@itwin/core-frontend 3.6.0-dev.52 → 3.6.0-dev.54
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/lib/cjs/DisplayStyleState.d.ts +2 -2
- package/lib/cjs/DisplayStyleState.js +2 -2
- package/lib/cjs/DisplayStyleState.js.map +1 -1
- package/lib/cjs/IModelConnection.d.ts +1 -1
- package/lib/cjs/IModelConnection.js +1 -1
- package/lib/cjs/IModelConnection.js.map +1 -1
- package/lib/cjs/IpcApp.d.ts +1 -1
- package/lib/cjs/IpcApp.d.ts.map +1 -1
- package/lib/cjs/IpcApp.js +1 -1
- package/lib/cjs/IpcApp.js.map +1 -1
- package/lib/cjs/NativeApp.d.ts +1 -1
- package/lib/cjs/NativeApp.d.ts.map +1 -1
- package/lib/cjs/NativeApp.js +1 -1
- package/lib/cjs/NativeApp.js.map +1 -1
- package/lib/cjs/Viewport.d.ts +2 -2
- package/lib/cjs/Viewport.js +2 -2
- package/lib/cjs/Viewport.js.map +1 -1
- package/lib/cjs/render/GraphicBuilder.d.ts +1 -1
- package/lib/cjs/render/GraphicBuilder.js +1 -1
- package/lib/cjs/render/GraphicBuilder.js.map +1 -1
- package/lib/cjs/render/RenderMaterial.d.ts +1 -1
- package/lib/cjs/render/RenderMaterial.d.ts.map +1 -1
- package/lib/cjs/render/RenderMaterial.js.map +1 -1
- package/lib/cjs/render/RenderSystem.d.ts +4 -4
- package/lib/cjs/render/RenderSystem.js +4 -4
- package/lib/cjs/render/RenderSystem.js.map +1 -1
- package/lib/cjs/render/RenderTarget.d.ts +1 -1
- package/lib/cjs/render/RenderTarget.d.ts.map +1 -1
- package/lib/cjs/render/RenderTarget.js +1 -1
- package/lib/cjs/render/RenderTarget.js.map +1 -1
- package/lib/cjs/render/primitives/DisplayParams.d.ts.map +1 -1
- package/lib/cjs/render/primitives/DisplayParams.js +2 -1
- package/lib/cjs/render/primitives/DisplayParams.js.map +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js +1 -1
- package/lib/cjs/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/cjs/tile/ImdlReader.d.ts +6 -0
- package/lib/cjs/tile/ImdlReader.d.ts.map +1 -1
- package/lib/cjs/tile/ImdlReader.js +15 -2
- package/lib/cjs/tile/ImdlReader.js.map +1 -1
- package/lib/esm/DisplayStyleState.d.ts +2 -2
- package/lib/esm/DisplayStyleState.js +2 -2
- package/lib/esm/DisplayStyleState.js.map +1 -1
- package/lib/esm/IModelConnection.d.ts +1 -1
- package/lib/esm/IModelConnection.js +1 -1
- package/lib/esm/IModelConnection.js.map +1 -1
- package/lib/esm/IpcApp.d.ts +1 -1
- package/lib/esm/IpcApp.d.ts.map +1 -1
- package/lib/esm/IpcApp.js +1 -1
- package/lib/esm/IpcApp.js.map +1 -1
- package/lib/esm/NativeApp.d.ts +1 -1
- package/lib/esm/NativeApp.d.ts.map +1 -1
- package/lib/esm/NativeApp.js +1 -1
- package/lib/esm/NativeApp.js.map +1 -1
- package/lib/esm/Viewport.d.ts +2 -2
- package/lib/esm/Viewport.js +2 -2
- package/lib/esm/Viewport.js.map +1 -1
- package/lib/esm/render/GraphicBuilder.d.ts +1 -1
- package/lib/esm/render/GraphicBuilder.js +1 -1
- package/lib/esm/render/GraphicBuilder.js.map +1 -1
- package/lib/esm/render/RenderMaterial.d.ts +1 -1
- package/lib/esm/render/RenderMaterial.d.ts.map +1 -1
- package/lib/esm/render/RenderMaterial.js.map +1 -1
- package/lib/esm/render/RenderSystem.d.ts +4 -4
- package/lib/esm/render/RenderSystem.js +4 -4
- package/lib/esm/render/RenderSystem.js.map +1 -1
- package/lib/esm/render/RenderTarget.d.ts +1 -1
- package/lib/esm/render/RenderTarget.d.ts.map +1 -1
- package/lib/esm/render/RenderTarget.js +1 -1
- package/lib/esm/render/RenderTarget.js.map +1 -1
- package/lib/esm/render/primitives/DisplayParams.d.ts.map +1 -1
- package/lib/esm/render/primitives/DisplayParams.js +2 -1
- package/lib/esm/render/primitives/DisplayParams.js.map +1 -1
- package/lib/esm/render/webgl/glsl/Surface.js +1 -1
- package/lib/esm/render/webgl/glsl/Surface.js.map +1 -1
- package/lib/esm/tile/ImdlReader.d.ts +6 -0
- package/lib/esm/tile/ImdlReader.d.ts.map +1 -1
- package/lib/esm/tile/ImdlReader.js +15 -2
- package/lib/esm/tile/ImdlReader.js.map +1 -1
- package/package.json +20 -20
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setFlashed(_elementId, _intensity) { }
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onBeforeRender(_viewport, _setSceneNeedRedraw) { }
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onResized() { }
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/** @deprecated use readImageBuffer */
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/** @deprecated in 3.x. use readImageBuffer */
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readImage(_rect, _targetSize, _flipVertically) { return undefined; }
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readImageBuffer(_args) { return undefined; }
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readImageToCanvas() { return document.createElement("canvas"); }
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{"version":3,"file":"RenderTarget.js","sourceRoot":"","sources":["../../../src/render/RenderTarget.ts"],"names":[],"mappings":"AAAA;;;+FAG+F;AAC/F;;GAEG;AAyBH;;;GAGG;AACH,MAAM,CAAN,IAAY,mBAOX;AAPD,WAAY,mBAAmB;IAC7B,2BAA2B;IAC3B,2DAAG,CAAA;IACH,sCAAsC;IACtC,uEAAS,CAAA;IACT,yCAAyC;IACzC,2EAAW,CAAA;AACb,CAAC,EAPW,mBAAmB,KAAnB,mBAAmB,QAO9B;AA2BD;;;;GAIG;AACH,MAAM,OAAgB,YAAY;IACzB,qBAAqB,CAAC,GAAU,IAAkC,OAAO,SAAS,CAAC,CAAC,CAAC;IAO5F,IAAW,gBAAgB,KAAa,OAAO,CAAC,CAAC,CAAC,CAAC;IAC5C,uBAAuB,CAAC,SAAiB,EAAE,KAAK,GAAG,IAAI;QAC5D,MAAM,GAAG,GAAG,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAC9C,OAAO,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;IACvC,CAAC;IAED;;OAEG;IACI,qBAAqB,CAAC,YAAoB;QAC/C,OAAO,IAAI,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,uBAAuB,CAAC,YAAY,EAAE,KAAK,CAAC,CAAC,CAAC,CAAC,YAAY,CAAC;IAC1G,CAAC;IAOD,IAAW,iBAAiB,KAAwC,OAAO,SAAS,CAAC,CAAC,CAAC;IACvF,IAAW,iBAAiB,CAAC,WAA8C,IAAI,CAAC;IAEhF,IAAW,gBAAgB,KAAa,OAAO,CAAC,CAAC,CAAC,CAAC;IACnD,IAAW,gBAAgB,CAAC,WAAmB,IAAI,CAAC;IAE7C,yBAAyB,CAAC,UAA+B,IAAI,CAAC;IAErE,wHAAwH;IACjH,kBAAkB,CAAC,QAAkC,IAAU,CAAC;IAChE,mBAAmB,CAAC,GAAW,IAAwC,OAAO,SAAS,CAAC,CAAC,CAAC;IAC1F,sBAAsB,CAAC,WAA+B,IAAwC,OAAO,SAAS,CAAC,CAAC,CAAC;IACjH,eAAe,CAAC,GAAe,IAAoC,OAAO,SAAS,CAAC,CAAC,CAAC;IAEtF,oBAAoB,CAAC,OAAoE;QAC9F,OAAO,IAAI,CAAC,YAAY,CAAC,aAAa,CAAC,OAAO,CAAC,CAAC;IAClD,CAAC;IAEM,OAAO,KAAW,CAAC;IACnB,KAAK,KAAW,CAAC;IAMjB,wBAAwB,CAAC,IAAgC,IAAU,CAAC;IACpE,YAAY,CAAC,QAAmB,IAAU,CAAC;IAC3C,UAAU,CAAC,UAAsB,EAAE,UAAkB,IAAU,CAAC;IAChE,cAAc,CAAC,SAAmB,EAAE,mBAA8C,IAAU,CAAC;IAE7F,SAAS,KAAW,CAAC;IAI5B,sCAAsC;IAC/B,SAAS,CAAC,KAAe,EAAE,WAAoB,EAAE,eAAwB,IAA6B,OAAO,SAAS,CAAC,CAAC,CAAC;IACzH,eAAe,CAAC,KAA2B,IAA6B,OAAO,SAAS,CAAC,CAAC,CAAC;IAC3F,iBAAiB,KAAwB,OAAO,QAAQ,CAAC,aAAa,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IACnF,iBAAiB,CAAC,MAA+B,IAAU,CAAC;IAEnE;;;OAGG;IACI,iBAAiB,CAAC,SAAkB,IAAmC,OAAO,SAAS,CAAC,CAAC,CAAC;IAEjG,IAAW,YAAY,KAA2C,OAAO,SAAS,CAAC,CAAC,CAAC;IAUrF;;OAEG;IACI,wBAAwB,CAAC,QAAkC,EAAE,OAAyB,EAAE,QAAsC;QACnI,QAAQ,CAAC,EAAE,CAAC,CAAC;IACf,CAAC;CACF","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 Rendering\r\n */\r\n\r\nimport { Id64String, IDisposable } from \"@itwin/core-bentley\";\r\nimport { Frustum, ImageBuffer, SpatialClassifier } from \"@itwin/core-common\";\r\nimport { Point2d, XAndY } from \"@itwin/core-geometry\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { HiliteSet } from \"../SelectionSet\";\r\nimport { SceneContext } from \"../ViewContext\";\r\nimport { ReadImageBufferArgs, Viewport } from \"../Viewport\";\r\nimport { ViewRect } from \"../ViewRect\";\r\nimport { CanvasDecoration } from \"./CanvasDecoration\";\r\nimport { Decorations } from \"./Decorations\";\r\nimport { FeatureSymbology } from \"./FeatureSymbology\";\r\nimport { FrameStatsCollector } from \"./FrameStats\";\r\nimport { AnimationBranchStates } from \"./GraphicBranch\";\r\nimport { CustomGraphicBuilderOptions, ViewportGraphicBuilderOptions } from \"./GraphicBuilder\";\r\nimport { Pixel } from \"./Pixel\";\r\nimport { GraphicList } from \"./RenderGraphic\";\r\nimport { RenderMemory } from \"./RenderMemory\";\r\nimport { RenderPlan } from \"./RenderPlan\";\r\nimport { RenderPlanarClassifier } from \"./RenderPlanarClassifier\";\r\nimport { RenderSystem, RenderTextureDrape } from \"./RenderSystem\";\r\nimport { Scene } from \"./Scene\";\r\nimport { QueryTileFeaturesOptions, QueryVisibleFeaturesCallback } from \"./VisibleFeature\";\r\n\r\n/** Used for debugging purposes, to toggle display of instanced or batched primitives.\r\n * @see [[RenderTargetDebugControl]].\r\n * @internal\r\n */\r\nexport enum PrimitiveVisibility {\r\n /** Draw all primitives. */\r\n All,\r\n /** Only draw instanced primitives. */\r\n Instanced,\r\n /** Only draw un-instanced primitives. */\r\n Uninstanced,\r\n}\r\n\r\n/** An interface optionally exposed by a RenderTarget that allows control of various debugging features.\r\n * @internal\r\n */\r\nexport interface RenderTargetDebugControl {\r\n /** If true, render to the screen as if rendering off-screen for readPixels(). */\r\n drawForReadPixels: boolean;\r\n primitiveVisibility: PrimitiveVisibility;\r\n vcSupportIntersectingVolumes: boolean;\r\n readonly shadowFrustum: Frustum | undefined;\r\n displayDrapeFrustum: boolean;\r\n /** Override device pixel ratio for on-screen targets only. This supersedes window.devicePixelRatio.\r\n * Undefined clears the override. Chiefly useful for tests.\r\n */\r\n devicePixelRatioOverride?: number;\r\n displayRealityTilePreload: boolean;\r\n displayRealityTileRanges: boolean;\r\n logRealityTiles: boolean;\r\n displayNormalMaps: boolean;\r\n freezeRealityTiles: boolean;\r\n /** Obtain a summary of the render commands required to draw the scene currently displayed.\r\n * Each entry specifies the type of command and the number of such commands required by the current scene.\r\n */\r\n getRenderCommands(): Array<{ name: string, count: number }>;\r\n}\r\n\r\n/** A RenderTarget connects a [[Viewport]] to a WebGLRenderingContext to enable the viewport's contents to be displayed on the screen.\r\n * Application code rarely interacts directly with a RenderTarget - instead, it interacts with a Viewport which forwards requests to the implementation\r\n * of the RenderTarget.\r\n * @internal\r\n */\r\nexport abstract class RenderTarget implements IDisposable, RenderMemory.Consumer {\r\n public pickOverlayDecoration(_pt: XAndY): CanvasDecoration | undefined { return undefined; }\r\n\r\n public abstract get renderSystem(): RenderSystem;\r\n\r\n /** NB: *Device pixels*, not CSS pixels! */\r\n public abstract get viewRect(): ViewRect;\r\n\r\n public get devicePixelRatio(): number { return 1; }\r\n public cssPixelsToDevicePixels(cssPixels: number, floor = true): number {\r\n const pix = cssPixels * this.devicePixelRatio;\r\n return floor ? Math.floor(pix) : pix;\r\n }\r\n\r\n /** Given the size of a logical pixel in meters, convert it to the size of a physical pixel in meters, if [[RenderSystem.dpiAwareLOD]] is `true`.\r\n * Used when computing LOD for graphics.\r\n */\r\n public adjustPixelSizeForLOD(cssPixelSize: number): number {\r\n return this.renderSystem.dpiAwareLOD ? this.cssPixelsToDevicePixels(cssPixelSize, false) : cssPixelSize;\r\n }\r\n\r\n public abstract get wantInvertBlackBackground(): boolean;\r\n\r\n public abstract get analysisFraction(): number;\r\n public abstract set analysisFraction(fraction: number);\r\n\r\n public get animationBranches(): AnimationBranchStates | undefined { return undefined; }\r\n public set animationBranches(_transforms: AnimationBranchStates | undefined) { }\r\n\r\n public get antialiasSamples(): number { return 1; }\r\n public set antialiasSamples(_numSamples: number) { }\r\n\r\n public assignFrameStatsCollector(_collector: FrameStatsCollector) { }\r\n\r\n /** Update the solar shadow map. If a SceneContext is supplied, shadows are enabled; otherwise, shadows are disabled. */\r\n public updateSolarShadows(_context: SceneContext | undefined): void { }\r\n public getPlanarClassifier(_id: string): RenderPlanarClassifier | undefined { return undefined; }\r\n public createPlanarClassifier(_properties?: SpatialClassifier): RenderPlanarClassifier | undefined { return undefined; }\r\n public getTextureDrape(_id: Id64String): RenderTextureDrape | undefined { return undefined; }\r\n\r\n public createGraphicBuilder(options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions) {\r\n return this.renderSystem.createGraphic(options);\r\n }\r\n\r\n public dispose(): void { }\r\n public reset(): void { }\r\n public abstract changeScene(scene: Scene): void;\r\n public abstract changeDynamics(dynamics?: GraphicList): void;\r\n public abstract changeDecorations(decorations: Decorations): void;\r\n public abstract changeRenderPlan(plan: RenderPlan): void;\r\n public abstract drawFrame(sceneMilSecElapsed?: number): void;\r\n public overrideFeatureSymbology(_ovr: FeatureSymbology.Overrides): void { }\r\n public setHiliteSet(_hilited: HiliteSet): void { }\r\n public setFlashed(_elementId: Id64String, _intensity: number): void { }\r\n public onBeforeRender(_viewport: Viewport, _setSceneNeedRedraw: (redraw: boolean) => void): void { }\r\n public abstract setViewRect(_rect: ViewRect, _temporary: boolean): void;\r\n public onResized(): void { }\r\n public abstract updateViewRect(): boolean; // force a RenderTarget viewRect to resize if necessary since last draw\r\n /** `rect` is specified in *CSS* pixels. */\r\n public abstract readPixels(rect: ViewRect, selector: Pixel.Selector, receiver: Pixel.Receiver, excludeNonLocatable: boolean): void;\r\n /** @deprecated use readImageBuffer */\r\n public readImage(_rect: ViewRect, _targetSize: Point2d, _flipVertically: boolean): ImageBuffer | undefined { return undefined; }\r\n public readImageBuffer(_args?: ReadImageBufferArgs): ImageBuffer | undefined { return undefined; }\r\n public readImageToCanvas(): HTMLCanvasElement { return document.createElement(\"canvas\"); }\r\n public collectStatistics(_stats: RenderMemory.Statistics): void { }\r\n\r\n /** Specify whether webgl content should be rendered directly to the screen.