = 1.0 - v_shadowPos.z;\r\n`;\r\n\r\n// for 32-bit float, max exponent should be 44.36, for 16-bit should be 5.545\r\nconst evsm32Exp = 42.0;\r\nconst evsm16Exp = 5.545;\r\n\r\nexport const warpDepth = `\r\n// Applies exponential warp to shadow map depth, input depth should be in [0, 1]\r\nvec2 warpDepth(float depth, float exponent) {\r\n depth = 2.0 * depth - 1.0; // Rescale depth into [-1, 1]\r\n float pos = exp( exponent * depth);\r\n float neg = -exp(-exponent * depth);\r\n return vec2(pos, neg);\r\n}\r\n`;\r\n\r\nconst chebyshevUpperBound = `\r\nfloat chebyshevUpperBound(vec2 moments, float mean, float minVariance) {\r\n float variance = moments.y - (moments.x * moments.x);\r\n variance = max(variance, minVariance);\r\n\r\n // Compute probabilistic upper bound\r\n float d = mean - moments.x;\r\n float pMax = variance / (variance + (d * d));\r\n\r\n return (mean <= moments.x ? 1.0 : pMax); // One-tailed Chebyshev\r\n}\r\n`;\r\n\r\nconst shadowMapEVSM = `\r\nfloat shadowMapEVSM(vec3 shadowPos) {\r\n vec2 warpedDepth = warpDepth(shadowPos.z, u_evsmExponent);\r\n vec4 occluder = TEXTURE(s_shadowSampler, shadowPos.xy/* * 0.5*/); // shadow texture is 1/2 size (both dirs)\r\n\r\n // Derivative of warping at depth\r\n vec2 depthScale = kVSMBias * 0.01 * u_evsmExponent * warpedDepth;\r\n vec2 minVariance = depthScale * depthScale;\r\n\r\n float posContrib = chebyshevUpperBound(occluder.xz, warpedDepth.x, minVariance.x);\r\n float negContrib = chebyshevUpperBound(occluder.yw, warpedDepth.y, minVariance.y);\r\n return min(posContrib, negContrib);\r\n}\r\n`;\r\n\r\nconst applySolarShadowMap = `\r\n if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)\r\n return baseColor;\r\n float visible = (u_surfaceFlags[kSurfaceBitIndex_HasNormals] && (dot(g_normal, u_sunDir) < 0.0)) ? 0.0 : shadowMapEVSM(v_shadowPos);\r\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\r\n`;\r\n\r\nconst applySolarShadowMapTerrain = `\r\n if (v_shadowPos.x < 0.0 || v_shadowPos.x > 1.0 || v_shadowPos.y < 0.0 || v_shadowPos.y > 1.0 || v_shadowPos.z < 0.0 || v_shadowPos.z > 1.0)\r\n return baseColor;\r\n\r\n float visible = shadowMapEVSM(v_shadowPos);\r\n return vec4(baseColor.rgb * mix(u_shadowParams.rgb, vec3(1.0), visible), baseColor.a);\r\n`;\r\n\r\n/** @internal */\r\nexport function addEvsmExponent(frag: FragmentShaderBuilder): void {\r\n frag.addUniform(\"u_evsmExponent\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_evsmExponent\", (uniform) => {\r\n uniform.setUniform1f((RenderType.TextureFloat === System.instance.capabilities.maxRenderType) ? evsm32Exp : evsm16Exp);\r\n });\r\n });\r\n}\r\n\r\n/** @internal */\r\nexport function addSolarShadowMap(builder: ProgramBuilder, toTerrain = false) {\r\n const frag = builder.frag;\r\n const vert = builder.vert;\r\n\r\n frag.addUniform(\"s_shadowSampler\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_shadowSampler\", (uniform, params) => {\r\n const shadowMap = params.target.solarShadowMap;\r\n assert(undefined !== shadowMap.shadowMapTexture);\r\n shadowMap.shadowMapTexture.texture.bindSampler(uniform, TextureUnit.ShadowMap);\r\n });\r\n });\r\n\r\n frag.addUniform(\"u_shadowParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_shadowParams\", (uniform, params) => {\r\n params.target.uniforms.shadow.bindColorAndBias(uniform);\r\n });\r\n });\r\n\r\n if (!toTerrain) {\r\n frag.addUniform(\"u_sunDir\", VariableType.Vec3, (prog) => {\r\n prog.addGraphicUniform(\"u_sunDir\", (uniform, params) => {\r\n params.target.uniforms.bindSunDirection(uniform);\r\n });\r\n });\r\n }\r\n\r\n vert.addUniform(\"u_shadowProj\", VariableType.Mat4, (prog) => {\r\n prog.addGraphicUniform(\"u_shadowProj\", (uniform, params) => {\r\n params.target.uniforms.shadow.bindProjectionMatrix(uniform);\r\n });\r\n });\r\n\r\n addEvsmExponent(frag);\r\n\r\n if (vert.usesInstancedGeometry)\r\n addInstancedRtcMatrix(vert);\r\n builder.addInlineComputedVarying(\"v_shadowPos\", VariableType.Vec3, vert.usesInstancedGeometry ? computeInstancedShadowPos : computeShadowPos);\r\n /* This is the EVSM bias value, which makes tradeoffs in shadow quality. Normally it should be set to 0.1.\r\n Lower values can introduce shadows where they should not be, including shadow acne. Higher values can cause Peter\r\n Panning effect and light bleeding. Tested 0.01 and 1.0, woth more focus on 0.1 to 0.5 inclusive, chose 0.2 for a\r\n while (on 9/13/19) then after having shadow tiles match view tile resolution for ones in view, retested and went\r\n back to 0.1 (on 11/5/19). */\r\n frag.addGlobal(\"kVSMBias\", VariableType.Float, \"0.1\", true);\r\n frag.addFunction(warpDepth);\r\n frag.addFunction(chebyshevUpperBound);\r\n frag.addFunction(shadowMapEVSM);\r\n frag.set(FragmentShaderComponent.ApplySolarShadowMap, toTerrain ? applySolarShadowMapTerrain : applySolarShadowMap);\r\n}\r\n"]}
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@@ -10,7 +10,7 @@ export declare const octDecodeNormal = "\nvec3 octDecodeNormal(vec2 e) {\n e =
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/** @internal */
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export declare function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean): void;
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/** @internal */
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export declare function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud
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export declare function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud: boolean, isHilite: boolean): void;
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export declare const discardClassifiedByAlpha = "\n if (u_no_classifier_discard)\n return false;\n\n bool hasAlpha = alpha <= s_maxAlpha;\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\n";
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/** @internal */
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export declare function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder;
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@@ -1 +1 @@
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-
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1
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