\r\n * If rendering to screen becomes enabled, returns the canvas to which to render the webgl content.\r\n * Returns undefined if rendering to screen becomes disabled, or is not supported by this RenderTarget.\r\n */\r\n public setRenderToScreen(_toScreen: boolean): HTMLCanvasElement | undefined { return undefined; }\r\n\r\n public get debugControl(): RenderTargetDebugControl | undefined { return undefined; }\r\n\r\n /** An ordered list of names of screen-space post-processing effects to be applied to the image produced by this target.\r\n * The effects are applied in the order in which they appear in the list. Any names not corresponding to a registered effect are ignored.\r\n * This may have no effect if this target does not support screen-space effects.\r\n * @see [[RenderSystem.createScreenSpaceEffectBuilder]] to create and register new effects.\r\n */\r\n public abstract get screenSpaceEffects(): Iterable<string>;\r\n public abstract set screenSpaceEffects(_effectNames: Iterable<string>);\r\n\r\n /** Implementation for [[Viewport.queryVisibleFeatures]]. Not intended for direct usage. The returned iterable remains valid only for the duration of the\r\n * Viewport.queryVisibleFeatures call.\r\n */\r\n public queryVisibleTileFeatures(_options: QueryTileFeaturesOptions, _iModel: IModelConnection, callback: QueryVisibleFeaturesCallback): void {\r\n callback([]);\r\n }\r\n}\r\n"]}
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All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module Rendering\r\n */\r\n\r\nimport { Id64String, IDisposable } from \"@itwin/core-bentley\";\r\nimport { Frustum, ImageBuffer, SpatialClassifier } from \"@itwin/core-common\";\r\nimport { Point2d, XAndY } from \"@itwin/core-geometry\";\r\nimport { IModelConnection } from \"../IModelConnection\";\r\nimport { HiliteSet } from \"../SelectionSet\";\r\nimport { SceneContext } from \"../ViewContext\";\r\nimport { ReadImageBufferArgs, Viewport } from \"../Viewport\";\r\nimport { ViewRect } from \"../ViewRect\";\r\nimport { CanvasDecoration } from \"./CanvasDecoration\";\r\nimport { Decorations } from \"./Decorations\";\r\nimport { FeatureSymbology } from \"./FeatureSymbology\";\r\nimport { FrameStatsCollector } from \"./FrameStats\";\r\nimport { AnimationBranchStates } from \"./GraphicBranch\";\r\nimport { CustomGraphicBuilderOptions, ViewportGraphicBuilderOptions } from \"./GraphicBuilder\";\r\nimport { Pixel } from \"./Pixel\";\r\nimport { GraphicList } from \"./RenderGraphic\";\r\nimport { RenderMemory } from \"./RenderMemory\";\r\nimport { RenderPlan } from \"./RenderPlan\";\r\nimport { RenderPlanarClassifier } from \"./RenderPlanarClassifier\";\r\nimport { RenderSystem, RenderTextureDrape } from \"./RenderSystem\";\r\nimport { Scene } from \"./Scene\";\r\nimport { QueryTileFeaturesOptions, QueryVisibleFeaturesCallback } from \"./VisibleFeature\";\r\n\r\n/** Used for debugging purposes, to toggle display of instanced or batched primitives.\r\n * @see [[RenderTargetDebugControl]].\r\n * @internal\r\n */\r\nexport enum PrimitiveVisibility {\r\n /** Draw all primitives. */\r\n All,\r\n /** Only draw instanced primitives. */\r\n Instanced,\r\n /** Only draw un-instanced primitives. */\r\n Uninstanced,\r\n}\r\n\r\n/** An interface optionally exposed by a RenderTarget that allows control of various debugging features.\r\n * @internal\r\n */\r\nexport interface RenderTargetDebugControl {\r\n /** If true, render to the screen as if rendering off-screen for readPixels(). */\r\n drawForReadPixels: boolean;\r\n primitiveVisibility: PrimitiveVisibility;\r\n vcSupportIntersectingVolumes: boolean;\r\n readonly shadowFrustum: Frustum | undefined;\r\n displayDrapeFrustum: boolean;\r\n /** Override device pixel ratio for on-screen targets only. This supersedes window.devicePixelRatio.\r\n * Undefined clears the override. Chiefly useful for tests.\r\n */\r\n devicePixelRatioOverride?: number;\r\n displayRealityTilePreload: boolean;\r\n displayRealityTileRanges: boolean;\r\n logRealityTiles: boolean;\r\n displayNormalMaps: boolean;\r\n freezeRealityTiles: boolean;\r\n /** Obtain a summary of the render commands required to draw the scene currently displayed.\r\n * Each entry specifies the type of command and the number of such commands required by the current scene.\r\n */\r\n getRenderCommands(): Array<{ name: string, count: number }>;\r\n}\r\n\r\n/** A RenderTarget connects a [[Viewport]] to a WebGLRenderingContext to enable the viewport's contents to be displayed on the screen.\r\n * Application code rarely interacts directly with a RenderTarget - instead, it interacts with a Viewport which forwards requests to the implementation\r\n * of the RenderTarget.\r\n * @internal\r\n */\r\nexport abstract class RenderTarget implements IDisposable, RenderMemory.Consumer {\r\n public pickOverlayDecoration(_pt: XAndY): CanvasDecoration | undefined { return undefined; }\r\n\r\n public abstract get renderSystem(): RenderSystem;\r\n\r\n /** NB: *Device pixels*, not CSS pixels! */\r\n public abstract get viewRect(): ViewRect;\r\n\r\n public get devicePixelRatio(): number { return 1; }\r\n public cssPixelsToDevicePixels(cssPixels: number, floor = true): number {\r\n const pix = cssPixels * this.devicePixelRatio;\r\n return floor ? Math.floor(pix) : pix;\r\n }\r\n\r\n /** Given the size of a logical pixel in meters, convert it to the size of a physical pixel in meters, if [[RenderSystem.dpiAwareLOD]] is `true`.\r\n * Used when computing LOD for graphics.\r\n */\r\n public adjustPixelSizeForLOD(cssPixelSize: number): number {\r\n return this.renderSystem.dpiAwareLOD ? this.cssPixelsToDevicePixels(cssPixelSize, false) : cssPixelSize;\r\n }\r\n\r\n public abstract get wantInvertBlackBackground(): boolean;\r\n\r\n public abstract get analysisFraction(): number;\r\n public abstract set analysisFraction(fraction: number);\r\n\r\n public get animationBranches(): AnimationBranchStates | undefined { return undefined; }\r\n public set animationBranches(_transforms: AnimationBranchStates | undefined) { }\r\n\r\n public get antialiasSamples(): number { return 1; }\r\n public set antialiasSamples(_numSamples: number) { }\r\n\r\n public assignFrameStatsCollector(_collector: FrameStatsCollector) { }\r\n\r\n /** Update the solar shadow map. If a SceneContext is supplied, shadows are enabled; otherwise, shadows are disabled. */\r\n public updateSolarShadows(_context: SceneContext | undefined): void { }\r\n public getPlanarClassifier(_id: string): RenderPlanarClassifier | undefined { return undefined; }\r\n public createPlanarClassifier(_properties?: SpatialClassifier): RenderPlanarClassifier | undefined { return undefined; }\r\n public getTextureDrape(_id: Id64String): RenderTextureDrape | undefined { return undefined; }\r\n\r\n public createGraphicBuilder(options: CustomGraphicBuilderOptions | ViewportGraphicBuilderOptions) {\r\n return this.renderSystem.createGraphic(options);\r\n }\r\n\r\n public dispose(): void { }\r\n public reset(): void { }\r\n public abstract changeScene(scene: Scene): void;\r\n public abstract changeDynamics(dynamics?: GraphicList): void;\r\n public abstract changeDecorations(decorations: Decorations): void;\r\n public abstract changeRenderPlan(plan: RenderPlan): void;\r\n public abstract drawFrame(sceneMilSecElapsed?: number): void;\r\n public overrideFeatureSymbology(_ovr: FeatureSymbology.Overrides): void { }\r\n public setHiliteSet(_hilited: HiliteSet): void { }\r\n public setFlashed(_elementId: Id64String, _intensity: number): void { }\r\n public onBeforeRender(_viewport: Viewport, _setSceneNeedRedraw: (redraw: boolean) => void): void { }\r\n public abstract setViewRect(_rect: ViewRect, _temporary: boolean): void;\r\n public onResized(): void { }\r\n public abstract updateViewRect(): boolean; // force a RenderTarget viewRect to resize if necessary since last draw\r\n /** `rect` is specified in *CSS* pixels. */\r\n public abstract readPixels(rect: ViewRect, selector: Pixel.Selector, receiver: Pixel.Receiver, excludeNonLocatable: boolean): void;\r\n /** @deprecated in 3.x. use readImageBuffer */\r\n public readImage(_rect: ViewRect, _targetSize: Point2d, _flipVertically: boolean): ImageBuffer | undefined { return undefined; }\r\n public readImageBuffer(_args?: ReadImageBufferArgs): ImageBuffer | undefined { return undefined; }\r\n public readImageToCanvas(): HTMLCanvasElement { return document.createElement(\"canvas\"); }\r\n public collectStatistics(_stats: RenderMemory.Statistics): void { }\r\n\r\n /** Specify whether webgl content should be rendered directly to the screen.\r\n * If rendering to screen becomes enabled, returns the canvas to which to render the webgl content.\r\n * Returns undefined if rendering to screen becomes disabled, or is not supported by this RenderTarget.\r\n */\r\n public setRenderToScreen(_toScreen: boolean): HTMLCanvasElement | undefined { return undefined; }\r\n\r\n public get debugControl(): RenderTargetDebugControl | undefined { return undefined; }\r\n\r\n /** An ordered list of names of screen-space post-processing effects to be applied to the image produced by this target.\r\n * The effects are applied in the order in which they appear in the list. Any names not corresponding to a registered effect are ignored.\r\n * This may have no effect if this target does not support screen-space effects.\r\n * @see [[RenderSystem.createScreenSpaceEffectBuilder]] to create and register new effects.\r\n */\r\n public abstract get screenSpaceEffects(): Iterable<string>;\r\n public abstract set screenSpaceEffects(_effectNames: Iterable<string>);\r\n\r\n /** Implementation for [[Viewport.queryVisibleFeatures]]. Not intended for direct usage. The returned iterable remains valid only for the duration of the\r\n * Viewport.queryVisibleFeatures call.\r\n */\r\n public queryVisibleTileFeatures(_options: QueryTileFeaturesOptions, _iModel: IModelConnection, callback: QueryVisibleFeaturesCallback): void {\r\n callback([]);\r\n }\r\n}\r\n"]}
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{"version":3,"file":"DisplayParams.d.ts","sourceRoot":"","sources":["../../../../src/render/primitives/DisplayParams.ts"],"names":[],"mappings":"AAIA;;GAEG;AAGH,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,aAAa,EAAE,UAAU,EAAE,cAAc,EAAE,aAAa,EAAE,cAAc,EAAE,MAAM,oBAAoB,CAAC;AAa7I;;GAEG;AACH,qBAAa,aAAa;IACxB,gBAAuB,eAAe,EAAE,MAAM,CAAM;IACpD,SAAgB,IAAI,EAAE,aAAa,CAAC,IAAI,CAA2B;IACnE,SAAgB,QAAQ,CAAC,EAAE,cAAc,CAAC;IAC1C,SAAgB,QAAQ,CAAC,EAAE,QAAQ,CAAC,IAAI,CAAC;IACzC,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAiB;IAClD,SAAgB,SAAS,EAAE,QAAQ,CAAC;IACpC,SAAgB,SAAS,EAAE,QAAQ,CAAC;IACpC,SAAgB,KAAK,EAAE,MAAM,CAAC;IAC9B,SAAgB,UAAU,EAAE,UAAU,CAAC;IACvC,SAAgB,SAAS,EAAE,SAAS,CAAC;IACrC,SAAgB,cAAc,EAAE,OAAO,CAAC;gBAErB,IAAI,EAAE,aAAa,CAAC,IAAI,EAAE,SAAS,EAAE,QAAQ,EAAE,SAAS,EAAE,QAAQ,EAAE,KAAK,GAAE,MAAU,EAAE,UAAU,GAAE,UAA6B,EACjJ,SAAS,GAAE,SAA0B,EAAE,QAAQ,CAAC,EAAE,cAAc,EAAE,QAAQ,CAAC,EAAE,QAAQ,CAAC,IAAI,EAAE,cAAc,GAAE,OAAe,EAAE,cAAc,CAAC,EAAE,cAAc;IAe9J,sHAAsH;WACxG,aAAa,CAAC,IAAI,EAAE,aAAa,CAAC,IAAI,EAAE,EAAE,EAAE,aAAa,EAAE,eAAe,CAAC,EAAE,CAAC,IAAI,EAAE,QAAQ,CAAC,IAAI,KAAK,aAAa,GAAG,SAAS,EAAE,cAAc,UAAQ,GAAG,aAAa;IAmBrL,wGAAwG;WAC1F,aAAa,CAAC,EAAE,EAAE,aAAa,EAAE,cAAc,EAAE,OAAO,EAAE,eAAe,CAAC,EAAE,CAAC,IAAI,EAAE,QAAQ,CAAC,IAAI,KAAK,aAAa,GAAG,SAAS,GAAG,aAAa;IAI5J,0GAA0G;WAC5F,eAAe,CAAC,EAAE,EAAE,aAAa,GAAG,aAAa;IAI/D,wGAAwG;WAC1F,aAAa,CAAC,EAAE,EAAE,aAAa,GAAG,aAAa;IAI7D,IAAW,cAAc,IAAI,aAAa,CAAC,cAAc,CAYxD;IAED,IAAW,iBAAiB,IAAI,OAAO,CAEtC;IAED,IAAW,eAAe,IAAI,OAAO,CAAyE;IAC9G,IAAW,mBAAmB,IAAI,OAAO,CAA8C;IACvF,IAAW,mBAAmB,IAAI,OAAO,CAA8C;IACvF,IAAW,cAAc,IAAI,cAAc,GAAG,SAAS,CAA8F;IACrJ,IAAW,UAAU,IAAI,OAAO,CAA8C;IAE9E,qHAAqH;IAC9G,MAAM,CAAC,GAAG,EAAE,aAAa,EAAE,OAAO,GAAE,aAAa,CAAC,cAAoD,GAAG,OAAO;IA+BhH,eAAe,CAAC,GAAG,EAAE,aAAa,GAAG,MAAM;IAoClD;;;OAGG;WACW,kBAAkB,CAAC,KAAK,EAAE,QAAQ,GAAG,QAAQ;CAG5D;AAED,gBAAgB;AAChB,yBAAiB,aAAa,CAAC;IAC7B,KAAY,IAAI;QACd,IAAI,IAAA;QACJ,MAAM,IAAA;QACN,IAAI,IAAA;KACL;IAED,KAAY,cAAc;QACxB,IAAI,IAAA;QACJ,OAAO,IAAA;QACP,OAAO,IAAA;KACR;IAED,KAAY,cAAc;QACxB,KAAK,IAAA;QACL,MAAM,IAAA;KACP;CACF"}
|
|
@@ -11,7 +11,8 @@ function compareMaterials(lhs, rhs) {
|
|
|
11
11
|
return comparePossiblyUndefined((lhMat, rhMat) => lhMat === rhMat ? 0 : compareStringsOrUndefined(lhMat.key, rhMat.key), lhs, rhs);
|
|
12
12
|
}
|
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13
13
|
function compareTextureMappings(_lhs, _rhs) {
|
|
14
|
-
// ###TODO
|
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14
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+
// ###TODO we don't have a way of ordering the textures from the pattern/normal map(s) - not all textures have keys defined.
|
|
15
|
+
// For now this will only work if the GraphicBuilder uses a single material for all geometry.
|
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15
16
|
// return comparePossiblyUndefined((lhTex: TextureMapping, rhTex: TextureMapping) => lhTex === rhTex ? 0 : compareStringsOrUndefined(lhTex.texture.key, rhTex.texture.key), lhs, rhs);
|
|
16
17
|
return 0;
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17
18
|
}
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@@ -1 +1 @@
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1
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-
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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 Rendering\r\n */\r\n\r\nimport { assert, compareBooleans, compareNumbers, comparePossiblyUndefined, compareStringsOrUndefined } from \"@itwin/core-bentley\";\r\nimport { ColorDef, FillFlags, Gradient, GraphicParams, LinePixels, RenderMaterial, RenderTexture, TextureMapping } from \"@itwin/core-common\";\r\n\r\nfunction compareMaterials(lhs?: RenderMaterial, rhs?: RenderMaterial): number {\r\n return comparePossiblyUndefined((lhMat: RenderMaterial, rhMat: RenderMaterial) => lhMat === rhMat ? 0 : compareStringsOrUndefined(lhMat.key, rhMat.key), lhs, rhs);\r\n}\r\nfunction compareTextureMappings(_lhs?: TextureMapping, _rhs?: TextureMapping): number {\r\n // ###TODO\r\n // return comparePossiblyUndefined((lhTex: TextureMapping, rhTex: TextureMapping) => lhTex === rhTex ? 0 : compareStringsOrUndefined(lhTex.texture.key, rhTex.texture.key), lhs, rhs);\r\n return 0;\r\n}\r\n\r\n/** This class is used to determine if things can be batched together for display.\r\n * @internal\r\n */\r\nexport class DisplayParams {\r\n public static readonly minTransparency: number = 15; // Threshold below which we consider a color fully opaque\r\n public readonly type: DisplayParams.Type = DisplayParams.Type.Mesh;\r\n public readonly material?: RenderMaterial; // meshes only\r\n public readonly gradient?: Gradient.Symb;\r\n private readonly _textureMapping?: TextureMapping; // only if material is undefined - e.g. glyphs, gradients\r\n public readonly lineColor: ColorDef; // all types of geometry (edge color for meshes)\r\n public readonly fillColor: ColorDef; // meshes only\r\n public readonly width: number; // linear and mesh (edges)\r\n public readonly linePixels: LinePixels; // linear and mesh (edges)\r\n public readonly fillFlags: FillFlags; // meshes only\r\n public readonly ignoreLighting: boolean; // always true for text and linear geometry; true for meshes only if normals not desired\r\n\r\n public constructor(type: DisplayParams.Type, lineColor: ColorDef, fillColor: ColorDef, width: number = 0, linePixels: LinePixels = LinePixels.Solid,\r\n fillFlags: FillFlags = FillFlags.None, material?: RenderMaterial, gradient?: Gradient.Symb, ignoreLighting: boolean = false, textureMapping?: TextureMapping) {\r\n this.type = type;\r\n this.material = material;\r\n this.gradient = gradient;\r\n this.lineColor = DisplayParams.adjustTransparency(lineColor);\r\n this.fillColor = DisplayParams.adjustTransparency(fillColor);\r\n this.width = width;\r\n this.linePixels = linePixels;\r\n this.fillFlags = fillFlags;\r\n this.ignoreLighting = ignoreLighting;\r\n this._textureMapping = textureMapping;\r\n\r\n assert(undefined === material || undefined === textureMapping);\r\n }\r\n\r\n /** Creates a DisplayParams object for a particular type (mesh, linear, text) based on the specified GraphicParams. */\r\n public static createForType(type: DisplayParams.Type, gf: GraphicParams, resolveGradient?: (grad: Gradient.Symb) => RenderTexture | undefined, ignoreLighting = false): DisplayParams {\r\n const lineColor = DisplayParams.adjustTransparency(gf.lineColor);\r\n switch (type) {\r\n case DisplayParams.Type.Mesh: {\r\n let gradientMapping: TextureMapping | undefined;\r\n if (undefined !== gf.gradient && undefined !== resolveGradient) {\r\n const gradientTexture = resolveGradient(gf.gradient);\r\n if (undefined !== gradientTexture)\r\n gradientMapping = new TextureMapping(gradientTexture, new TextureMapping.Params());\r\n }\r\n return new DisplayParams(type, lineColor, DisplayParams.adjustTransparency(gf.fillColor), gf.rasterWidth, gf.linePixels, gf.fillFlags, gf.material, gf.gradient, ignoreLighting, gradientMapping);\r\n }\r\n case DisplayParams.Type.Linear:\r\n return new DisplayParams(type, lineColor, lineColor, gf.rasterWidth, gf.linePixels);\r\n default: // DisplayParams.Type.Text\r\n return new DisplayParams(type, lineColor, lineColor, 0, LinePixels.Solid, FillFlags.Always, undefined, undefined, true);\r\n }\r\n }\r\n\r\n /** Creates a DisplayParams object that describes mesh geometry based on the specified GraphicParams. */\r\n public static createForMesh(gf: GraphicParams, ignoreLighting: boolean, resolveGradient?: (grad: Gradient.Symb) => RenderTexture | undefined): DisplayParams {\r\n return DisplayParams.createForType(DisplayParams.Type.Mesh, gf, resolveGradient, ignoreLighting);\r\n }\r\n\r\n /** Creates a DisplayParams object that describes linear geometry based on the specified GraphicParams. */\r\n public static createForLinear(gf: GraphicParams): DisplayParams {\r\n return DisplayParams.createForType(DisplayParams.Type.Linear, gf);\r\n }\r\n\r\n /** Creates a DisplayParams object that describes text geometry based on the specified GraphicParams. */\r\n public static createForText(gf: GraphicParams): DisplayParams {\r\n return DisplayParams.createForType(DisplayParams.Type.Text, gf);\r\n }\r\n\r\n public get regionEdgeType(): DisplayParams.RegionEdgeType {\r\n if (this.hasBlankingFill)\r\n return DisplayParams.RegionEdgeType.None;\r\n\r\n if (this.gradient !== undefined && undefined !== this.gradient.flags) {\r\n // Even if the gradient is not outlined, produce an outline to be displayed as the region's edges when fill ViewFlag is off.\r\n const gradFlags: Gradient.Flags = this.gradient.flags;\r\n if (0 !== (gradFlags & Gradient.Flags.Outline) || FillFlags.None === (this.fillFlags & FillFlags.Always))\r\n return DisplayParams.RegionEdgeType.Outline;\r\n return DisplayParams.RegionEdgeType.None;\r\n }\r\n return (!this.fillColor.equals(this.lineColor)) ? DisplayParams.RegionEdgeType.Outline : DisplayParams.RegionEdgeType.Default;\r\n }\r\n\r\n public get wantRegionOutline(): boolean {\r\n return DisplayParams.RegionEdgeType.Outline === this.regionEdgeType;\r\n }\r\n\r\n public get hasBlankingFill(): boolean { return FillFlags.Blanking === (this.fillFlags & FillFlags.Blanking); }\r\n public get hasFillTransparency(): boolean { return 255 !== this.fillColor.getAlpha(); }\r\n public get hasLineTransparency(): boolean { return 255 !== this.lineColor.getAlpha(); }\r\n public get textureMapping(): TextureMapping | undefined { return undefined !== this.material ? this.material.textureMapping : this._textureMapping; }\r\n public get isTextured(): boolean { return undefined !== this.textureMapping; }\r\n\r\n /** Determines if the properties of this DisplayParams object are equal to those of another DisplayParams object. */\r\n public equals(rhs: DisplayParams, purpose: DisplayParams.ComparePurpose = DisplayParams.ComparePurpose.Strict): boolean {\r\n if (DisplayParams.ComparePurpose.Merge === purpose)\r\n return 0 === this.compareForMerge(rhs);\r\n else if (rhs === this)\r\n return true;\r\n\r\n if (this.type !== rhs.type)\r\n return false;\r\n if (this.ignoreLighting !== rhs.ignoreLighting)\r\n return false;\r\n if (this.width !== rhs.width)\r\n return false;\r\n if (this.linePixels !== rhs.linePixels)\r\n return false;\r\n if (this.fillFlags !== rhs.fillFlags)\r\n return false;\r\n if (this.wantRegionOutline !== rhs.wantRegionOutline)\r\n return false;\r\n if (this.material !== rhs.material)\r\n return false;\r\n if (this.textureMapping !== rhs.textureMapping)\r\n return false;\r\n\r\n if (!this.fillColor.equals(rhs.fillColor))\r\n return false;\r\n if (!this.lineColor.equals(rhs.lineColor))\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public compareForMerge(rhs: DisplayParams): number {\r\n if (rhs === this)\r\n return 0;\r\n\r\n let diff = compareNumbers(this.type, rhs.type);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.ignoreLighting, rhs.ignoreLighting);\r\n if (0 === diff) {\r\n diff = compareNumbers(this.width, rhs.width);\r\n if (0 === diff) {\r\n diff = compareNumbers(this.linePixels, rhs.linePixels);\r\n if (0 === diff) {\r\n diff = compareNumbers(this.fillFlags, rhs.fillFlags);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.wantRegionOutline, rhs.wantRegionOutline);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.hasFillTransparency, rhs.hasFillTransparency);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.hasLineTransparency, rhs.hasLineTransparency);\r\n if (0 === diff) {\r\n diff = compareMaterials(this.material, rhs.material);\r\n if (0 === diff && undefined === this.material && this.isTextured) {\r\n diff = compareTextureMappings(this.textureMapping, rhs.textureMapping);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n return diff;\r\n }\r\n\r\n /**\r\n * Given a ColorDef object, check its transparency and if it falls below the minimum, mark the color as fully opaque.\r\n * @return The original reference to the color provided, which has possibly been modified.\r\n */\r\n public static adjustTransparency(color: ColorDef): ColorDef {\r\n return (color.colors.t < DisplayParams.minTransparency) ? color.withTransparency(0) : color;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace DisplayParams { // eslint-disable-line no-redeclare\r\n export enum Type {\r\n Mesh,\r\n Linear,\r\n Text,\r\n }\r\n\r\n export enum RegionEdgeType {\r\n None,\r\n Default,\r\n Outline,\r\n }\r\n\r\n export enum ComparePurpose {\r\n Merge, // considers colors equivalent if both have or both lack transparency\r\n Strict, // compares all members\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 Rendering\r\n */\r\n\r\nimport { assert, compareBooleans, compareNumbers, comparePossiblyUndefined, compareStringsOrUndefined } from \"@itwin/core-bentley\";\r\nimport { ColorDef, FillFlags, Gradient, GraphicParams, LinePixels, RenderMaterial, RenderTexture, TextureMapping } from \"@itwin/core-common\";\r\n\r\nfunction compareMaterials(lhs?: RenderMaterial, rhs?: RenderMaterial): number {\r\n return comparePossiblyUndefined((lhMat: RenderMaterial, rhMat: RenderMaterial) => lhMat === rhMat ? 0 : compareStringsOrUndefined(lhMat.key, rhMat.key), lhs, rhs);\r\n}\r\n\r\nfunction compareTextureMappings(_lhs?: TextureMapping, _rhs?: TextureMapping): number {\r\n // ###TODO we don't have a way of ordering the textures from the pattern/normal map(s) - not all textures have keys defined.\r\n // For now this will only work if the GraphicBuilder uses a single material for all geometry.\r\n // return comparePossiblyUndefined((lhTex: TextureMapping, rhTex: TextureMapping) => lhTex === rhTex ? 0 : compareStringsOrUndefined(lhTex.texture.key, rhTex.texture.key), lhs, rhs);\r\n return 0;\r\n}\r\n\r\n/** This class is used to determine if things can be batched together for display.\r\n * @internal\r\n */\r\nexport class DisplayParams {\r\n public static readonly minTransparency: number = 15; // Threshold below which we consider a color fully opaque\r\n public readonly type: DisplayParams.Type = DisplayParams.Type.Mesh;\r\n public readonly material?: RenderMaterial; // meshes only\r\n public readonly gradient?: Gradient.Symb;\r\n private readonly _textureMapping?: TextureMapping; // only if material is undefined - e.g. glyphs, gradients\r\n public readonly lineColor: ColorDef; // all types of geometry (edge color for meshes)\r\n public readonly fillColor: ColorDef; // meshes only\r\n public readonly width: number; // linear and mesh (edges)\r\n public readonly linePixels: LinePixels; // linear and mesh (edges)\r\n public readonly fillFlags: FillFlags; // meshes only\r\n public readonly ignoreLighting: boolean; // always true for text and linear geometry; true for meshes only if normals not desired\r\n\r\n public constructor(type: DisplayParams.Type, lineColor: ColorDef, fillColor: ColorDef, width: number = 0, linePixels: LinePixels = LinePixels.Solid,\r\n fillFlags: FillFlags = FillFlags.None, material?: RenderMaterial, gradient?: Gradient.Symb, ignoreLighting: boolean = false, textureMapping?: TextureMapping) {\r\n this.type = type;\r\n this.material = material;\r\n this.gradient = gradient;\r\n this.lineColor = DisplayParams.adjustTransparency(lineColor);\r\n this.fillColor = DisplayParams.adjustTransparency(fillColor);\r\n this.width = width;\r\n this.linePixels = linePixels;\r\n this.fillFlags = fillFlags;\r\n this.ignoreLighting = ignoreLighting;\r\n this._textureMapping = textureMapping;\r\n\r\n assert(undefined === material || undefined === textureMapping);\r\n }\r\n\r\n /** Creates a DisplayParams object for a particular type (mesh, linear, text) based on the specified GraphicParams. */\r\n public static createForType(type: DisplayParams.Type, gf: GraphicParams, resolveGradient?: (grad: Gradient.Symb) => RenderTexture | undefined, ignoreLighting = false): DisplayParams {\r\n const lineColor = DisplayParams.adjustTransparency(gf.lineColor);\r\n switch (type) {\r\n case DisplayParams.Type.Mesh: {\r\n let gradientMapping: TextureMapping | undefined;\r\n if (undefined !== gf.gradient && undefined !== resolveGradient) {\r\n const gradientTexture = resolveGradient(gf.gradient);\r\n if (undefined !== gradientTexture)\r\n gradientMapping = new TextureMapping(gradientTexture, new TextureMapping.Params());\r\n }\r\n return new DisplayParams(type, lineColor, DisplayParams.adjustTransparency(gf.fillColor), gf.rasterWidth, gf.linePixels, gf.fillFlags, gf.material, gf.gradient, ignoreLighting, gradientMapping);\r\n }\r\n case DisplayParams.Type.Linear:\r\n return new DisplayParams(type, lineColor, lineColor, gf.rasterWidth, gf.linePixels);\r\n default: // DisplayParams.Type.Text\r\n return new DisplayParams(type, lineColor, lineColor, 0, LinePixels.Solid, FillFlags.Always, undefined, undefined, true);\r\n }\r\n }\r\n\r\n /** Creates a DisplayParams object that describes mesh geometry based on the specified GraphicParams. */\r\n public static createForMesh(gf: GraphicParams, ignoreLighting: boolean, resolveGradient?: (grad: Gradient.Symb) => RenderTexture | undefined): DisplayParams {\r\n return DisplayParams.createForType(DisplayParams.Type.Mesh, gf, resolveGradient, ignoreLighting);\r\n }\r\n\r\n /** Creates a DisplayParams object that describes linear geometry based on the specified GraphicParams. */\r\n public static createForLinear(gf: GraphicParams): DisplayParams {\r\n return DisplayParams.createForType(DisplayParams.Type.Linear, gf);\r\n }\r\n\r\n /** Creates a DisplayParams object that describes text geometry based on the specified GraphicParams. */\r\n public static createForText(gf: GraphicParams): DisplayParams {\r\n return DisplayParams.createForType(DisplayParams.Type.Text, gf);\r\n }\r\n\r\n public get regionEdgeType(): DisplayParams.RegionEdgeType {\r\n if (this.hasBlankingFill)\r\n return DisplayParams.RegionEdgeType.None;\r\n\r\n if (this.gradient !== undefined && undefined !== this.gradient.flags) {\r\n // Even if the gradient is not outlined, produce an outline to be displayed as the region's edges when fill ViewFlag is off.\r\n const gradFlags: Gradient.Flags = this.gradient.flags;\r\n if (0 !== (gradFlags & Gradient.Flags.Outline) || FillFlags.None === (this.fillFlags & FillFlags.Always))\r\n return DisplayParams.RegionEdgeType.Outline;\r\n return DisplayParams.RegionEdgeType.None;\r\n }\r\n return (!this.fillColor.equals(this.lineColor)) ? DisplayParams.RegionEdgeType.Outline : DisplayParams.RegionEdgeType.Default;\r\n }\r\n\r\n public get wantRegionOutline(): boolean {\r\n return DisplayParams.RegionEdgeType.Outline === this.regionEdgeType;\r\n }\r\n\r\n public get hasBlankingFill(): boolean { return FillFlags.Blanking === (this.fillFlags & FillFlags.Blanking); }\r\n public get hasFillTransparency(): boolean { return 255 !== this.fillColor.getAlpha(); }\r\n public get hasLineTransparency(): boolean { return 255 !== this.lineColor.getAlpha(); }\r\n public get textureMapping(): TextureMapping | undefined { return undefined !== this.material ? this.material.textureMapping : this._textureMapping; }\r\n public get isTextured(): boolean { return undefined !== this.textureMapping; }\r\n\r\n /** Determines if the properties of this DisplayParams object are equal to those of another DisplayParams object. */\r\n public equals(rhs: DisplayParams, purpose: DisplayParams.ComparePurpose = DisplayParams.ComparePurpose.Strict): boolean {\r\n if (DisplayParams.ComparePurpose.Merge === purpose)\r\n return 0 === this.compareForMerge(rhs);\r\n else if (rhs === this)\r\n return true;\r\n\r\n if (this.type !== rhs.type)\r\n return false;\r\n if (this.ignoreLighting !== rhs.ignoreLighting)\r\n return false;\r\n if (this.width !== rhs.width)\r\n return false;\r\n if (this.linePixels !== rhs.linePixels)\r\n return false;\r\n if (this.fillFlags !== rhs.fillFlags)\r\n return false;\r\n if (this.wantRegionOutline !== rhs.wantRegionOutline)\r\n return false;\r\n if (this.material !== rhs.material)\r\n return false;\r\n if (this.textureMapping !== rhs.textureMapping)\r\n return false;\r\n\r\n if (!this.fillColor.equals(rhs.fillColor))\r\n return false;\r\n if (!this.lineColor.equals(rhs.lineColor))\r\n return false;\r\n\r\n return true;\r\n }\r\n\r\n public compareForMerge(rhs: DisplayParams): number {\r\n if (rhs === this)\r\n return 0;\r\n\r\n let diff = compareNumbers(this.type, rhs.type);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.ignoreLighting, rhs.ignoreLighting);\r\n if (0 === diff) {\r\n diff = compareNumbers(this.width, rhs.width);\r\n if (0 === diff) {\r\n diff = compareNumbers(this.linePixels, rhs.linePixels);\r\n if (0 === diff) {\r\n diff = compareNumbers(this.fillFlags, rhs.fillFlags);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.wantRegionOutline, rhs.wantRegionOutline);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.hasFillTransparency, rhs.hasFillTransparency);\r\n if (0 === diff) {\r\n diff = compareBooleans(this.hasLineTransparency, rhs.hasLineTransparency);\r\n if (0 === diff) {\r\n diff = compareMaterials(this.material, rhs.material);\r\n if (0 === diff && undefined === this.material && this.isTextured) {\r\n diff = compareTextureMappings(this.textureMapping, rhs.textureMapping);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n return diff;\r\n }\r\n\r\n /**\r\n * Given a ColorDef object, check its transparency and if it falls below the minimum, mark the color as fully opaque.\r\n * @return The original reference to the color provided, which has possibly been modified.\r\n */\r\n public static adjustTransparency(color: ColorDef): ColorDef {\r\n return (color.colors.t < DisplayParams.minTransparency) ? color.withTransparency(0) : color;\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport namespace DisplayParams { // eslint-disable-line no-redeclare\r\n export enum Type {\r\n Mesh,\r\n Linear,\r\n Text,\r\n }\r\n\r\n export enum RegionEdgeType {\r\n None,\r\n Default,\r\n Outline,\r\n }\r\n\r\n export enum ComparePurpose {\r\n Merge, // considers colors equivalent if both have or both lack transparency\r\n Strict, // compares all members\r\n }\r\n}\r\n"]}
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@@ -447,7 +447,7 @@ function addNormal(builder, instanced, animated) {
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undefined !== params.geometry.materialInfo.textureMapping &&
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undefined !== params.geometry.materialInfo.textureMapping.normalMapParams) {
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normalMapScale = (_a = params.geometry.materialInfo.textureMapping.normalMapParams.scale) !== null && _a !== void 0 ? _a : 1.0;
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if (
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if (params.geometry.materialInfo.textureMapping.normalMapParams.greenUp)
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normalMapScale = -normalMapScale;
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}
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uniform.setUniform1f(normalMapScale);
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Copyright (c) Bentley Systems, Incorporated. All rights reserved.\r\n* See LICENSE.md in the project root for license terms and full copyright notice.\r\n*--------------------------------------------------------------------------------------------*/\r\n/** @packageDocumentation\r\n * @module WebGL\r\n */\r\n\r\nimport { assert } from \"@itwin/core-bentley\";\r\nimport { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport {\r\n FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, PositionType, TechniqueFlags,\r\n} from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseVec2WithBitFlagsFunction, addChooseVec3WithBitFlagFunction, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../SurfaceGeometry\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n return TEXTURE(s_texture, v_texCoord);\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nconst computeMaterialInstanced = `\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseVec3WithBitFlagFunction(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n if (System.instance.capabilities.isWebGL2)\r\n vert.addInitializer(\"use_material = (0u == (surfaceFlags & kSurfaceBit_IgnoreMaterial));\");\r\n else\r\n vert.addInitializer(\"use_material = !nthBitSet(surfaceFlags, kSurfaceBit_IgnoreMaterial);\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n if (!instanced) {\r\n // Material atlas\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n }\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isThematic: IsThematic, isHiliter: boolean, positionType: PositionType): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true, isThematic);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition;\r\n if (isHiliter && !System.instance.supportsLogZBuffer) {\r\n computePosition = computePositionPrelude + computePositionPostlude;\r\n } else {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition = computePositionPrelude + adjustEyeSpace + computePositionPostlude;\r\n }\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified, posType: PositionType): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, IsThematic.No, true, posType);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No, false, true);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(float flag) { return nthBitSet(surfaceFlags, flag); }\r\n`;\r\nconst isSurfaceBitSet2 = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormalMap\", VariableType.Int, SurfaceBitIndex.HasNormalMap.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasNormalMap\", SurfaceBitIndex.HasNormalMap);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = System.instance.capabilities.isWebGL2 ? \"u\" : \".0\";\r\n const type = System.instance.capabilities.isWebGL2 ? VariableType.Uint : VariableType.Float;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_HasNormalMap\", type, SurfaceFlags.HasNormalMap.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n if (System.instance.capabilities.isWebGL2) {\r\n builder.addFunction(isSurfaceBitSet2);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n } else {\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Float);\r\n }\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0.0;\r\n`;\r\nconst initSurfaceFlags2 = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n if (feature_ignore_material) {\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasTexture])\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasNormalMap])\r\n surfaceFlags -= kSurfaceMask_HasNormalMap;\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return surfaceFlags;\\n\";\r\nconst returnSurfaceFlags2 = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nfunction getComputeNormal(quantized: boolean): string {\r\n const a = quantized ? \"g_vertLutData3.xy\" : \"g_vertLutData4.zw\";\r\n const b = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData5.xy\";\r\n return `\r\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return vec3(0.0);\r\n\r\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};\r\n return normalize(MAT_NORM * octDecodeNormal(normal));\r\n`;\r\n}\r\n\r\nconst finalizeNormalPrelude = `\r\n vec3 normal = normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\r\n`;\r\n\r\nconst finalizeNormalNormalMap = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasNormalMap)) {\r\n // Modify the normal with the normal map texture.\r\n // First calculate the tangent.\r\n vec3 dp1 = dFdx(v_eyeSpace);\r\n vec3 dp2 = dFdy(v_eyeSpace);\r\n vec2 duv1 = dFdx(v_texCoord);\r\n vec2 duv2 = dFdy(v_texCoord);\r\n vec3 tangent = normalize(duv2.y * dp1 - duv1.y * dp2);\r\n tangent = normalize (tangent - normal * dot (normal, tangent)); // re-orthogonalize with normal\r\n bool flip = (duv1.x * duv2.y - duv2.x * duv1.y) < 0.0;\r\n if (flip)\r\n tangent = -tangent;\r\n vec3 biTangent = cross (normal, tangent);\r\n if (flip)\r\n biTangent = -biTangent;\r\n vec3 normM = TEXTURE(s_normalMap, v_texCoord).xyz;\r\n if (length (normM) > 0.0001) { // check for empty normal texture\r\n normM = (normM - 0.5) * 2.0;\r\n normM = normalize (normM);\r\n normM.x *= abs(u_normalMapScale);\r\n normM.y *= u_normalMapScale;\r\n normM = normalize (normM);\r\n normal = normalize (normM.x * tangent + normM.y * biTangent + normM.z * normal);\r\n }\r\n }\r\n`;\r\n\r\nconst finalizeNormalPostlude = `\r\n return normal;\r\n`;\r\n\r\nfunction getComputeAnimatedNormal(quantized: boolean): string {\r\n return `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n\r\n ${getComputeNormal(quantized)}`;\r\n}\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nfunction getComputeTexCoord(quantized: boolean): string {\r\n const vertData = quantized ? \"g_vertLutData3\" : \"g_vertLutData4\";\r\n return `\r\n vec4 rgba = ${vertData};\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2With2BitFlags(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture, kSurfaceBit_HasNormalMap);\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedTexCoord(quantized: boolean): string {\r\n return `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n\r\n ${getComputeTexCoord(quantized)}\r\n`;\r\n}\r\n\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = (System.instance.capabilities.isWebGL2 ? initSurfaceFlags2 : initSurfaceFlags);\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += (System.instance.capabilities.isWebGL2 ? returnSurfaceFlags2 : returnSurfaceFlags);\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n if (System.instance.capabilities.isWebGL2)\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n else\r\n builder.frag.addInitializer(\"surfaceFlags = floor(v_surfaceFlags + 0.5);\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, instanced: IsInstanced, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert, instanced);\r\n\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", getComputeNormal(quantized));\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? getComputeAnimatedNormal(quantized) : \"return computeSurfaceNormal();\");\r\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\r\n let finalizeNormal = finalizeNormalPrelude;\r\n if (System.instance.capabilities.isWebGL2) {\r\n finalizeNormal += finalizeNormalNormalMap;\r\n builder.frag.addUniform(\"u_normalMapScale\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_normalMapScale\", (uniform, params) => {\r\n let normalMapScale = 1.0;\r\n if (undefined !== params.geometry.materialInfo && !params.geometry.materialInfo.isAtlas &&\r\n undefined !== params.geometry.materialInfo.textureMapping &&\r\n undefined !== params.geometry.materialInfo.textureMapping.normalMapParams) {\r\n normalMapScale = params.geometry.materialInfo.textureMapping.normalMapParams.scale ?? 1.0;\r\n if (!params.geometry.materialInfo.textureMapping.normalMapParams.greenDown)\r\n normalMapScale = -normalMapScale;\r\n }\r\n uniform.setUniform1f(normalMapScale);\r\n });\r\n });\r\n }\r\n finalizeNormal += finalizeNormalPostlude;\r\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud: boolean, isHilite: boolean) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n }\r\n\r\n // Point clouds do not need to compute texture coordinates since the only texture they use is the thematic gradient.\r\n // Surfaces now need texture coordinates even for thematic in case they have a normal map (except for webgl1 which does not have normal maps).\r\n if (!isPointCloud && (System.instance.capabilities.isWebGL2 || !isThematic)) {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseVec2WithBitFlagsFunction(builder.vert);\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams) || (surfGeom.useNormalMap(params.programParams) && !isPointCloud)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n\r\n if (!isHilite && !isPointCloud && System.instance.capabilities.isWebGL2) {\r\n builder.frag.addUniform(\"s_normalMap\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_normalMap\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useNormalMap(params.programParams)) {\r\n const normalMap = surfGeom.normalMap;\r\n assert(undefined !== normalMap);\r\n normalMap.texture.bindSampler(uniform, TextureUnit.NormalMap);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.NormalMap);\r\n }\r\n });\r\n });\r\n }\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nconst discardByTextureAlpha = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture)) {\r\n float cutoff = abs(u_alphaCutoff);\r\n if (kRenderPass_Translucent == u_renderPass)\r\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\r\n else\r\n return alpha < cutoff;\r\n }\r\n\r\n return false;\r\n`;\r\n\r\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\r\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\r\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\r\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\r\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\r\n const pass = params.geometry.getPass(params.target);\r\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\r\n uniform.setUniform1f(cutoff);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByTextureAlpha);\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, flags.isThematic, false, flags.positionType);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic)\r\n addThematicDisplay(builder);\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isInstanced, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic, false, false);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n else\r\n addTransparencyDiscard(builder.frag);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
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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 { AttributeMap } from \"../AttributeMap\";\r\nimport { Material } from \"../Material\";\r\nimport { Pass, SurfaceBitIndex, SurfaceFlags, TextureUnit } from \"../RenderFlags\";\r\nimport {\r\n FragmentShaderBuilder, FragmentShaderComponent, ProgramBuilder, ShaderBuilder, VariableType, VertexShaderComponent,\r\n} from \"../ShaderBuilder\";\r\nimport { System } from \"../System\";\r\nimport {\r\n FeatureMode, IsAnimated, IsClassified, IsInstanced, IsShadowable, IsThematic, PositionType, TechniqueFlags,\r\n} from \"../TechniqueFlags\";\r\nimport { TechniqueId } from \"../TechniqueId\";\r\nimport { Texture } from \"../Texture\";\r\nimport { addAnimation } from \"./Animation\";\r\nimport { unpackFloat } from \"./Clipping\";\r\nimport { addColor } from \"./Color\";\r\nimport { addChooseVec2WithBitFlagsFunction, addChooseVec3WithBitFlagFunction, addExtractNthBit, addFrustum, addShaderFlags } from \"./Common\";\r\nimport { addUnpackAndNormalize2Bytes, decodeDepthRgb, unquantize2d } from \"./Decode\";\r\nimport {\r\n addFeatureSymbology, addMaxAlpha, addRenderOrder, addRenderOrderConstants, addSurfaceDiscard, addSurfaceHiliter, FeatureSymbologyOptions,\r\n} from \"./FeatureSymbology\";\r\nimport {\r\n addAltPickBufferOutputs, addFragColorWithPreMultipliedAlpha, addPickBufferOutputs, addWhiteOnWhiteReversal, assignFragColor,\r\n} from \"./Fragment\";\r\nimport { addLighting } from \"./Lighting\";\r\nimport { addSurfaceMonochrome } from \"./Monochrome\";\r\nimport { addColorPlanarClassifier, addFeaturePlanarClassifier, addHilitePlanarClassifier, addOverrideClassifierColor } from \"./PlanarClassification\";\r\nimport { addRenderPass } from \"./RenderPass\";\r\nimport { addSolarShadowMap } from \"./SolarShadowMapping\";\r\nimport { addThematicDisplay, getComputeThematicIndex } from \"./Thematic\";\r\nimport { addTranslucency } from \"./Translucency\";\r\nimport { addModelViewMatrix, addNormalMatrix, addProjectionMatrix } from \"./Vertex\";\r\nimport { wantMaterials } from \"../SurfaceGeometry\";\r\nimport { addWiremesh } from \"./Wiremesh\";\r\n\r\n// NB: Textures do not contain pre-multiplied alpha.\r\nconst sampleSurfaceTexture = `\r\nvec4 sampleSurfaceTexture() {\r\n return TEXTURE(s_texture, v_texCoord);\r\n}\r\n`;\r\n\r\nconst applyMaterialColor = `\r\n float useMatColor = float(use_material);\r\n vec3 rgb = mix(baseColor.rgb, mat_rgb.rgb, useMatColor * mat_rgb.a);\r\n float a = mix(baseColor.a, mat_alpha.x, useMatColor * mat_alpha.y);\r\n return vec4(rgb, a);\r\n`;\r\n\r\n// if this is a raster glyph, the sampled color has already been modified - do not modify further.\r\n// Mix diffuse color with texel based on texture weight.\r\n// Replace with diffuse RGB if RGB overridden.\r\n// Replace with diffuse alpha if alpha overridden.\r\n// Multiply texel alpha with diffuse alpha if specified.\r\nconst applyTextureWeight = `\r\n bool applyTexture = !u_applyGlyphTex && isSurfaceBitSet(kSurfaceBit_HasTexture);\r\n float textureWeight = applyTexture ? mat_texture_weight : 0.0;\r\n vec3 rgb = mix(baseColor.rgb, g_surfaceTexel.rgb, textureWeight);\r\n rgb = chooseVec3WithBitFlag(rgb, baseColor.rgb, surfaceFlags, kSurfaceBit_OverrideRgb);\r\n\r\n float a = applyTexture ? baseColor.a * g_surfaceTexel.a : baseColor.a;\r\n\r\n return vec4(rgb, a);\r\n`;\r\n\r\nconst decodeFragMaterialParams = `\r\nvoid decodeMaterialParams(vec4 params) {\r\n mat_weights = unpackAndNormalize2Bytes(params.x);\r\n\r\n vec2 texAndSpecR = unpackAndNormalize2Bytes(params.y);\r\n mat_texture_weight = texAndSpecR.x;\r\n\r\n vec2 specGB = unpackAndNormalize2Bytes(params.z);\r\n mat_specular = vec4(texAndSpecR.y, specGB, params.w);\r\n}\r\n`;\r\n\r\nconst decodeMaterialColor = `\r\nvoid decodeMaterialColor(vec4 rgba) {\r\n mat_rgb = vec4(rgba.rgb, float(rgba.r >= 0.0));\r\n mat_alpha = vec2(rgba.a, float(rgba.a >= 0.0));\r\n}\r\n`;\r\n\r\n// defaults: (0x6699, 0xffff, 0xffff, 13.5)\r\nconst computeMaterialParams = `\r\n const vec4 defaults = vec4(26265.0, 65535.0, 65535.0, 13.5);\r\n return use_material ? g_materialParams : defaults;\r\n`;\r\n\r\n// The 8-bit material index is stored with the 24-bit feature index, in the high byte.\r\nconst readMaterialAtlas = `\r\nvoid readMaterialAtlas() {\r\n float materialAtlasStart = u_vertParams.z * u_vertParams.w + u_numColors;\r\n float materialIndex = g_featureAndMaterialIndex.w * 4.0 + materialAtlasStart;\r\n\r\n vec2 tc = computeLUTCoords(materialIndex, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 rgba = TEXTURE(u_vertLUT, tc);\r\n\r\n tc = computeLUTCoords(materialIndex + 1.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 weightsAndFlags = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5);\r\n\r\n tc = computeLUTCoords(materialIndex + 2.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec3 specularRgb = floor(TEXTURE(u_vertLUT, tc) * 255.0 + 0.5).rgb;\r\n\r\n tc = computeLUTCoords(materialIndex + 3.0, u_vertParams.xy, g_vert_center, 1.0);\r\n vec4 packedSpecularExponent = TEXTURE(u_vertLUT, tc);\r\n\r\n float flags = weightsAndFlags.w;\r\n mat_rgb = vec4(rgba.rgb, float(flags == 1.0 || flags == 3.0));\r\n mat_alpha = vec2(rgba.a, float(flags == 2.0 || flags == 3.0));\r\n\r\n float specularExponent = unpackFloat(packedSpecularExponent);\r\n g_materialParams.x = weightsAndFlags.y + weightsAndFlags.z * 256.0;\r\n g_materialParams.y = 255.0 + specularRgb.r * 256.0;\r\n g_materialParams.z = specularRgb.g + specularRgb.b * 256.0;\r\n g_materialParams.w = specularExponent;\r\n}\r\n`;\r\n\r\nconst computeMaterial = `\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasMaterialAtlas]) {\r\n readMaterialAtlas();\r\n } else {\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n }\r\n`;\r\n\r\nconst computeMaterialInstanced = `\r\n decodeMaterialColor(u_materialColor);\r\n g_materialParams = u_materialParams;\r\n`;\r\n\r\nfunction addMaterial(builder: ProgramBuilder, instanced: boolean): void {\r\n const frag = builder.frag;\r\n assert(undefined !== frag.find(\"v_surfaceFlags\"));\r\n\r\n frag.addGlobal(\"mat_texture_weight\", VariableType.Float);\r\n frag.addGlobal(\"mat_weights\", VariableType.Vec2); // diffuse, specular\r\n frag.addGlobal(\"mat_specular\", VariableType.Vec4); // rgb, exponent\r\n\r\n addUnpackAndNormalize2Bytes(frag);\r\n frag.addFunction(decodeFragMaterialParams);\r\n frag.addInitializer(\"decodeMaterialParams(v_materialParams);\");\r\n\r\n addChooseVec3WithBitFlagFunction(frag);\r\n frag.set(FragmentShaderComponent.ApplyMaterialOverrides, applyTextureWeight);\r\n\r\n const vert = builder.vert;\r\n vert.addGlobal(\"mat_rgb\", VariableType.Vec4); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"mat_alpha\", VariableType.Vec2); // a = 0 if not overridden, else 1\r\n vert.addGlobal(\"use_material\", VariableType.Boolean);\r\n if (System.instance.capabilities.isWebGL2)\r\n vert.addInitializer(\"use_material = (0u == (surfaceFlags & kSurfaceBit_IgnoreMaterial));\");\r\n else\r\n vert.addInitializer(\"use_material = !nthBitSet(surfaceFlags, kSurfaceBit_IgnoreMaterial);\");\r\n\r\n // Uniform material\r\n vert.addFunction(decodeMaterialColor);\r\n vert.addUniform(\"u_materialColor\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialColor\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.rgba);\r\n });\r\n });\r\n\r\n vert.addUniform(\"u_materialParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_materialParams\", (uniform, params) => {\r\n const info = wantMaterials(params.target.currentViewFlags) ? params.geometry.materialInfo : undefined;\r\n const mat = undefined !== info && !info.isAtlas ? info : Material.default;\r\n uniform.setUniform4fv(mat.fragUniforms);\r\n });\r\n });\r\n\r\n if (!instanced) {\r\n // Material atlas\r\n vert.addFunction(unpackFloat);\r\n vert.addFunction(readMaterialAtlas);\r\n vert.addUniform(\"u_numColors\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_numColors\", (uniform, params) => {\r\n const info = params.geometry.materialInfo;\r\n const numColors = undefined !== info && info.isAtlas ? info.vertexTableOffset : 0;\r\n uniform.setUniform1f(numColors);\r\n });\r\n });\r\n }\r\n vert.addGlobal(\"g_materialParams\", VariableType.Vec4);\r\n vert.set(VertexShaderComponent.ComputeMaterial, instanced ? computeMaterialInstanced : computeMaterial);\r\n vert.set(VertexShaderComponent.ApplyMaterialColor, applyMaterialColor);\r\n builder.addFunctionComputedVarying(\"v_materialParams\", VariableType.Vec4, \"computeMaterialParams\", computeMaterialParams);\r\n}\r\n\r\nconst computePositionPrelude = `\r\n vec4 pos = MAT_MV * rawPos;\r\n`;\r\n\r\n// We used to use gl.polygonOffset() for blanking regions, but that doesn't work with logarithmic depth buffer which overwrites the\r\n// computed Z. Instead we must manually offset in vertex shader. We do this even if log depth is not enabled/supported.\r\n// NOTE: If log depth is *not* supported, then the hilite surface vertex shaders previously would still include this logic, but the\r\n// fragment shaders would not use v_eyeSpace. Some Ubuntu 20.04 graphics drivers cleverly and correctly optimized out the varying and the uniform,\r\n// causing an exception when gl.getProgramLocation() failed. So, omit this bit in that case.\r\nconst adjustEyeSpace = `\r\n v_eyeSpace = pos.xyz;\r\n const float blankingRegionOffset = 2.0 / 65536.0;\r\n if (kRenderOrder_BlankingRegion == u_renderOrder)\r\n v_eyeSpace.z -= blankingRegionOffset * (u_frustum.y - u_frustum.x);\r\n`;\r\n\r\nconst computePositionPostlude = `\r\n return u_proj * pos;\r\n`;\r\n\r\nfunction createCommon(isInstanced: IsInstanced, animated: IsAnimated, shadowable: IsShadowable, isThematic: IsThematic, isHiliter: boolean, positionType: PositionType): ProgramBuilder {\r\n const instanced = IsInstanced.Yes === isInstanced;\r\n const attrMap = AttributeMap.findAttributeMap(TechniqueId.Surface, instanced);\r\n const builder = new ProgramBuilder(attrMap, { positionType, instanced });\r\n const vert = builder.vert;\r\n\r\n if (animated)\r\n addAnimation(vert, true, isThematic);\r\n\r\n if (shadowable)\r\n addSolarShadowMap(builder);\r\n\r\n addProjectionMatrix(vert);\r\n addModelViewMatrix(vert);\r\n\r\n let computePosition;\r\n if (isHiliter && !System.instance.supportsLogZBuffer) {\r\n computePosition = computePositionPrelude + computePositionPostlude;\r\n } else {\r\n addFrustum(builder);\r\n addRenderOrder(builder.vert);\r\n addRenderOrderConstants(builder.vert);\r\n builder.addVarying(\"v_eyeSpace\", VariableType.Vec3);\r\n computePosition = computePositionPrelude + adjustEyeSpace + computePositionPostlude;\r\n }\r\n\r\n vert.set(VertexShaderComponent.ComputePosition, computePosition);\r\n\r\n return builder;\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceHiliter(instanced: IsInstanced, classified: IsClassified, posType: PositionType): ProgramBuilder {\r\n const builder = createCommon(instanced, IsAnimated.No, IsShadowable.No, IsThematic.No, true, posType);\r\n\r\n addSurfaceFlags(builder, true, false);\r\n addTexture(builder, IsAnimated.No, IsThematic.No, false, true);\r\n if (classified) {\r\n addHilitePlanarClassifier(builder);\r\n builder.vert.addGlobal(\"feature_ignore_material\", VariableType.Boolean, \"false\");\r\n builder.frag.set(FragmentShaderComponent.AssignFragData, assignFragColor);\r\n } else {\r\n addSurfaceHiliter(builder);\r\n }\r\n\r\n return builder;\r\n}\r\n\r\nconst isSurfaceBitSet = `\r\nbool isSurfaceBitSet(float flag) { return nthBitSet(surfaceFlags, flag); }\r\n`;\r\nconst isSurfaceBitSet2 = `\r\nbool isSurfaceBitSet(uint flag) { return 0u != (surfaceFlags & flag); }\r\n`;\r\n\r\n/** @internal */\r\nfunction addSurfaceFlagsLookup(builder: ShaderBuilder) {\r\n builder.addConstant(\"kSurfaceBitIndex_HasTexture\", VariableType.Int, SurfaceBitIndex.HasTexture.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_ApplyLighting\", VariableType.Int, SurfaceBitIndex.ApplyLighting.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormals\", VariableType.Int, SurfaceBitIndex.HasNormals.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_IgnoreMaterial\", VariableType.Int, SurfaceBitIndex.IgnoreMaterial.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_TransparencyThreshold\", VariableType.Int, SurfaceBitIndex.TransparencyThreshold.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_BackgroundFill\", VariableType.Int, SurfaceBitIndex.BackgroundFill.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasColorAndNormal\", VariableType.Int, SurfaceBitIndex.HasColorAndNormal.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_OverrideRgb\", VariableType.Int, SurfaceBitIndex.OverrideRgb.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasNormalMap\", VariableType.Int, SurfaceBitIndex.HasNormalMap.toString());\r\n builder.addConstant(\"kSurfaceBitIndex_HasMaterialAtlas\", VariableType.Int, SurfaceBitIndex.HasMaterialAtlas.toString());\r\n\r\n // Surface flags which get modified in vertex shader are still passed to fragment shader as a single float & are thus\r\n // used differently there & so require different constants. Unused constants are commented out.\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasTexture\", SurfaceBitIndex.HasTexture);\r\n builder.addBitFlagConstant(\"kSurfaceBit_IgnoreMaterial\", SurfaceBitIndex.IgnoreMaterial);\r\n builder.addBitFlagConstant(\"kSurfaceBit_OverrideRgb\", SurfaceBitIndex.OverrideRgb);\r\n builder.addBitFlagConstant(\"kSurfaceBit_HasNormalMap\", SurfaceBitIndex.HasNormalMap);\r\n\r\n // Only need masks for flags modified in vertex shader\r\n const suffix = System.instance.capabilities.isWebGL2 ? \"u\" : \".0\";\r\n const type = System.instance.capabilities.isWebGL2 ? VariableType.Uint : VariableType.Float;\r\n builder.addConstant(\"kSurfaceMask_HasTexture\", type, SurfaceFlags.HasTexture.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_IgnoreMaterial\", type, SurfaceFlags.IgnoreMaterial.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_OverrideRgb\", type, SurfaceFlags.OverrideRgb.toString() + suffix);\r\n builder.addConstant(\"kSurfaceMask_HasNormalMap\", type, SurfaceFlags.HasNormalMap.toString() + suffix);\r\n\r\n addExtractNthBit(builder);\r\n if (System.instance.capabilities.isWebGL2) {\r\n builder.addFunction(isSurfaceBitSet2);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Uint);\r\n } else {\r\n builder.addFunction(isSurfaceBitSet);\r\n builder.addGlobal(\"surfaceFlags\", VariableType.Float);\r\n }\r\n}\r\n\r\nconst initSurfaceFlags = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0.0;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0.0;\r\n`;\r\nconst initSurfaceFlags2 = `\r\n surfaceFlags = u_surfaceFlags[kSurfaceBitIndex_HasTexture] ? kSurfaceMask_HasTexture : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_IgnoreMaterial] ? kSurfaceMask_IgnoreMaterial : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_OverrideRgb] ? kSurfaceMask_OverrideRgb : 0u;\r\n surfaceFlags += u_surfaceFlags[kSurfaceBitIndex_HasNormalMap] ? kSurfaceMask_HasNormalMap : 0u;\r\n`;\r\n\r\nconst computeBaseSurfaceFlags = `\r\n if (feature_ignore_material) {\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasTexture])\r\n surfaceFlags -= kSurfaceMask_HasTexture;\r\n if (u_surfaceFlags[kSurfaceBitIndex_HasNormalMap])\r\n surfaceFlags -= kSurfaceMask_HasNormalMap;\r\n\r\n surfaceFlags += kSurfaceMask_IgnoreMaterial;\r\n }\r\n`;\r\n\r\n// Textured surfaces (including raster glyphs) always *multiply* the sampled alpha by the alpha override.\r\nconst computeColorSurfaceFlags = `\r\n if (feature_rgb.r >= 0.0)\r\n surfaceFlags += kSurfaceMask_OverrideRgb;\r\n`;\r\n\r\nconst returnSurfaceFlags = \" return surfaceFlags;\\n\";\r\nconst returnSurfaceFlags2 = \" return float(surfaceFlags);\\n\";\r\n\r\nconst computeSurfaceFlags = computeBaseSurfaceFlags;\r\nconst computeSurfaceFlagsWithColor = computeBaseSurfaceFlags + computeColorSurfaceFlags;\r\n\r\n/** @internal */\r\nexport const octDecodeNormal = `\r\nvec3 octDecodeNormal(vec2 e) {\r\n e = e / 255.0 * 2.0 - 1.0;\r\n vec3 n = vec3(e.x, e.y, 1.0 - abs(e.x) - abs(e.y));\r\n if (n.z < 0.0) {\r\n vec2 signNotZero = vec2(n.x >= 0.0 ? 1.0 : -1.0, n.y >= 0.0 ? 1.0 : -1.0);\r\n n.xy = (1.0 - abs(n.yx)) * signNotZero;\r\n }\r\n\r\n return normalize(n);\r\n}\r\n`;\r\n\r\nfunction getComputeNormal(quantized: boolean): string {\r\n const a = quantized ? \"g_vertLutData3.xy\" : \"g_vertLutData4.zw\";\r\n const b = quantized ? \"g_vertLutData1.zw\" : \"g_vertLutData5.xy\";\r\n return `\r\n if (!u_surfaceFlags[kSurfaceBitIndex_HasNormals])\r\n return vec3(0.0);\r\n\r\n vec2 normal = (u_surfaceFlags[kSurfaceBitIndex_HasColorAndNormal]) ? ${a} : ${b};\r\n return normalize(MAT_NORM * octDecodeNormal(normal));\r\n`;\r\n}\r\n\r\nconst finalizeNormalPrelude = `\r\n vec3 normal = normalize(v_n) * (2.0 * float(gl_FrontFacing) - 1.0);\r\n`;\r\n\r\nconst finalizeNormalNormalMap = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasNormalMap)) {\r\n // Modify the normal with the normal map texture.\r\n // First calculate the tangent.\r\n vec3 dp1 = dFdx(v_eyeSpace);\r\n vec3 dp2 = dFdy(v_eyeSpace);\r\n vec2 duv1 = dFdx(v_texCoord);\r\n vec2 duv2 = dFdy(v_texCoord);\r\n vec3 tangent = normalize(duv2.y * dp1 - duv1.y * dp2);\r\n tangent = normalize (tangent - normal * dot (normal, tangent)); // re-orthogonalize with normal\r\n bool flip = (duv1.x * duv2.y - duv2.x * duv1.y) < 0.0;\r\n if (flip)\r\n tangent = -tangent;\r\n vec3 biTangent = cross (normal, tangent);\r\n if (flip)\r\n biTangent = -biTangent;\r\n vec3 normM = TEXTURE(s_normalMap, v_texCoord).xyz;\r\n if (length (normM) > 0.0001) { // check for empty normal texture\r\n normM = (normM - 0.5) * 2.0;\r\n normM = normalize (normM);\r\n normM.x *= abs(u_normalMapScale);\r\n normM.y *= u_normalMapScale;\r\n normM = normalize (normM);\r\n normal = normalize (normM.x * tangent + normM.y * biTangent + normM.z * normal);\r\n }\r\n }\r\n`;\r\n\r\nconst finalizeNormalPostlude = `\r\n return normal;\r\n`;\r\n\r\nfunction getComputeAnimatedNormal(quantized: boolean): string {\r\n return `\r\n if (u_animNormalParams.x >= 0.0)\r\n return normalize(MAT_NORM * computeAnimationNormal(u_animNormalParams.x, u_animNormalParams.y, u_animNormalParams.z));\r\n\r\n ${getComputeNormal(quantized)}`;\r\n}\r\n\r\nconst applyBackgroundColor = `\r\n return u_surfaceFlags[kSurfaceBitIndex_BackgroundFill] ? vec4(u_bgColor.rgb, baseColor.a) : baseColor;\r\n`;\r\n\r\nfunction getComputeTexCoord(quantized: boolean): string {\r\n const vertData = quantized ? \"g_vertLutData3\" : \"g_vertLutData4\";\r\n return `\r\n vec4 rgba = ${vertData};\r\n vec2 qcoords = vec2(decodeUInt16(rgba.xy), decodeUInt16(rgba.zw));\r\n return chooseVec2With2BitFlags(vec2(0.0), unquantize2d(qcoords, u_qTexCoordParams), surfaceFlags, kSurfaceBit_HasTexture, kSurfaceBit_HasNormalMap);\r\n`;\r\n}\r\n\r\nfunction getComputeAnimatedTexCoord(quantized: boolean): string {\r\n return `\r\n if (u_animScalarQParams.x >= 0.0)\r\n return computeAnimationParam(u_animScalarParams.x, u_animScalarParams.y, u_animScalarParams.z, u_animScalarQParams.x, u_animScalarQParams.y);\r\n\r\n ${getComputeTexCoord(quantized)}\r\n`;\r\n}\r\n\r\nconst getSurfaceColor = `\r\nvec4 getSurfaceColor() { return v_color; }\r\n`;\r\n\r\n// If we have texture weight < 1.0 we must compute the element/material color first then mix with texture color\r\n// in ApplyMaterialOverrides(). Do the sample once, here, and store in a global variable for possible later use.\r\n// If a glyph texture, must mix getSurfaceColor() with texture color so texture color alpha is applied 100% and\r\n// surface color rgb is scaled by texture color rgb (latter is full white originally but stretched via mipmapping).\r\nconst computeBaseColor = `\r\n g_surfaceTexel = sampleSurfaceTexture();\r\n vec4 surfaceColor = getSurfaceColor();\r\n\r\n if (!u_applyGlyphTex)\r\n return surfaceColor;\r\n\r\n // Compute color for raster glyph.\r\n const vec3 white = vec3(1.0);\r\n const vec3 epsilon = vec3(0.0001);\r\n const vec3 almostWhite = white - epsilon;\r\n\r\n // set to black if almost white and reverse white-on-white is on\r\n bvec3 isAlmostWhite = greaterThan(surfaceColor.rgb, almostWhite);\r\n surfaceColor.rgb = (u_reverseWhiteOnWhite && isAlmostWhite.r && isAlmostWhite.g && isAlmostWhite.b ? vec3(0.0, 0.0, 0.0) : surfaceColor.rgb);\r\n return vec4(surfaceColor.rgb * g_surfaceTexel.rgb, g_surfaceTexel.a);\r\n`;\r\n\r\nconst surfaceFlagArray = new Int32Array(SurfaceBitIndex.Count);\r\n\r\n/** @internal */\r\nexport function addSurfaceFlags(builder: ProgramBuilder, withFeatureOverrides: boolean, withFeatureColor: boolean) {\r\n addSurfaceFlagsLookup(builder.vert);\r\n addSurfaceFlagsLookup(builder.frag);\r\n\r\n let compute = (System.instance.capabilities.isWebGL2 ? initSurfaceFlags2 : initSurfaceFlags);\r\n if (withFeatureOverrides)\r\n compute += `${withFeatureColor ? computeSurfaceFlagsWithColor : computeSurfaceFlags}\\n`;\r\n compute += (System.instance.capabilities.isWebGL2 ? returnSurfaceFlags2 : returnSurfaceFlags);\r\n builder.addFunctionComputedVarying(\"v_surfaceFlags\", VariableType.Float, \"computeSurfaceFlags\", compute);\r\n\r\n if (System.instance.capabilities.isWebGL2)\r\n builder.frag.addInitializer(\"surfaceFlags = uint(floor(v_surfaceFlags + 0.5));\");\r\n else\r\n builder.frag.addInitializer(\"surfaceFlags = floor(v_surfaceFlags + 0.5);\");\r\n\r\n builder.addUniformArray(\"u_surfaceFlags\", VariableType.Boolean, SurfaceBitIndex.Count, (prog) => {\r\n prog.addGraphicUniform(\"u_surfaceFlags\", (uniform, params) => {\r\n assert(undefined !== params.geometry.asSurface);\r\n const mesh = params.geometry.asSurface;\r\n mesh.computeSurfaceFlags(params.programParams, surfaceFlagArray);\r\n uniform.setUniform1iv(surfaceFlagArray);\r\n });\r\n });\r\n}\r\n\r\nfunction addNormal(builder: ProgramBuilder, instanced: IsInstanced, animated: IsAnimated) {\r\n addNormalMatrix(builder.vert, instanced);\r\n\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.vert.addFunction(octDecodeNormal);\r\n builder.vert.addFunction(\"vec3 computeSurfaceNormal()\", getComputeNormal(quantized));\r\n builder.addFunctionComputedVarying(\"v_n\", VariableType.Vec3, \"computeLightingNormal\", animated ? getComputeAnimatedNormal(quantized) : \"return computeSurfaceNormal();\");\r\n builder.frag.addGlobal(\"g_normal\", VariableType.Vec3);\r\n let finalizeNormal = finalizeNormalPrelude;\r\n if (System.instance.capabilities.isWebGL2) {\r\n finalizeNormal += finalizeNormalNormalMap;\r\n builder.frag.addUniform(\"u_normalMapScale\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_normalMapScale\", (uniform, params) => {\r\n let normalMapScale = 1.0;\r\n if (undefined !== params.geometry.materialInfo && !params.geometry.materialInfo.isAtlas &&\r\n undefined !== params.geometry.materialInfo.textureMapping &&\r\n undefined !== params.geometry.materialInfo.textureMapping.normalMapParams) {\r\n normalMapScale = params.geometry.materialInfo.textureMapping.normalMapParams.scale ?? 1.0;\r\n if (params.geometry.materialInfo.textureMapping.normalMapParams.greenUp)\r\n normalMapScale = -normalMapScale;\r\n }\r\n uniform.setUniform1f(normalMapScale);\r\n });\r\n });\r\n }\r\n finalizeNormal += finalizeNormalPostlude;\r\n builder.frag.set(FragmentShaderComponent.FinalizeNormal, finalizeNormal);\r\n\r\n // Set to true to colorize surfaces based on normals (in world space).\r\n // You must also set checkMaxVarying to false in ProgramBuilder.buildProgram to avoid assertions, if using a non-optimized build.\r\n const debugNormals = false;\r\n if (debugNormals) {\r\n builder.frag.set(FragmentShaderComponent.ApplyDebugColor, \"return vec4(vec3(v_normal / 2.0 + 0.5), baseColor.a);\");\r\n builder.addInlineComputedVarying(\"v_normal\", VariableType.Vec3, \"v_normal = computeSurfaceNormal();\");\r\n }\r\n}\r\n\r\n/** @internal */\r\nexport function addTexture(builder: ProgramBuilder, animated: IsAnimated, isThematic: IsThematic, isPointCloud: boolean, isHilite: boolean) {\r\n if (isThematic) {\r\n builder.addInlineComputedVarying(\"v_thematicIndex\", VariableType.Float, getComputeThematicIndex(builder.vert.usesInstancedGeometry, isPointCloud, true));\r\n }\r\n\r\n // Point clouds do not need to compute texture coordinates since the only texture they use is the thematic gradient.\r\n // Surfaces now need texture coordinates even for thematic in case they have a normal map (except for webgl1 which does not have normal maps).\r\n if (!isPointCloud && (System.instance.capabilities.isWebGL2 || !isThematic)) {\r\n builder.vert.addFunction(unquantize2d);\r\n addChooseVec2WithBitFlagsFunction(builder.vert);\r\n const quantized = \"quantized\" === builder.vert.positionType;\r\n builder.addFunctionComputedVarying(\"v_texCoord\", VariableType.Vec2, \"computeTexCoord\", animated ? getComputeAnimatedTexCoord(quantized) : getComputeTexCoord(quantized));\r\n builder.vert.addUniform(\"u_qTexCoordParams\", VariableType.Vec4, (prog) => {\r\n prog.addGraphicUniform(\"u_qTexCoordParams\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useTexture(params.programParams) || (surfGeom.useNormalMap(params.programParams) && !isPointCloud)) {\r\n const uvQParams = surfGeom.lut.uvQParams;\r\n if (undefined !== uvQParams) {\r\n uniform.setUniform4fv(uvQParams);\r\n }\r\n }\r\n });\r\n });\r\n builder.frag.addFunction(sampleSurfaceTexture);\r\n }\r\n\r\n builder.frag.addUniform(\"s_texture\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_texture\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (params.geometry.supportsThematicDisplay && params.target.wantThematicDisplay) { // NB: if thematic display is enabled, bind the thematic texture and ignore any applied surface textures\r\n params.target.uniforms.thematic.bindTexture(uniform, TextureUnit.SurfaceTexture);\r\n } else if (surfGeom.useTexture(params.programParams)) {\r\n const texture = (params.geometry.hasAnimation && params.target.analysisTexture) ? (params.target.analysisTexture as Texture) : surfGeom.texture;\r\n assert(undefined !== texture);\r\n texture.texture.bindSampler(uniform, TextureUnit.SurfaceTexture);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.SurfaceTexture);\r\n }\r\n });\r\n });\r\n\r\n if (!isHilite && !isPointCloud && System.instance.capabilities.isWebGL2) {\r\n builder.frag.addUniform(\"s_normalMap\", VariableType.Sampler2D, (prog) => {\r\n prog.addGraphicUniform(\"s_normalMap\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n if (surfGeom.useNormalMap(params.programParams)) {\r\n const normalMap = surfGeom.normalMap;\r\n assert(undefined !== normalMap);\r\n normalMap.texture.bindSampler(uniform, TextureUnit.NormalMap);\r\n } else {\r\n System.instance.ensureSamplerBound(uniform, TextureUnit.NormalMap);\r\n }\r\n });\r\n });\r\n }\r\n}\r\n\r\nexport const discardClassifiedByAlpha = `\r\n if (u_no_classifier_discard)\r\n return false;\r\n\r\n bool hasAlpha = alpha <= s_maxAlpha;\r\n bool isOpaquePass = (kRenderPass_OpaqueLinear <= u_renderPass && kRenderPass_OpaqueGeneral >= u_renderPass);\r\n bool isTranslucentPass = kRenderPass_Translucent == u_renderPass;\r\n return (isOpaquePass && hasAlpha) || (isTranslucentPass && !hasAlpha);\r\n`;\r\n\r\nconst discardByTextureAlpha = `\r\n if (isSurfaceBitSet(kSurfaceBit_HasTexture)) {\r\n float cutoff = abs(u_alphaCutoff);\r\n if (kRenderPass_Translucent == u_renderPass)\r\n return u_alphaCutoff > 0.0 && alpha >= cutoff;\r\n else\r\n return alpha < cutoff;\r\n }\r\n\r\n return false;\r\n`;\r\n\r\nfunction addTransparencyDiscard(frag: FragmentShaderBuilder): void {\r\n addRenderPass(frag);\r\n frag.addUniform(\"u_alphaCutoff\", VariableType.Float, (prog) => {\r\n prog.addGraphicUniform(\"u_alphaCutoff\", (uniform, params) => {\r\n // This cutoff is used to discard pixels based on the alpha value sampled from the surface texture.\r\n // During readPixels, or when transparency is disabled, only discard 100% opaque pixels.\r\n // Otherwise, if the geometry draws in both opaque and translucent passes, use DisplayParams.minTransparency to filter pixels into appropriate pass to produce appropriate blending.\r\n // Negative cutoff applies only during opaque pass; positive cutoff applies during opaque and translucent passes.\r\n const pass = params.geometry.getPass(params.target);\r\n const cutoff = (!Pass.rendersOpaqueAndTranslucent(pass) || params.target.isReadPixelsInProgress || !params.target.currentViewFlags.transparency) ? -1 / 255 : 241 / 255;\r\n uniform.setUniform1f(cutoff);\r\n });\r\n });\r\n\r\n frag.set(FragmentShaderComponent.DiscardByAlpha, discardByTextureAlpha);\r\n}\r\n\r\n/** @internal */\r\nexport function createSurfaceBuilder(flags: TechniqueFlags): ProgramBuilder {\r\n const builder = createCommon(flags.isInstanced, flags.isAnimated, flags.isShadowable, flags.isThematic, false, flags.positionType);\r\n addShaderFlags(builder);\r\n\r\n const feat = flags.featureMode;\r\n let opts = FeatureMode.Overrides === feat ? FeatureSymbologyOptions.Surface : FeatureSymbologyOptions.None;\r\n if (flags.isClassified) {\r\n opts &= ~FeatureSymbologyOptions.Alpha;\r\n addColorPlanarClassifier(builder, flags.isTranslucent, flags.isThematic);\r\n }\r\n\r\n if (flags.isThematic)\r\n addThematicDisplay(builder);\r\n\r\n addFeatureSymbology(builder, feat, opts);\r\n addSurfaceFlags(builder, FeatureMode.Overrides === feat, true);\r\n addSurfaceDiscard(builder, flags);\r\n addNormal(builder, flags.isInstanced, flags.isAnimated);\r\n\r\n // In HiddenLine mode, we must compute the base color (plus feature overrides etc) in order to get the alpha, then replace with background color (preserving alpha for the transparency threshold test).\r\n builder.frag.set(FragmentShaderComponent.FinalizeBaseColor, applyBackgroundColor);\r\n builder.frag.addUniform(\"u_bgColor\", VariableType.Vec3, (prog) => {\r\n prog.addProgramUniform(\"u_bgColor\", (uniform, params) => {\r\n params.target.uniforms.style.bindBackgroundRgb(uniform);\r\n });\r\n });\r\n\r\n addTexture(builder, flags.isAnimated, flags.isThematic, false, false);\r\n\r\n builder.frag.addUniform(\"u_applyGlyphTex\", VariableType.Boolean, (prog) => {\r\n prog.addGraphicUniform(\"u_applyGlyphTex\", (uniform, params) => {\r\n const surfGeom = params.geometry.asSurface!;\r\n uniform.setUniform1i(surfGeom.useTexture(params.programParams) && surfGeom.isGlyph ? 1 : 0);\r\n });\r\n });\r\n\r\n // Fragment and Vertex\r\n addColor(builder);\r\n\r\n // Fragment\r\n builder.frag.addFunction(getSurfaceColor);\r\n addLighting(builder);\r\n addWhiteOnWhiteReversal(builder.frag);\r\n\r\n if (flags.isTranslucent) {\r\n addTranslucency(builder);\r\n } else {\r\n if (FeatureMode.None === feat) {\r\n addFragColorWithPreMultipliedAlpha(builder.frag);\r\n } else {\r\n if (!flags.isClassified)\r\n addOverrideClassifierColor(builder, flags.isThematic);\r\n else\r\n addFeaturePlanarClassifier(builder);\r\n\r\n builder.frag.addFunction(decodeDepthRgb);\r\n if (flags.isEdgeTestNeeded || flags.isClassified)\r\n addPickBufferOutputs(builder.frag);\r\n else\r\n addAltPickBufferOutputs(builder.frag);\r\n }\r\n }\r\n\r\n builder.frag.addGlobal(\"g_surfaceTexel\", VariableType.Vec4);\r\n builder.frag.set(FragmentShaderComponent.ComputeBaseColor, (flags.isThematic === IsThematic.No) ? computeBaseColor : \"return getSurfaceColor();\");\r\n\r\n if (flags.isClassified)\r\n addClassificationTranslucencyDiscard(builder);\r\n else\r\n addTransparencyDiscard(builder.frag);\r\n\r\n addSurfaceMonochrome(builder.frag);\r\n addMaterial(builder, flags.isInstanced === IsInstanced.Yes);\r\n\r\n if (flags.isWiremesh)\r\n addWiremesh(builder);\r\n\r\n return builder;\r\n}\r\n\r\nexport function addClassificationTranslucencyDiscard(builder: ProgramBuilder) {\r\n // For unclassified geometry, we need to render in both the translucent and opaque passes if any feature transparency overrides are applied that would change the default render pass used.\r\n // Those shaders compute the transparency in the vertex shader and discard the vertex in one pass or the other.\r\n // For classified geometry, the transparency comes from the classifier geometry (when using Display.ElementColor), so even if there are no feature overrides, we may need to draw in both passes.\r\n // Since the transparency is not known until the fragment shader, we must perform the discard there instead.\r\n addMaxAlpha(builder.frag);\r\n addRenderPass(builder.frag);\r\n\r\n // Do not discard transparent classified geometry if we're trying to do a pick...\r\n builder.frag.addUniform(\"u_no_classifier_discard\", VariableType.Boolean, (prog) => {\r\n prog.addProgramUniform(\"u_no_classifier_discard\", (uniform, params) => {\r\n uniform.setUniform1i(params.target.isReadPixelsInProgress ? 1 : 0);\r\n });\r\n });\r\n\r\n builder.frag.set(FragmentShaderComponent.DiscardByAlpha, discardClassifiedByAlpha);\r\n}\r\n"]}
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@@ -57,6 +57,12 @@ interface ImdlTextureMapping {
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/** @see [TextureMapping.Params.worldMapping]($common). Default: false. */
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worldMapping?: boolean;
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};
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+
/** @see [NormalMapParams]($common). */
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+
normalMapParams?: {
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+
textureName?: string;
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+
greenUp?: boolean;
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64
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+
scale?: number;
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+
};
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}
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/** Describes a [RenderTexture]($common) with its image embedded into the tile data. */
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interface ImdlNamedTexture {
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@@ -1 +1 @@
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1
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-
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1
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+
{"version":3,"file":"ImdlReader.d.ts","sourceRoot":"","sources":["../../../src/tile/ImdlReader.ts"],"names":[],"mappings":"AAIA;;GAEG;AAEH,OAAO,EAAU,UAAU,EAAE,UAAU,EAA2B,MAAM,qBAAqB,CAAC;AAC9F,OAAO,EAAc,eAAe,EAAsC,YAAY,EAAa,cAAc,EAAE,OAAO,EAAE,QAAQ,EAAE,MAAM,sBAAsB,CAAC;AACnK,OAAO,EACL,SAAS,EAAE,QAAQ,EAAE,aAAa,EAAsC,gBAAgB,EAAsB,SAAS,EAAkC,QAAQ,EACpJ,iBAAiB,EAAc,UAAU,EAAE,kBAAkB,EAAuE,cAAc,EAC/J,cAAc,EAAiB,cAAc,EAAE,mBAAmB,EAAc,UAAU,EAAiB,cAAc,EAC1H,MAAM,oBAAoB,CAAC;AAE5B,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAGvD,OAAO,EAAmB,oBAAoB,EAAE,MAAM,sCAAsC,CAAC;AAC7F,OAAO,EAAE,aAAa,EAAE,MAAM,oCAAoC,CAAC;AACnE,OAAO,EAAE,IAAI,EAAE,MAAM,0CAA0C,CAAC;AAChE,OAAO,EAA6E,WAAW,EAAE,MAAM,oCAAoC,CAAC;AAM5I,OAAO,EAAE,aAAa,EAAE,MAAM,yBAAyB,CAAC;AACxD,OAAO,EAAkB,YAAY,EAAE,MAAM,wBAAwB,CAAC;AACtE,OAAO,EAAE,YAAY,EAAE,MAAM,0BAA0B,CAAC;AACxD,OAAO,EAAE,iBAAiB,EAAE,MAAM,YAAY,CAAC;AAE/C,gBAAgB;AAChB,oBAAY,qBAAqB,GAAG,CAAC,MAAM,EAAE,UAAU,KAAK,OAAO,CAAC;AAIpE,gBAAgB;AAChB,MAAM,WAAW,gBAAiB,SAAQ,iBAAiB;IACzD,UAAU,EAAE,cAAc,CAAC;CAC5B;AAED;;GAEG;AACH,qBAAa,UAAW,SAAQ,UAAU;IACxC,SAAgB,UAAU,EAAE,MAAM,CAAC;IACnC,SAAgB,aAAa,EAAE,MAAM,CAAK;IAC1C,SAAgB,cAAc,EAAE,MAAM,CAAK;IAC3C,SAAgB,cAAc,EAAE,MAAM,CAAK;IAC3C,IAAW,OAAO,IAAI,OAAO,CAA4C;gBAEtD,MAAM,EAAE,UAAU;CAqCtC;AAED;;;;;;;;GAQG;AACH,wBAAsB,mBAAmB,CAAC,KAAK,EAAE,UAAU,EAAE,MAAM,EAAE,gBAAgB,EAAE,OAAO,EAAE,UAAU,EAAE,IAAI,EAAE,OAAO,EAAE,OAAO,CAAC,EAAE,YAAY,GAAG,KAAK,GAAG,OAAO,CAAC,aAAa,GAAG,SAAS,CAAC,CAY7L;AAcD,kFAAkF;AAClF,aAAK,YAAY,GAAG,MAAM,EAAE,CAAC;AAE7B,6CAA6C;AAC7C,UAAU,kBAAkB;IAC1B,wJAAwJ;IACxJ,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,sDAAsD;IACtD,MAAM,EAAE;QACN,sEAAsE;QACtE,SAAS,EAAE,MAAM,EAAE,EAAE,CAAC;QACtB,kEAAkE;QAClE,MAAM,CAAC,EAAE,MAAM,CAAC;QAChB,0DAA0D;QAC1D,IAAI,CAAC,EAAE,cAAc,CAAC,IAAI,CAAC;QAC3B,0EAA0E;QAC1E,YAAY,CAAC,EAAE,OAAO,CAAC;KACxB,CAAC;IACF,uCAAuC;IACvC,eAAe,CAAC,EAAE;QAChB,WAAW,CAAC,EAAE,MAAM,CAAC;QACrB,OAAO,CAAC,EAAE,OAAO,CAAC;QAClB,KAAK,CAAC,EAAE,MAAM,CAAC;KAChB,CAAC;CACH;AAED,uFAAuF;AACvF,UAAU,gBAAgB;IACxB,2FAA2F;IAC3F,OAAO,CAAC,EAAE,OAAO,CAAC;IAClB,2EAA2E;IAC3E,aAAa,CAAC,EAAE,OAAO,CAAC;IACxB,kEAAkE;IAClE,UAAU,EAAE,MAAM,CAAC;IACnB,iEAAiE;IACjE,MAAM,EAAE,iBAAiB,CAAC;IAC1B,6EAA6E;IAC7E,YAAY,CAAC,EAAE,mBAAmB,CAAC;CACpC;AAED,qCAAqC;AACrC,UAAU,iBAAiB;IACzB,IAAI,EAAE,aAAa,CAAC,IAAI,CAAC;IACzB,SAAS,CAAC,EAAE,aAAa,CAAC;IAC1B,SAAS,CAAC,EAAE,aAAa,CAAC;IAC1B,SAAS,CAAC,EAAE,MAAM,CAAC;IACnB,UAAU,CAAC,EAAE,UAAU,CAAC;IACxB,SAAS,CAAC,EAAE,SAAS,CAAC;IACtB,cAAc,CAAC,EAAE,OAAO,CAAC;IACzB,UAAU,CAAC,EAAE,MAAM,CAAC;IACpB,OAAO,CAAC,EAAE,kBAAkB,CAAC;IAC7B,QAAQ,CAAC,EAAE,QAAQ,CAAC,SAAS,CAAC;CAC/B;AAED,6CAA6C;AAC7C,UAAU,kBAAkB;IAC1B,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5B,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,aAAa,CAAC,EAAE,YAAY,CAAC;IAC7B,QAAQ,CAAC,EAAE,MAAM,CAAC;IAClB,YAAY,CAAC,EAAE,YAAY,CAAC;IAC5B,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,gBAAgB,CAAC,EAAE,MAAM,CAAC;IAC1B,yCAAyC;IACzC,YAAY,CAAC,EAAE,MAAM,CAAC;IACtB,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,OAAO,CAAC,EAAE,OAAO,CAAC;IAClB,OAAO,CAAC,EAAE,MAAM,CAAC;IACjB,cAAc,CAAC,EAAE;QACf,OAAO,EAAE,kBAAkB,CAAC;KAC7B,CAAC;CACH;AAED,iFAAiF;AACjF,UAAU,iBAAiB;IACzB,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,QAAQ,CAAC,eAAe,CAAC,EAAE,OAAO,CAAC;IACnC,QAAQ,CAAC,cAAc,CAAC,EAAE,OAAO,CAAC;CACnC;AAED,mCAAmC;AACnC,UAAU,eAAe;IACvB,4EAA4E;IAC5E,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,2CAA2C;IAC3C,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,4EAA4E;IAC5E,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,2HAA2H;IAC3H,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;IAC5B,uCAAuC;IACvC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,wCAAwC;IACxC,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,yGAAyG;IACzG,QAAQ,CAAC,eAAe,EAAE,OAAO,CAAC;IAClC,6FAA6F;IAC7F,QAAQ,CAAC,gBAAgB,EAAE,gBAAgB,CAAC;IAC5C,uIAAuI;IACvI,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;IAC5B,uEAAuE;IACvE,QAAQ,CAAC,YAAY,CAAC,EAAE,aAAa,CAAC;IACtC,iFAAiF;IACjF,QAAQ,CAAC,MAAM,EAAE;QACf,QAAQ,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;QAC9B,QAAQ,CAAC,UAAU,EAAE,MAAM,EAAE,CAAC;KAC/B,CAAC;IACF,sGAAsG;IACtG,QAAQ,CAAC,aAAa,CAAC,EAAE,iBAAiB,CAAC;IAC3C,QAAQ,CAAC,wBAAwB,CAAC,EAAE,OAAO,CAAC;CAC7C;AAED;;GAEG;AACH,UAAU,aAAa;IACrB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,QAAQ,CAAC,eAAe,EAAE,MAAM,EAAE,CAAC;IACnC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,kBAAkB,CAAC,EAAE,MAAM,CAAC;CACtC;AAED,2DAA2D;AAC3D,UAAU,aAAa;IACrB,sDAAsD;IACtD,QAAQ,CAAC,QAAQ,CAAC,EAAE,MAAM,CAAC;IAC3B,0DAA0D;IAC1D,QAAQ,CAAC,QAAQ,EAAE,eAAe,CAAC;IACnC,uDAAuD;IACvD,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;IAC5B,4GAA4G;IAC5G,QAAQ,CAAC,qBAAqB,CAAC,EAAE,QAAQ,CAAC;IAC1C,sEAAsE;IACtE,QAAQ,CAAC,SAAS,CAAC,EAAE,aAAa,CAAC;CACpC;AAED;;GAEG;AACH,aAAK,mBAAmB,GAAG,IAAI,CAAC,oBAAoB,EAAE,MAAM,CAAC,GAAG;IAAE,UAAU,EAAE,MAAM,CAAA;CAAE,CAAC;AAEvF;;;GAGG;AACH,UAAU,gBAAgB;IACxB,iJAAiJ;IACjJ,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB;;OAEG;IACH,QAAQ,CAAC,sBAAsB,EAAE,MAAM,CAAC;CACzC;AAED;;;GAGG;AACH,UAAU,mBAAoB,SAAQ,gBAAgB;IACpD,yJAAyJ;IACzJ,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;CAC9B;AAED;;;GAGG;AACH,UAAU,gBAAgB;IACxB,2FAA2F;IAC3F,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,4EAA4E;IAC5E,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,mCAAmC;IACnC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,oCAAoC;IACpC,QAAQ,CAAC,MAAM,EAAE,MAA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@@ -252,6 +252,7 @@ export class ImdlReader {
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252
252
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return this._system.createMaterial(materialParams, this._iModel);
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253
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}
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254
254
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textureMappingFromJson(json) {
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255
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+
var _a;
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255
256
|
if (undefined === json)
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256
257
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return undefined;
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const name = JsonUtils.asString(json.name);
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@@ -269,8 +270,20 @@ export class ImdlReader {
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269
270
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mapMode: JsonUtils.asInt(paramsJson.mode),
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|
270
271
|
worldMapping: JsonUtils.asBool(paramsJson.worldMapping),
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271
272
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};
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272
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-
|
|
273
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-
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273
|
+
const textureMapping = new TextureMapping(texture, new TextureMapping.Params(paramProps));
|
|
274
|
+
const normalMapJson = json.normalMapParams;
|
|
275
|
+
if (normalMapJson) {
|
|
276
|
+
let normalMap;
|
|
277
|
+
const normalTexName = JsonUtils.asString(normalMapJson.textureName);
|
|
278
|
+
if (normalTexName.length === 0 || undefined !== (normalMap = (_a = this._namedTextures[normalTexName]) === null || _a === void 0 ? void 0 : _a.renderTexture)) {
|
|
279
|
+
textureMapping.normalMapParams = {
|
|
280
|
+
normalMap,
|
|
281
|
+
greenUp: JsonUtils.asBool(normalMapJson.greenUp),
|
|
282
|
+
scale: JsonUtils.asDouble(normalMapJson.scale, 1),
|
|
283
|
+
};
|
|
284
|
+
}
|
|
285
|
+
}
|
|
286
|
+
return textureMapping;
|
|
274
287
|
}
|
|
275
288
|
async loadNamedTextures() {
|
|
276
289
|
if (undefined === this._namedTextures)
|